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Update 120 Experimental 2 is now Live on The Experimental Branch!

Howdy all!

Just a super quick release this week. Purely focused on back-end systems and bug fixes. Changelog below. See y'all next week!

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 Experimental1!


[h2]Full Changelog - Update 120 - Experimental 2[/h2]

[h3]Changes:[/h3]
  • The back-end loading system for Vault Files has been replaced. Note that nothing should change-user side for this. Just let us known if the game isn’t seeing any of your Vault files now.
  • While playing Take & Hold, the ‘Return to MainMenu’ button on the wrist menu is now set to “Return to Lobby’ and takes you back to the Take & Hold Lobby instead.
  • Matchbox can now be harnessed.


[h3]Fixed:[/h3]
  • Fixed issue in modded maps where sometimes not enough attack points existed for Sosigs causing the level to error. Sosig spawning is clamped now.
  • Correctly made Sosigs set to Ignore the Need for weapons no longer pick up items in the Equipment Scan Cycle
  • Fixed Take & Hold Magazine upgrade display
  • Fixed a prior Quickbelt rotation fix breaking left handed mode for them


[h3]API Notes:[/h3]
  • FVRScene Settings contains 3 new public parameters. They allow you to override the ‘Return to Main Menu’ button of the Wrist menu to have a custom ‘route’ back upward. This is used in Take & Hold, but could (for mod makers) be used for taking you back out to the ‘lobby’ scene of your game mode.


[h3]Notes To Modders:[/h3]
  • Atlas has now been fixed to load custom levels with this version. I changed two methods which broke a patch Nathan had written to fix my terrible code. That fix has been integrated into the game thus making Nathan’s patch unnecessary, thus fixing this bug. Everything say ‘thankyou’ to Nathan.

Update 120 Experimental 1 is now Live on The Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

EXCITING NEWS. We've got some new Take & Hold modes ready for y'all to test RIGHT NOW. We've covered the details of them in this and last week's devlogs, but for those who'd like a TLDW, they are as follows:

  • Blitz: A mode with increased patrols where you assault a System Node, destroy its shields first to expose it, then destroy it.
  • Rampart: A mode focused on wave defense. No level exploration here. You just warp to your supply points and hold points. Encryptions are simplified but intensity and speed of waves attacking you are increased!
  • Sandbox: Play any Take & Hold scene in Sandbox mode! Use the Toolbox, save and load configurations. Setup target sequences. Whatever you can imagine.


There's a bunch of other improvements and tweaks to Take & Hold along with this. Our work is ongoing though so you should expect even more in the next couple weeks!

As always we'd love to hear your feedback, and bug reports are always useful and appreciated :-)

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!1


[h2]Full Changelog - Update 120 - Experimental 1[/h2]
[h3]Additions:[/h3]
  • Added New Take & Hold Game Mode: Blitz
  • Added New Take & Hold Game Mode: Rampart
  • Added New Take & Hold Game Mode: Sandbox
  • Added New Option for Take & Hold called Equipment Seed. This allows for playing deterministic sequences of equipment.

[h3]Changes:[/h3]
  • Made major Changes to Sosig Investigate Behavior that makes them move faster, more dynamically, and be a bit more curious when not suppressed.
  • Changed a bunch of things in the Take & Hold main menu
  • Made changes to Sosig investigate behavior while suppressed to make them more evasive sometimes
  • Changed the way Sosigs are spawned in Take & Hold (via a coroutine). This attempts to spread out the cost of spawning so there isn’t as big of a single frame hitch.
  • Take & Hold lobby Menu now remembers the last map and character you set correctly, and sets the character category automatically. This SHOULD be robust enough to not error if the selected map and character no longer exist.
  • Take & Hold Magazine Duplicator/Upgrader now shows the capacity upgrade prior to purchase.

[h3]Fixed:[/h3]
  • Fixed a bunch of errors and design problems with Standard Take & Hold Progression
  • Fixed Take & Hold not actually reliably teleporting you to the correct spot.
  • Fixed Bounds in Supply Room 2 in Institution Level

[h3]Notes To Modders:[/h3]
  • Take & Hold Tweaker/Framework is HARD DEPRECATED by this version. There have been tremendous changes all throughout Take & Hold’s code. Any of the method replacements/patches of the above mods will cause exotic issues and full blown halting problems. We will be replacing the core functionality of TNH Tweaker with the official 120 release, and will be slowly integrating that functionality over the coming weeks.

Update 119 Patch 5 is now Live on The Experimental Branch!

[previewyoutube][/previewyoutube]
Howdy folks!

After a bit of a hiatus we are BACK with another devlog and another patch. I've been working away on 1.0 stuff, but along the way I've also been trying to clear some of the guns I've had partially implemented off my queue/todo list. This week is an extensive set of H416s, all made by our collaborator Ole. We've also got a bunch of bug fixes, thanks SO MUCH to the various community members who've reported them. We've still got a list of like... 100+ more we want to get through before our release. Please keep em coming in our Discord and Steam forum bug reports sections!

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!1


[h2]Full Changelog - Update 119 - Patch 5[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: H416A5
  • Added New Firearm: H416C
  • Added New Firearm: H416CQB
  • Added New Firearm: H416D
  • Added New Firearm: H416N
  • Added New Firearm: M27IAR
  • Added New Firearm: MS223A1
  • Added New Attachment Set: H416 Folding Sights

[h3]Changes:[/h3]
  • Updated H416 Iron Sights

[h3]Fixed:[/h3]
  • Mp5SD2 and SD5 have their errant extra stock point removed. Please note that this means that their internal attachment array changed, which means prior saved Mp5 SD2/SD5s in your vault will probably no longer load. Sorry, nothing I can really do about this.
  • Sustenance MP7 now correctly spawns with its Reflex Sight
  • EM2 Virtual Stock point distance fixed
  • VZ-58 Pattern rifles now correctly have stock sounds
  • Fixed Item Spawner Spelling for Hiro Enki YT Prototype
  • Fixed Clipping on cheek rest on Saiga 12 by making it rotated as stock collapses.
  • Fixed Release latch on Quadruple Tap not animating
  • Famas and Mini14 rail adapters now correctly categorized internally
  • OTS-38 now flicks shut from the correct relative velocity direction
  • Fixed Compound Pistol No longer overheating after being stored and returned to being enabled
  • CX4 and PX4 magazine postures changed to better match the M9 mags
  • Adjusted IPSICK2011 Ejection offset to prevent casing from glitching into the gun during violent ejection

[h3]API Notes:[/h3]
  • Added Functionality for animated end piece for FoldingStockYAxis Script
  • Added EjectionOffset param to Flaregun.cs (defaults to its hardcoded prior value) to allow longer shells to eject without glitching

Update 119 Patch 3 is now Live on The Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

Just a quick patch update this week, mostly centered on bug fixes and back end changes for future content :-)

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 119 - Patch 3[/h2]
[h3]Changes:[/h3]
  • Added Zero Distance options to ANPEQ and Perst3
  • Changed the TERRIBLE Sights on the Schofield
  • Moved, Sorted, and Added New Metadata to All Sosig Clothing Objects (for eventual User Tools)
  • Changed how internal Projection works on Scopes/NVs to fix a number of corner cases and hopefully? have them work better with odd hmds.

[h3]Fixed:[/h3]
  • Fixed incorrect color options on Pyramus
  • Fixed incorrect reticle options on ST6 scopes
  • Fixed incorrect first chambered round in Compound Pistol
  • Fixed 12.7x108 Double round having broken metadata
  • Fixed Zfighting overlapping meshes on ARVolver
  • Fixed missing stock point on ARVolver
  • Fixed missing MagazineInOutOverride flag on AKM drum
  • Fixed FiveSeven RMR plate always being visible errantly
  • Fixed Muzzle affixment parentage on RG6
  • Fixed Perst3 IR Laser + Illuminator Setting
  • Fixed Quickbelt Slots not resetting their orientation
  • Fixed Mp9 iron sight zeroing

[h3]Major API Change:[/h3]
  • Moved large amounts of code around in namespaces to work around a Unity editor bug related to the AddComponent Menu. Subfields in this menu spam errors that prevent builds when the element count exceeds 999 (apparently). Turns out when you add new things into a script menu for almost 10 years you run into this limit

Update 119 Patch 1 is now Live on The Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

Have a minor patch for you all this week. MOSTLY this is a test to ensure that moving a whole bunch of internal data files for the game into a better configuration for our User Content Tools (coming this year). Let me know if anything explodes!

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 119 - Patch 1[/h2]

[h3]Additions:[/h3]
  • Added New Firearm: ARVolver (.500SW)

[h3]Changes:[/h3]
  • Moved a TON of Sosig Configuration Data files into a different directory to cause them to be bundled differently. This shouldn’t result in any changes to user-experienced behavior, but is necessary for things we’re doing with external content authoring.
  • Added a number of FVRObject type categorization options, and reclassified all untyped FVRObjects (futureproofing).