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Update 70 Alpha 1 is Now Live! (On the Alpha Branch Only)



Howdy Folks!

https://www.youtube.com/watch?v=ColmEJL5bfw

Hope you’re all doing well and staying warm! We’ve got an Alpha update this week (the first of several for Update 70), with this week’s build being moooostly focused on some Vault improvements, but also has a new toy thrown in.

I want to re-iterate that if you experience any unusual Vault behavior, including but not limited to: crashing, the wrong gun spawning/getting deleted, long hangs, or pieces being attached wrong, PLEASE make a post in the bug reports section of the Steam Community Forum for the game. Thanks so much!

Peace,
Anton

Remember, to switch to the Alpha Branch:
- Right Click H3VR in Steam and go to 'Properties'
- Click on the 'Betas' tab
- Click the dropdown and select 'Alpha 1'
- Hope you all have a wonderful weekend!

Changelog -
Update 70 - Alpha 1

Additions:
- Added New Firearm: Python Revolver (.357 Magnum)
- Added New Attachment: Python Scope (2x Fixed Magnification)

Changes:
- Ejection Pattern of Ak5 Changed
- [Vault] Automatic Handgun Safety/Selector/Hammer State Now Saved
- [Vault] Break Action Weapon Hammer State Now Saved
- [Vault] Closed Bolt Weapon Hammer And Fire Selector State Now Saved
- [Vault] Tube Fed Shotgun Hammer And Safety State Now Saved
- [Vault] Bolt Action Weapon Hammer And Fire Selector State Now Saved
- [Vault] Vault will now save a Speedloader, Stripper Clip or Single Round for guns that lack a removeable magazine.

Fixes:
- H69A1 Virtual Stock Fixed
- Right side indicator on fire selector for G3/H51 Series fixed
- FIxed incorrect rear bolt handle positions on H51 Series
- Fixed FiveSeven chamber designation
- Germanic Axes can now be harnessed

Update 69 is Now Live!



Howdy!

https://www.youtube.com/watch?v=9XTUPz_sz5c

It’s time for a groan-worthy numbered update! I must admit I spent a good amount of time considering just jumping to Update 70 and just pretending this one didn’t exist, but thankfully I remembered there was at least one more numbered firearm to use for this occasion (truthfully I just couldn’t come up with a non-juevenille joke of appropriate quality).

ANYWAY, thanks to Patrick we’ve got a long-requested and simply gorgeous rendition of the the USP 45. Two in fact! So you can go with the very classic Tactical or the more Cinematic Match. I’ve added a bit more heat to the .45’s ballistic table (and by that I mean actually dragged the correct profile onto those projectiles WHOOPS), so they should make a fine sidearm indeed.

The Vault is now finally in a state where I feel comfy returning it to mainline. PLEASE NOTE there still make be scattered broken references, or incorrectly configured asset profiles, so if anything spawns from it not quite how you put it in there, PLEASE let me know in the _Bug Reports_ section of the Steam Forum here: https://steamcommunity.com/app/450540/discussions/1/

Anywho! Enjoy the new toys, and have a wonderful weekend!

Peace,
Anton

Update 69 Changelog:

Additions:
- Added New Firearm: H69A1 Launcher (40x46mm Grenade).... Nice
- Added New Firearm: USP Tactical (.45 ACP)
- Added New Firearm: USP Match (.45 ACP)
- Added New Attachment: Rail Adapter Axis Tilt

Changes:
- 12 gauge Break Action Now has stock mount
- Trash Can added to Arena Proto scene
- Many Medieval Weapons can now be placed in large belt-side quickbelt slots
- [Vault] Saved Firearms are now seperate files (and can be shared manually)
- [Vault] You can now filter vault entries by their Item Spanwer Subcategory (series of buttons along the top)
- [Vault] Most firearms now have their chamber contents saved
- [Vault] File format has been futureproofed (I’ve added in a bunch of fields for future use) so that future wipes SHOULD be unneccesary

Fixes:
- P250 hammer now moves correctly with slide
- Quickbelt can no longer be activated in main menu scene, which allowed for system-crashing resource requests during load
- Degle Rail Mount internal connections fixed
- Attachments affixed to SG foregrip now serialize correctly
- Malyuk Safety now properly animates
- Malyuk now serializes correctly
- KS-23 now reads correctly in Vault
- 1911 Dillinger now serializes correctly
- M1 Garand attachment mount serialization fixed
- M9 Cleric now serializes properly
- Super Shorty/Tactical now both have correct profile connections
- Express 870/CQB 870 now both have correct profile connections
- DT11 Shotguns now have correct profile connections
- Model 70 now serializes properly
- Nagant Revolver’s Ejector now works
- Attachable foregrips now work correctly on VP9
- Fixed incorrect ballistic data on .45 ACP round (should be punchier now)
- Attachments which hide part of a firearm will now function correctly when spawned from the Vault

Alpha Build For Item Spawner Vault Is Now Live! (On the Alpha Branch Only)



Howdy Folks!

https://www.youtube.com/watch?v=xs-ASQbg0G4

Hope you’re all doing well! We’ve got a Alpha Build release for this week, for testing the return of a feature I know many of you have been practically banging down my door for, namely THE VAULT.

For those of you who are newer to the game, the Vault is a function withing the Item Spawner for ‘scanning’ a firearm with magazine and attachments on it, to be able to duplicate/retrieve later. I had gotten this working last year for a while, bunch changes to my attachment system to accomodate rails on certain moving parts as well as the barrel extenders broke its functionality. The process of fixing it revealed even more issues (broken math) that became evident on guns using rail adapters aaaaaaaaand it was just terrible to work on, so I avoided it… until now.

SO, please put it through its paces this week. If all is well, it will be pushed to the main branch in the next update.

TO ACCESS THE ALPHA (after 7pm PST tonight):
1. Right click the game in Steam
2. Click Properties
3. Click Betas
4. Select Alpha1 from the Dropdown

Peace,
Anton

Current Alpha Build Changelog

Additions:
- Added THE DARN VAULT BACK TO THE ITEM SPAWNER!!!!

Changes:
- Item Spawner now remembers which page you were last on for each SubCategory Independantly
- Item Spawner Vault item deletion now has a ‘Confirm’ button.
- G19 Glowsights Now Actually Glow
- G19 Muzzle Device Location Fixed
- MP9 and Corded Suppressors are now in the Item Spawner

Fixes:
- Fixed Vault not re-assembling guns correctly
- Fixed Assorted Issues with gun serialization
- APC9 and APC45 Bolt Release Physical Buttons Now Work
- 40mm Grenades are Visible Again
- Nagant Revolver now correctly has a suppressed firing sound
- Katana can now stab properly
- M4 Lefthook Bolt fixed
- TOZ 106 Now has safety sound
- Fixed Missing Geo on M200
- Fixed Missing Cobray Suppressor from item spawner

Update 68 is Now Live!



Howdy Folks!

https://www.youtube.com/watch?v=JJEzqb5ybOY

Hope you’re all doing well! I have _finally_ gotten over the Bronchitis that’s been trying to murder me most of this month, and so I have a first, small update for you folks this week.

The focus this week was on getting the melee functionality (stabbing and lodging) that I got working over the holidays migrated to the rest of the Melee Weapon collection. So now, everything that should stab, will, and anything that should lodge in its target, will also do so.

I also decided to alter the way that spawn-duplicateable melee weapons work on Vive/WMR, in that they are now hold-to-grab instead of grab-toggle, which should make them significantly easier to throw. And just for funsies, I gave the shovel the same treatment (you can even spawn lock it), so you can get all the shovel-spearing satisfaction you might need in your life.

Beyond the melee stuff, this is the first in what will be a series of updates where I attempt to restructure how some of the game’s assets are packaged, to make loading smoother. HOPEFULLY I didn’t mess anything up *crosses fingers*, so please let me know if there’s any oddities with things.

Anywho, I have to say it feels great to be back at work. I’ve got a whole bunch of tuning planned, and February is going to be pretty focused on building the next module for Rotwieners alongside improving Sosig AI. Hope ya’ll are excited too :-)

Have a wonderful weekend!

Peace,
Anton

Update 68 Changelog:

Additions:
- Added 4 New Melee Weapons (Longsword 1-4)
- Added All Medieval Weapons to the Item Spawner Including: ArmingSword, Bardiche, BastardSword, Cutlass, DaggerElegant, DaggerFootsmas, DaggerHorned, DaggerSwordHilt, Espadon, Estoc, Falchion, Flamberg, GermanicAxe1-4, Gladius, Grossmesser, Katzbalger, LongSword1-4, Pilum1-2, Rapier, Zwiehander, HandGrenadeShield

Changes:
- IMPORTANT: Game no longer launches full-screen on some versions of Win dows by default. Hit Alt+Enter to make it fullscreen.
- MAJOR internal reorganization of asset files in bundles to speed up loading of secondary assets
- Cleanup of unneccesary texture usage in some bundles
- Sickle now has stabbing functionality
- Trowel now has stabbing functionality
- Hand Rake now has lodging functionality
- Wood Axe now has lodging functionality
- Hoe now has lodging functionality
- Garden Shovel now has piercing and inertial throwing (like a spear) functionality
- Rake now has lodging funtionality
- Saw Bar now has lodging functionality
- Pickaxe now has lodging functionality
- Machete now has stabbing functionality
- Fire Axe now has lodging functionality
- Crowbar now has lodging and stabbing functionality
- Utility Knife now has stabbing functionality
- HandAxe now has lodging functionality
- Screwdriver now has stabbing functionality
- Combat Knifte now has stabbing functionality
- D80 now has stabbing functionality
- Karambit now has stabbing functionality
- Kukri now has stabbing functionality
- MX8 now has stabbing functionality
- Survival Knife now has stabbing functionality
- Tactical Knife now has stabbing functionality
- Tomahawk now has lodging functionality

Fixes:
- Fixed VP9 Magazine Capacity’
- Fixed a number of assets being errantly included in bundles

Disabled:
- Vault is currently disabled

Update 67 is Now Live!



Howdy Folks!

https://www.youtube.com/watch?v=_nmfimNy-8g

Howdy Folks!

Hope you folks are doing well and aren’t all like “O DOGE ITS 4 DAYS TIL MEATMAS AND I HAVE SO MUCH SHOPPING TO DO” *cough* .>. Anyhow, it’s friday, which means it’s time for another update!

This one brings the final Hungry Game of our Cappocolosseum Series, and it’s a doozy! The Gronch is back, and he’s pilotting something far more fearsome than his old spinny-bug-ridden-spaceship. I hope you’re all ready to fight MEATAL GEAR RONCH!

Ol’ Ronchy here is one of the most complex agents I’ve ever put together. I am… very much not an animator, so getting his legs to move entirely through horrifying applications of bogus math was quite a challenge. He works much like the original version of his namesake (Rex) in that initially he only has one weak point, his Raydome, which must be destroyed before the Gronch will open his cockpit, which becomes the next weakpoint. Do note that you will need some heavy weaponry to damage him. All projectiles can do _some_ damage to him, but they are very very weak, especially against the Raydome.

I also want to remind everyone that if you want to enter our Meatmas Sosig Coloring Contest, you still have a couple days to do so! The contest thread is here: https://www.reddit.com/r/H3VR/comments/a6b7e2/h3vr_2018_meatmas_holiday_contest_color_a_sosig/

Anywhoozles, I’m going to run back to work. Have the next Meatmas goody to prep for tonight (which I think you’ll find quite exciting, even in the company of a wild boss battle).

Hope you all have a WONDERFUL holidays! I’ll see you all on Meatmas day!

Peace,
Anton