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Update 115 - The BULLSHOOT Update - is now Live!

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HOWDY FOLKS,

I hope you're all well rested, stretched, limbered up, and ready to GO because BULLSHOOT, our latest Horrible Wonderful Game Mode is now fully released. It's 15 Chapters of devilishly constructed challenges that will test your Firearm Knowledge, Operational Agility, Problem Solving, Fitness, and pure patience.

You can think of it as like drinking H3VR, and all its wacky weaponry, everything it asks from you, from a firehose. I look forward to seeing if anyone manages to speedrun it (and not just fall over and expire in the process).

ANYWHO, we hope you enjoy this latest torture session Game Mode, and will now return to prepping for MEATMAS festivities. We still have an update planned for December 25th, a whole pile of goodies that will be under the tree in the Meatmas Holiday Snowglobe scene. Until then!

Peace,
Anton


PLEASE NOTE: If anything broke with your mods due to last minute changes by myself, you can REVERT TO UPDATE 114 by selecting it under the 'betas' tab in properties in Steam, and run that branch until any necessary fixes/updates are made

[h3]Full Changelog - Update 115[/h3]

[h2]Additions[/h2]
  • Added New Game Mode: BULLSHOOT - 15 Chapters of Shooting Challenges, Puzzles and Rage!

[h2]Changes:[/h2]
  • Added SosigEnemyConfig IgnoreWeaponNecessity toggle in for making easier Civvie Sosigs (mostly for modder)
  • Tweaked Melee damage on an assortment of objects
  • M76 now realistically drops bolt when empty magazine removed and bolt is locked to the rear.
  • Fired Rounds in Chambers now glow under thermal vision

[h2]Fixes:[/h2]
  • Fixed a whole bunch of (very old) materials
  • Fixed and tweaked a few things about Random Gun Spawning Button
  • Fixed Incorrect quickbelt orientation for Airgun and Jackhammer
  • Affixment point for attachments on A4 Carryhandle Sight and Canadian Carryhandle Sight corrected
  • Fixed Medigun no longer healing sosigs after recent Meat Fortress IFF changes
  • Fixed Display Name for .38 special speedloader
  • Fixed Color on F1 Grenade Icon
  • Fixed missing damage on MK211
  • Fixed LC22R being able to be manually cocked
  • Changed Round Cookoff behavior
  • Fixed Ferryman mag identifier

Update 115 Experimental 2 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

Hope you're all having yourselves a Wonderful first weekend of December. I am still on the mend after a month of illness, but have managed to create another 5 whole sections of ABSOLUTE BULLSHOOT for ya. Along with the new content, the game mode now has a proper main menu, save, quit and resume functionality. The mode tracks the best time you've managed for each chapter, and allows you to start new runs from any chapter you've unlocked! Once I get the final chapters in next week, I'll add in overall run time readouts and score-tracking, for those of you (masochists) who want to Speed Run the whole mode!

Anywho, hope y'all enjoy(or hate) the new hijinks!

I'll see y'all back here next week!
Peace,
Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!


[h2]Full Changelog - Update 115 - Experimental 2[/h2]
[h3]Additions:[/h3]
  • [Bullshoot] Added 5 More Chapters to Bullshoot! (10 in all now)
  • [Bullshoot] Added Main Menu System
  • [Bullshoot] Added Save & Quit, and Resume Run functionality
  • [Bullshoot] Added Chapter Select functionality, best times for each chapter.

[h3]Changes:[/h3]
  • M76 now realistically drops bolt when empty magazine removed and bolt is locked to the rear.
  • Fired Rounds in Chambers now glow under thermal vision
  • [Bullshoot] Removed some of the interstitial rooms, as chapter-breaks now function differently.

[h3]Fixes:[/h3]
  • Fixed Incorrect quickbelt orientation for Airgun and Jackhammer
  • Affixment point for attachments on A4 Carryhandle Sight and Canadian Carryhandle Sight corrected
  • Fixed Medigun no longer healing sosigs after recent Meat Fortress IFF changes
  • Fixed Display Name for .38 special speedloader
  • Fixed Color on F1 Grenade Icon
  • Fixed missing damage on MK211
  • Fixed LC22R being able to be manually cocked
  • Changed Round Cookoff behavior
  • Fixed Ferryman mag identifier

Update 115 Experimental 1 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

HOWDY folks!

I hope you're all having a pleasant long Holiday Weekend. I am only just managed to drag myself out of ground illness-wise, and have dragged with me a zany idea I've had bouncing around my head for ages, called BULLSHOOT. It's a puzzle-shooting game in the spirit of games like Wario Ware, Impossible Quiz and Getting Over It. Hopefully, it is exactly the right amount of unfair.

I'll be continuing to add more rooms to it, as well as some features for Speedrunning and High Scores over the Holiday month. More details in the devlog above about what to expect from H3 this Meatmas!

I wish you all a safe and healthy weekend!
Peace,
Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!



[h2]Full Changelog - Update 115 - Experimental 1[/h2]
[h3]Additions:[/h3]
  • Added New Game Mode (WIP): BULLSHOOT (Puzzle-Target Shooting Game)


[h3]Fixes:[/h3]
  • Fixed and tweaked a few things about Random Gun Spawning Button

Update 114 Patch 2 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy All!

Have a small but ridiculous update for y'all today, as I slowly march towards recovery (on day 5 of a nasty cold boooo). While wrapped in a blanket, I managed to get a long-requested feature done this week though, which is a RANDOM GUN button for the Item Spawner.

This system selected a random gun from the game's selection, and then attempts to place attachments on it in a reasonably correct way. It does iron-sight pairing, tries to place things in the primary part of rails, and won't place duplicates of things like bipods, foregrips and attachable weapons, to prevent issues that can arise from overlapping trigger colliders. It will.... most certainly build plenty of things for you that are COMPLETELY CURSED.

So please, by all means, if you get something utterly gnarly out of the system, post a picture of it to the Steam Community here :-)

Anywho, hope y'all have a wonderful weekend, and we'll have more for you soon.

Peace,
Anton

[h2]Full Changelog - Update 114 - Patch 2[/h2]
[h3]Additions:[/h3]
  • Added New System: Random Gun Button for Item Spawner


[h3]Fixes:[/h3]
  • Fixed a bunch of internal player damage events not being properly routed to the updated event which uses an incoming IFF
  • Fixed issue causing turrets in Return of the Rotwieners attack -everything-
  • Updated and fixed Tec9 Item Spawner Icons

Update 114 Patch 1 - Guns of SULFUR Collab - is now Live!

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Howdy All!

I know we JUST dropped a huge update on y'all, but we have one more barrel of fun toys for you folks this month, which is a bunch of guns from an upcoming Indie game I'm super jazzed about, called SULFUR, which is out on MONDAY.

The devs behind it are wonderful fellows, and I met them almost 2 years ago at a game conference two years ago, and we connected over our love of INCREDIBLY CURSED GUNS. It only felt write to bring a few of their stranger creations in H3 and see how they feel in VR. I hope y'all enjoy them.

If your interest is piqued from the collection, hop on over to the steam page for SULFUR here, and give em a wishlist! Sulfur Steam Page

Peace,
Anton

[h2]Full Changelog - Update 114 - Patch 1[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: Dirk 38 (.38 ACP)
  • Added New Firearm: Balthazar (5.56x45mm)
  • Added New Firearm: Arbiter 2 (12 gauge)
  • Added New Firearm: The Ferryman (.50 BMG)