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Hot Dogs, Horseshoes & Hand Grenades News

Update 94 Alpha 3 is Now Live On The Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy Folks!

SURPRISE. We have an out-of-typical-schedule Alpha for you this week. I got impatient and wanted to get some stuff into your folk’s hands as fast as possible to test, as I’ve just been having a blast with them. Make sure to watch this week’s Devlog, as I go through how the new Hover Benchrest works. I look forward to seeing what sorts of ridiculous shot you folks end up being to land with it.

Also, as a reminder any bugs should always be posted in the Bug Reports section of the Steam Forum here: https://steamcommunity.com/app/450540/discussions/1/ I keep having folks email me, post to the subreddit, or use our contact form, etc. etc., and it just makes it harder to keep track of everything, so if you could pleeeease keep them to that forum I would be deeply appreciative.

Hope y'all have a great weekend!

Peace,
Anton

To Switch to the Alpha Branch:
Right click the game in Steam
Click Properties
Go to the Betas Tab
Click the dropdown and select ‘Alpha 1’

Changelog - Update 94 - Alpha 3

Additions:
  • Added New Utility Item: Sniping Hover Bench (WATCH DEVLOG FOR HOW TO USE)
  • Added New Attachment: HAM 4x Comboscope
  • Added New Attachment: Flamenco6 LPVO Scope
  • Added New Attachment: VD1 LPVO Scope
  • Added New Attachment: Corder Tan Suppressor
  • Added New Attachment: Wrapped Suppressor
  • Added New Attachment: Ober Suppressor
  • Added New Attachment: Chungus Suppressor
  • Added New Attachment: Quadrant Suppressor
  • Added New Firearm: Ruby Pistol (.32ACP) (because i implemented it ????who knows how long ago??? And somehow just forgot, lost it in the unity project, and just… stumbled upon it this morning. Lol I’m so bad at gamedev)


Changes:
  • All Muzzle devices now have mechanical accuracy characteristics
  • Muzzle Devices generate unique but consistent point of impact shifts when mounted
  • Finished upgrading Zeroing and Reticle adjustments for all scopes
  • Scope internal camera now moves with zeroing micro-adjustments, not just ranging
  • Continued to tweak holosight reticles
  • Barrel length now FULLY effects projectile velocity
  • Changed how maximum projectile travel distance is computed, it is now a scene-local setting
  • Scope setting parameters are now stored in vault guns


Fixes:
  • Fixed Scaling of Model 10
  • Fixed all glitched out scopes
  • Fixed Slidebolting on Mosins and 98k
  • Fixed Broken G17 Custom red dot


Known Issues:
Red Dot luminance changes are DISABLED at the moment
Rotation to the side of scopes (like the gamepoint 3x) is still disabled

Update 94 Alpha 2 is Now Live On The Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy Folks!

Got another Alpha for you this week, this time focussed on major ballistic and scope related changes, new Red Dots, and continued interaction on existing red dots and holos. If you didn’t watch last week’s devlog, and you’re following along on the Alpha Branch, I HIGHLY recommend you watch it here as well:

[previewyoutube][/previewyoutube]

Hope y'all have a great weekend!

Peace,
Anton

To Switch to the Alpha Branch:
  • Right click the game in Steam
  • Click Properties
  • Go to the Betas Tab
  • Click the dropdown and select ‘Alpha 1’


Changelog - Update 94 - Alpha 2

Additions:
  • Added New Attachment: BR4 Scope
  • Added New Attachment: ARCO red dot
  • Added New Attachment: EG1 reflex
  • Added New Attachment: LCO red dot
  • Added New Attachment: Juliet 3 elevated red dot
  • Added New Attachment: SRO2 red dot


Changes:
  • Projectile spread randomization is now distributed in a correct radial manner.
  • Projectile velocity is now effected by actual barrel length on all realistic firearms
  • Mechanical accuracy is now a property of all firearms
  • Scopes now zero based on pre-computed distances for a specific firearm's cartridge
  • Scopes now have a new menu providing various options for zeroing, magnification, and MOA adjustment
  • Smoothed Bipod transition on gun pickup


Known Issues:
  • Red Dot luminance changes are DISABLED at the moment
  • All integrated scopes in weapons (M40, G11) are BROKEN atm.

Update 94 Alpha 1 is Now Live On The Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy Folks!

Hope you’re all having a pleasant week. We are BACK, with a small Alpha update for you this week. Couple new toys, but most especially some WIP changes for how reflex sights are rendered, and some new options for changing their brightness to be able to use them better in bright vs. dark scenes. Please let me know what you think of the changes!

Hope y'all have a great weekend!

Peace,
Anton

To Switch to the Alpha Branch:
  1. Right click the game in Steam
  2. Click Properties
  3. Go to the Betas Tab
  4. Click the dropdown and select ‘Alpha 1’


Changelog - Update 94 - Alpha 1

Additions:
  • Added New Firearm: SR-3M (9x39mm)
  • Added New Firearm: PL-14 (9x19mm)
  • Added New Firearm: GSh-18 (9x19mm)
  • Added New Attachment: Suppressor SR-3M
Changes:
  • Most Reflex sights now have adjustable brightness (click upper quadrant while grabbing)
  • Many Reflex sight reticles rebuilt for better visibility across all luminance backing.
  • Reflex sight reticles now have HDR luminance values
  • Hit-dots for Lasers now have HDR luminance values
  • Model 70 now has a muzzle attach point
Fixes:
  • KSG now spawns with Picatinny sight in T&H
  • Fixed Scaling on Explorer 22 pistol (geez that thing is huge in RL)
  • Fixed Jackhammer metadata
  • Fixed CAWS Tacmod to spawn with a sight in T&H
  • Fixed CAWS bolt hold open
  • Fixed Impact Sounds for Foregrips
  • VP9 Magazine now properly interpolates to mag well

H3VR Early Access Update 93 is Live! - The End Of Shotgun Month

[previewyoutube][/previewyoutube]

Howdy Folks!

Got an extra-sized Devlog for you folks this week. Plenty to cover. How BOUT them classic prototype shotguns eh? It sure does seem like there was a period where everyone assumed what militaries REALLY needed was absurdly sized high capacity shotguns. I know I used to think they were the coolest thing ever after playing Fallout 2 as a kid (rocked across the wasteland with my CAWS). It seems though that common sense prevailed from multiple vectors, and such ridiculous devices are left to history (and VR hot dog gun sims), so it is a joy to be able to play with a bunch of shotguns-that-never-were.

As for Meat Fortress stuff, we are slowly making our way through all of the class’s kit, giving them alt weapons, new ammo and a grenade each. Once we’ve gotten through them all later this year, we’ve got some fun stuff planned that I think you folks will enjoy, including a specially designed Take & Hold character progression.

Lastly, I know there’s going to be a ton of questions regarding the Gameplanner system I talked about in the Devlog. I’ll be here for a few hours tonight on the subreddit to answer em. Do note though that a whoooole lot of that system is going to be a ‘design as we go’ sort of affair, where based on how various tools and nodes and objects are to use, we’ll follow what’s working. Still tons up in the air, but as always we plan to be super open about our design process with it, as well as listening for what seems the most exciting to you folks.

Hope you all have a pleasant Weekend!

Peace,
Anton

Changelog - Update 93

Additions:
  • Added New Firearm: Pancor Jackhammer (12 gauge)
  • Added New Firearm: CAWS (12 gauge Belted) with 10 and 20 round mags
  • Added New Firearm: CAWS TacMod (12 gauge Belted)
  • Added New Firearm: Throwback SingleShot (12 gauge)
  • Added New Firearm: Throwback SingleShot (20 gauge)
  • [Meat Fortress] Added New Firearm: Duckhunter (13 gauge)
  • [Meat Fortress] Added New Grenade: Mount Thunder Speed Nade
  • [Meat Fortress] Added New Ammo Variations for 13 gauge (Slugger, Bleeder, Blooper, Moonshot)
  • Added New Option to WIP Section: Max Decal Count (note this clears all active decals when changed)
  • Added New Attachment: G36C Rail Adapater
  • Added New Attachment: G36 Scope
  • Added New Attachment: G36 Combo-Scope
  • Added Matched Carryhandle Sight to M16A4


Changes:
  • Evo3 now has Mag Release button
  • Added a few new Status effect types to Sosigs
  • Knight Iron Sights are now FDE tan to match Mk18 Mod 1
  • Truefire Suppressor is now FDE tan to match Mk18 Mod 1
  • Replaced Models for Angled Foregrips


Fixes:
  • Fixed the Old Timey glasses unlock from Wurstwurld!!
  • Fixed some Status-effect related bugs for the Sosigs
  • Tan shade fixed on Mk18 Mod 1
  • Scope mount bug fixed on Rolling Block Creedmoor
  • Fixed pose issues with T14 Custom and VT13
  • Fixed old ammo spawner being in M.E.A.T.S. scene

H3VR Early Access Update 92 Is Live! New Mk18 and M16A4 Models & More!

[previewyoutube][/previewyoutube]

Howdy folks!

Got a new update for ya this week. Tis mostly toys so I'll let the devlog do the talking.

Hope you folks all have a Wonderful Weekend!

Peace,
Anton

Changelog - Update 92

Additions:
  • Added New Firearm: M16A4 (5.56x45mm)
  • Added New Firearm: Mk18 Mod 1 (5.56x45mm)
  • Added New Firearm: G17 (9x19mm)
  • Added New Firearm: G18c (9x19mm)
  • Added New Firearm: MCS870 (12 gauge)
  • Added New Magazine: G17 Drum (50 rounds)


Changes:
  • Rolling Block Rifles now have a mount for the Model 8 W330 Scope


Fixes:
  • Fixed Compound pistol having its internal magazine destroyed by clearing mags in the wrist menu
  • Fixed P6Twelve accepting any speedloader (whoops! Lol typechecking FTW!!!!!)
  • Meat Fortress Soldier Frag Grenade Fuse time corrected
  • Fixed unloaded Rolling Blocks not having a hammer hit sound
  • Fixed a few broken Item Spawner images
  • Optimized a bunch of internal transformations for moving gun pieces
  • Optimized a bunch of things related to attachments and sensors


Removed:
  • Removed old Mk18 Mod 0
  • Removed old G17