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Hot Dogs, Horseshoes & Hand Grenades News

Update 110a1 is now Live on the Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy All!

It's been a while since we did a build for the game, as we've been heads-down busy building new levels for the game. This project has been going WONDERFULLY, and this week we've decided to pop our first technical test onto the Alpha branch, in a scene called 'Institution Preview'.

This scene is purely level geo, and represents the structural assets for about 1/5th of the coming Take & Hold level. We're doing this test to identify problems in lighting approach, collision, performance and navmesh early, so they can inform the process in building the level proper.

PLEASE NOTE, this level is temporary, and will be regularly changing as we swap in different assets to test, try fixes, and play around. The plan is to first launch a Take & Hold level with this content, which we're currently aiming to do in June, and then in late summer/early fall release a set of sandbox levels that use the same assets but in different smaller configurations.

If you decide to check it out, please share any issues you run into the bug reports section. We deeply appreciate it!

Hope you all have yourselves a wonderful weekend, and we'll have more for you soon.

-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 110 - Alpha 1[/h2]
[h3]Additions:[/h3]
  • Added New Level: Institution Technical Preview

[h3]Changes:[/h3]
  • Replaced Cartridge Models on 9x39mm, 5.45x39mm, 7.62x39mm, and 7.62x54mmR
  • Rebalanced Object Appearance in the Object Spawner. Families now have presence within an object table equal to the Square root of the total number of weapons in that family. Thus, for example, instead of one MP5 family weapon appearing in a pool, 4 will due to there being 16 in the family.

[h3]Fixes:[/h3]
  • Changed lighting path on Shaders to prevent certain categories of lightmapping artifacts from occuring
  • Fixed Missing .50RemBP JHP cartridge model
  • Fixed placement of .45LC shell
  • Fixed dimensions on 22lr, 22long, 22short ammunition
  • Fixed HPoint Follower and Spring animation
  • Fixed Display spelling of Dragunov
  • Fixed wall collision in Warehouse Range
  • Fixed Geometry holes on MP5SFA3 and MP5Shadow
  • Fixed errant XM500 barrel reciprocation

Update 110e3 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy everyone!

Have another small experimental build for you this week. If you'd like to check out some of the progress for the upcoming Take & Hold level, make sure to watch the devlog above!

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 110 - Experimental 3[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: Lahti L35 Pistol (9x19mm)
  • Added New Utility Script: Handgun Short Recoil Action (Modders: Follow example of how LahtiL35 is setup to use yourself)

[h3]Changes:[/h3]
  • Replaced Cartridge Models on 8x22mm Nambu, .45 Long Colt, .50 RemBP, 10.6x25mmR, .357 Sig, .455 Webley, 7.62x25mm Tokarev, 7.63x25mm Borchardt, 7.63x25mm Mauser
  • Changed Detective Special 38 to Postwar era tag (so it shows up in Soldier of Fortune Franky in T&H)

[h3]Fixes:[/h3]
  • Fixed Lee Enfield rifles to properly cock upon having the bolt handle pushed to the fore, instead of when it is closed.

Update 110e2 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy everyone!

Just a small experimental build this week. API changes for modders, Item Spawner migration for a bunch of scenes so things can be tested. Hope y'all have a pleasant 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 Experimental!




[h2]Full Changelog - Update 110 - Experimental 2[/h2]
[h3]Additions:[/h3]
  • Added Internal Script For Modders: UniversalMagGrabTrigger (allows for magazine removal on all weapon types, including belt box support)
  • Added Internal Script For Modders: FVRFireArmTopCoverAdvanced (allows for creation of a Top Cover for belted gun that can rotated arbitrary amounts on arbitrary axes)
  • Added Internal Option For Modders: “AutoMountsBeltOnAttach” on FVRFirearmMagazine (allows for belts to autoattach when magazine is mounted, allowing for implementing exotic fictional weapons. ‘CanBeTornOut’ can be used to tear belt boxes back out without unmounting belt. This might require further testing)
  • Added Internal Option For Modders: “Engagement Delay” on ClosedBoltWeapon, OpenBoltReceiver and Handgun scripts (allows for any firing mode to have an engagement delay after the trigger is pulled before the trigger is able to be pulled again. Useful for balancing fictional weapons, simulating incredibly chunky trigger reset mechanisms, or making something terrible for funsies)
  • Added Internal Option For Modders: “SuppressCaselessDeletion” on FVRFirearmChamber (allows for weapons that use caseless rounds to actually eject them without auto-destroying the round. This behavior is necessary due to legacy stupid decisions Anton made that I’m sure made sense to him 5 years ago but it’s been too long/too many hot dogs since them to even remember why this all worked this way in the first place)
  • Added Internal Option For Modders (and my future work): Open Bolt Receivers can now have traditional burst fire

[h3]Changes:[/h3]
  • Modern Item Spawner Installed in Cappocolosseum, Winter Wasteland, Meat Grinder, Arcade Proto, Meat Fortress
  • Made Derringer directional inputs on touchpad more forgiving to make them easier to actuate on Index controllers

[h3]Fixes:[/h3]
  • Fixed Medigun being missing from Modern Item Spawner.
  • Fixed assorted spawning bugs in Return of the Rotwieners
  • Fixed missing Metadata for .410 cartridges that was preventing them from being saved
  • Fixed pivot and scaling issues on .38 Special, .45 Long Colt and 10.6x25mm rounds
  • Fixed mag palming to take into account whether a magazine is dropinloadable

Update 110e1 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy everyone!

After a month of non-stop travel we are back! Have a super small, but still very important experimental branch build for you folks this week. The critical thing this week to test, for those of you running this branch, are the loot changes to Return of the Rotwieners. Basically any place a random gun can appear, the pool system now functions parametrically, and now draws from a much larger range of guns in the game (included ones loaded from mods). 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 Experimental!



[h2]Full Changelog - Update 110 - Experimental 1[/h2]
[h3]Additions:[/h3]
  • Added New Cartridge Models for: .38 Special, .44-40WC, .44 Magnum, .45-70 Govt., .45-110 Sharps, .45 Long Colt, .357 Magnum, .454 Casull.

[h3]Changes:[/h3]
  • All AR-15 pattern firearms that can mount an M203 now have their iron sights able to flip up and down.
  • Return of the Rotwieners weapon spawn pool systems rebuilt to function more similarly to Take & Hold. Spawns are parametrically defined (instead of a manual list), and so drawn from a wider set of the game’s guns, including content added via mods.
  • Modern Item Spawner now present in Return of the Rotwieners
  • Tweaked damage falloff relative to barrel length curves for .357 magnum, .454 Casull, .45 Long Colt

Update 109 is Live on All Branches

Howdy Folks!

Just a small update this week. We're pushing live to main branch the Alpha we pushed last week that was primarily focused on modifying random generation for Take & Hold (and other game systems that generate random weapons) to better accommodate the presence of large 'families' of objects.

We've kept the changes here small as we'll be incommunicado for the rest of the month, heading across the pond to Reboot Develop Blue in Croatia to give a talk about H3 (and making better VR shooters).

Once we're back in May however we'll be diving right back into new levels, event system work, and who knows what other hijinks.

Have a WONDERFUL rest of your Aprils!

Peace,
Anton

[h2]Full Changelog - Update 109[/h2]
[h3]Additions:[/h3]
  • Added New Metadata field for FVRObjects called ‘Family’ that allows various weapons to be clustered together for the purpose of evening out distribution of weapons in Take & Hold, and any other system using Object Tables.
  • Added ‘family’ metadata to all relevant firearms (Thanks to DDRandom, Ole and Staryoshi!)

[h3]Changes:[/h3]
  • Take & Hold weapon generation now attempts to weight weapons with large variant families as a single weapon. This will continue to be tweaked.

[h3]Fixes:[/h3]
  • Fixed bug where suppressors that pop off due to not being screwed on enough don’t re-enable mount geo.
  • Fixed incorrect M1928 fire rate
  • Fixed Geo hold in MAS 49/56
  • Fixed missing physics geo on driveway for main building in Grillhouse 2Story
  • Fixed Mp5 Shadow selector switch rotation settings
  • Fixed Mac11 stock movement range
  • Fixed Toz81 spawning logic
  • Fixed Sako85 suppressed sound
  • FINALLY fixed CBJMS metadata bug
  • Fixed Attachable Tube fed carrier animation bugs
  • Fixed Attachable Tube fed round ejection points