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Pavlov VR News

Update 19 - Killfeed, Spectator, New Recoil & Damage Model


Hello guys ːsteamhappyː

Killfeed, Hit Feedback and Spectator Improvements

Long overdue QOL update. Make sure to check all the new settings that were introduced to customize this additions, for example do you want the killfeed always visible in your arm?



New Recoil and Damage Model

New recoil expands upon the artificial spray mechanic. This artificial spread have been removed in favor of visually accurate spraying, burst is now your best friend.

New damage model closes the gap between hand guns, smgs and rifles and should bring a more balanced experience to the game.

Pavlov TV

Aside from the new spectator system, there's a new non-vr replay viewer which is aimed to be helpful for content creators and the competitive community. More improvements on this will come in the future, in the meantime let me know what you think about this new feature in Pavlov.



How do you launch it?

Create a Pavlov shortcut in your desktop and add -tv 1 -vrruntime none

More details should come shortly in the wiki



Join the discord: http://discord.gg/pavlov-vr

Thank you everyone for the support! ːsteamhappyː


Patch Notes


0.40.0

- Added Pavlov TV (see wiki)
- Added killfeed and kill notification
- Added artifical turn for Vive/SteamVR
- Added suicide by gun
- Added OOB locomotion back
- Added locomotion hand swap
- New Recoil (no spread anymore)
- New damage model
- Improved smoke grenades
- Improved spectator
- Improved shotgun mechanic
- Improved hit feedback
- Improved kill-by widget
- Improved bolt release by hand
- Improved scoring (assists, bomb plant)
- Improved kar98 model
- Smoke reduced from 30 to 17 seconds

- Fixed several grenade bugs
- Fixed bomb damage glitch
- Fixed items floating at spawn
- Fixed inconsistent team selection
- Fixed unfocused window issues

Update 18 - Gun Game, New Weapons & Server Settings




Hello guys!

New weapons

Adding more interesting variety to the game, a fully auto drum shotgun, a revolver and a bullpup rifle with x4 sight (this is a preview of what attachments can feel in the game. Attachment update will arrive later this year)





Gun Game

New game mode, you get assigned a new weapon on every kill, the first one to go through all weapons wins. Difficulty increases as you progress.

There's also deathmatch as a logical addition derived from gun game development.

Server Settings

Have you ever wanted to enforce either, rifles, pistols, knives or grenades only ? Now you can do it in deathmatch/team-deathmatch with the brand new weapon filters.

Match length extension has also been added


Get involved in the development, competitive league and chill at the discord http://discord.gg/pavlov-vr and follow at twitter for updates http://twitter.com/davevillz


Thank you everyone for the support ːsteamhappyː





Patch Notes

0.30.0

- Added gun game mode
- Added deathmatch game mode
- Added 3 new guns
- Added server settings
- Rifles, Handguns, knives & grenades only
- Major recoil and balancing changes
- Added strafe/speed penalties to sniper rifle
- Added Oculus thumbstick deadzone
- Added Oculus missing haptic effects
- Increased kar98 damage
- Removed mag release on AKs

- Fixed sawedoff issues
- Fixed offhand auto-rebuy
- Fixed round begin/end score issues
- Fixed spectator room view
- Fixed floating grenades
- Fixed magazines droping from pouch
- Fixed ak47 sights/zeroing
- Fixed sniper rifle ghost magazine

Update 17 - Quick Slots, New Sprint, Main Hand Reloading & Much More!



Hello guys ːsteamhappyː

Major mechanic change for the Vive

Now you grab and drop stuff with the grip, including letting go of your main hand holding a bolt action rifle for example..

This makes grenades and knives to have an extra step in order to throw them, Grip then Trigger. Which i believe is just a thing to get used to.

This frees the menu button to be custom mapped to predefined actions, allowing snap turn or ambidextrous reloading, just to name a few.



New Inventory and quick slots

The inventory has been reworked completely for ease of use, including 3 quick slots that can be used (and they work better like that) blindly, wild-west duel style. Two at the side hips for handguns and knives (akimbo ready) and one in the back of your head for large guns and bomb.

Stuff in the quick slots can be swapped easily



Native Oculus Support

After dealing with countless issues and bugs with steamvr and oculus, i decided to implement Oculus natively. This improves performance, stability and tracking. You still need steam open to run the game.

Thank you for all the support ːsteamhappyː

Patch Notes

0.20.0

- Major netcode improvement
- Implemented main hand reloading
- Grip unification
- Added New inventory and quick slot system
- Added grab highlighting
- Added sprint with guns
- Added internal replay/live streaming system
- Added slow on strafe while ADS
- Added gravity-based falling
- Added fall damage
- Improved character IK
- New weapons and balancing
- Native Oculus Support
- Improved bullet-hole decals
- Improved tracers
- Improved performance

New Settings
- Smooth Turn
- Basic input mapping
_. Snap turn for the vive
_. Mag/Bolt Release
_. Radio toggle
- Auto-sprint
- Lite footstep haptics

- fixed double damage bug
- fixed left-handed mode being ignored by the server
- fixed weapons disappearing too fast in TDM
- fixed getting stuck on maps

Upcoming update is now on open beta, try it out!

Hello guys ːsteamhappyː

I invite everyone to try the new beta for the upcoming update, this one is a major update and i'm looking to get everyone feedback and fix any issue that arises.

Major mechanic change for the Vive

Now you grab and drop stuff with the grip, including letting go of your main hand holding a bolt action rifle for example..

This makes grenades and knives to have an extra step in order to throw them, Grip then Trigger. Which i believe is just a thing to get used to.

This frees the menu button to be custom mapped to predefined actions, allowing snap turn or ambidextrous reloading, just to name a few.

This change is gonna be very controversial, however the pros outweights the cons.

New Inventory and quick slots

The inventory has been reworked completely for ease of use, including 3 quick slots that can be used (and they work better like that) blindly, wild-west duel style. Two at the side hips for handguns and knives (akimbo ready) and one in the back of your head for large guns and bomb.

Stuff in the quick slots can be swapped easily

Native Oculus Support

After dealing with countless issues and bugs with steamvr and oculus, i decided to implement Oculus natively. This improves performance, stability and tracking. You still need steam open to run the game,


Be aware that only North America servers have been deployed for the beta


Join the discord or forums to discuss this changes! http://discord.pavlov-vr.com

Thank you everyone ːsteamhappyː


Patch Notes

0.20.0

- Major netcode improvement
- Implemented main hand reloading
- Grip unification
- Added New inventory and quick slot system
- Added grab highlighting
- Added sprint with guns
- Added internal replay/live streaming system
- Added slow on strafe while ADS
- Added gravity-based falling
- Added fall damage
- Improved character IK
- New weapons and balancing
- Native Oculus Support
- Improved bullet-hole decals
- Improved tracers
- Improved performance

New Settings
- Smooth Turn
- Basic input mapping
_. Snap turn for the vive
_. Mag/Bolt Release
_. Radio toggle
- Auto-sprint
- Lite footstep haptics

- fixed double damage bug
- fixed left-handed mode being ignored by the server
- fixed weapons disappearing too fast in TDM
- fixed getting stuck on maps

Upcoming update is now on open beta, try it out!

Hello guys ːsteamhappyː

I invite everyone to try the new beta for the upcoming update, this one is a major update and i'm looking to get everyone feedback and fix any issue that arises.

Major mechanic change for the Vive

Now you grab and drop stuff with the grip, including letting go of your main hand holding a bolt action rifle for example..

This makes grenades and knives to have an extra step in order to throw them, Grip then Trigger. Which i believe is just a thing to get used to.

This frees the menu button to be custom mapped to predefined actions, allowing snap turn or ambidextrous reloading, just to name a few.

This change is gonna be very controversial, however the pros outweights the cons.

New Inventory and quick slots

The inventory has been reworked completely for ease of use, including 3 quick slots that can be used (and they work better like that) blindly, wild-west duel style. Two at the side hips for handguns and knives (akimbo ready) and one in the back of your head for large guns and bomb.

Stuff in the quick slots can be swapped easily

Native Oculus Support

After dealing with countless issues and bugs with steamvr and oculus, i decided to implement Oculus natively. This improves performance, stability and tracking. You still need steam open to run the game,


Be aware that only North America servers have been deployed for the beta


Join the discord or forums to discuss this changes! http://discord.pavlov-vr.com

Thank you everyone ːsteamhappyː


Patch Notes

0.20.0

- Major netcode improvement
- Implemented main hand reloading
- Grip unification
- Added New inventory and quick slot system
- Added grab highlighting
- Added sprint with guns
- Added internal replay/live streaming system
- Added slow on strafe while ADS
- Added gravity-based falling
- Added fall damage
- Improved character IK
- New weapons and balancing
- Native Oculus Support
- Improved bullet-hole decals
- Improved tracers
- Improved performance

New Settings
- Smooth Turn
- Basic input mapping
_. Snap turn for the vive
_. Mag/Bolt Release
_. Radio toggle
- Auto-sprint
- Lite footstep haptics

- fixed double damage bug
- fixed left-handed mode being ignored by the server
- fixed weapons disappearing too fast in TDM
- fixed getting stuck on maps