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Hot Dogs, Horseshoes & Hand Grenades News

Update 89 - Patch 1 is now Live!

Full Changelog - Update 89 - Patch 1

Added New Experimental Feature: Grabbity Physics Grab
  • You must enable this in the Options, under Input.


Additions:
  • Added AKM Tactical 10/20 round mags to item spawner
  • Added AK74 10/20 round mags to item spawner
  • Added Sustenance Red Dot to item spawner
  • Added Aug A1 to item spawner


Changes:
  • Changed Grabbity-Physics-Grab Flip button on Rift & Rift S to use the grip button instead of trigger
  • Quick-bolt switching on Bolt-Action rifles how produces a haptic bump coming on and off the handle


Fixes:
  • Attempted a fix for collision performance in Breaching scene (but there are larger problems here, I might have to rebuild the darn scene to fix it :-/)
  • Fixed issue with Sustenance Crossbow trigger/drop confusion

H3VR Early Access Update 89 is LIVE! TRIPLE FEATURE THIS WEEK!

[previewyoutube][/previewyoutube]

Howdy Folks!

Have a downright beastly update for y’all this week. A bit of stuff for everyone. Despite the fact that they need a whole bunch more work on the object-selection front, I’ve put my prototype HL:Alyx style Grabbity-Glove system into the game for you folks to try. NOTE, it is disabled by default. You must open the options panel, go to Control/Input, and enable the Grabbity Physics Grab to give it a shot. Grabbing is done by selecting an object by pointing at it, holding the trigger down, and flicking your wrist back. Lemme know whatcha think so far!

Be Well and Stay Healthy!

Peace,

Anton

Full Changelog - Update 89

Added New Experimental Feature: Grabbity Physics Grab
  • You must enable this in the Options, under Input.


Additions:
  • Added New Firearm: Aug A1 (5.56x45mm)
  • Added New Firearm: Aug A3 (5.56x45mm) (This replaces the prior version)
  • Added New Firearm: Bushranger’s Boon (12x32mm Dingowhomper)
  • Added New Firearm: Snag Sanger (18x50mm Packawhollop)
  • Added New Firearm: The Last Bit (18x50mm Packawhollop)
  • Added New Ammo Classes for 12x32mm Dingowhomper: Bushfire, Funnel Spider
  • Added New Ammo Classes for 18x50mm Packawhollop: Barbie, Drongo, Gobsmacka
  • Added New Grenade: Sniper Impact Flash Grenade
  • Added New Magazines: 10 and 20rnd Mags for AKM (Not yet in Item Spawner)
  • Added New Magazines: 10 and 20rnd Mags for AK74 (Not yet in Item Spawner)


Changes:
  • Changed chamber collision to be non-dynamic for Martini Henry due to crashing issue (thanks PhysX)


Fixes:
  • [Meat Fortress] Fixed Incorrect Symbols on Heavy and Demo (finally)
  • ASVAL & VSS Vintorez Magazine dimensions altered to be more correct
  • Fixed ASVAL & VSS Vintorez Fire selector angles
  • Super Shorty Tactical now spawns with Picatinny Sight
  • Fixed Visual Gap between grip and receiver on Hammerless 520s
  • Fire particles can now correctly ignite fuses
  • Plugged Geo hole in VZ58 Compact

H3VR Early Access Update 88 is LIVE! THE POWER OF THE POTATO!!!

[previewyoutube][/previewyoutube]

Howdy Folks!

Have a bit of a belated April Fools goof for ya this week. This was originally planned for the 1st, but I was still a bit wiped out from the HL update, so I decided to chill, slow down, take my time with things for this one. It was worth it though as it afforded the time to put a bit more polish, and love into some of the interactions for what is CLEARLY the most glorious firearm added to H3 thus far. That’s right. Patoot Gun. The original Carb Cannon. Lovingly crafted and hopefully a reminder of the reckless fun of youth for some of you.

- Disclaimer - Please do not try to replicate the functionality of this Potato Cannon in real life, or utilize pressured aerosol cans near sparks or flame of any kind. It is genuinely dangerous. For those of you who want to build a RL potato gun there are significantly safer designs than the one presented here in game. I just chose this one because it was similar to the one I made like 20 years ago oh my god I am so old, i just used ‘20 years ago’ in text form for an update and I feel like I’m going to just wither away into dust now. Pssssssssssssshhhhhhh there Anton goes. Old man dust on the wind.

Anywho. I hope you all enjoy!

Be Well and Stay Healthy!

Peace,

Anton

Full Changelog - Update 88

Additions:
  • Added New Firearm: Potato Cannon (50mm Potato)
  • Added New Ammo Type: 50mm Potato
  • Added New Explosive: Hairspray Can
  • Added New Attachment: SustenanceMp7Reflex
  • Added New Backpack: ButtBackPack (if you don’t understand, don’t ask)


Changes:
  • [Take & Hold] Zombine Rotwiener Now tries to suicide with grenade
  • [Take & Hold] Changed weapons that spawn with a picatinny sight to always spawn with a reflex sight (instead of a useless half pair of irons sometimes)


Fixes:
  • Fixed Sustenance Crossbow not doing damage to anything but Sosigs
  • Fixed Evo3 Mag Capacities
  • Fixed Virtual Stock position not updating on moving stock on Sustenance Crossbow (womp womp)
  • Fixed stock pull feel for Uze Compact
  • Fixed Incorrect Label in Ammo Spawning Panel for 10x27mm Pulsed
  • Fixed Poison Breadcrab Zombie Grenade Pin Trigger
  • Fixed S.P.A.A.M. Detonator trigger rotating the wrong direction
  • [Take & Hold] Fixed bug where required secondary objects sometimes wouldn’t spawn in cases
  • Tuned Tactical 8400 magazine collision

H3VR Early Access Update 87 is Live! Welldone Freemeat Take & Hold Character

[previewyoutube][/previewyoutube]

Howdy Folks!

Got something truly zany for y’all this week. Just in time for us all spending WAY too much time in our houses! I give you Welldone Freemeat, a new themed Take & Hold character, along with a whole bucket of new toys to go with it! Be aware that the two weapons added with integrated underbarrels may NOT Vault correctly or at all.

As mentioned, this is a bit of an experiment to see how well Take & Hold works with a more ‘crafted’ equipment progression, and less randomization. I’m super curious to hear what y’all think!

As always, if you run into any bugs (quite possible due to some of the physics-heavy toys added in this update) please post them in the Bug Reports section of our Steam Forum.

Be Well and Stay Healthy!

Peace,

Anton

Full Changelog - Update 87

Additions:
  • Added New Firearm: USP Match 9mm (with glow sights)
  • Added New Firearm: Mp7 Sustenance (with integrated GP25 and Reflex Sight)
  • Added New Firearm: Sustenance Crossbow (Hot Dog Bolt)
  • Added New Firearm: Sustenance AR3 (10x27mm Pulsed with Underbarrel Dark Matter Lemon Launcher)
  • Added New Explosive: S.P.A.A.M. (Selectable Portable Anti-personnel Attack Munition)
  • Added New Magazines for Evo3: 15 round and 50 round drum
  • [TakeAndHold] Added New Character: Welldone Freemeat (with custom progression and enemies)


Changes:
  • Flipzo lighter can now be harnessed
  • Sosigs can now be remote-grabbed when downed
  • [TakeAndHold] Destructible Crates can now be remote-grabbed
  • [TakeAndHold] Obrez Bolt-actions Removed from Bolt Action Pools
  • [TakeAndHold] Added New Obrez Table for WW2 and Standard Progressions


Fixes:
  • Fixed Stock Rotation Extents for Spas-12, VZ64, PP91
  • Fixed Assorted Spawning Issues
  • Fixed Misalignment on H69 Grenade Launcher

H3VR Early Access Update 86 is Live! MEAT FORTRESS Spy kit!

[previewyoutube][/previewyoutube]

Howdy Folks!

Here we go, the first Meat Fortress focussed update of the year! I know a bunch of you have been waiting (mostly) patiently for this. As mentioned in the devlog, this Spy kid should give you an idea of the sort of thing I want to add eventually to each classes loadout options: Some sort of alt-weapon, a dedicated grenade, and ammo class variations for at least one of their weapons that switches up, or augments their battlefield role.

The longer term goal of doing this is being able to grow the equipment variation enough to make a really compelling Meat Fortress Take & Hold character eventually. So you should expect a drip feed of this new equipment over the coming months :-)

As for the Speedloaders, all of the existing controls/capabilities of magazines that are relevant are now shared by speed loaders. You can dump rounds out, to your other hand, and into a quickbelt slot, as well as loading them manually.

Lastly, I hope you all enjoy playing with the rejuvenated Graviton Beamer. Right now it appears in the Proving Ground, and can spawn in Ricky Dicky Random Take & Hold. I’m going to give it one week of testing in that context, and if everything seems to be behaving as desired, I’ll pop it into the Item Spawner so you can use it in any scene!

Anywho, hope you’re all weathering the current events well. Make sure you keep washing those meaty hands and have a wonderful weekend!

Peace,

Anton

Full Changelog - Update 86

Additions:
  • [Meat Fortress] Added New Firearm: Petite Liasion (.366 Ultra Magnum)
  • [Meat Fortress] Added New Ammo Classes for .366 Ultra Magnum (Riposte, Debuff, Salut)
  • [Meat Fortress] Added New Grenade: Spy Smoke Grenade
  • [Meat Fortress] Added New Device: Spy Cloaking Watch
  • [Meat Fortress] Added New Device: Spy Sapper (Area disruption of turrets)
  • [Meat Fortress] Added New Entity: Mini Turburgert Sentries
  • [Meat Fortress] Added New Ability to Engineer Sosigs: Turret Spawning
  • Added New Functionality To SpeedLoaders: Loading, Unloading, Dumping to Quickbelt, Dumping to hand


Changes:
  • Rebuilt the Graviton Beamer from the ground up
  • Segments of Downed Sosigs can now be laser-grabbed
  • Major changes to Stun, Confusion, and collision thresholds for all non-rotwiener Sosigs.


Fixes:
  • Fixed issue where generalized OnDeath Sosig lines weren’t playing when specific conditions (on neck break) existed
  • Fixed issue where Sosig lines for reloading weren’t playing
  • Fixed issue where comments to medic weren’t playing for Meat Fortress Sosigs when being healed
  • Limited contexts were state(wander, investigate, etc.) speech will play to prevent ‘huh’ playing during bleedout
  • Fixed assorted Sosig Speech prioritization and volume distance issues
  • Fixed issues in computing collision damage for Sosigs
  • Fixed issues with stun threshold computation for Sosigs
  • Optimized some tag string comparrison in firearm round code
  • Fixed Issue where Hometown Powerup in Rotwieners was broken
  • Fixed A/X button snapturn not working on Vive Cosmos
  • Tweaked AK5 Brass ejection angle
  • Fixed incorrect ammo type for Model 95