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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

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