1. Hot Dogs, Horseshoes & Hand Grenades
  2. News

Hot Dogs, Horseshoes & Hand Grenades News

Update 114 Experimental Build 7 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy all!

Our (seemingly endless) march through Update 114 continues, and this week we've got the Laser and Light attachment UI/UX process completed. The big control change is that now the button you'd have used in the past for toggling the laser and light on and off has two functions. A quick press toggles the device whereas a press-hold of about half a second will not open the full settings menu. This allows you to configure the attachment how you want in terms of intensity/color/etc. and then be able toggle it on/off without using the menu at all. Hopefully this and other changes this week ameliorate any usability concerns that have arisen from folks testing these the past couple weeks.

As always let us know if you run into any problems right here in the Bug Reports section of the forum!

Hope y'all have a WONDERFUL weekend!
-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 114 - Experimental Build 7[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: M231 Firing Port Weapon

[h3]Changes:[/h3]
  • Laser Attachment 1-5 now use latest systems
  • Compact Flashlight 1&2, Kleshflashlight, Scout Flashlight, Sureglow Flashlight & Tactical Flashlight now use latest systems.
  • Changed LaserLight Attachment System Controls. Short press now cycles mode. Long press toggles the menu.
  • Changed LaserLight Menu structure to be square format, to accommodate rotation.
  • Changed LaserLight Menu to auto-orient when enabled
  • Changed Standalone Flashlight Controls. Short Press Toggles it on and off. Long Press cycles intensity.

[h3]Fixes:[/h3]
  • Fixed NVscope visibility in spectator cam (i think)
  • Fixed various things being incorrectly visible in the NV scopes
  • Fixed sights not spawning in T&H with DMR15
  • Fixed broken 2x50mm projectile (for Hiro-Enki Railgun)
  • Fixed incorrect shader on Flashlight
  • Fixed W330 physical scope manipulation being broken

[h3]Known Issues:[/h3]
  • NOT ALL FLASHLIGHTS AND LASERS ARE MIGRATED TO NEW SYSTEMS! This is a Work in Progress. Please consult the Devlog to know which pieces of equipment can be used for feature testing.

[h3]API Changes:[/h3]
  • Added functionality for Open Bolt Dust Cover to play audio events

Update 114 Experimental Build 6 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy all!

Have another quick Experimental Build for y'all this week. Continuing work on Night Vision, Flashlights & Lasers, this time roping in our favorite AI Wieners into the fray with updated light perception. Check out the Devlog for more info!

-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 114 - Experimental Build 6[/h2]
[h3]Additions:[/h3]
  • Added New AI System: Perceptibility from Luminance (Distance visibility limited by darkness)
  • Added New AI System: Night Vision. Sosigs wearing Night Vision granting gear can see in darkness. Some ‘monstrous’ Sosigs (Zosigs) also see in the dark
  • Added New AI System: Blinding: Sosigs can be blinded by (properly registered) spot lights, such as from Flashlights with their brightness turned up at close range. Sosigs with Nightvision are more prone to this effect. PLEASE NOTE THAT BLINDING FROM FLASHLIGHTS DOES NOT STACK. IF YOU AFFIX MULTIPLE FLASHLIGHTS TO YOUR GUN THE ONLY THING YOU WILL DO IS NUKE PERFORMANCE AND GLITCH THE RENDERING OUT. PLEASE ONLY USE ONE FLASHLIGHT AT A TIME.

[h3]Changes:[/h3]
  • Friendly45 and Spooky45 scenes now have Navmesh and an AI Manager
  • Updated Glowstick to use slightly more modern coding, and be ‘AI perceptible’
  • Player’s Visibility in darkness is impacted by whether they have an active flashlight in their hand, or an activated flashlight on a gun.

[h3]Fixes:[/h3]
  • Sosigs missing their head link can no longer be blinded
  • Fixed detached Night Vision headsets spawning at scene origin before moving to hand (sometimes getting stuck along the way)
  • Fixed close frustum culling in Scope Cameras
  • Fixed Having a scope visible in one eye and a NV monocular in the other
  • Fixed missing Reverb Zones spamming errors in some scenes

[h3]Known Issues:[/h3]
  • NOT ALL FLASHLIGHTS AND LASERS ARE MIGRATED TO NEW SYSTEMS! This is a Work in Progress. Please consult the Devlog to know which pieces of equipment can be used for feature testing.

[h3]API Changes:[/h3]
  • Added color filter for NVGs (to simulate wavelength filters on aviation NVGs)
  • Added feature to have renderers only show in thermal
  • Added camera relative rendering support to thermal shader
  • Fixed scaling/aspect ratio for thermals (I hope)
  • Fixed instancing for lit particle shader (maybe)
  • Might have fixed spectator camera issues for camera relative scopes?

Update 114 Experimental Build 5 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

We have another Experimental Build for you in our current Night Vision / Thermal Vision / Lasers / Lights adventure. The focus this week was in fixing some major issues we ran into with Floating point precision and jittering of the Night Vision view. Now that that's fixed, we were able to do a scene that was both huge, and relied on Night Vision to see!

All of the features we're working on here are still very WIP (especially the new Laser/Light UI), so do please report any problems you run into. We're aware of some HMD-specific rendering issues with the NVGs as well that we're still trying to figure what on earth is causing. Your patience is appreciated :-)

-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 114 - Experimental Build 5[/h2]
[h3]Additions:[/h3]
  • Added New Scene: Spooky 45
  • Added New Scene: Dark Duney Range
  • Added New Options Page: Scope & Night Vision Settings
  • Added Light Switch to Indoor Range, allowing Light toggling
  • Added System for NightVision Rendering Material Overrides (so certain components don’t blow out auto-gain)
  • Added System for NightVision Sky Override to model how visible the Stars can be under NV even when not apparent at visible light levels.
  • Added New Functionality to Flashlights, including Intensity Cycling, and a seperate interaction for Light Width.

[h3]Changes:[/h3]
  • Rebuilt Laser Attachments 1-5 to use new system
  • Rebuilt Tactical Flashlight
  • Rebuilt Standalone Flashlight
  • Muzzle Smoke Particles are now once again lit by flashlights, but correctly now.
  • Controller Models & Quickbelt Slots given alternate Night Vision materials (so they aren’t super bright)
  • Quickbelt Slots now no longer render under thermal vision
  • Replaced Materials on Many Impact and Smoke Particle Systems for better lit behavior

[h3]Fixes:[/h3]
  • Fixed Bubble Level Shader being broken
  • Fixed Spotlight Rendering and light falloff on some shaders

Update 114 Experimental Build 4 is now Live on the Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy Folks!

IT'S NIGHTVISION TIME! We've got a super fun Experimental build for y'all this week, to put some of the upcoming Nightvision and Thermal Scope functionality through its paces. We've added a bunch of testing scopes and testing head mounts to the game with a variety of settings. Note that these aren't final geometry, but we didn't want to wait until models were done to have you folks play with these and get feedback.

If you're having trouble finding the Head-mount goggles, they are under a new Category under Toys & Tools called "Head Mounted".

Anywho I hope y'all have an enjoyable weekend!

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 114e4[/h2]
[h3]Additions:[/h3]
  • Added 3 Testing Night Vision Head Mounted Optics (PVS14, PVS14, GPNVGs)
  • Added 4 Testing Night Vision Picatinny Scopes (using GhostDR bodies)
  • Added 5 Testing Thermal Picatinny Scopes (using GhostDR bodies)
  • Added new parameters to scope cam system.

[h3]Changes:[/h3]
  • Edited some Metadata to accommodate NVG goggles

Update 114 Experimental Build 3 is now Live on the Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy Folks!

HAPPY (early) 4TH OF JULY! We've got an out of schedule update for y'all this week, to make sure you have SUFFICIENT EXPLOSIVE HIJINKS on this long weekend. That's right, we've finally got a full-size cannon in the game (an 1841 6 pounder field gun). Make sure to check out the devlog above to see the full manual of arms for the weapon (and all the stupid things you can do with it).

Anywho I hope y'all have a happy, safe and enjoyable holiday weekend.

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 114e3[/h2]
[h3]Additions:[/h3]
  • Added New Weapon: 6 Pounder Field Cannon
  • Added New Melee Weapons: Cannon Spongeram & Scraper
  • Added Testing NV and Thermals to Arizona and Night Scene
  • Added a bunch of Thermal Tagging to tons and tons and tons and tons of prefabs.


[h3]Changes:[/h3]
  • Changed a bunch of internal stuff with FVRFirearm rounds to enable cannon Hijinks.
  • Made Arizona at Night Scene SIGNIFICANTLY darker
  • A whole bunch of things I didn't think to keep track of.....