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Update 114 Alpha 2 is now Live on the Alpha Branch!

[previewyoutube][/previewyoutube]

HOWDY all,

We've got another jam-packed Alpha build for you folks this week. Jam packed with NONSENSE that is. We sorta went a bit silly-bone this week and put in, not one, not two, but THREE utterly cursed guns to get this Spooky Season started. Inspired by various online memes and discord channel discussions, we know that you're love/hate these suckers!

We've also added a new Nighttime scene and some new gameplay with the Scene Fight panel. Make sure to check out this week's Devlog for details!

Hope y'all have a wonderful weekend!

Peace,
Anton


[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Alpha!


[h2]Full Changelog - Update 114 - Alpha 2[/h2]
[h3]Additions:[/h3]
  • Added New Scene: Grillhouse At Night
  • Added New Firearm: BARbine [.3006 Springfield]
  • Added New Firearm: Mosin M38 Cursed Left-handed Version (Blame Zan)
  • Added New Firearm: Lee-Enfield Ruined (This one is RedSamus6’s fault)
  • Added New Attachment: AGRattle19 Thermal Scope
  • Added New Utility Item: Scene Fight Panel (Replaces panel in Grillhouse. This panel will eventually support more Sandbox scenes) This panel has dramatically more options, but interfaces with authored areas and points in a scene to allow for structured play. It is saved like any other item in a Scenario.
  • Added new Sosig Costumes to Sosig Spawner Panel (still working on these dudes)


[h3]Changes:[/h3]
  • Changed how AI Entities perceive each other when guns are being fired (including the player). Muzzle flashes now render a target fully visible momentarily. Suppressed shots accrue a -small- amount of visibility that can build up if sustained full auto fire is done.
  • Altered Grillhouse Scenes Sosig Spawning to Randomize placement in a more satisfying way
  • Grillhouse scene now Supports the Toolbox and Scene Saving


[h3]Fixes:[/h3]
  • Fixed incorrectly categorized Sosig Clothing in their metadata
  • Made Sosig weapons properly register ‘visibility events’ to the player’s AI entity
  • PVS7 now correctly cleaned up
  • Added baked lighting to thermal rendering systems
  • Fixed incorrect rendering of thermal subpixel displays when rotated
  • Tweaked thermal refresh rate behavior to be less smeary at higher refresh rates
  • Fixed a TON of ammo box scaling and cartridge presentation issues
  • Snag Sanger now has magazine insertion sound
  • TnH auto-cleanup should no longer delete case contents
  • Fixed muzzle attach point on Wasp Shotgun
  • Light Switch in Indoor range now SHOULD swap scene low light flag fully


[h3]Notes And Warnings:[/h3]
  • CARTRIDGE BOXES DO NOT SAVE AND LOAD PROPERLY YET. DO NOT SAVE THEM IN SCENARIOS
  • Resetting Windows and Doors is temporarily unavailable from the Scene Fight panel (you will need to reload the scene). This will be migrating to a new place.


[h3]Notes To Modders:[/h3]
  • Ammo/Cartridge Box system is NOT done yet. Do not begin any work related to it yet please. There are some major structural flaws to it I need to fix and didn’t have time to get to this week.


Update 114 Alpha 1 is now Live on the Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy all!

IT IS TIME, we have finally moved this behemoth of an update onto the Alpha Branch. What that means is that we're now 'feature complete' on it. All that remains is tune-up, bug fixing, and a bit more content. With exception to anything called out in the changelog below, this is now ready for mod authors to start on compatibility. We're trying to get this onto Main Branch fairly rapidly, as well.. it's about to be Spooky Season and we have a bunch of fun stuff planned for that.

FOLKS WHO RUN MODDED: just please be aware you will need to update things, and check in with your various sources of mods to see what works and doesn't and what you have to wait on. Remember that the main branch of the game is still running Update 113.

Anywho, we hope you enjoy this huge dose of Nightvision goodness and we'll be watching the bug reports sections as always for if you folks run into any issues.

Have a WONDERFUL weekend!

-Anton


[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Alpha!


[h2]Full Changelog - Update 114 - Alpha 1[/h2]
[h3]Additions:[/h3]
  • Added New Weapon: M3 Carbine with Integrated Early NightVision Scope
  • Added New Weapon: G17 Switch
  • Added New Attachment: PVS7 Scope
  • Added New Attachment: PVS30 Scope
  • Added New Attachment: Hunt35 Scope
  • Added New Attachment: SKT-IR Scope
  • Added New Attachment: T12 “”“Scope”””
  • Added New Utility Object: Handheld Thermal Camera
  • Added photocathode parameter to night vision definitions to approximate spectral response of various devices
  • Added phosphor type list to night vision definitions to specify night vision colors per tube/generation
  • Added resolution parameter to night vision definitions to simulate devices with lacking resolution by adding a slight blur
  • Added subpixel rendering for thermal displays when viewed close enough

[h3]Changes:[/h3]
  • [TnH] Rebuilt Weapon Selection Tables for many Sosig Enemy Templates used in this mode so that a wider selection of Sosigguns now shows up. Relative difficulty should be largely the same, just more variety :-)
  • [TnH] Made Take & Hold Wrist menu dim while viewed through nightvision
  • [TnH] Scope Attachment Object tables now contain Nightvision scopes. Eventually a dedicated table will be added
  • Night Vision scopes can now switch their actual profiles (physical parameters, capability, available colors, etc.)
  • Added correct display names to Sosig Enemy Templates that were missing them (these names will be used by various systems later)
  • Added Violet and Amber Color Lasers to Laser Attachment 1-5
  • Made Locomotion interface elements dim when viewed through Nightvision
  • Updated Proving Ground components to be properly visible under Thermal Vision
  • Adjusted the Order that Scope Options are displayed to prioritize more commonly used settings
  • Improved blur function for night vision rendering
  • Updated night vision noise rendering to be more accurate
  • Updated culling function for camera relative renderers (ie. NVGs) to hopefully fix parts of certain objects not rendering correctly
  • Head Attachments are now auto-affixed in proximity to the head as long as you’re not wearing one already.
  • Only one Head Attachment can be worse at once
  • Head attachment physical objects have a ‘cooldown’ once spawned of 4 seconds before they can be attached to prevent them from auto-attaching immediately after being attached
  • Old-Timey Spectacles from Wurstwurld now work again!!!

[h3]Fixes:[/h3]
  • Fixed a bunch of Sosig Wearables missing a critical component
  • Fixed issue where Sosigs wouldn’t pick weapons up off the ground
  • Fixed LAM not affixing to Mk23
  • Fixed Ammo not being show in the correct order in Cartridge Boxes

[h3]Removed:[/h3]
  • Removed all testing/Temporary NV Scopes, Thermals and Head Attachments

[h3]API Notes:[/h3]
  • System for holding an interaction to auto-toggle a laser/light added. This is requires manual connection to the dependant interaction. A system for ‘switch’ attachments will be added soon.

[h3]Notes To Modders:[/h3]
  • Ammo/Cartridge Box system is NOT done yet. Do not begin any work related to it yet please. There are some major structural flaws to it I need to fix and didn’t have time to get to this week.

Update 114 Experimental Build 8 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

FINALLY it's time for another proper update build. Still on the experimental branch! But we finally have the Nightvision, Laser and Light systems all banged into shape, older attachments migrated over to new systems. And they play perfectly with the finished Night Vision Goggles that are now in the game (under Toys & Tools -> Head Mounted in the item spawner).

PLEASE NOTE that this build is NOT mod safe. Major internal changes have been made relating to AI Perception of sound, and any existing mod that patches parts of the game that produce these events will have to be updated for U114 to function. This will probably be a pain in the ass, but was unavoidable due to features being worked on for Sosig Meatizens to have more nuanced faction and location behavior. So for now, I suggest running the Experimental build unmodded, or with a more limited modlist.

Anywho, now that we're back to builds, the goal is to get this to Alpha rapidly, do another week or two of testing (to give mods time to update for it), then push to Main Branch in time for SPOOKY SEASON.

Hope ya'll have a WONDERFUL weekend playing with the new toys.

Peace,
Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!


[h2]Full Changelog - Update 114 - Experimental Build 8[/h2]
[h3]Additions:[/h3]
  • Added Ammo Box System: All cartridges can now be spawned in Ammo boxes (which are modified Magazines under the hood).
  • Added Functionality to Ammo Panel to spawn Ammo boxes
  • Added Functionality to Take & Hold Ammo Spawning Panel to spawn Ammo Boxes
  • Added New Firearm: Wasp Shotgun [12 gauge short] (fictional)
  • Added New Night Vision Goggles: PVS-7, PVS-14, PVS-31, GPNVG
  • Added systems for streaking and burn-in for night vision devices
  • Added systems for edge blur and high-light blur for night vision devices
  • Added New Sosigguns: USP Tactical, Survival Rifle, Murican180, APC9k, SW500, Bulldog, DoubleDownDerringer, R700, Singleshotgun, Colt Monitor, Dillinger .38, Thompson 1928, Auto5 Shotgun, DVL-10, U50, Vector45
  • Added New Sosig Shirts: Bowling Shirts, Tanktop, Tubetop, FrillShoulderBlouse, LooseVBlouse, Dress Shirts, TONS of graphic TShirts
  • Added New Sosig Hats: Derby, Floppy Hat, Headband, Headwrap, HuntingHat, SkullCap, SummerHat
  • Added New Sosig Pants: Hotpants, Yoga Pants, Pleated Dress Pant
  • Added New Sosig Outfits: Pajamas, 90s workout outfit, BlazerSkirtCombo, Sales Uniform, Fast Food Uniform
  • Added a bunch of Other Sosig Outfit pieces and didn’t keep track of it because THERE ARE SO MANY THIS IS RIDICULOUS
  • Added New Sosig Head Icon State: Fleeing


[h3]Changes:[/h3]
  • [TNH] When playing a run in Limited ammo mode, weapon cases and the object constructor, when they would normally spawn individual rounds with a gun, that are not ordnance, will now spawn a single ammo box
  • ANPEQ15, Perst3 and LAM migrated to modern Laser Light systems
  • Reconfigured all night vision profiles to be much more accurate
  • Tweaked Mk23 Magazine well and trigger dimensions to attempt to make it less clunky to reload.
  • Reoriented dominant axis of the Dynamite Model to fix a weird issue
  • Renamed Bullpov to Voson Dragantov Sosiggun at request of its creator
  • Refactored Head Icon System for future flexibility
  • Adjusted Sosig Sensory Thresholds for a bunch of behaviors
  • Tweaked Sosig Fleeing and arming behaviors.


[h3]Fixes:[/h3]
  • ACTUALLY made Sosig NVG goggles impact night vision to them (whoops)
  • Various fixes to thermal overlay rendering for night vision/thermal fusion devices
  • Fixed resolution loss when looking at a low FOV optic through a high FOV optic
  • Fixed missing serialization code in Derringer Class
  • Made it so that stacks of rounds in quickbelt slots now properly serialize and deserialize
  • Fixed Makarov Sosiggun scale (being too big)
  • Fixed incorrect cartridge type on Makarov Sosiggun


[h3]Major API Changes:[/h3]
  • Added ‘Item Box Override’ field to FVRObject.
  • CreditCost field in FVRObjects can be used to set an overridden base price for Contract Griller prototype. I will publish a list of example prices in the future for reference if you prefer to set one manually for a mod item, instead of have my auto-generation system do so (it does a good job for ~95% of things, and a terrible job on ~5%)
  • GM.CurrentSceneSettings.OnPerceivableSound now has an AIEntity variable at the end of its call.
  • Added recognition distances for Sosigs being threatened by allied IFFs,
  • Renamed internal sosig parameters (alertness level, etc.) to AggroLevel (for clarity)
  • Altered how Sosig AggroLevel occurs. Internal damage messages now spike alertness.
  • Added AggroSensitivityMultiplier to Sosigs. Raising this above 1.0 in a Config Template changes the speed that a Sosig begins Investigating (out of its base state) when AI events are processed.
  • Added EntityRecognitionMultiplier to Sosigs. Raising this above 1.0 in a Config Template changes the speed that a Sosig can go from any state (including Investigation) to a Skirmish state.
  • Added CombatTargetIdentificationSpeedMultiplier to Sosigs. Raising this above 1.0 in a Config Template changes the speed that a Sosig goes from perceiving a target, to
  • Made sosigs slightly more likely to clutch-panic fire.
  • Added a system for AIEntities to be in Auto-Threating, and Threat Suppressing zones. When set to utilize these, Sosigs in Auto-Threating zones will threaten sosigs that see them regardless of how threatening they ‘look’. This is still clamped by the threat perception range of the sosig. Additionally, sosigs in Threat-suppressing volumes will not be threatened by seeing or hearing threatening entities, or gun shots. Note that damage events can still aggro them.
  • Loaded held weapons can threaten aligned Sosigs. Quickbelt carried Large weapons can as well.
  • Added ‘Requires Top Cover Up’ option to Closed Bolt Mag Ejection Trigger
  • Item Box system is in the game, but not functionally accessible yet. IT IS NOT DONE DO NOT BUILD ON TOP OF IT
  • Ammo Box system is still a first-pass implementation. I need to redo it in the next week or two to make it more sanely extensible.

Update 114 Experimental Build 7 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy all!

Our (seemingly endless) march through Update 114 continues, and this week we've got the Laser and Light attachment UI/UX process completed. The big control change is that now the button you'd have used in the past for toggling the laser and light on and off has two functions. A quick press toggles the device whereas a press-hold of about half a second will not open the full settings menu. This allows you to configure the attachment how you want in terms of intensity/color/etc. and then be able toggle it on/off without using the menu at all. Hopefully this and other changes this week ameliorate any usability concerns that have arisen from folks testing these the past couple weeks.

As always let us know if you run into any problems right here in the Bug Reports section of the forum!

Hope y'all have a WONDERFUL weekend!
-Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!


[h2]Full Changelog - Update 114 - Experimental Build 7[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: M231 Firing Port Weapon

[h3]Changes:[/h3]
  • Laser Attachment 1-5 now use latest systems
  • Compact Flashlight 1&2, Kleshflashlight, Scout Flashlight, Sureglow Flashlight & Tactical Flashlight now use latest systems.
  • Changed LaserLight Attachment System Controls. Short press now cycles mode. Long press toggles the menu.
  • Changed LaserLight Menu structure to be square format, to accommodate rotation.
  • Changed LaserLight Menu to auto-orient when enabled
  • Changed Standalone Flashlight Controls. Short Press Toggles it on and off. Long Press cycles intensity.

[h3]Fixes:[/h3]
  • Fixed NVscope visibility in spectator cam (i think)
  • Fixed various things being incorrectly visible in the NV scopes
  • Fixed sights not spawning in T&H with DMR15
  • Fixed broken 2x50mm projectile (for Hiro-Enki Railgun)
  • Fixed incorrect shader on Flashlight
  • Fixed W330 physical scope manipulation being broken

[h3]Known Issues:[/h3]
  • NOT ALL FLASHLIGHTS AND LASERS ARE MIGRATED TO NEW SYSTEMS! This is a Work in Progress. Please consult the Devlog to know which pieces of equipment can be used for feature testing.

[h3]API Changes:[/h3]
  • Added functionality for Open Bolt Dust Cover to play audio events

Update 114 Experimental Build 6 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy all!

Have another quick Experimental Build for y'all this week. Continuing work on Night Vision, Flashlights & Lasers, this time roping in our favorite AI Wieners into the fray with updated light perception. Check out the Devlog for more info!

-Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!



[h2]Full Changelog - Update 114 - Experimental Build 6[/h2]
[h3]Additions:[/h3]
  • Added New AI System: Perceptibility from Luminance (Distance visibility limited by darkness)
  • Added New AI System: Night Vision. Sosigs wearing Night Vision granting gear can see in darkness. Some ‘monstrous’ Sosigs (Zosigs) also see in the dark
  • Added New AI System: Blinding: Sosigs can be blinded by (properly registered) spot lights, such as from Flashlights with their brightness turned up at close range. Sosigs with Nightvision are more prone to this effect. PLEASE NOTE THAT BLINDING FROM FLASHLIGHTS DOES NOT STACK. IF YOU AFFIX MULTIPLE FLASHLIGHTS TO YOUR GUN THE ONLY THING YOU WILL DO IS NUKE PERFORMANCE AND GLITCH THE RENDERING OUT. PLEASE ONLY USE ONE FLASHLIGHT AT A TIME.

[h3]Changes:[/h3]
  • Friendly45 and Spooky45 scenes now have Navmesh and an AI Manager
  • Updated Glowstick to use slightly more modern coding, and be ‘AI perceptible’
  • Player’s Visibility in darkness is impacted by whether they have an active flashlight in their hand, or an activated flashlight on a gun.

[h3]Fixes:[/h3]
  • Sosigs missing their head link can no longer be blinded
  • Fixed detached Night Vision headsets spawning at scene origin before moving to hand (sometimes getting stuck along the way)
  • Fixed close frustum culling in Scope Cameras
  • Fixed Having a scope visible in one eye and a NV monocular in the other
  • Fixed missing Reverb Zones spamming errors in some scenes

[h3]Known Issues:[/h3]
  • NOT ALL FLASHLIGHTS AND LASERS ARE MIGRATED TO NEW SYSTEMS! This is a Work in Progress. Please consult the Devlog to know which pieces of equipment can be used for feature testing.

[h3]API Changes:[/h3]
  • Added color filter for NVGs (to simulate wavelength filters on aviation NVGs)
  • Added feature to have renderers only show in thermal
  • Added camera relative rendering support to thermal shader
  • Fixed scaling/aspect ratio for thermals (I hope)
  • Fixed instancing for lit particle shader (maybe)
  • Might have fixed spectator camera issues for camera relative scopes?