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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

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