1. Operation: Harsh Doorstop
  2. News

Operation: Harsh Doorstop News

Development Blog #47 [June 2024]

Hello everyone!


Welcome to the forty-seventh devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of June 2024.

A quick note on the update release window: we had previously announced that it would come sometime this summer, and that is still our goal, but we still have quite a bit of work to complete that could potentially 544PC see that getting pushed back a bit. No guarantees either way, but I just wanted to make a quick note on that as I have seen more questions popping up about this in the community in the past week or so. We will do our best to still hit this window, but we want to make sure that all of the major features we plan on bringing in with this update hit a certain standard, so if more time is needed then we will be taking it (and we will be sure to let everyone know if that winds up being the case, or if we are still on track for a summer release with more precise RL3H0 dates/timeframes).

Gun Audio Overhaul

We have recently undergone a rather substantial overhaul to the gun audio:

[previewyoutube][previewyoutube][/previewyoutube][/previewyoutube]
While the sound files themselves are still largely the same, the way that they have been modified and reproduced in-engine has been updated/improved considerably, so the weapons overall should sound a lot better now (which we know has been one of the primary complaints about the game).

This will also apply to the mid and far sounds as well—the video below is an example, but please keep in mind that we are still making a lot of changes and adjustments to the mid and far audio, so this is still very much a WIP (for instance DY2XB there are still some guns that have that “popcorn” effect at distance, which is something that in the future will mainly be coming from things like smaller caliber pistols, and thus you will hear a lot less of it in the mixture of all of the other weaponry):

[previewyoutube][/previewyoutube]
We still do not, however, have sound switchers for moving in/out of various environments, so these sounds are all still considered “open field sound cues” 4WBZC. This is something that we are currently investigating now though, so hopefully soon we will also have unique audio for things like firing weapons indoors vs outdoors.

Vehicles

The vehicle spawner system has now been implemented in the Developer Build. This is the system that will handle how vehicles get spawned on any given map, which ones are chosen to be spawned, how long it takes for them to respawn, and other variables such as global spawn limits that restrict how many of a particular vehicle type can be spawned on the map before the spawner is able to create a new one (so players can’t just take a vehicle, drive it off the spot, and infinitely create new ones).

Factions will now have their own pool of vehicles that can be contained within them, and that can be selected from based on the spawner that is used on a map (for example, a faction can contain vehicles tagged as heavy, medium, light, etc. which is what will appear in their respective heavy and light vehicle spawners that are placed down on the map). Additionally, it will also be possible for vehicles to be contained within a map file itself, allowing for maps to have specific TBGT5 custom and unique vehicles on it (for example, if there was something like a go kart map which contained its own go kart models, it would be possible to have spawners in place that always and only spawned the go karts included within the map regardless of the factions that may be chosen to play as).

It will also be possible for maps to have persistent vehicle spawn locations (such as what you’d find or expect at a main base spawn), as well as conditional spawns (such as vehicles that spawn in on flags only after they are captured).

Upcoming and WIP Features

[h3]Building/Construction System[/h3]
As promised in the last devblog we now have some showcases of the basic building/construction systems in game.

First up is rally points:



Squad Leaders will be able to place RPs FTK4J when another squadmate is nearby, and when an enemy gets close enough the RP will be destroyed and disappear. RPs will last for 60 seconds by default, allowing squad members to spawn in where it is placed during that window of time.

With two squadmates nearby, SLs will be able to place down a FOB, which will allow for the whole team to spawn where it is placed. FOBs will last indefinitely, or until they are either dug down or destroyed. FOBs will 5T624 also create areas where a team will be able to build up utilities such as ammo/supply crates, and various other buildable fortifications and structures:



To start, buildables will be fairly basic—players will be able to place and build sandbags, hesco barriers, ladders, and so on. This system ultimately allows for whatever type of object to be placed, however, so this list RJDVN will only continue to grow, and modders will easily be able to add or modify this system however they desire.

All build pieces will also decay if the bottom/foundation piece that they are built upon gets removed, so it will not be possible to do things like build floating structures:



The May 2024 devblog goes more in depth on how some of the specific mechanics of this system will work, and what the initial values will be for the first release of this system (more or less—we are still playtesting this internally), so I recommend checking that one out if you wish to learn more. As usual, this entire feature will be completely modifiable in the SDK, so it will be possible to change everything shown here.

[h3]Bipods and Weapon Resting[/h3]
The bipod and weapon mounting/resting system now properly impacts all of the weapons in the game, and it is now possible for every single weapon to individually be configured to utilize these mechanics. This means WNNKH that weapons with bipods can have their own unique values attributed to their use of bipods, whereas weapons that lack a bipod will instead be mounted/rested and have their performance be impacted in different ways.

Weapons will now have unmounted stability and recoil:



Passive stability and recoil (meaning when you are nearby an object in the world but have not physically mounted to it):



And mounted/bipodded stability and recoil (6H0CD meaning you have physically mounted/bipodded to an object in the world using the hotkey):



Some weapons will be able to do all three of these scenarios, whereas some will only be able to take advantage of one or two. For example, it will be possible to bipod a weapon like the PKM, however, players will not be able to also mount it to a wall, or gain any sort of passive bonus just for being near an object—this means EZAKW players must deliberately select and fix themselves into a position to gain the unique advantage that the bipod will bring to reducing recoil and increasing stability. In contrast, a weapon like the Mk18 has no bipod, but it is smaller, and much lighter/more ergonomic compared to a weapon like the PKM, so players will be able to gain a passive bonus for being near objects like walls, and they will be able to physically mount the weapon to vertical and horizontal surfaces to reduce recoil and increase stability (just not as much as the PKM would receive when taking advantage of its bipod).

At the time of this devblog, while all of the weapons will now properly work with this system, we have not yet begun to configure them so expect recoil and stability, visual mount points, and so on to change between 9BDCZ now and when the official patch goes live on the main branch.



Thanks for checking out the devblog!

Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!

-Goomes, Lead Community Manager

Discord Bluedrake42 Youtube O:HD Youtube Twitter

Development Blog #46 [May 2024]

Hello everyone!


Welcome to the forty-sixth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of May 2024.

Maps

More progress was made on our building 40X9T replacements/improvements:


These still need a detail and decal pass, which will come later. Soon we will start to replace and swap 4AFIB out some existing buildings on our current maps with 5N8YF these.

Upcoming and WIP Features

[h3]Bipods and Weapon Resting[/h3]
Our Technical Animator has continued working on the 5I2FQ bipod/mounting system, and has refactored the wall resting mechanics to make peeking out from behind cover/obstacles possible (previously you had to stand outside the piece of cover to mount your weapon on the surface), which should help make this system feel more 8PKG2 fluid and intuitive.



[h3]Building/Construction System[/h3]
The team is now also currently working on bringing in the first iteration of our construction and base building system FLDWD for setting up FOBs, rally points (RPs), and various other buildables/fortifications. While this first pass will be somewhat limited compared to the broader scope of what we would like to do with these systems (the first order of business was getting all the new placement requirements coded), it should still have a fairly robust amount of mechanics and depth to it:

In this first version, 5KY6B build pieces can be restricted by how many can be placed per FOB, per match, per player, if they need to touch the floor, if they can only be placed by specific kits/roles, if other build pieces can be placed on top of them (and build pieces placed on other build pieces will be destroyed if the pieces supporting it below are destroyed), and so on. Having DMMEC a range of adjustable conditions like these permits a lot of flexibility when adding new build pieces (or modding existing ones), as it will be possible to mix and match whatever requirements will be needed to work in a gameplay session for a variety of scenarios players will want or need. In the future, this system will eventually be merged into the broader vehicle system to allow for a more proper logistics gameplay loop to be incorporated (both of these features are still too early, however).

That said, the way this system will first work by default/in the base game begins with the Squad Leader utilizing a wrench kit item to begin a build (a player will actually have to be a SL—if they simply pick up a SL kit, they will only be able to QZFAW place things like sandbags, walls, and ammo crates). Using the wrench, SLs will be able to place RPs and FOBs to provide spawn points for their squad and team respectively, along with having the ability to build a variety of fortifications and utility items (such as ammo boxes). FOBs will require two squad members within 15 meters of the SL to grant the ability to place, and RPs will only require one. FOBs will produce a 250 meter buffer 5XPV5 zone where no other FOBs will be able to be built, and within an 80 meter range around them this is where other buildables will be permitted to be placed (anything that falls outside of that range will quickly decay).

On the subject of spawning, as mentioned above FOBs will allow for the entire team to spawn on their location for as long as H9AEF it is still active and not overran by the enemy, while RPs on the other hand will only allow for the squad of the SL that placed it to spawn, and these will only last for a total of 60 seconds before expiring. This will make FOBs more of a permanent and team-oriented effort to set up and establish, whereas RPs will primarily be for quick deployment and will predominantly benefit squads that actually stick together. In regards to being overrun, if an enemy gets within 20 meters of a RP it will be destroyed and the SL will be notified. For FOBs, if two enemies get within 100 meters then it will no longer be possible to spawn on it (it will not be 9HII4 destroyed, however, enemies will still have to deliberately take it down).

Next devblog we should have more details and content to showcase all of these systems in action.



Thanks for checking out the devblog!

Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!

-Goomes, Lead Community Manager

Discord Bluedrake42 Youtube O:HD Youtube Twitter

Development Blog #45 [April 2024]

Hello everyone!


Welcome to the forty-fifth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of April 2024.

Not much to go over this month other than the latest 3WH4Z work, so let’s jump straight into it:

Vehicles

A basic transport truck is now available for testing on the Developer Build of QIZWQ the game. This is just a very, very basic truck that you can spawn in, get into the various seats (using F1, F2, F3 ZZYXH, etc.), drive around, and blow up when damage is applied (literally any form of damage for testing purposes)—sounds, animations, configuration for handling/performance, and so on are NOT factored in yet as we are mainly testing base functionality, and networking optimizations.



If you would like to test it out, launch 4P03T into the Developer Build of the game, open the console (default keybind is ~ but you can rebind this in the settings if you need to), then type spawnvehicle and the truck should appear in front of YBM5J you. You can also do this on a server, you just have to be an admin and you need to type enablecheats first before running the spawn CN97F command. You can also press N to go into third person camera—this is for testing purposes only right now, you will not be able to do this by default once vehicles are officially in (unless 5WYF9 a server owner decides that they want to enable it and that feature/option is available for them to adjust once vehicles actually come to the main branch of the game). Please JG2JP keep in mind that these commands are subject to change and might not always function this way.

Upcoming and WIP Features

[h3]Bipods and Weapon Resting[/h3]
Our Technical Animator has continued his work on bipods and weapon mounting, and while 9AJP3 these systems are not currently testable on the Developer Build just yet, they are now finally in a place where we can start showcasing them.

Weapons will soon be able to be bipodded/mounted onto flat surfaces. In order to activate it, players will walk up to a surface and press a key to deploy the bipod/mount their weapon—this will initiate a line trace in multiple directions to determine where to translate your first person view, which will then move the weapon into the mounted position in a spot that the system deems proper. Players will be able to remain in the bipodded/mounted position both in ADS and while not in ADS. Directional 4ZWGT movement at any point will cancel the mount and move the weapon off the surface to avoid a “sticky” feel to the bipod/weapon resting, and so players never feel stuck in place.

As you can see above, bipods flipping down has not been completed yet, but that part would be purely visual and the system would still work the same.

Utilizing this system he has also added in wall mounting, meaning you can now use walls and other applicable meshes in the world as a direct MH3MM point of contact for the weapon, allowing for recoil stabilization and use of the environment to your advantage in more dynamic situations:



Bipods and weapon resting/mounting will also impact weapon recoil and steadiness, and will be configurable at the individual weapon levels.

We will be sure to let everyone LN7GX know when this is all testable in the Developer Build.



Thank you for reading this month’s devblog!

Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!


-Goomes, Lead Community Manager

Website
Discord
Youtube
Twitter

Development Blog #44 [March 2024]

Hello everyone!


Welcome to the forty-fourth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of March 2024.

[h3]Summer Update Goals[/h3]
We are currently full speed ahead on the features that 5HPAF will be coming in the next major patch, which include our first iteration of our vehicle framework, a basic system for FOBs, Rally Points, construction, weapon bipods and resting/mounting, and—if all goes well—a very basic and simple revive system. Adjustments to existing AAS map layers for all maps that are meant for vehicles will also be coming with this update in order to help promote teamwork, as teams will be required to start at their respective main base flags and deploy FOBs together in order to spawn in the field, and players will benefit from sticking with their squad leader in order to place rally points 0H39I and keep the squad together as they push to attack or defend capture points (and if we can get revives in players will have a chance to keep their teammates in the fight if they go down).

While all of these systems in their first form will be quite basic and still have a long way to go, this should hopefully M3YTW be the first time where O:HD will really feel like it has the complete gameplay loop that we are going for feature-wise in the base game. While we still do not have a concrete release window to announce just yet, we plan for the update to come this summer (sometime within the next 2-3 months if I had to give a rough 5H70C estimate).

Vehicles

Nothing too exciting to show with vehicles for this devblog, but during March our lead programmer worked on resolving some issues with a pre-existing vehicle implementation involving players P509E entering/exiting the seats of a vehicle, as well as a player's view angle being constrained while inside a vehicle. In addition he also fixed up functionality for showing/hiding or enabling/disabling a player's weapon while in a vehicle when appropriate (such as when they enter a seat in which they should be able to shoot out of). He should be getting very close to having something available for testing in 2T3MJ the Developer Build of the game, and we will be sure to announce when Supporters can begin to check this out.

Maps

Our lead generalist 5I4E5 began working on new variants of our existing desert-themed buildings to not only bring more variety to the structures used in the maps, but also enhance our building development workflow and further improve XZL9G optimization altogether:


All of the buildings in game will be IC32Q getting the same treatment over time.

Correction (4/30/2024): The images from Maya are side-by-side shots of the original and the new buildings that will be replacing them. The buildings on the left/back left are old and the ones on the right/front right are new.

Upcoming and WIP Features

[h3]Bipods and Weapon Resting[/h3]
Unfortunately still nothing to 5F33J show here for this month, however, we have already been reviewing and providing feedback on internal bipod prototypes W683C created by our lead technical animator, so hopefully we will have a demonstration to showcase soon once it is a bit further LKTM3 along.



Thank you for checking out the devblog!

Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!


-Goomes, Lead Community Manager

Website
Discord
Youtube
Twitter

Development Blog #43 [February 2024]

Hello everyone!


Welcome to the forty-third devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of February 2024.

As mentioned in the last devblog, January and February were pretty much exclusively focused on bug fixing, polish, discussing design/prototyping systems, and a lot of internal housekeeping and file cleanup after our last major patch in December. That said, there isn’t a whole lot of new stuff to go 5H93Y over this time around, so let’s jump straight into it:

Vehicles

Our lead programmer is now completely focused on officially implementing the first iteration of the vehicle framework F6EJL into the project. This will be a major feature addition to our codebase that will allow fully functional, fully networked vehicles to be brought into the game. The first vehicles that we plan on implementing will be very basic ground transport vehicles—we have decided 5DV6Y to start with the following transport trucks to keep it simple (as seen in our roadmap) and allow us to focus on performance, optimization, base functionality, and so on:

M923 and KamAZ-6350 5HWAG transport trucks

As usual, the first version of this will be accessible for testing on the Developer Build of the game when it is ready. We will be sure to make corresponding posts and announcements once they are 8CK66 ready for testing.

Upcoming and WIP Features

[h3]Bipods and Weapon Resting[/h3]
Our technical animator 4EKH9 is making progress on setting up the animation systems necessary for our mounting and bipods prototype. He has already set up the camera and arms lerp to the desired 6ABF0 surface height, as well as the state machines and animation graph for playing animations to enter and exit the mounted state. These state XZH7G machines are currently utilizing placeholder animations which will be replaced with dedicated mounting entrance C30X4 and exit animations next (and we will be showcasing these as soon as they are ready/available).

Once the systems are complete and animations are made, we will move onto general polish and implementation of procedural 6GJXI offsets for the weapon to better align with surfaces, as well as tying the mounting to other animation blueprint systems for added utility/function BB6WD (such as our weapon sway and visual recoil in order to give extra stability to the weapon when in a mounted state so that this isn’t a purely visual feature).



That’s it for this month, thank KLNNC you for reading!

Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!

-Goomes, Lead Community Manager

Website
Discord
Youtube
Twitter