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Update 25 - TTT Update

Who can you trust? Certainly not the person next to you. Unless they're a detective. You can trust them... unless they mistake you for a double-crosser. I'd advise against any sudden movement that would warrant suspicion. It's pretty embarrassing being stabbed by a naked man. How did he hide that weapon without clothes anyway?

Welcome to TTT, a game mode where wit and untrustworthiness reign supreme.

You have three roles, Detective, Innocent, and Traitor. It's a roll of the dice who gets what. Innocents far outnumber the traitors. Detectives are one of a kind. A good detective will access their tools to solve the various crimes committed in the match. What a good sleuth.

Failure to commit to your roles can negatively affect you. Achieve too low of karma and you'll be kicked from the game.

TTT can now be played on any map, simply set the lobby game mode to TTT in the dropdown. Furthermore, you can use the game mode filter in the server browser to filter this game mode in or out.

Would you like to know more? (Official guide)

[h3]Detective[/h3]
A weight has been placed on your shoulders. You have a gaggle of mouthy individuals in your town and they all claim to take no part in this. Someone is lying, maybe more. Thankfully, the department has issued you a plethora of instruments to aid in the defense of your peoples (even if you don't particularly like them).

[h3]Innocent[/h3]
You didn't do anything wrong, and there's no reason to start now. Karma will come back to bite you. Just survive as long as you can. Maybe you can help, but you must be certain you're hurting the baddie.

[h3]Traitor[/h3]
These innocents aren't your friends. They must be eliminated carefully. There is more of them than there is of you, so stealth is the key. You have many tools at your disposal but you're funds are limited. See another red T above a player's head? They're on your side, but keep communication on the down-low.


One in the Chamber

I know what you're thinking, did they fire 1 shot? Well, they had to right? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. However, this is One in the chamber. So the answer is definitely 1. Your aim must be true otherwise you're stuck with a knife as a backup, and if you throw that and miss, well...you're cannon fodder at that point. There are no teams, you're on your own.

Major changes to the weapons


This update marks a big stride in the quality of life for the weapons. We have added new systems to improve the feel of the weapons and make the balancing of the weapons have more granularity.

[h3]New reloading system[/h3]
You will no longer be able to snap reloads together with a simple clap. We're asking you to put in a bit more effort in your hand movement to complete the process. Magazine inserts such as the AK will now animate correctly based on how they should traditionally be placed in the magazine well.



We have also added stripper clips and chamber animations for the bolt actions to add a bit more quality of life to the weapons



We've also finally added a long request feature... AK mag slap!



[h3]Damage fall off[/h3]
We have finally added the long-requested feature from the Pavlov competitive community. This is a pretty major change that will have a lasting effect in the meta, especially for Search and Destroy players. What is damage fall off? As the bullet travels over a distance, the velocity degrades. While we are not making this as realistic to true life as possible. This will help prevent pistols from becoming cheap sniper rifles and gives us the ability to better control shotgun damage. As of now, damage falloff is only a part of the modern weapon set as we want to make sure that we tune these delicate balance changes correctly.

Competitive

We have brought back the competitive mode for Search and Destroy. Comp mode is intended to prevent players in search and destroy from "ghosting" or giving enemy positions to their teammates on 3rd party voice chat platforms. Instead of spectating the map in dollhouse mode, you will be transferred to a dark room with a scoreboard.

Modkit changes


We've expanded the modkit even further. The mod kit has been updated to support TTT. If you have a map that uses the older versions of TTT, we highly encourage you to update your map to support this new version. Any map can now dynamically generate a TTT game mode. However, if you want to create your version with custom features, you are more than welcome to do so. You can also manually place weapon spawns in the map specifically TTT. We have also expanded the mod kit to allow the items from TTT to be used in any game mode beyond TTT. Such as the flare gun, the riot shield, and our personal favorite, the Newton launcher.

[h3]Custom limited ammo [/h3]
We have exposed our ammo system to be wholly customized with ease by modders. We consider this to be experimental. They can come up with their own preferred system of using limited ammo instead of having to write it from scratch or adopting Pavlov VR's limited ammo systems.

[h3]New attachments[/h3]
We are shipping a flashlight and laser attachment. These will not show up in the buy menu as of now as we want to make sure they don't have a drastic effect on the balance meta of the game. However, we still want to include them for Zombies, and we want to encourage modders to experiment with these attachments for their own custom game modes.


To use these new attachments, grip your gun with your offhand and pull the trigger to activate.

[h3]Custom Items[/h3]
Custom items are now supported in all game modes, including base game modes in Pavlov VR. You are no longer constrained to a custom game mode in order to add custom items to your map.

Patch notes

-Added new round/shell/magazine reloading system
-Added bolt action animations for chambering rounds
-Added bolt action to rocket class on WW2 TDM/KOTH
-Added AK mag slaps
-Added Official TTT
-Added One in the Chamber
-Added new sawed-off shotgun model
-Added new M4 model
-Added visual ammo counter in limited ammo modes (can be disabled in options)
-Added flashlight and laser attachments (Modkit and Zombies only)
-Added damage falloff to modern weapons
-Adjusted voice chat to increase the quality
-Adjusted manual KOTH objective placement on Stalingrad
-Adjusted spawning loot in KOTH and WWIITDM to have more weapons
-Adjusted WW2 bolt actions to fully close/open more reliably
-Adjusted splash damaged for rockets (slightly increased)
-Adjusted KOTH visual objective to scale down when getting close to the marker
-Adjusted WWII shooting range for better performance
-Adjusted Gun Game to include a knife for the player in every tier
-Adjusted Knife to no longer damage in low-velocity scenarios
-Adjusted blow torch repair tool to cause damage to players
-Adjusted Sawed-off shotgun to be gripped by off-hand
-Adjusted AWP, price decrease
-Adjusted M9, price decrease
-Adjusted and improved limited ammo system in modkit
-Fixed Audio muffling issues on match start/join on a custom server in some cases
-Fixed sprint movement exploit
-Fixed LMGA from incorrectly overheating in some edge cases
-Fixed LMGA from firing when feed tray was open a slightly
-Fixed Steam avatars not displaying

Update 24 Hotfix 2

Hey everyone! ːsteamhappyː

We've fixed the microphone drop down being stuck on default device. After much feedback, we have decided to remove limited ammo for King of the Hill and WWII TDM for all the guns and only limit ammo for the rocket launchers. We have also addressed some performance and QoL issues. Please check out the full change log below!

[h3]New explosion effect[/h3]

We have also enhanced some of our explosion effects to help improve performance and be more visually appealing.

Patch Notes


-Added new physmats: snow and mud (Mod kit)
-Added Gun Game 10 sec suicide penalty
-Added seat icons above usable tanks, icon order: (driver, mg, turret)
-Added new explosion fx for tank shells & rockets
-Added cargo plane flying across the sky to give context to loot drops
-Added T34 liveries
-Adjusted limited ammo for KOTH and WWII TDM to only limit launcher ammo, guns set to unlimited ammo
-Adjusted Stalingrad, attic accessible, new pathways through buildings, switched the fire particle FX to a more performance friendly version
-Adjusted throwing physics to not inherit player directional movement.
-Adjusted tanks to have shell spawning cooldown
-Adjusted BAR front sight
-Adjusted KOTH and TDM to randomize team skin types (US or Soviet)
-Adjusted Tokarev zeroing
-Adjusted instructions in the tanks
-Adjusted vehicle flip logic
-Adjusted optimization for high population community servers
-Adjusted PPSH to use stick magazine instead of drum
-Fixed microphone selection drop down in the settings
-Fixed height shrinking issue when player when exits vehicles
-Fixed watch not drawing under rare circumstances
-Fixed gun name reporting incorrect winner on end game podium
-Fixed WWII belt receiving decals
-Fixed Forcetube support
-Fixed RGD33 priming sound playing at the wrong time and playing twice
-Fixed LMGA and MG42 from firing if the dust cover gets opened while shooting
-Fixed MG42 showing bullets in an empty mag when dropped and picked up
-Fixed BAR and Bren charging handles from getting stuck if grabbing while firing
-Fixed issue when entering a tank with a weapon in hand for hold grip controllers
-Fixed vehicle passenger net relevancy issue
-Fixed UI needing to be opened twice to bring up the vote menu
-Fixed not-logged-in issue if launching in Oculus mode

Update 24 Hotfix

Hey everyone!

Today we're shipping our first hot fix for update 24. We're addressing many fixes here, namely those who are unable to start the game. We have also fixed people not being able to privatize lobbies. We are going to address the microphone device choice in a future patch. We've included other important fixes and changes. Please take a look at our patch notes below:


Patch Notes


-Added tank explosion killfeed icon
-Added KOTH objective to be in the center of Bridge
-Added sounds for KOTH
-Added sounds for ammo crate spawning
-Adusted RCON to return player score and team score (if applicable), return round number for SND, and modified GiveItem logic
-Adjusted limited ammo game modes to have more ammo
-Adjusted bHaptics to play armhaptics on every gun shot and chest haptics on more powerful weapons
-Adjusted how often the ammo crates spawn to every 2.5 minutes on limited ammo
-Adjusted TankTDM to kick after 4 team kills
-Adjusted KOTH / loot marker to not be affected by fog (Stalingrad)
-Fixed match length drop-down in lobbies
-Fixed many cases of start-up issues and improved start-up time
-Fixed bHaptics issues with receiving haptic events from bots firing in offline
-Fixed bots spawning in TankTDM/WW2 TDM with incorrect weapons and skins
-Fixed AK12 price decrease and damage increase not being present in update 24
-Fixed exiting vehicles pushing vehicles into the air during high latency situations
-Fixed missing collision in Stalingrad
-Fixed attachments being removed from saved weapon on respawn
-Fixed push-to-talk SteamVR bind
-Fixed pins on lobbies and community servers
-Fixed friends only flag in lobbies (use friends tab in menu to join)
-Fixed pins getting stuck in grenades
-Fixed issue with grabbing helmets in shooting range
-Fixed the tank reloading handles not being able to be gripped

Pavlov VR is now a proper World War 2 game, with tanks and everything


There are a handful of VR games trying to be the headset-wearing equivalent of Counter-Strike or Call Of Duty. Pavlov VR is one such modern military shooter, only it’d quite like to be Day Of Defeat or Medal of Honor, too. Released on Thursday, update 24 – also known as the WW2 update – adds Axis, Allied and Soviet weapons and player models to the game – and fully functioning tanks.


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Update 24 - WWII

Hello everyone! ːsteamhappyː

After a LONG development time (and a few delays), today we are shipping our biggest update yet. This update has been in development for over a year, and has been a long time coming.
Making assets from scratch is a very labor intensive venture. We were incredibly overjoyed with the amount of support the community has shown during this arduous journey. It's been keeping us focused as we kept our heads down and worked hard at delivering this update to you all today.

World War II

In this update, we're shipping 3 faction-based weapons: Axis, Allied, and Soviet as we progress the game to faction-based weapons we're starting with our WWII update. We are also introducing a new weapon category, rockets. 18 new guns, 6 grenade variations, and 3 launchers.



[h3]Soviet Weapons[/h3]
Tokarev, PPSH, DP27, SVT40, Mosin–Nagant, RGD-33 Grenade, RGD-2 Smoke

[h3]US & British Weapons[/h3]
Webley, M1 Garand, Sten, Bren, BAR, Thompson, Springfield, Lee-Enfield, M-18 Smoke, MK2 Grenades, PIAT, Bazooka

[h3]Axis Weapons[/h3]
Luger, MP 40, StG 44, MG 42, G43, Stielhandgranate M24, Stielhandgranate M24 smoke, Panzerschreck

[h3]Player Models[/h3]
To accompany the WWII update we are also shipping new player models fit for the WWII era.



[h3]Tanks![/h3]
For the first time, we're shipping vehicles in Pavlov of the multi crew, treaded variety. Each tank will be have a 3 crew setup for driver, gunner, and commander. Tanks can be placed in maps by mapmakers with the recently updated modkit to place vehicle spawners on the map as needed. Vehicles can be entered by gripping on their step ladders which will glow blue when your hand is near them. You may not be able to enter an enemy tank unless otherwise allowed by the map maker. To exit the vehicle, grip the hatch above your head.

The Commander is in charge of the main gun and responsible for loading the shells, aiming, and firing. Make sure the breach is open before putting in a shell. Grab a shell from the rack and place it behind the barrel. Shove the shell into the gun and close the breech. Grip the bottom of the sight to adjust zoom length. grip and turn the elevating and turning wheels to adjust the gun's aim. Place your hand on the fire and press trigger to fire the gun.







The Driver, steers and accelerates the tank. Enter the tank and grip the forward two levers presented in front of you, each lever controls the corresponding tread on the left or right. Push both forward to traverse forwards and pull back to reverse. Feather a turn by reducing the actuation of a lever on a particular side. To turn in place, come to a complete stop, then pull one side fully back while the other side is pushed all the way forward. To reset your view in the tank simply open the scoreboard.



The Gunner will have control of an unlimited ammo machine gun with a cooldown. This gun comes with a bit of recoil and can be further controlled by placing a second hand on the gun.



[h3]Game Modes[/h3]
With the new tanks, there is a need for a new game mode. To test the waters we're launching a new game mode called Tank TDM. Featuring a 20 player 10v10 game mode intended for large maps to fit the travel lanes for the tanks to navigate.

In Tank TDM, There is a special class that will spawn with a blowtorch in their utility for Tank repairing. To repair a tank, activate the gas by pressing trigger on the black knob and making contact with the flame to the tank to weld repairs.



Gun game is additionally getting a WWII variant. Starting the game off on the right foot with an explosion-filled rocket fest for the first couple of tiers then moving slowly from the automatic to the semi will be a fun way to familiarize yourself with the new weapon set.

We have additionally added a King of the Hill game mode. This mode will also be supported by custom maps by default using dynamic points that are generated on the fly. Mapmakers can also use the modkit to use manually placed KOTH points instead of using the dynamic points. Check out our wiki for more information.

[h3]How to play WWII content[/h3]
We are going to be hosting 24/7 10 v 10 servers for players to play Tank TDM on our Stalingrad map.

Additionally, some of our community members have already added WWII content to their maps for use. You can subscribe to the collection of maps here: World War II Enabled Maps

Official Maps

We know many of our fans for Pavlov come for the Search and Destroy, We’re shipping two new maps and remastering two of the classic maps that have been in Pavlov for years.

[h3]Santorini[/h3]
Set in the Greek Island of the Aegean Sea, Santorini is an inclined map in a lovely blue and white color tones with the traditional 3 lanes of movement the Search and Destroy is known for. Come to the market and buy some fish!



[h3]Station[/h3]
Station is an underground map set in a US subway station. With 3 layers of movement and a risk of dying from falling in the train tracks, This closed transit system with a cold atmosphere is a different change-up from a normal flat structure to a layered system we hope to give a nice change of pace for players fight to in.



[h3]Bridge[/h3]
Bridge is back and looking better than ever. Set in a canal-heavy city in Europe, this narrow battleground has been taken to the highest level in quality while maintaining the identity of the original that players have come to know and love.



[h3]Datacenter[/h3]
Datacenter, has been enhanced with new props, lighting updates, and a fresh new cityscape background without touching the original layout. However, there may be a new way to traverse from the pillar bombsite to the lower hallway



[h3]Stalingrad[/h3]
Named after Pavlov VRs namesake, the battle of Stalingrad laid host to Sergeant Yakov Pavlov's fortified defense from the German Wehrmacht during the fall season of 1942. Intended to provide wide lands of traversal for tanks to navigate and various demolished buildings to have close combat with that we hope will provide many hours for our first 15 v 15 map. This is our biggest map yet.



User Interface

In order to add the WWII features in the UI menu, it was necessary for us to fast track the UI revamping to meet the same deadline for WWII. Information should be denser while also being more visually pleasing. We intend to expose the buy menu to be editable by the modkit for mapmakers to implement for their custom game modes in the future. We aren't finished with the UI yet either! we're leaving room for much-desired improvements and features players have been clamoring for since Pavlov first started such as stats and player customization.



bHaptics

We've been in close touch with bHaptics to implement support for their haptic vest into Pavlov VR. Pre-orders for their haptic suit have already started and will support Pavlov VR out of the box. Simply enable the check box in the settings menu.

New Master Server Backend

We have merged over to a new back end and ditching our previous one. Our server deployment system has been completely overhauled to be more efficient and reliable. This means goodbye to the stuck lobbies "finding game server". It will not be missed. Custom maps can also be cached in our lobby system which lends to faster launch times.

Additionally, with these new back end changes we have also extended the maximum time a lobby can be in-game from 1 hour to 4 hours. This affects many custom/co-op oriented maps that are played in our lobby system. No more connection lost messages after 60 minutes of play.

$10,000 Mapmaking Competition

Vankrupt Games has partnered with ArcticVR to host a mapmaking competition for competitively viable S&D maps. This is free to enter and open to everyone. More information and how to submit your map can be found on ArcticVR's website here: Arctic VR Map Making Contest

Fixes and Enhancements

We have added a variety of enhancements, bug fixes, and patched exploits. Most notably after much feedback, we have decided to change the AUG from full auto to 3 round burst to improve SnD economy. We’ve also prevented pins on grenades from being pulled to prevent pre-round start grenade spamming.

We have added volume sliders for voice and game audio. This can be used in conjunction with the headset runtime audio for proper balancing.

The dreaded bolt action spam bug has been eliminated once and for all, and players can no longer exploit walls reaching past the collision threshold. For a full list of our fixes and enhancements, check out the changelog below.

Troubleshooting the Update

If you encounter any issues with launching this update, you can follow our help thread here: Troubleshooting Update 24

[h3]Known Issues intended for hotfix[/h3]
  • Lobbies pins may be unreliable
  • Server options missing
  • New scoreboard disabled temporarily
  • Community server admin menu not present
  • Steam avatars not currently showing
  • Missing lobby map thumbnails for uninstalled maps
  • Customize and Stats features are not currently present


The Future

We’re still not done yet. We have more work to do with the UI such as finish our stats and ranking system, Refresh the scoreboard and new by menu. New unique modern weapons are planned for faction-based.

We plan to split the modern weapon base according to faction or team and introduce more
change to faction-based weapon sets in the buy menu for the respective team.

New maps that are currently in the design phase to add even more search and destroy base maps to the fans, and bring a community classic map as official. We hope to ship smaller updates in the year 2021 going forward instead of large ones that build up over time to keep a more iterative update cycle for the Pavlov.

We could not have done this without the support of all the players who play Pavlov, report bugs, and discuss suggestions on how to improve the game. Looking at the daily player counts keeps us motivated to make a quality product for you that just gets better with time. Please let us know what you think about the update in the comments below or in our discord! We would love to hear your thoughts.

Pavlov VR Discord


Patch Notes


-Added new official maps
-Added WWII weapons
-Added WWII characters (skin ID: german, soviet, us)
-Added new ammo pouches for the WWII characters
-Added bhaptics support
-Added tanks
-Added new grenade spoon animation
-Added new rotation animation for grenades when thrown
-Added mechanic where dropped or thrown unreachable SnD bombs will teleport back to map navmesh
-Added all diagetic sounds to be influenceable by audio volumes/ambient zones (Modkit/Workshop)
-Expanded CTF mod kit options (adjust cooldown timers, round time, spawn time, disable touch return)
-Added new infrastructure for master server (end of "finding gamer server" bug)
-Added Volume sliders for voice and master audio in menu
-Added extended json returns from rcon to show context as to which thing was acted on during successful/failed rather than just a generic pass/fail for the command type
-Added bind when dominant hand is switched in game user settings for tutorial
-Added volume and microphone slider in audio settings
-Added new voice communication codec
-Added bind when dominant hand is switched in game user settings for tutorial
-Adjusted muzzle flashes to be more performant
-Adjusted bullet tracer rounds to be more performant
-Adjusted dead body physics to react more realistically
-Adjusted LMGA belt from physics to animation for easier reloading
-Adjusted M4 brass eject flap to be locked open
-Adjusted Uzi to be open bolt
-Adjusted Uzi magazine placement in gun
-Adjusted AUG to be 3 round burst instead of automatic
-Adjusted AK12 to price of $2300, and increased damage slightly.
-Adjusted Anti-Tank rifle to not longer be able to use red dot, holo, or acog
-Adjusted In-game admin menu to writes ban to blacklist.txt
-Adjusted knife and frag throwing physics
-Adjusted UZI unfold animation
-Adjusted following hand poses: sawed off shotgun shell, M4 magazine, beretta magazine, LMGA bolt
-Adjusted Pistol hammers to show if the chamber is loaded or not
-Fixed rare custom item bug that would crash the game on custom game modes
-Fixed 8x / 4x scope x-ray wall exploit
-Fixed an exploit where player had the ability to fire past wall threshold
-Fixed bomb arm timer delay exploit
-Fixed Famas, Glock, and AK family of weapons fire select switch
-Fixed attaching scope with LMG feed tray open
-Fixed one way physmats with small caliber weapons
-Fixed sight attachment exploit
-Fixed gun teleporting exploit
-Fixed revolver rounds disappearing when reloading
-Fixed LMGA overheat when a player died holding the trigger
-Fixed LMGA overheating when colliding with object/blocking volume
-Fixed decals bleeding into the scoreboard and nametags
-Fixed sawed off / revolved ammo floor hit sounds
-Fixed Uzi stock clipping through hand when unfolding
-Fixed for semi auto sound spam glitch with bolt actions half closed
-Fixed custom server prices carrying over to next joined lobby
-Fixed issue with bomb prime light not turning off after code input expires
-Fixed not being able to switch teams in preround SnD
-Fixed tutorial audio attenuation issues
-Fixed issue with AK-12 recoil
-Fixed rare issue with spawning with an unprimed gun
-Fixed SND bug where trading while the bombs planted would cause the round not to end