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Update 76 Alpha2 is Now Live! (On the Alpha Branch)



Howdy!

https://www.youtube.com/watch?v=9ocRe61lYB8

YES the time is HERE. Underbarrel launchers! Finally. What a pain in the ass these were to make happen… NOW something super important, so there’s no confusion about what this _isn’t_. This is _not_ a system for connection two arbitrary guns (that’d be a perf. catastrophe). Instead, this is a framework for which I can make simply underbarrel firearms. We’re gonna start with grenade launchers, and then maybe do some unconventional/goofy stuff in the future.

As for the new Audio systems, be aware they are still VERY wip, and will end up being filled out more in variety and specificity, even past this Alpha cycle. Let me know what you think of them though!

Anywho, I will leave you with the changelong here. As always, lemme know if you have any questions about this Alpha!

Have a wonderful weekend!
Peace,
Anton

REMEMBER, to switch to the Alpha Branch:
- Right Click H3VR in Steam and go to 'Properties'
- Click on the 'Betas' tab
- Click the dropdown and select 'Alpha1'

- Hope you all have a wonderful weekend!

Cheers,
Anton

Changelog - Update 76 - Alpha 2

Additions:
  • Added New System: Attachable Projectile Weapons
  • (still very limited, but framework now exists for future expansion)
  • These function as attachable foregrips as well
  • Added New Attachable Weapon: M203 Classic (40x46mm, Compatible with M16 and M4 Classic)
  • Added New Attachable Weapon: M203 Picatinny (40x46mm)
  • Added New Impact Sound Sets: Cartridge Small, Cartridge Large, Cartridge Shotgun, Cartridge Very Large, Cartridge Huge, MagGarandEnblocEmpty, CartridgeTiny
  • Added New Audio Feature: Impact Sound now different for cartridges based on whether they are full or spent.
  • Added New Audio Feature: Grab Interaction Initiation Sounds (limited set for now, will grow in the future)
  • Added New Audio Feature: Quickbelt Holstering Sounds (limited set for now, will grow in the future)
  • Added Jigglebone Foregrip to M60 and Mac-11
  • Added M203Native Mount to M16A1 and M4 Classic


Changes:
  • Made M249 Carry handle work much more like it does in RL.
  • Improved pose behavior for two-handed firearms when the fore is very close to the main grip
  • Improved attaching behavior for all muzzle devices
  • Pump shotguns no longer have their fores ‘jump’ to the position of your hand. This means you have more room to rack them between your controllers, so long as you grab them forward enough.
  • Bayonets can no longer be attached or detached when they are stabbed into something.


Fixes:
  • Fixed VSS Vintorez default muzzle state to ‘suppressed’
  • Fixed Fal, Fal Para, Galil Handles
  • Fixed Mac11 stock sounds not being present
  • Fixed M3 Greasegun stock sounds not being present
  • Fixed Agram2000 Muzzle attachment mount
  • Fixed MP5-SD models no longer being suppressed after muzzle changes
  • Fixed Lee-Enfield Magazine not being loadable while attached
  • Fixed attachable foregrips not being removeable
  • Speedloaders can no longer forceibly reload a revolver while its cylinder is shut
  • Fixed incorrect Mosin Bayonet Stab Distance
  • Fixed Quickbelt state not being cleared for an attachment when it is attached to something
  • [Meat Fortress] Fixed Demo Nades being broken in other scenes
  • [Meat Fortress] Fixed Sticky Bombs being broken in other scenes


Notes:
  • Vault is currently disabled to prevent Vault file corruption due to unfinished Item Database changes
  • Thown objects (shuriken/pencil) are still broken, as are Meat Fortress Syringes

Update 76 Alpha1 is Now Live! (On the Alpha Branch)



Howdy Folks!

https://www.youtube.com/watch?v=DRhxsFe-nEY

Hope you’re all having a fine beginning to your weekend. We have a positively MASSIVE first Alpha for Update 76 for you today. It’s a bit glitchy. It’s super rough around the edges. But it’s PACKED with new features for you to try. The systemic highlights are as follows:

Added New System: Reactive Muzzle Effect Mixing

Firearms and Muzzle devices now define effect type and size separably so that muzzle devices can alter the shape/style of an effect, while retaining the appropriate size of effect from the firearm.

Added New System: Muzzle Brakes

New muzzle device type. Reduces muzzle rise at the cost of more prominent muzzle effects, and louder sounds (as perceived by AI system). This should make the choice between which terminal muzzle attachment you choose, based on the firearm, significantly more interesting in the long run.

Added New System: Attachable Melee Weapons

Bayonets now possible (this system still highly WIP). Most bayonets are specific to 1-2 platforms, but the Mosin and Enfield Bayonets are muzzle devices, and so can be mounted on any firearm with a muzzle attachment slot.

Added New System: Jigglebone Functional Carry Handle

Carry Handles can now be grabbed and used as an alternate foregrip, in addition to flopping around using the jigglebone system. Additional changes have been made to foregrip interaction intiation, how they interact with bipods, and generally have more stable and consistent behavior.

So for those of you who don’t mind that things aren’t quite done yet (and that they’re mostly restricted to the Proving Ground scene), hop on in!
REMEMBER, to switch to the Alpha Branch:

- Right Click H3VR in Steam and go to 'Properties'

- Click on the 'Betas' tab

- Click the dropdown and select 'Alpha 1'

- Hope you all have a wonderful weekend!

Cheers,
Anton

Changelog - Update 76 - Alpha 1

Additions:
  • Added New Firearm: Mosin 91/30 (7.62x54mmR)
  • Added New Firearm: Mosin 1891 (7.62x54mmR)
  • Added New Firearm: Lee Enfield No. 4 Mk. 1 (.303 British) (Model Replacement/Update)
  • Added New Firearm: Lee Enfield Jungle Carbine (.303 British)
  • Added New Firearm: Lee Enfield Obrez (.303 British)
  • Added New Firearm: Lee Enfield H3SwedeMod (.303 British)
  • Added New Firearm: DeLisle Carbine (.45 ACP)
  • Added New Firearm: Mosin M38 (7.62x54mmR) (Model Replacement/Update)
  • Added New Firearm: M1903 Springfield (.30-06) (Model Replacement/Update)
  • Added New Bayonet: M9 Bayonet (M16A1, M4 Classic, MB590A1)
  • Added New Bayonet: M1 Bayonet (M1 Garand, M1903 Springfield)
  • Added New Bayonet: M4 Bayonet (M1 Carbine, M2 Carbine)
  • Added New Bayonet: AK Bayonet (AKM, G36)
  • Added New Bayonet: SVT40 Bayonet (SVT40)
  • Added New Bayonet: Mosin Bayonet (M38, M1891, M91/30)
  • Added New Bayonet: Lee Enfield Bayonet (Lee Enfield No.4 Mk.1)
  • Added New Bayonet: K98k Bayonet (K98k)
  • Added New Cartridge: .44-40 Winchester
  • Added New Attachment: K98k Scope
  • Added New Attachment: Enfield Scope
  • Added New Attachment: Mosin Scope
  • Added New Attachment: M1903 Scope
  • Added New Attachment: Maxim Silencer Small A & B (with and without mounting coupling)
  • Added New Attachment: Maxim Silencer Medium A & B (with and without mounting coupling)
  • Added New Attachment: Maxim Silencer Large A & B (with and without mounting coupling)
  • Added New Attachment: Muzzle Brake Bomber
  • Added New Attachment: Muzzle Brake Charon
  • Added New Attachment: Muzzle Brake Cobra
  • Added New Attachment: Muzzle Brake Impact
  • Added New Attachment: Muzzle Brake Orbit
  • Added New Attachment: Muzzle Brake Sledge
  • Added New Attachment: Muzzle Brake Triad
  • Added New Attachment: Muzzle Brake Truepoint
  • Added Functional Carry Handle to M1918BAR, Bren, M249, Galil, Fal and Fal Para, Hecate2
  • Added Toggleable Integrated Bayonet to SKS
  • Added M9Bayonet Mount to M16A1, M4 Classic and MB590A1
  • Added M1Bayonet Mount to M1 Garand
  • Added SVT40Bayonet Mount to SVT40
  • Added AKBayonet Mount to AKM, G36
  • Added LeeEnfieldBayonet Mount to Lee Enfield No4 Mk. 1
  • Added MAS4956Bayonet Mount to MAS 49/56
  • Added M4Bayonet Mount to M1 and M2 Carbines
  • Added Suppressor Mount to Blyskawica, MP40, StenMk2 & Mk5, M1887, 1887 Short, T2 variant, Winchester1873, Shorty, Chopshop, Winchester1894
  • Added Jigglebone SlingRings to AKM, AR10, AugA3, FAL, FAL Para, FAL Tactical, Hyde Light Rifle, Johnson1941 Rifle, M1Shorty16, M1Garand, M16A1, M4A1, M4A1 Righthook, M4A1 Lefthook, M14, M107A1, MAS49/56, SVT40, SKS Classic, KS23, Model70, M40A1, Carcano1891, WebleyRevolver, Nagant1895, MTS255, MGL, M79, H69A1, Webley 1913, Ruby Pistol, M712, MauserAssaultCarbine, Luger Carbine, C96, M1918Bar & Shorty, Bren & Shorty, M1A1 Thompson, M1928 Thompson, Thompson .30 Carbine Prototype, MP34, MP18, Model38, KP31, K50M


Changes:
  • Activating a bipod no longer disables a firearm foregrip interaction zone
  • Picking a firearm up by a foregrip interaction zone while it is bipod’d now retracts bipod
  • Lee Enfield Rifles now correctly have removeable magazines


Fixes:
  • Fixed issue where attaching a suppressor could cause it to vibrate on and off the mount rapidly
  • Fixed All Scope reticle positions and dynamic zero-on-attach system (all scopes zero’d to 100m)
  • Fixed Reticle on PSO-1 Scope
  • Fixed incorrect tracer color for .45ACP +P API
  • Fixed PP-19 Bizon Magazine Ammo description field
  • Fixed errant stock position for Spectre M4
  • Fixed Missing attachment attach/detach sound
  • Fixed a whole bunch of things relating to multiple foregrips
  • M16 Muzzle Mount Fixed
  • AR10 Muzzle Mount Fixed


Removed:
  • Removed D80 Knife


Notes:
  • Vault is currently disabled to prevent Vault file corruption due to unfinished Item Database changes

Update 75 is Now Live!



Howdy Folks!

https://www.youtube.com/watch?v=XKYKpSXSS4w

Hope you’re all doing well! This update ended up being a little different that I orgininally intended. The plan had been to have Medic-centric Meat Fortress content ready for this update, but I ran into some performance issues with my new bot functionality for them mid-week, and course-corrected into focussing on general gameplay and pathing improvements for the mode instead!

One thing you should notice is that certain classes no longer get ‘locked down’ in skirmishing (especially the scout) but will instead continue to evade and run to their goal regardless of distance to target. Other classes do this when outside of a short range, so you should no longer see engies and pyros trying to take 100m engagements standing still with a shotgun. This should also really help the various classes feel more distinct in their combat behavior.

The addition of the ‘Play Area’ option was also a much needed refactor of how I design ‘goals’ and ‘zones’ for the agents to fight in/to/around and will enable the creation of other modes far easier. The current plan is to tackle a Capture Point mode next, as well as to get some sort of Team Scoring in as well. Those, and the Medic content, I plan to have ready for you folks sometime in August.

Anywho, that’s it for now. As i said in the devlog, there _likely_ won’t be a devlog/update next week, as I’ll be recovering from some dentist shenanigans. I’ll cya folks first Friday of August for some more Meaty good times!

Cheers,
Anton

Changelog - Update 75

Additions:
- Added New Firearm: Rio Big Bore Lever Action (45-70 Govt.)
- Added New Firearm: Rio Big Bore Salvaged Lever Action (45-70 Govt.)
- [Meat Fortress] Added New Option: TDM Play Area (Full Map, Center, Flank)
- [Meat Fortress] Added New Option: Team (Red or Blue)
- Added New Option: Twinstick Jump Mode (Enabled, Disabled)

Changes:
- [Meat Fortress] Rebuilt entire map’s pathing network. Bots are capable of much more vertical movement now
- [Meat Fortress] Sosig Classes now have even more varied movement/engagement rules.
- [Meat Fortress] 18x50mm Packawhallop Cartridge given even more whallop
- [Meat Fortress] Demo Nades and Sticky-bombs are now colored correctly for their given team
- [Meat Fortress] Sticky-bombs and Demo Nades can now be detonanted by non-explosive damage
- Sosigs moving vertically on ‘off mesh links’ (such as jumping down, ladders, etc.) now have proper speed values for that movement (still WIP, as this has to be (of course) configured manually in each scene).

Fixes:
- [Meat Fortress] Fixed Sosig Nade launcher firing projectiles that don’t hurt the player
- [Meat Fortress] Fixed Syringe-gun mag from being able to be normally picked up after the first time
- Fixed Meatgrinder being just… completely broken.
- Fixed Object Throwing Momentum Computation (especially as it interacts with teleporting)
- Tweaked throw
- G17/18/19/22/17custom Trigger Styles fixed
- Fixed incorrect scoring on the bulls eyes in the Warehouse range
- Fixed M1928 Thompson foregrip hand-target location
- Fixed Disabling of Snapturning in Twinstick mode ALSO disabling jump
- Fixed Twinstick Toggle when in left handed mode locking object input on wrong hand
- Fixed a couple logic-errors when utilizing second 2-axis input for Index & WMR

Update 74 is Now Live!



Howdy Folks!

https://www.youtube.com/watch?v=AXyLuanSnz8

We’ve got another ‘nuts and bolts’ kind of update for you folks this week. I’ve had more time to really play around with the recent locomotion additions on a bunch of platforms, tune things as needed, fix some oversights. We’re thankfully now at the stage where things have ‘stabilized’ again after the mess that’s always made integrating new platform logic branches and locomotion options. It’s funny, I always get SUPER self conscious about doing these types of updates (where there’s no really sexy new toy, just a lot of ‘functional’ changes. They’re very much neccesary though.

Rift S users, I’m deeply sorry it took us this long to get you controller models. Some new internal branching was needed to differentiate ‘controller display mode’ and ‘controller functional mode’, and it wasn’t ‘safe’ to do that until now, to make sure I didn’t break anything in the process with that change.

As for everyone who told me in the past ‘yo the lever action controls are whack, you should do something about it’, sooooorry it took me so long to get around to what should have been an obvious change in retrospect. To summarize the changes: The trigger on the forward hand no longer has to be held to work the action, however, the action now locks closed after the hammer is cocked. This should prevent moments where you work the action, it closes, and then _slightly_ opens before firing due to controller rotation. You can still continue to freely work the action by pressing the trigger (in the old style) if you need to empty the firearm without firing however.

As for everything else, the movement options, the throwing changes, please let me know if you folks run into any issues with it! Most of it is pure-code change, so pushing a hotfix in the event I broke something small isn’t too bad :-)

Anywho, hope y’all have a wonderful weekend!

Cheers,
Anton

Changelog - Update 74

Additions:
- Added [a secret. The players of Ricky may find it]
- Added New Ammo SubTypes: .45ACP +PFMJ, +PJHP, +PAPI
- Added New Controller Model: Rift S
- Added New Control: Twin-stick mode now triggers Jump on rightstick Down-flick/Click
- Added New System: Player ‘Catcher’. Player should now respawn at their starting point in a scene if they fall off the world.
- Added New Option: Twinstick Left/Right Stick Handedness
- Added New Option: Haptic Buzz can now be disabled (in control options)
- Added New Option: Grab Style Option expanded to include overrides for both Oculus and Vive style

Changes:
- Altered throwing linear velocity to utilize a weighted multi-sample average. This should improve throwing experience for all platforms (both de-noising the direction vector, and providing throwing stability)
Thowing linear velocity now takes into inertia of player.
- Altered and clamped Center of mass calculation for composite objects. This should prevent vibrating instability when affixing foreward/rearward attachments on small firearms.
- [Proving Ground] Red Team Meat Fortress Sosigs can now be spawned from spawn panel
- Lever actions no longer require trigger on forward hand to be held to cycle.
- Lever actions now have their breach lock shut when hammer is cocked.
- Lever actions can be freely opened/shut whehn holding down the trigger on the forward hand.

Fixes:
- Fixed Wurstwurld music loading settings. This should result in _much_ faster loading times.
- Fixed Ejection Distance of cartridges for all Double-Action Revolvers. Cartridges should no longer ‘explode’ out of the cylinder.
- Vive and Rift in TwinStick mode now have functional ‘right stick/touchpad forward == sprint’ when enabled
- Fixed Health Powerups not triggering on pickup
- POSSIBLY fixed the crash that occurs sometimes shooting the Wooden hotdog targets
- [Meat Fortress] Syringe Gun now (correctly) does not have a muzzle flash particle effect
- [Meat Fortress] Fixed Melee Impact volume and refire time for all Meat Fortress Melee weapons
- [Meat Fortress] Fixed Neglegent discharge issue with Sticky launcher being pulled from quickbelt slot
- [Meat Fortress] Fixed Sniper Rifle Trigger animation offset

Update 73 - Patch 1 is Now Live!



Howdy Folks!

https://www.youtube.com/watch?v=RC0DhNFJe8o

Just a quick patch this week (pushed to the main branch). It mainly tunes some stuff I didn't want to wait another week or so to get out to you (in a proper-size update). Hopefully the changes improve things for you folks!

Hope you all have a wonderful weekend!

Peace,
Anton


Changelog Update 73 - Patch 1:

Additions:

- Added New Option: A/X Button usage (None, Snapturn, Jump [Experimental])
- Added New Option: Armswinger Snapturn Toggle (For Index/WMR)
- Added New Option: Twinstick Sprint Mode: (Left stick click, Right stick forward)

Changes:
- Smooth Locomotion Speed Options now have an option called 'PermaSprint''
- Wrist menu activates at a much more sane angle on index

Fixes:
- Demoman bottle now in item spawner