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What's Coming In Our Next Big Update (105)

[h2]Howdy folks![/h2]

It’s been a little quiet from us the last couple months here on Steam so we figured it was time to give y’all some details of what we’ve been cooking up. Our next update, 105, is going to be one of the largest H3 has ever gotten, and we’re just deliriously excited by what it’ll be bringing to the game, and you folks in the community. If you'd like to check out some feature previews, there's some relevant devlogs below, along with TL:DW summaries of the pillars of this update.

[h2]Gameplanner[/h2]
Update 105 is all about finally realizing the Gameplanner system, an idea we had several years back about a suite of tools and toys that would enable you to design more of your play experience in H3. From something as simple as laying out a custom configuration of Steel Targets in your favorite range, to elaborate scripted combat scenarios with Sosigs, to entirely new ideas of gameplay using H3’s guns, agents and massive object library.

As you might imagine, this is quite the endeavor, which means that the time between updates is going to be a bit longer than usual, and we’re not going to be publicly testing this in as WIP of a state as we have in the past. So to keep you folks entertained, we’re going to be doing a series of these announcements to whet your whistles, starting with this one!

[previewyoutube][/previewyoutube]
[h2]Toolbox & Pistools[/h2]
The core of the update revolves around a new system that will be available in all Sandbox scenes in H3: The Toolbox. This handy dandy non-euclidean storage device created from the Wrist Menu, stores a set of Pistools (sorry, not sorry on the pun), which are your construction and manipulation toolset for making Scenarios in Sandbox scenes.

There’s a set for building that allow you to remotely Move, Rotate, Clone, Delete objects, as well as locking them in the air, toggling their interactivity and visibility. And there’s a set of utility Pistools for measuring things, clipping through the level, and setting up all sort of pathing and volume logic which is critical to our upcoming Event System system. Speaking of….

[previewyoutube][/previewyoutube]
[h2]Event System[/h2]
Paired with this is H3’s approach to object-to-object communication, called the Event System. Think about this as like a bunch of radio station channels. Objects of various kinds can be tuned to channels, and other objects can send Events (numbers) on those channels. At its simplest, you could say setup a button that resets all your targets for you at once, and a second button that enables a random group of them for you.

The system when done will be composed of dozens of objects including switches, buttons, levers, logic nodes, number generators, triggers, sensors, spawners and destroyers. It’ll allow you to spawn and configure sosigs to fight for or against you.

Setup a button that resets all your steel targets. Use Object Spawners, timers, and scoring systems to make yourself a Watermelon slashing game. Or make a horrible Rube Goldberg device that spawns, kills and flings Sosigs into the air. Your imagination (and perhaps your CPU power) are your only constraints.

[previewyoutube][/previewyoutube]
[h2]New Levels[/h2]
And of course with all this work into new systems, new toys, we know what’s really needed is new places to enjoy them! That’s why this update will be coming with a whole mess of brand new Sandbox scenes! These scenes are being designed around the Gameplanner system, and so are designed as multi-use ‘blank canvases’ for your imagination.

And for those of you who’d rather just boot up H3 and have something ready at hand to play, we’ve got news for you too. Each of these new scenes will have a bunch of built-in scenarios including target sequences and sosig-centric mini-games. This tooling isn’t just for you folk, but is being designed for us to use internally in finally fleshing out some content we wanted to build in the past (like more Meat Fortress Game Modes). Instead of hard-coding that sort of thing, we want to tool-a-fy everything as much as possible so that you can build & remix things to your heart’s content.

[h2]More To Come & Release Date[/h2]
I’m sure you have plenty of questions regarding the scope of this all. How many levels? What sorts of toys are coming with this? Will there be GUNS too? Can I share things I make with other users? We’ll have more detailed answers for all those questions in the coming weeks as we do more announcements and devlogs on our road to Update 105, so stay tuned!

With all that said, we know the last thing y’all want to know is when you can play with all this! Many things are still up in the air, but our goal is to have a first experimental public build by the end of August.

------------------------------------------------------------------

Hope this MASSIVE TEASE of what’s to come in H3 has y’all chomping at the bit. As I said at the beginning of this post, this is going to be one of the most significant updates to H3 in the history of the game, and is what we feel the final realization of the Sandbox side of the game, and a natural destination given the origin points of the project.

We wish y’all a Wonderful Summer!
–RUST LTD

Update 104 is Now Live!

[previewyoutube][/previewyoutube]

Howdy folks!

Update 104 is ready to rock! While perhaps not one of the flashiest updates we've done in memory, U104 marks a huge milestone in terms of the underlying systems of H3 that are the foundation of the work we have planned for the rest of the summer. The Save/Load functionality (available in the Proving Ground, Indoor Range and Grillhouse) are going to be brought to other sandbox scenes over the coming months along with a suite of Sandbox tools that we're certain you're going to love.

Those of you who've followed our devlogs over the years know that a 'Scenario' system has been attempted twice before and we neeever quite got to something shippable, so it is with great glee that we finally get the base pieces of that in game, and out to you folks.

Anywho I hope you all have a wonderful weekend Thing-Flingin' Watermelons into the air and whatever other hijinks y'all end up getting into.

Cheers,
Anton

[h2]Full Changelog - Update 104[/h2]
[h3] Additions:[/h3]
  • Added New Firearm Set: Mini-14 (Classic and GB in 5.56x45mm) with 5, 10 and 30 round magazines
  • Added New RangeToy: Thing Flinger
  • Added The Following Items To Item Spawner: 1911 Oversize + Magazine, 1911 Longflop, Cyber Pistol, Hot Dog Grenade, Rail Camera, Camcorder, Gum Drops, Glowstick,
  • Added The Following Sosigguns to Item Spawner: Ash12, KEDR, PKM, RG6, SVDS, Makarov, Toz106
  • Added New Firearm: AR50a Anti-materiel Rifle (.50 bmg)
  • Added New Muzzle Brake: StratBomber
  • Added New Item Spawner Section: Save/Load (Available in Limited Scenes For Now)
  • Added New Target Set: Steel Pop (Classic, Mini CLassic, Pepper, Mini Speed, Speed)
  • Added New Target Set: Steel IPSC (Classic, Simple, Mini)
  • Added New Target Set: Steel Walkers (2.5in, 3.5in, 4.75in)
  • Added New Target Set: Steel Plate (Gong, Large Diamond, Large Square, Rectangle, Small Diamond, Tombstone Large, Tombstone Small A, Tombstone Small B
  • Added New Target Set: Wood Standees (Left/Right Hotdog Solider, Uncle Spam)
  • Added New Target: Steel Spinner
  • Added New Target: Dueling Tree
  • Added New Target: Destructible Apple
  • Added New Target: Destructible Watermelon
  • Added New Option To Wrist Menu: Cleanup All Spawnable

[h3]Changes:[/h3]
  • Dueling tree sub-pieces now reset if you grab the target and release it
  • Steel Pop Targets now have a spring state toggle (which can be used to reset them)
  • M1911 Longflop now has Stock and Muzzle Attachment pos
  • Tweaked collision damage thresholds on destructible targets
  • Tweaked spring response on Popper Targets
  • Further changes to Sosiggun Recoil
  • Sosiggun Uzi now has 20 round capacity instead of 32
  • Rebuilt Quickbelt Slot system internally for flexibility, consistent Serialization/Deserialization, and better mod support
  • Rebuilt Recoil system and Parameters for all Sosigguns
  • Tweaked behavior for steel target volume ranges
  • Tweaked behavior for steel target hit decal scaling
  • All weapons using the SimpleLauncher base class now properly serialize their chambered round
  • 2019 Detective special not properly serializes chambered rounds, battery, heat sink, heat and damage state
  • Rebuilt Pumpkin Target
  • Rebuilt Clay Pots Targets
  • Rebuilt Clay Pigeons Targets
  • Added Baseball to Item Spawner (under thrown melee weapons)
  • Added an internal flag for OpenBolt Receiver code related to mod functionality

[h3]Fixes:[/h3]
  • Fixed physics joint dislocation issues with Dueling tree
  • Fixed broken Metadata Preventing Serialization on: Plunger Launcher, SPAAM, Uspsacial Attachments, Thompson 30 carbine Mag, HCB Bolt, Sturm Grenade, M720a1, M1a1 Rocket, M72 Rocket, Remote Missile, RPG7 Rocket, Panzershrek Rocket, OTS38, Meat Fortress EMP Nade, Meat Fortress Ubernade, Cyber Handgun, G3 Picatinny Adapter, Madsen LAR 10 Round Magazine.
  • Fixed IFF issue with pinned impact grenades
  • Fixed missing reference on HAM Comboscope preventing serialization
  • Fixed misnamed field on USP Match
  • Fixed physics issue with Dueling tree
  • Made it so that grillhouse panel is no longer cleared by ‘clear spawnable’ button
  • Fixed single element null list entries on Rail Lights, Microtorch, MG42, Scar17 CQC
  • Fixed missing references breaking Cappocollseum Games

Update 104-Alpha 1 is Now Live On The Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

Have a new build for your folks this week, mooooooostly bugfix focused, but we've stuffed a couple extra things in the Item Spawner as well that've been in the game in one form or another in the past, but never directly spawnable until now. Do please continue to report any bugs of items you try to save/load that don't. We're slowly working our way through everything :-)

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 104 - Alpha 1[/h2]

    [h3]
  • Additions:[/h3]
  • Added The Following Items To Item Spawner: 1911 Oversize + Magazine, 1911 Longflop, Cyber Pistol, Hot Dog Grenade, Rail Camera, Camcorder, Gum Drops, Glowstick,
  • Added The Following Sosigguns to Item Spawner: Ash12, KEDR, PKM, RG6, SVDS, Makarov, Toz106

[h3]
Changes:[/h3]
  • Tweaked collision damage thresholds on destructible targets
  • Tweaked spring response on Popper Targets
  • Further changes to Sosiggun Recoil
  • Sosiggun Uzi now has 20 round capacity instead of 32

[h3]Fixes:[/h3]
  • Fixed broken Metadata Preventing Serialization on: Plunger Launcher, SPAAM, Uspsacial Attachments, Thompson 30 carbine Mag, HCB Bolt, Sturm Grenade, M720a1, M1a1 Rocket, M72 Rocket, Remote Missile, RPG7 Rocket, Panzershrek Rocket, OTS38, Meat Fortress EMP Nade, Meat Fortress Ubernade, Cyber Handgun, G3 Picatinny Adapter, Madsen LAR 10 Round Magazine.
  • Fixed IFF issue with pinned impact grenades
  • Fixed missing reference on HAM Comboscope preventing serialization
  • Fixed misnamed field on USP Match
  • Fixed physics issue with Dueling tree
  • Made it so that grillhouse panel is no longer cleared by ‘clear spawnable’ button
  • Fixed single element null list entries on Rail Lights, Microtorch, MG42, Scar17 CQC

Update 104-e1 is Now Live On The Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

It has been a little while, but we've finally got a new build for (for those of you who don't mind running something at the 'experimental' phase of things). The engineering work for this update cycle has been EXTENSIVE, primarily to bring you all something that's been requested for ages at this point: Scene Saving.

The functionality runs through the new Item Spawner, so as that has progressed, so have all the support systems to enable saving more than a single configured object. I won't go into deep detail here as the past month's worth of devlogs cover everything well, and we'll be doing a splashier update announcement once this comes off the Experimental/Alpha Branch.

Just a reminder though that this build WILL NOT PLAY WELL WITH MANY MODS THAT TOUCH QUICKBELT SLOTS. Please consult your relevant communities/thunderstore pages to make sure you're running the correct version of a mod if you're running this experimental branch. Some major changes have occurred, and we've been working in coordination with the modder folk this past month to make this all happen as smoothly as possible.

Anywho, those of you who play around with this we hope you enjoy, and to everyone else we should have a finalized Update 104 within another week or two.

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 104 - e1[/h2]

    [h3]
  • Additions:[/h3]
  • Added New Firearm: AR50a Anti-materiel Rifle (.50 bmg)
  • Added New Muzzle Brake: StratBomber
  • Added New Item Spawner Section: Save/Load (Available in Limited Scenes For Now)
  • Added New Target Set: Steel Pop (Classic, Mini CLassic, Pepper, Mini Speed, Speed)
  • Added New Target Set: Steel IPSC (Classic, Simple, Mini)
  • Added New Target Set: Steel Walkers (2.5in, 3.5in, 4.75in)
  • Added New Target Set: Steel Plate (Gong, Large Diamond, Large Square, Rectangle, Small Diamond, Tombstone Large, Tombstone Small A, Tombstone Small B
  • Added New Target Set: Wood Standees (Left/Right Hotdog Solider, Uncle Spam)
  • Added New Target: Steel Spinner
  • Added New Target: Dueling Tree
  • Added New Target: Destructible Apple
  • Added New Target: Destructible Watermelon
  • Added New Option To Wrist Menu: Cleanup All Spawnable

[h3]
Changes:[/h3]
  • Rebuilt Quickbelt Slot system internally for flexibility, consistent Serialization/Deserialization, and better mod support
  • Rebuilt Recoil system and Parameters for all Sosigguns
  • Tweaked behavior for steel target volume ranges
  • Tweaked behavior for steel target hit decal scaling
  • All weapons using the SimpleLauncher base class now properly serialize their chambered round
  • 2019 Detective special not properly serializes chambered rounds, battery, heat sink, heat and damage state
  • Rebuilt Pumpkin Target
  • Rebuilt Clay Pots Targets
  • Rebuilt Clay Pigeons Targets
  • Added Baseball to Item Spawner (under thrown melee weapons)
  • Added an internal flag for OpenBolt Receiver code related to mod functionality

[h3]Fixes:[/h3]
  • Fixed missing references breaking Cappocollseum Games

Update 103 is Now Live!

[previewyoutube][/previewyoutube]

Howdy folks!

We're back from a little break and have a small content update for your folks this week, filling out the last of the 9 Meat Fortress character 'expansion kits'. Many thanks as always to the talented Pie_Savvy for their sharp original designs on these new toys.

Now that the 9 classes have been filled out, the next thing up on the Meat Fortress front, which will arrive some time later this year, with be a Take & Hold character designed to use the entire equipment set, along with a few surprises designed to make that progression smoother. We've also got some plans for bot-class condition movement (like AI blast jumping) that should be arriving at the same time. We'll have some previews of that when it's ready to show.

Anywho, we hope you enjoy the new kit, and we'll see you folks next week!

Peace,
Anton

[h3]Full Changelog - Update 103[/h3]

Additions:
  • Added New Firearm: Rosie (the rivet gun) (5mm Rivet) with 30 and 60 rnd Mags
  • Added New Firearm: Ol’ Reliable (7gauge Stout)
  • Added New Firearm: Backfield (11mm Mannchevskikovovichidev) with Extended Mag
  • Added New Grenade: EMP Grenade
Fixes:
  • Fixed Muzzle Position for BFB (WHOOPS!)
  • Removed old Red Dot reference in Gold 1911 ItemspawnerID
  • Fixed missing Stock parameter for M2 Tactical Shotgun