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THIS IS NOT A DRILL SOLDIERS! MEAT FORTRESS IS NOW LIVE! err... it WOULD BE ALIVE if it weren't a PIECE OF SOFTWARE!!!



GO GO GO GO GO GOOOOOOOOOOOOOOOOOOOO

Also, if you have any issues:

1. Restart Steam if you're not seeing the update

2. MAKE SURE STREAMVR IS UP TO DATE

3. If the game doesn't run the first time, Verify Game/Tools files on both the game, and SteamVR

4. The new mode is a bit on the higher-perf-cost level. TURN DOWN your quality settings to Medium if you don't get smooth play on High (it still looks great on that mode).

5. If you are still having issues, create a thread in the BUG REPORTS section of this forum ONLY, and we'll help you as best we can.

FYI, There will still be a Devlog today at 6pm.

P.S. Have fun everyone! Hope you have a WONDERFUL time with the update :-)

- The Rusty Guys

Coming Soon: Meat Fortress (A Free H3VR Update Coming On 6/28/19)

Howdy Folks!

We made a big announcement this past Monday, during the UploadVR E3VR Showcase, showing off our upcoming Game Mode: Meat Fortress!



If you haven't seen it yet, make sure to start out by watching the trailer for the mode here:

https://www.youtube.com/watch?v=t6cvIT8NCXg
This update will be coming at the end of this month and brings with it (with Valve's gracious permission) the entire classic arsenal of Team Fortress 2, adapted for VR, and using H3's realistic weapons and ballistics systems. Along will it will be a new sandbox scene with several play modes for deploying said arsenal on our Sosig bots taking on the roles of the TF2 classes. For more details on the mode and our approach, check out this interview/summary we did with Tyler from VNN:

https://www.youtube.com/watch?v=Q9yBHkpow2U
In addition, we just released a first devlog video today showing how some of these weapons function, and our approach to adapting the original assets into a form for suited to VR. It can be found here:

https://www.youtube.com/watch?v=BEycuNRTU5Y
We'll be showing off the other half of the firearms in the next video (we're still making sure they're perfect :-).

Anywho! We all hope you're as excited for this update as we are. It's been a long time in the making, and is sure to be as wacky fun as it is educational as a design experiment. :-)

More meaty hijinks to come!

Peace,
Anton

Update 72 is Now Live! M60, Index Controller Support, New Locomotion and more!



Howdy Folks!

https://www.youtube.com/watch?v=PxUn3vq7f_E

Hope you’re doing well! I am happy to report that was have finally reached the end of the Update 72 alpha phase, and with all limbs (mostly) intact as well!

It’s a long devlog today, so I’m not going to go over everything that was in the video again in text here. Just wanted to cover a couple quick things I forgot to fully cover.

I have _finally_ relented and gotten a twin-stick style of locomotion working (took some nasty refactoring), though please try to remember there is nothing I can do about the fact that using this mode on Vive/Rift means that you cannot access weapon/object function using that touchpad/joystick while also using it for movement. So in this way, implementing it for all platforms is a bit of a… ‘you asked for this, and I gave it to you, even though I don’t think you’re going to want it’. It does however work unquestionably great on the controller types with multiple 2-axis inputs per controller.

Anyone out there with Index Controllers should give the game a shot with them now! (though I haven’t tested it with EV3s, so I don’t know how well/if it will perform with the older prototypes).

Lastly, as I mentioned, if you are on Rift, and run into Haptics issues, please try both the release version of SteamVR and the beta, and tell me which of them works/doesn’t work. I have a line to the folk at Valve working on it, so having data/repro cases to work things out would be excellent!

Anywho, hope you enjoy the update!

Cheers,
Anton

Changelog - Update 72

Additions:
- Added New Firearm: M60 (original pattern) with 100 rnd Belt Box [7.62x51mm]
- Added New Locomotion Mode: TwinStick (left and right hand toggled individually)
- Added New Locomotion Option: Toggling A/X Button Snapturn
- Added New Controller Models for WMR and Index
- Added New Input Mapping for WMR (locomotion uses joytsticks)
- [TNH] Added 4 New Character Loadouts:
- - Onsite Procurment Patrice (Knife only, 0-token start)
- - Ricky Dicky Random (Totally random item pools)
- - Melee Mode Maurice (Starts with Melee weapon and shield)
- - Akimbo Pistol Parker (Pistols-only item pools, starts with 2)
- [TNH] Added Scoring System (uniquely generated tables based on char/level/options)

Changes:
- Haptic system rewritten to support new featuresm and miore nuance/difference added between buzz types
- Input System for HMD and Controller detection rewritten
- Existing Locomotion System Changes
- Reworked Sosig Hearing and Alertness Thresholding Systems
- [TNH] Encryption Target Size Made Less Prominent

Fixes:
- Fixed Broken Bot Melee Damage (they can actually hurt the player again)
- Restored full changing music intensity functionality
- Fixed lighting intensity in Friendly 45 range (restoring it to its original brightness)
- Fixed incorrect projectile data on 7.62x38mmR Nagant cartridge


Update 72 - Alpha 2 is Now Live! (ON THE ALPHA BRANCH)



Howdy Folks!

https://www.youtube.com/watch?v=ejb3sFkiPB8

Hope you’re all doing well! We’ve got another Take & Hold Alpha for you this week, which should hopefully assuage any concerns about the difficulty of the mode (whether it be too easy or too difficult for you folks)!

For this week, the sort of feedback I am _mostly_ looking for is for people doing serious runs on Limited Ammo mode (and not using the item spawner). I’d like to know how the progression went for you, what sort of equipment you found to be useful/not useful, and how difficult you found each of the respective holds to be (1-5). I am still tweaking values and costs for this mode, so you should continue to view overall balance has being in flux.

As mentioned in the devlog, this next week is about INPUT, and I’m going to be focussing my efforts almost entirely on that. I’m going to focus first on getting input mapping up for controllers with both touchpads and joysticks, and in the process will be evaluating the feasibility of a twin-stick locomotion mode for all controller types. I should have more info for y’all next Friday.

Anywho, hope you all enjoy the new Alpha! Try not to get wrecked too hard :-P

Cheers,
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 'Alpha 1'
- Hope you all have a wonderful weekend!


CHANGELOG - Update 72 - Alpha 2

Additions:
- [TNH] Added New Menu Scene (with options for the mode)
- [TNH] Added Equipment Mode Options (Spawnlocking vs. Limited Ammo)
- [TNH] Added Health Mode Options (One Hit, Human, Armored, Meaty, Beefy)
- [TNH] Added AI Projectile Speed Options (Standard, Arcade)
- [TNH] Added AI Radar Mode Options (Standard, Omnipresent, Off)
- [TNH] Added Item Spawner Options (Off, On)
- [TNH] Added BG Audio Options (Music, Ambience Only)
- [TNH] Added AI Narration Options (Default, Disabled)
- [TNH] Added Radar Hand Options (Left, Right)
- [TNH] Added new experimental health bar to Radar
- Added New Effect: Flashbang visual and auditory effect

Changes:
- Green Health Pickups now require being touched with a hand
- [Sosigs] Altered Sosig Guard Behavior
- [Sosigs] Can now hear each other going into Skirmish mode (assuming they are not currently Deafened)
- [TNH] Eco-system costs rebalanced
- [TNH] Dynamic Cover now shuffles between each Encryption Phase
- [TNH] Crates Now Easier To Break
- [TNH] Sosig Smoke Grenades now last less time
- [TNH] Altered How Ammo-Clamping functions for Sosig Weapons
- [TNH] Altered How Grenade Spawning Functions (to prevent spam during hold)
- [TNH] Altered Number of Defenders that Spawn at various points
- [TNH] Each Object Constructor may only spawn 1 case per level
- .45 LC Projectile parameters tweaked
- .50 Rem BlackPowder Projectile parameters tweaked
- .455 Webley Projectile parameters tweaked
- .455 Auto Projectile parameters tweaked

Fixes:
- [TNH] Fixed hanging leftover cases

Update 72 - Alpha 1 is Now Live! (ON THE ALPHA BRANCH)



Howdy Folks!

https://www.youtube.com/watch?v=wPC6j4RUEtY

Hope you’re all doing well! FINALLY the moment has arrived. That’s right, Sosig-AI in Take and Hold. It has taken... far longer to get to this point than I anticipated. Turns out, shooter games typically have AI -teams- for a reason heh.. Heheh… *cries*. ANYWAY they are now moving and fighting and assaulting and defending through the level in a way I find super pleasing. It feels like a night and day change compared to the Mk.2s, and I’m incredibly excited to get this first feedback from you folks on it.

AS for the Alpha, PLEASE remember, this is only a very first functional alpha. There are no options for it yet, no character selection, and no scoring. When you load the scene, it will just drop you directly in with default health, endless mode. What I’m looking for most with this first test is:

- Does it work at all? Are there any GLARING bugs of any kind?

- How’s the difficulty feel? When/if you report back on this, please always include which HMD you’re using, and which locomotion mode (and whether you’re a front-facing user)

ANYWHO, the place to leave comments and bug reports for the mode is here, on the Steam Forum: https://steamcommunity.com/app/450540/discussions/3/
As for the coming Platform/controller input changes, I’ll have even more details over the course of the next two weeks. The goal is for this to be a fairly short Alpha Phase. Probably 3 Alphas total and then a final release.

PLEASE NOTE:
If you were on the Alpha1 Branch, you may need to manually re-add yourself today. Something glitched out on the Steamworks backend and I had to remake the branch from scratch.

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!

Peace,
Anton