1. Hot Dogs, Horseshoes & Hand Grenades
  2. News

Hot Dogs, Horseshoes & Hand Grenades News

Update 114 Experimental Build 5 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

We have another Experimental Build for you in our current Night Vision / Thermal Vision / Lasers / Lights adventure. The focus this week was in fixing some major issues we ran into with Floating point precision and jittering of the Night Vision view. Now that that's fixed, we were able to do a scene that was both huge, and relied on Night Vision to see!

All of the features we're working on here are still very WIP (especially the new Laser/Light UI), so do please report any problems you run into. We're aware of some HMD-specific rendering issues with the NVGs as well that we're still trying to figure what on earth is causing. Your patience is appreciated :-)

-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 5[/h2]
[h3]Additions:[/h3]
  • Added New Scene: Spooky 45
  • Added New Scene: Dark Duney Range
  • Added New Options Page: Scope & Night Vision Settings
  • Added Light Switch to Indoor Range, allowing Light toggling
  • Added System for NightVision Rendering Material Overrides (so certain components don’t blow out auto-gain)
  • Added System for NightVision Sky Override to model how visible the Stars can be under NV even when not apparent at visible light levels.
  • Added New Functionality to Flashlights, including Intensity Cycling, and a seperate interaction for Light Width.

[h3]Changes:[/h3]
  • Rebuilt Laser Attachments 1-5 to use new system
  • Rebuilt Tactical Flashlight
  • Rebuilt Standalone Flashlight
  • Muzzle Smoke Particles are now once again lit by flashlights, but correctly now.
  • Controller Models & Quickbelt Slots given alternate Night Vision materials (so they aren’t super bright)
  • Quickbelt Slots now no longer render under thermal vision
  • Replaced Materials on Many Impact and Smoke Particle Systems for better lit behavior

[h3]Fixes:[/h3]
  • Fixed Bubble Level Shader being broken
  • Fixed Spotlight Rendering and light falloff on some shaders

Update 114 Experimental Build 4 is now Live on the Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy Folks!

IT'S NIGHTVISION TIME! We've got a super fun Experimental build for y'all this week, to put some of the upcoming Nightvision and Thermal Scope functionality through its paces. We've added a bunch of testing scopes and testing head mounts to the game with a variety of settings. Note that these aren't final geometry, but we didn't want to wait until models were done to have you folks play with these and get feedback.

If you're having trouble finding the Head-mount goggles, they are under a new Category under Toys & Tools called "Head Mounted".

Anywho I hope y'all have an enjoyable weekend!

Cheers,
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 114e4[/h2]
[h3]Additions:[/h3]
  • Added 3 Testing Night Vision Head Mounted Optics (PVS14, PVS14, GPNVGs)
  • Added 4 Testing Night Vision Picatinny Scopes (using GhostDR bodies)
  • Added 5 Testing Thermal Picatinny Scopes (using GhostDR bodies)
  • Added new parameters to scope cam system.

[h3]Changes:[/h3]
  • Edited some Metadata to accommodate NVG goggles

Update 114 Experimental Build 3 is now Live on the Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy Folks!

HAPPY (early) 4TH OF JULY! We've got an out of schedule update for y'all this week, to make sure you have SUFFICIENT EXPLOSIVE HIJINKS on this long weekend. That's right, we've finally got a full-size cannon in the game (an 1841 6 pounder field gun). Make sure to check out the devlog above to see the full manual of arms for the weapon (and all the stupid things you can do with it).

Anywho I hope y'all have a happy, safe and enjoyable holiday weekend.

Cheers,
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 114e3[/h2]
[h3]Additions:[/h3]
  • Added New Weapon: 6 Pounder Field Cannon
  • Added New Melee Weapons: Cannon Spongeram & Scraper
  • Added Testing NV and Thermals to Arizona and Night Scene
  • Added a bunch of Thermal Tagging to tons and tons and tons and tons of prefabs.


[h3]Changes:[/h3]
  • Changed a bunch of internal stuff with FVRFirearm rounds to enable cannon Hijinks.
  • Made Arizona at Night Scene SIGNIFICANTLY darker
  • A whole bunch of things I didn't think to keep track of.....

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

[previewyoutube][/previewyoutube]
Howdy Folks!

Have a fun little bite size update for y'all this week. This has been player requested for a couple years now, but only now FINALLY got around to, which is a custom tracer color override. Was a huge pain as it involved injecting new logic into 3 different visual effects system written at 3 different moments in H3's life, and given how old some of that was, you can imagine juuuuuuuuuuuust how terribly written the code was :-)

Anywho, that's set now, along with a few bug fixes.

Hope y'all enjoy!

Cheers,
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 114e2[/h2]
[h3]Additions:[/h3]
  • Added New Option: Tracer Color Override with 16 presets

[h3]Changes:[/h3]
  • Rewrote (made an unholy mess) a bunch of the impact fx system to allow synced override of impact spark effect to a custom color, to enable Tracer color overriding. Apologies to any modders who were calling this method directly from anything as the method signature has been changed. To get ‘default’ behavior simply append ‘false’ and ‘Color.white’ to your method call and behavior should return to what you expect.
  • Adjusted 30 carbine ballistics to make default scope zeroing more accurate

[h3]Fixes:[/h3]
  • Fixed missing ‘Beep’ Sound when spawning Ammo Panel from Item Spawner
  • Fixed placeable Barriers that have an environment-layer subpiece permanently losing that layer association upon moving them with your hand.
  • Fixed clipping on Charcoal bag

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

[previewyoutube][/previewyoutube]

Howdy Folks!

We're starting off the Update 114 cycle this week with a new little toy, and some maintenance stuff mostly. Bug fixes, some QOL improvements and such. For those of you who use the Pistool system for laying out ranges and such, I'd love some feedback on the new clipping behaviour (covered in the Devlog) for the Tractor tool. I think it's far more usable now for placing walls. Many thanks to 42nfl19 for hounding me to fix it :-)

Hope you have fun with it!

Cheers,
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 114e1[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: Big Franking Fifty (.50 BMG)


[h3]Changes:[/h3]
  • Altered Center of Mass of Comp Barrier Set to make them harder to accidentally knock over
  • Tractor Pistool now only regards static environment objects when doing placement casting. This allows for clipping physics-locked objects into each other more easily.
  • Refactored mag ejection on Bolt Action weapons to prevent errant magazine drops when laser grabbing them.


[h3]Fixes:[/h3]
  • Fixed issue where laser-grabbing Comp Barrier Objects would permanently make them no longer block player navigation
  • Fixed Carl Gustaf being able to be operated and fired by its fore handle
  • Fixed Bubble Level Shader lighting and normals
  • Fixed Bolt Action weapon chambered round catching grabbing empties