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Hot Dogs, Horseshoes & Hand Grenades News

Update 102-a1 is Now Live On The Alpha Branch!

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Howdy folks!

Hope you're all doing well! We've got a new release for you this week that fills out the expansion kit for the 8th out of our 9 Meat Fortress character archetypes, along with some enhancements to Magazine rendering/animation. Make sure to watch the devlog above for details!

This week we're moving onto the Alpha Branch for our latest release, as the modding framework folk have given the all-clear that they're caught up to the internal changes. You don't have to swap branches if you're on Experimental already, but if you were on mainline waiting to migrate over once mods were ready, you can swap to Alpha now. If you have any questions about making sure you have the right version of things, slide over to our discord and ask in the modding channels.

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!



[h3]Full Changelog - Update 102 - a1[/h3]
Additions:
  • Added New Firearm: Signaler (50mm Flare) for Meat Fortress Pyro
  • Added New Grenade: Incendiary Grenade for Meat Fortress Pyro
  • Added New System: Magazine Follower & Spring Animation
  • Added Follower and Spring Animations to the following Magazines: Makarov, APS, Deagle 357, KWG, Deaglov, Webley 1913, PMM, P08 Luger, GSh18, Ruby, Bergmann No 5, P5 Compact, UMP45, UMP9

[h3]Changes:[/h3]
  • [Meat Fortress] Rebuilt all collision for buildings, ground, cliffs to try to improve CPU-side performance

[h3]Fixes:[/h3]
  • Fixed 38 Special Speedloader Sizing
  • Fixed ooooooooold Melee posing bug for multi-pose objects for some platforms
  • Fixed Missing Annex C attack group points in Grillhouse


Update 102-e3 is Now Live On The Experimental Branch!

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Howdy folks! Just a small patch this week. Mostly bug fixes and infrastructure for future work.

Cheers,
Anton

[h3]Full Changelog - Update 102 - e3[/h3]
Additions:
  • Added a Destructobin to the Grillhouse map
Changes:
  • Changed internal Navmesh Area handling to support future work (such as Sosig-specific types of navigation).
  • Doors Off Mesh links split into a ‘going in’ link and a ‘going out’ link, allowing them to be parsed by pathfinding differently based upon the Sosig’s current equipment and state.
  • Tweaked Sosig Grenade Throwing logic and aiming
  • Rebuilt some of the old Sosig impactFX particle effects to make them more visually consistent with the Sosigs
  • Rebuilt a bunch of door handling logic and off mesh links related to door to aid prioritization of opening
  • Built System for a door recognizing that it is ‘obstructed’ for any reason (physics glitch, player using panels), etc.
Fixes:
  • Fixed Massive performance issues in some scenes (including Grillhouse) caused by broken material on mesh particles effects without collision.
Removed:
  • Reduced Total Internal Door Key Count from 12 to 8 (to save area layers)

Update 102-e2 is Now Live On The Experimental Branch!

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Howdy folks!

Have another small experimental build for you folks this week. Enjoy!

[h3]Full Changelog - Update 102 - e2[/h3]
Additions:
  • Added New Firearm: WorstShotgunEver (12 gauge)
  • [Grillhouse] Added Attack Paths, Patrols, Guard and Sniper Points to the other 5 Annex locations
  • [Grillhouse] Scenario panel now has the ability to Set the player’s respawn point
  • Added new Magazine for Uzi family (72rnd Drum)
  • Added New Simulation Option: Sosig Chunks Mode (Enabled/Disabled)
Changes:
  • [Grillhouse] All Sosigs are now cleared on Player death (to prevent infinite spawncamp death loops)
  • [Sosig Pathfinding] Altered internal cost for Door links to try to encourage multiple path usage.
Fixes:
  • [Grillhouse] Fixed a few physics perf issues
  • Fixed Sosigs not doing melee damage to the player
  • Fixed missing references in some Sosig/Zosig bodies causes certain Take & Hold characters to break.
  • Fixed blunt damage transmission issue on welder masks
  • Fixed Sosigs not coming out of the flee state when they were supposed to
  • Removed leftover bolt release trigger on AR-18s

Update 102-e1 is Now Live On The Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

At long last we have a new build of H3 for you folks! This one has been an absolute beast to put together, and constitutes the largest changes to the game's AI system since the creation of the Sosigs. This give those of you who haven't been following along with the devlogs the past two months here's a list of all the changes to the Sosigs.

[h3]Sosig System Changes:[/h3]
  • Added New Passive Threat entity system. These allow for Sosigs to see non-target threats that can elevate them into an investigation state. Each entity can only ‘aggro’ the sosig into this state once, and is then disregarded. As this functionality adds baseline perf cost, it will NOT be enabled in some legacy modes.
  • Sosig Corpses now spawn passive threat entities in scenes that support this functionality.
  • Tweaked Sosig Alertness Thresholds
  • Tweaked Sosig Audio Event on transition to skirmish behavior
  • Tweaked internal damage tracking that -might- be some of the result of so many sosigs counting as melee kills in Take & Hold
  • Sosig FOV and Max View Range and max Hearing Range are now state-dependant. Sosigs in an alerted state have higher perceptual ability. This allows for sniping guards at range easier
  • Sosig FOV and Max View Range and max Hearing range is now effected by Suppression, making suppressed agents momentarily less able to perceive things.
  • Rebuilt IFF system for AI Entity that uses a 32 entry bool array for determining if a Sosig is friendly. This should NOT effect any existing game mode, and is infrastructure for the future.
  • Sosigs that are not actively engaged with an enemy entity can become enemies to friendly IFFs if they receive damage from them. This is should NOT effect existing modes.
  • Sosigs can now be knocked unconscious, though this functionality is currently limited to a Meat Fortress medic ammo type. This will eventually be expanded and refined
  • Sosigs now have a new Idle State. This is a lower-alertness state than the current Guard state and will be used in future contexts.
  • Sosigs now have a fleeing State. This is currently provoked when they have a target or are suppressed, and are not armed. Combatant sosigs may loop cyclically between their prior ‘Search for Weapons’ state, and this state, based on perceived threat.
  • Sosig ‘dive to side/roll around like idiot when disarmed’ behavior disabled.
  • Added new testing options to the Sosig Spawner
  • Offmesh Link Traversal System rewritten from ground up. Note that on older/un-updated maps, older style of traversal is still used.
  • Multiple Sosig Offmesh Link Traversal Styles Added including Ladder Climbing, Jumping, Drop-downs, Teleportation and Door Traversal.
  • Built Sosig Door Usage System allowing Sosigs to ping door state to determine if it is locked, unlocked, open, closed, and methods for opening it
  • Bult Sosig Door Breaching System allowing Sosigs to target and destroy deadbolt, hinges and the door itself
  • Built Sosig Path-To System that will (when finished) allow for significantly more complex Patrol behavior. This will eventually be implemented in to Take & Hold.
  • 50+ new Sosig Idle lines


In addition, the Grillhouse scene has gotten an extensive re-lighting and an overhaul of its Sosig traversal Navmesh, designed to use all the newest features. It's also gotten a new 'Scenario Panel' which allows you to quickly spawn groups of offensive, defensive and patrol Sosigs for running scenarios in the scene without having to manually place combatants. The functionality of this panel will be expanded over time as we see what functionality folks like to have in it!

So yeah! Lots of stuff. A bunch of these changes are very much in progress, undertested, and their effect on some of the modes in game will take time to fully understand, hence the need for an 'experimental' branch. In addition, a ton of other system changes have been made related to the spawning of sosigs, and those systems are being slowly centralized. For that reason, if you are loading mods they will almost certainly break right now loading this branch.

The branch formerly known as 'Alpha' will be renamed to 'ModSafeAlpha', and be used from no on when the development of an update hits the 'safe' thresholds for those of you loading 150 mods to run the build :-)

Lastly, I've created a new section of the forum specifically for discussing Experimental Branch topics, reporting issues with it, etc. You should ALWAYS direct your reports there instead of 'Bug Reports' when running the Experimental Branch.

Hope y'all have a wonderful weekend!

PLEASE NOTE THIS BUILD WILL BREAK EXISTING MODS[/h3]

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


[h2]Update 102e1 Changelog (Outside of Sosig Changes)[/h2]
[h3]Additions:[/h3]
  • Added New Firearm Family: AR-18, including AR-18, AR-18c, AR-18p, AR-180, 20, 30 and 40 round mags
  • Added New Attachments: AR-18 Scope and Rail Adapter
  • Added New Firearm: F12 Pistol w. 12 rnd mag (9x18mm)
  • Added New Firearm: Pk1 Derringer (7.62x39mm)
  • Added New Firearm: LC22r Pocket Revolver (22lr)
  • Added New Internal Version Numbering system. This is used in the main menu, but can also be used by mod authors seeking to maintain varied functionality across different in-development versions of H3
  • Added New Sosigguns: Toz63, Mk47, Ash12, PP19, Makarov
  • Added New Sosig Melee Weapons: KaBar, Bookknife
  • Added variant ammo types of the Meat Fortress Medic guns

[h3]Changes:[/h3]
  • [Main Menu] Version number display is now auto-generated
  • Sosig Welder Mask Collision rebuilt.
  • Improved secondary shard detaching when melee shattering a door

[h3]Fixes:[/h3]
  • Remodeled 7.62x39mm Cartridges so they are now the correct size and dimensions
  • Fixed errant extra piece of geo on side of P38 models
  • Fixed M240b being paired with incorrect belt box

Update 101 - Patch 1 is Now Live!

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Howdy Folks!

Quick patch this week, just to clean up the Meatmas day gifts

I'm not posting a changelog for now, as it's pure spoilers (as is the unboxing video above).

Hope you all have a safe and enjoyable New Years!

- Anton