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Update 30

Hey Folks,

This update has been coming for a long time! Let's get started on what's included in this update.

[h2]Autumn[/h2]

War is brought to Scotland's doorstep in the most peculiar of cities. Autumn is loosely based on the capital city of Edinburgh. The citizens quickly evacuated as the insurgent forces descended into the town square to set up a base. The eerie feeling of an empty major city without its home residents provides a haunting reminder of the cost of war.

[h2]Carnival[/h2]

Carnival is an abandoned amusement park in Macedonia. The company hired thrill ride partners from North America to expand quickly, but due to the licensing structure of these partnerships and poor financial planning, the park was doomed to return to nature. The park eventually folded to become an occupied zone for a military forward operating base for special forces.

[h2]Modkit[/h2]
We have now shipped the newest iteration of our modkit with many new features that we’re particularly excited about.

We created the new modkit to give the modding community even more control and make collaboration between multiple authors easier and more straightforward. This is done through the mod.io dependencies feature.

Content mods are a form of dependencies we have set up to automatically download if a custom game mode, map, or community server calls for them. You cannot run content mods directly in a lobby, but if you have a custom game mode that calls these mods, you can hot-load them in lobbies through this method.

This means cross-functional mods from different authors run at the same time. Authors no longer need to share their mods by creating plug-ins or zipping up project files and manually exporting/importing them back into the engine. Someone made a jump mod, and you want to use it? Add it as a dependency, and you're done.

There is no limit to the number of dependencies you can have, but we recommend taking care not to overload your server or content with dependencies. Please read our guide on Mod.io for more information on how dependencies work.

Separating content mods from maps also has another added benefit. If you place all of your map assets into a content mod and create a map that calls the content dependency, you can now compile your map and upload it without uploading your assets all over again. This can make lighting builds and map adjustments much more rapid.

Dependencies aren't the only thing we have added; custom items and weapons can now be added to the buy menu. We have also exposed more variables to the game logic to open the game up to modders and content creators. See the full patch notes below for details.

We have been working with prominent and talented mod developers in a closed beta to add enhancements and features to the modkit that are needed the most. The result of this has cultivated content that is ready to go right out of the gate. A great example of this is VoidVibrato's full conversion Sigma Fury Mod:
[previewyoutube][/previewyoutube]

You can find the new modkit on Github: https://github.com/vankruptgames/PavlovVR-ModKit

[h2]TTT[/h2]

A new stealth device has been added to TTT. We have also added other helpful enhancements, such as the role information screen, which allows you to glance at all the available roles and their goals quickly. Shooting a held riot shield with a Newton launcher will force the player to drop it.

[h2]Status of PS5 and Mods[/h2]
Due to circumstances beyond our control, we could not work out a viable pipeline for delivering mods to PS5. Vankrupt Games is no longer pursuing UGC on the PSVR2.

[h2]Next Update: Weapon Cosmetics [/h2]
We intended for this update to include our new weapon cosmetics system. We decided to delay the feature until it's ready to get this update out sooner rather than later, as all the backend work is taking longer than expected.

[h2]Patch Notes[/h2]
Core
-Added new maps Autumn and Carnival
-Added many useful optimizations stemming from Shack release
-Adjusted MP5 to use sniper scopes
-Adjusted automatic height calibration
-Adjusted Santorini awnings to address cheeky grenades
-Fixed a smoke grenade exploit that abused lighting conditions
-Fixed joining community servers while downloading not waiting the proper amount of time, will now display a popup notifying the user (with the option to cancel) and will retry
-Increased network timeout by 5 seconds
-Fixed switching to ww2 skin changing the radio sounds until you respawn
-Fixed Bhaptics
-Fixed an exploit related to the tranq gun.
-Removed air control when hit with discombobulator

UI
-Added pages to mod browser to help with performance
-Added push to lobby game mode selection
-Adjusted game mode menu to now allow custom game modes from Mod.io
-Adjusted game mode label TANK TDM to now appear as WW2 TDM in server browser
-Adjusted server browser to no longer push full servers to the end, can be hidden w/ HideFull
-Adjusted buy menu to grey out empty categories (mods)
-Fixed long map/gamemode names with long character counters that are not displaying correctly.
-Fixed server browser custom gamemodes not showing the gamemode label
-Fixed audio sliders not saving in the settings menu (PSVR2)

TTT
-Added TTT Radar as a physical item (ID: radar)
-Added Stealth Device gadget for Traitors and Mercenary (ID: stealthdevice)
-Added TTT role info screen
-Added TTT buy menu item credit cost if >1 credit
-Added Jester to modern TTT
-Added Psychopath role to heal over time when out of combat
-Added tttgoldengun variant
-Added WW2 load-outs for WW2 maps
-Added Newton Launcher logic force ballistics shields to drop on direct hit
-Adjusted TTT role selection algorithm
-Adjusted Ballistics shield to drop when direct hit by Concussion Blaster(Newton Launcher)
-Adjusted Hypnotizer to revive players where the body is instead of where the player died
-Adjusted Golden Gun logic to no longer kill-then-revive victim
-Adjusted the Soulmate role to be more enjoyable to play
-Adjusted physics of holiday knives (Halloween/April Fools) to closely match base knife
-Fixed scoreboard ping in pre-round
-Fixed mercenary gadgets
-Fixed karma not updating on the end screen
-Fixed Monocular UI sorting issue

Killhouse
-Fixed a buy menu issue
-Fixed RPG counting as a grenade explosion

Community Servers / Admin Menu / RCON
-Increased max players count. Use at your own risk, as this can invariably cause performance issues using player-concentrated maps, primarily useful for MMO maps that cull players at a distance. (e.g. Resurgence mod)
-Added "ClearEmptyVehicles" RCON function
-Added function to change the map/gamemode via the admin view
-Added missing hypnotist role to admin menu TTTSetRole
-Adjusted item selection to stay when command executed
-Renamed containeryardnight to containeryard_night
-Fixed ability to remove the last mod in the rotation w/ RCON

Search and Destroy
-Added hunting rifle + awp to both teams in SND
-Added logic to prevent knife damage in the first 4.5 seconds of an SND match; this should allow players to get off spawn without having a knife thrown at them from across the map

Modkit
-Added new types of custom content categories, Maps, Gamemodes, and Mods
-Added mod dependency system
-Added method to disable default push bomb explosion fx for modders
-Allowed gamelogic functions:SetBuyingEnabled,GiveEveryoneCash,GiveTeamCash,GivePlayerCash,SetEveryoneCash, SetTeamCash, SetPlayerCash, SetPlayerVitality, GetPlayerHand, SetPlayerTeam, GetSpawnTransform, SpawnVehicle to work in vanilla game modes
-Added delegates to the gamelogic to allow Mods to use them since they will not be able to specify a gamelogic class
-Exposed avatar skin class + the flying helmet class
-Added ability to spawn Chickens
-Added ability to spawn zombies (does not work in ZWV game mode)
-Added some vehicle sound examples
-Modkit decoupled from Steam (no longer shows you playing Pavlov with it open)
-Added ability to add custom item icon in buy wheel
-Added custom weapon icon support for killfeed
-Removed exposed var bDisableDefaultExplosionFX in pushbombobjective, instead, it'll be hidden by default if the objective is available. If the tag UseExplosion is used, then it will show the default explosion
-Fixed push custom voice lines
-Changed knife so it no longer uses line traces but instead uses blade proxy shape to make it easier to setup for modders
-Adjusted push lockers to now show custom items
-If the map doesn't have bCustom enabled and gamemode is vanilla, will check if the user-supplied custom and swap it to TDM
-Added ability to add custom gadgets to TTT (traitor/detective) buy menu.
-Added ability to add regular buy menu items to TTT loadouts (circular buy menu)
-IsShack function to check if its shack/pc (works on client + server)
-Comments on gamelogic functions that are only available in custom GM
-UseCustomTracer function you can override and set to true in bullets to prevent the bullets from getting hidden/changed
-Fixed up some animations referencing the wrong skeleton in the content folder
-Added in-editor recoil simulator
-Fixed modkit issue where you couldn't use grip on a VRHandle
-Fixed issue w/ playerproxy attaching to avatar. Now that the avatar is pooled, this will no longer work properly

Pavlov News - November 2023

Pavlov Shack has finally shipped to the Meta Quest store! This is going to benefit the PC version in the next release due to our continued work towards optimizing the game. We have also addressed other quality of life enhancements, such as improving voice chat.

That’s not all; while we were working on delivering the shack build with the engineering team, our art team spent the better part of 2023 crafting some of the most detailed maps we have created to date! Both of these maps have been created for the SnD community and are designed with Search and Destroy, as many of our other maps.

New maps
Autumn is set in a Scottish town, once a bustling hub of maritime commerce, but now serves as a main town square for its local residents. Despite the decline of its maritime glory, it retained its charm, its spirit unyielding. Fall leaves littering the streets with golden shafts of light piercing the windows.

Carnival is an abandoned eastern European amusement park that is far away from its joyful days of delighting guests with thrills and joy. Dilapidated buildings are littered with vandalism from the new generation of graffiti artists who discovered a massive canvas ripe for tagging.

They still aren’t quite ready yet however, there are still some areas that need to be fully polished, as well as optimization passes to merge assets down, QA test, and locate bugs before we can deliver this update to the players.

Update timing

We expect the next update to be early next year.

Modkit

What's even more exciting is the new modkit 3.0 functionality that will make custom content much better for both the creators trying to ship content, as well as the players who will benefit from the mod cross pollination with the new dependency system.

We are also going to raise the community server player cap to help other custom mods that utilize large landscapes with dispersed players flourish, such as Ma7cus’s popular Resurgence mod.

You can find more information on the new modkit by reading our article on Road to VR.


Jared Plush


We have partnered with Makeship to make a plush version of our company mascot, Jared! There are now 2 days left in the campaign before it ends! Snag one before it ends!

https://www.makeship.com/products/jared-plush

The best Counter-Strike 2 alternative comes with a catch

Finding a solid alternative to Counter-Strike 2 wasn't easy. Perseverance, however, has led me to discover a game that just gets the mechanics, action, and competitive spirit of Valve's FPS - and, for me, eclipses CS2's current version in some ways. That game is Pavlov Shack, which is first and foremost a team-based multiplayer shooter with realistic weapon handling and a decently high skill ceiling. The caveat? It's a VR game.


Read the rest of the story...


RELATED LINKS:

Virtual reality Counter-Strike is real thanks to Pavlov VR mods

Update 29.1

This update brings quite a number of fixes and enhancements to Pavlov. We have addressed the issues with the audio and audio devices not being recognized. We have also fixed quite a number of unique issues with controllers due to the switch to OpenXR input. Night maps can now be played in SnD and Deathmatch games modes with the addition of the flashlight in the buy menu.

If you have any issues running Pavlov please reach out to our support team: [email protected]

[h3]Patch Notes[/h3]
Core
-Added render scaling back to settings
-Added toggle grip setting for oculus/wmr/focus 3 controllers since they can no longer access it via steamvr bindings
-Added vive focus3 controllers
-Added "No players to report." text when report player list is empty
-Adjusted the tanktdm grenade to the mk2
-Adjusted dollhouse mode to wait 1.5 seconds after death to prevent accidental dollhouse scaling
-Adjusted UI on screen objective icons to be less transparent over bright backgrounds to improve visibility
-Adjusted AFK kick time to 2.5 minutes (increased)
-Adjusted revive instead of flash vision it uses the heal effect
-reduced dust noise on flashlight beams
-Adjusted pawn collision on Stalingrad tunnels
-Fixed accidental team kill with mines getting a player kicked from a server, will no longer count them against the player as a team kill as its likely outside their control or intended due to team switches
-Fixed push revive giving you the gun in your right hand if you're left handed
-Fixed Tree in Sand Night
-Fixed spot player can get stuck in industry
-Fixed Microphone device selection
-Fixed for WMR Gen 1 controllers trackpad not working properly w/ the buy menu
-Fixed bullets hitting vehicles causing them to go flying or preventing movement
-Fixed dollhouse back to the original setting for PC
-Fixed a rare crash that could happen
-Fixed LODs on attachments not being set to lod0 on spawn for the local ownern on startup
-Fixed height scaling not working properly
-Fixed a rare crash related to blood splats on join
-Fixed a handful of map exploits
-Fixed dedicated server so balance table url is not blank prior to using it
-Fixed exploit of putting hands through walls to shoot past a threshold

UI
-Added update call to fix needle placement to line up with server selected
-Adjusted server browser to hide the join button on favorited offline servers
-Fixed for mod browser being unable to close when online filters are open
-Slightly increased the max result count for lobbies to help with not being able to see friends lobbies
-Fixed onscreen effects (damage/healing vignetting) missing from settings
-Adjusted crossplay filter to show crossplay + non crossplay in the server browser
-Renamed post processing settings to "Improved flashbang effects"
-Fixed lowercase gamemode name causing serverinfo to not display the gamemode
-Fixed base maps from showing up in Mod Browser
-Fixed permanent buffering on server browser, no longer allowing certain filters to be adjusted if its already searching as it can cause an edge case
-Fixed missing gamemode description to WW2 TDM
-Fixed missing bot avatars

Audio
-Fixed bug that caused sounds to stop playing after switching audio quality
-Fixed audio related crashes
-Adjusted various optimizations
-Fixed some Sand night ambiance sounds bleeding into menuverse

Community Server Admin Menu
-Added a scrollbar to admin menu player list
-Added confirmation button for kick/ban
-Added feature for give items
-Added Set TTT role to admin menu
-Adjusted moderators to be highlighted in admin menu

SND
-Added rifle flashlight to SnD Factioned buy menu
-Added night map compatibility
-Fixed issue with player indicators briefly showing on death in comp mode.

TDM/DM
-Added rifle flashlight TDM/DM buy menu
-Removed pistol laser attachment to replace with flashlight
-Added night map compatibility

TTT
-Added logic to prevent grenade pins from being pulled during preround
-Added alternative check on zombie infect
-Added bar, m4, mp5, ppbizon to TTT loadouts
-Added feed notification when a player is banned for low karma
-Added soulmate feed prompt on soulmate suicide
-Added new TTT C4 icon
-Reduced C4 long timer blast radius
-Adjusted DNA scanner icons
-Adjusted maximum assassin targets to 3
-Adjusted all players slightly more resistant to damage (25%)
-Adjusted Zombie role to now use tttknife to infect
-Adjusted all detective classes (Detective, Tank, Sheriff) to get the detective skin
-Adjusted max karma to 2000
-Fixed Hypnotiser pointer beam not turning off on drop
-Fixed Assassin not getting free knife
-Fixed bug where Zombie could not infect Soulmate couples
-Fixed jester feed prompt missing when last team alive
-Fixed karma ratio calculation sometimes causing players to gain or lose massive amounts of karma


KOTH
-Fixed spawn logic causing teammates to spawn on hill

Infection
-Improved Infection "best player" determination

Prop Hunt
-Adjusted afk time in prop hunt to 5 minutes (surprised us how still y’all can be)
-Fixed prophunt blinder noise persisting after committing suicide
-Fixed Vive Wands unlock causes prop to jump

The Hide
-Removed two trip mines from the utility resupply crate.
-Adjusted monster first person environment glow in low settings
-Moved taunt button for HTC Vive wands
-Fixed bunker missing from map selection

Push
-Adjusted push bomb explosion SFX
-Fix for medkit being able to be picked in high latency scenario while its deployed, will now drop if held on deploy

Update 29 - Hotfix 1

This hotfix is addressing some of the issues players are reporting. We appreciate everyone's patience while we address these problems in a timely manner! We will continue to address issues in future hotfixes.

If you are still having launch issues, please visit our troubleshooting FAQ, join our Discord #pc-troubleshooting channel, or email our support team at [email protected]

[h3]Patchnotes[/h3]
-Added setting to enable/disable hand smoothing
-Added Vive OpenXR plugin for Cosmos + Focus 3 controller support
-Added Varjo OpenXR Plugin
-Adjusted framerate for scopes to unlimited
-Adjusted cosmos controllers from hold to grip to toggle grip
-Adjusted Knuckles squeeze grip threshold to require less force (requires new gameusersettings.ini file generation)
-Fixed swap locomotion + left hand dominant hand cause scoreboard to be on left hand
-Fixed gun adjuster if using swap locomotion
-Fixed moderation view not allowing users to click on buttons
-Fixed admin menu
-Fixed gun shell mesh being wrong on certain guns, adjusted shotgun shell ejection velocity/rotation
-Fixed HTC Vive taunt button for The Hide.
-Fixed cosmos controller offsets
-Fixed The Hide taunt button for Vive Wands
-Fixed godray in prophunt breaking in Industry
-Fixed issues with muting menu not working

TTT
-Fixed for TTT watch attaching incorrectly in high playercount, high latency lobbies.
-Improved Hypnotiser UX. Fix for Hypnotiser not auto-disabling when non-Hypnotist picks it up