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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

Update 71 is Now Live!



Howdy Folks!

https://www.youtube.com/watch?v=AiJUrjlpmR0

I know we’ve already had an update this week, back on the first, but I decided to spend the rest of the week dealing with a bunch of the back log of bugs I’ve accrued the past month or so (especially from down an off-schedule rushed novelty update *cough*). Either way, it feels good to pull this many things off the Todo list, and some of the more complex issues I’m still working on should also be resolved before the next release.

As mentioned in the video, the next month is going to be a slower release cadence, as I shift my energies fully to working on Take & Hold. The next release will also likely begin another Alpha cycle, as I will likely need to make some more changes to the total state permuation space for the Sosigs to get them behaving as I need for Take and Hold.

Anywho, as always, let me know if I broke anything *nervous laugh*, and I hope y’all enjoy the various changes and fixes.

Peace,
Anton

Update 71 Changelog

Additions:
- Added New Firearm: Hecate Anti-Materiel Rifle (.50 BMG)
- Added New Firearm: Triple Regret (.50 BMG)
- Added New Firearm: Whizzbanger Mk. 2 (.50 BMG)

Changes:
- Hecate 2 now has functional bipod
- Player Visibility Calculation Changed.
- Gepard SMG now has Russian style attachment mount on side
- Gepard SMG now has magazine grab trigger on the underside
- Pistol Caliber rounds now generate significantly less suppression per hit
- Whizzbanger hitpoint can now be shot to set it off
- Whizzbanger now has Stock and Suppressor mount *snort*
- [Cappocolloseum] Newer Sosigguns now appear in various modes
- [Cappocolloseum] Sosiggrenades can now spawn in Battle Petite

Fixes:
- MGL now has proper usagle cylinder ejector
- Fixed MGL firing incorrect chamber in cylinder
- Fixed Striker-fired pistols spawned from Vault (including their assembly)
- Backpack Quickbelt slots can now be used when held but holstered
- Classic M4A1 virtual stock point fixed
- Fixed bug with Sosig Weapons and player quickbelt slots
- Fixed geo hole in Mp5-10A5, mp5-40A5, Mp5A5, Mp5SD6
- SRS2 is now the correct size (thanks Stefan!!!)
- All Magazines should be perceptible to Agents when they impact other surfaces/objects now
- Fixed lowest joint break killing Sosigs when it shouldn’t
- Fixed math errors that caused the player to be barely visible in indoor situations. Note this means that stealthiness is a little more difficult now.
- Fixed H51 series not having chamber state saved correctly in Vault
Susat Scope, Stand Foregrip and Uzi Suppressor now have correct item spawner picture
- Simple launchers (like the Flaregun, H69) how flick open/shut correctly when player rig is rotated
- Fixed incorrect Webley revolver picture in Vault
- 1887 model shotguns no longer have their hammer pieces overrotate.
- Fixed a bunch of Vault specific bugs that only occured in the M.E.A.T.S. scene
- Laser mines in T&H containment damage the player again
- Fixed issue where it was possible to grab a harnessed item out of the other hand by grabbing its quickbelt slot
- [MeatGrinder] Laser mines now damage the player again
- [MeatGrinder] HotDog Swarms can be destroyed now
- [MeatGrinder] Spinjack Meat Now no longer auto-explodes
- [MeatGrinder] Tried to physics-laminate floors better to prevent fall-through (other than in boiler)
- [MeatGrinder] Fixed meat piles in starting room auto-exploding

Update 70 Alpha 4 is Now Live! (On the Alpha Branch Only)



Howdy Folks!

https://www.youtube.com/watch?v=2Gswhbu5ZJc

Hope you’re all doing well. I’ve had a bit of a torturous week of bug hunting, but at the very least was able to sneak in some time for implementing new toys. I know it’s taken me a downright silly amount of time to get a classic M4 back in the game, but I finally did (after some delicate model surgery). Hope you enjoy it!

As for the loading bug I discuss in the devlog. If you have it, PLEASE tell me the results of testing the force-load. The more info I have, the better, and I want to make sure this ‘fix’ doesn’t actually make things work, or cause crashes!

Anywho, here’s this week’s changelog!

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

Update 70 - Alpha 4

Additions:
- Added New Firearm: M4 Classic (5.56x45mm)
- Added New Firearm: Phantom 9 (9x19mm, compatible with G17/18/19 magazines)

Changes:
- Changed Model (and physics geo) for Sosig Melee Weapons (Tanto, Tomahawk, Crowbar)
- Changed Mk18 name to ‘Mk 18 Custom’
- Changed Mk18 Trigger group to Safe-Fire-Auto
- Added a ‘force load’ button that appears in the main menu scene when async load hangs on 99% longer than a couple seconds. You can also force a synchronous load using ‘L’ on the keyboard. Note this may kick you out to the compositor briefly.

Fixes:
- Fixed Python revolver doubled cylinder
- Fixed issue where firing Swag-12 shells would alter the volume of pistol shots thereafter
- Fixed Quickbelt Changes not saving in the main menu
- Fixed Infinite Sosig Grenade Pin Issue
- Fixed Some issues related to pathfinding failures (i think)