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Hot Dogs, Horseshoes & Hand Grenades News

H3VR Early Access Update 93 is Live! - The End Of Shotgun Month

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Howdy Folks!

Got an extra-sized Devlog for you folks this week. Plenty to cover. How BOUT them classic prototype shotguns eh? It sure does seem like there was a period where everyone assumed what militaries REALLY needed was absurdly sized high capacity shotguns. I know I used to think they were the coolest thing ever after playing Fallout 2 as a kid (rocked across the wasteland with my CAWS). It seems though that common sense prevailed from multiple vectors, and such ridiculous devices are left to history (and VR hot dog gun sims), so it is a joy to be able to play with a bunch of shotguns-that-never-were.

As for Meat Fortress stuff, we are slowly making our way through all of the class’s kit, giving them alt weapons, new ammo and a grenade each. Once we’ve gotten through them all later this year, we’ve got some fun stuff planned that I think you folks will enjoy, including a specially designed Take & Hold character progression.

Lastly, I know there’s going to be a ton of questions regarding the Gameplanner system I talked about in the Devlog. I’ll be here for a few hours tonight on the subreddit to answer em. Do note though that a whoooole lot of that system is going to be a ‘design as we go’ sort of affair, where based on how various tools and nodes and objects are to use, we’ll follow what’s working. Still tons up in the air, but as always we plan to be super open about our design process with it, as well as listening for what seems the most exciting to you folks.

Hope you all have a pleasant Weekend!

Peace,
Anton

Changelog - Update 93

Additions:
  • Added New Firearm: Pancor Jackhammer (12 gauge)
  • Added New Firearm: CAWS (12 gauge Belted) with 10 and 20 round mags
  • Added New Firearm: CAWS TacMod (12 gauge Belted)
  • Added New Firearm: Throwback SingleShot (12 gauge)
  • Added New Firearm: Throwback SingleShot (20 gauge)
  • [Meat Fortress] Added New Firearm: Duckhunter (13 gauge)
  • [Meat Fortress] Added New Grenade: Mount Thunder Speed Nade
  • [Meat Fortress] Added New Ammo Variations for 13 gauge (Slugger, Bleeder, Blooper, Moonshot)
  • Added New Option to WIP Section: Max Decal Count (note this clears all active decals when changed)
  • Added New Attachment: G36C Rail Adapater
  • Added New Attachment: G36 Scope
  • Added New Attachment: G36 Combo-Scope
  • Added Matched Carryhandle Sight to M16A4


Changes:
  • Evo3 now has Mag Release button
  • Added a few new Status effect types to Sosigs
  • Knight Iron Sights are now FDE tan to match Mk18 Mod 1
  • Truefire Suppressor is now FDE tan to match Mk18 Mod 1
  • Replaced Models for Angled Foregrips


Fixes:
  • Fixed the Old Timey glasses unlock from Wurstwurld!!
  • Fixed some Status-effect related bugs for the Sosigs
  • Tan shade fixed on Mk18 Mod 1
  • Scope mount bug fixed on Rolling Block Creedmoor
  • Fixed pose issues with T14 Custom and VT13
  • Fixed old ammo spawner being in M.E.A.T.S. scene

H3VR Early Access Update 92 Is Live! New Mk18 and M16A4 Models & More!

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Howdy folks!

Got a new update for ya this week. Tis mostly toys so I'll let the devlog do the talking.

Hope you folks all have a Wonderful Weekend!

Peace,
Anton

Changelog - Update 92

Additions:
  • Added New Firearm: M16A4 (5.56x45mm)
  • Added New Firearm: Mk18 Mod 1 (5.56x45mm)
  • Added New Firearm: G17 (9x19mm)
  • Added New Firearm: G18c (9x19mm)
  • Added New Firearm: MCS870 (12 gauge)
  • Added New Magazine: G17 Drum (50 rounds)


Changes:
  • Rolling Block Rifles now have a mount for the Model 8 W330 Scope


Fixes:
  • Fixed Compound pistol having its internal magazine destroyed by clearing mags in the wrist menu
  • Fixed P6Twelve accepting any speedloader (whoops! Lol typechecking FTW!!!!!)
  • Meat Fortress Soldier Frag Grenade Fuse time corrected
  • Fixed unloaded Rolling Blocks not having a hammer hit sound
  • Fixed a few broken Item Spawner images
  • Optimized a bunch of internal transformations for moving gun pieces
  • Optimized a bunch of things related to attachments and sensors


Removed:
  • Removed old Mk18 Mod 0
  • Removed old G17

H3VR Early Access Update 91 Is Live! Happy 4th of July!!!

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Howdy Folks!

I know we just had a huge update, but hey, it’s about to be the most theme-appropriate holiday of the year for H3, so we decided to sneak in a few more new toys for you folks to enjoy.

Hope you all have a safe and enjoyable holiday weekend!

Peace,
Anton

Changelog - Update 91
  • Additions:
  • Added New Firearm: Rolling Block Rifle (8x50mmR Lebel)
  • Added New Firearm: Rolling Block Long Range (.45-70 Govt.)


Changes:
  • .50 Remington Black Powder Ballistics info corrected
  • Changed the Item Spawner Category sorting for Meat Fortress Items
  • G11 TacMod now spawns with a Picatinny sight in T&H and has been moved to modern weapon pools


Fixes:
  • Fixed Rolling Block Pistol scaling
  • Fixed P6Twelve Scaling
  • Fixed Revolving Shotgun Triggers not animating
  • Fixed Revolving Shotgun Cylinders spawning phantom empty rounds when loading
  • Fixed OG Paper Target not being loadable
  • Fixed Broken Slide-bolting for Bolt Action RIfles

H3VR Early Access Update 90 Is Complete! New Guns, Features & Fixes

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Howdy Folks!

*Slides into home plate exhausted* We did it!

Finally off the Alpha Branch with a full release for you folks. That one took a while longer than originally planned, but as often happens with my plans, I get inspired part of the way through feature development by another feature, and suddenly there’s twice as many things to iterate on and test, and ooh that’s a shiny gun lets put that in too, and 10 weeks have passed and oh goodness we really need to wrap this all up.

Amusingly, I actually -did- have a time pressure to get this back onto main branch as next week is the 4th of July! Which of course means H3 has to have some over the top ‘Murican goodies to play with. So I needed to be back on the Main Branch with the game’s development by then.

As for the features in this update, I know a few things still need some filling out and tweaking. More Paper Target options are still coming. I still need to recode the Grabbity-Grab item selection. Both those are things that don’t require an Alpha branch, so yeah. :-)

Anywhooooo I hope y’all enjoy playing with all the new Shotguns and assorted other toys. The change-log below is -just- for the final build push. I’ve found that collating all the changelogs from the various Alphas just ends up being confusing as it simultaneously references fixes to things added in other parts of the log. So if you want/need to see any of the past changes during the cycle, check out the announcements here on the Steam Forum: https://steamcommunity.com/app/450540/eventcomments/

Have a Wonderful weekend!

Peace,
Anton

Changelog - Update 90

Additions:
  • Added New Firearm: KSG Shotgun (12 gauge)
  • Added New Firearm: P6Twelve (12 gauge)
  • Added New Firearm: VT13 Shorty (12 gauge)
  • Added New Firearm: T14 Custom (12 gauge)
  • Added New Firearm: M2 Tactical (12 gauge)
  • Added New Firearm: M2 3-gun (12 gauge)
  • Added New Firearm: G11 Tacmod (4.73×33mm)
  • Added New Magazine: 80 Round Makarov Drum (9x18mm) (cuz why not)
  • Added New Firearm: Compound Pistol (Auto-recharging Power Cell)
  • Added New Paper Target Category Window (2 categories currently, more on the way)
  • Added Height Adjustment to Paper Target along with auto-control height change in Sniper Range
  • Added Paper Target to Sniper Range


Changes:
  • Rebuilt the carrier posing and animation system for all 30-some tube-fed weapons in the game (yes, that was terrible)
  • XM1014 now has muzzle attach point
  • Soundset for Express870 adjusted
  • Soundset for 870s, MB500 adjusted


Fixes:
  • Fixed USAS-12 Cycling issues
  • Fixed AugA1 Attachment metadata
  • Fixed bug that errantly allowed foregrips with rails on them to be detached while attachments were mounted to it (breaking everything)
  • Foregrip bracing now correctly no longer engages on foregrips that utilize the trigger
  • Fixed assortment of AK-12 issues
  • Fixed incorrect physics behavior of paper target
  • Fixed bipodded MG42 recoil
  • Fixed broken vaulting behavior for AxisTiltForward (you will need to rebuild/revault weapons with it

Update 90 Alpha 4 is Now Live On The Alpha Branch!

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Howdy Folks!

Hope you're all doing well this week. We've got a smaller alpha for you this week as well.. it's been a week of fighting with infuriating bugs, which has eaten far faaaaaaaaar more time than was anticipated. I will leave the video to tell ya all about it.

Hope you all have a wonderful weekend!

Peace,

Anton

TO ACCESS THE ALPHA BRANCH
  • Right click the game in Steam
  • Click Properties
  • Go to the Betas Tab
  • Click the Dropdown
  • Select ‘Alpha 1’


Full Changelog - Update 90 - Alpha 4

Additions:
  • Added New Firearm: AK-12 (5.45 x 39mm)
  • Added New Firearm: AK-12 Prototype (5.45 x 39mm)
  • Added New Attachment: Rail AxisTilt Forward Adapter
  • Anned New Attachment: Rail Extender Glitchgun Adapter


Changes:
  • New Slide-bolting feature is only available when bipodding.
  • Slide-bolting now properly auto-ejects clips
  • Slide-bolting gesture rebuilt for Index controllers (is now a down/up swipe)
  • M40A1 now has underslung rail to allow for use of a bipod
  • Indoor Range Paper Target life values further tweaked


Fixes:
  • Fixed like.. SO MANY posing and parameter errors with bolt action bolts
  • Fixed all the guns that couldn’t be grabbity-grabbed
  • Fixed all the bolt actions that couldn’t be slide-bolted correctly.