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Operation: Harsh Doorstop News

Spring Sale is HERE!

Hello everyone! Today Steam's spring sale has started, and all of our bundles (including our "Donator" packages) are heavily on sale! This means that not only can you get "Donator" status for a discount, but everyone who already has "Donator" status can also get games from our partners for up to 50% OFF!

Here are some of the most popular games that we're lucky to be partnered with! Get these while you can!

https://store.steampowered.com/bundle/31004/Zero_Hour__Operation_Harsh_Doorstop_30_OFF/

https://store.steampowered.com/bundle/32906/World_of_Guns_Full_Access_50_OFF/

https://store.steampowered.com/bundle/31347/Battlebit__Operation_Harsh_Doorstop/

https://store.steampowered.com/bundle/35675/Military_Conflict_Vietnam__Operation_Harsh_Doorstop/

https://store.steampowered.com/bundle/37997/Contain__Operation_Harsh_Doorstop/

https://store.steampowered.com/bundle/31763/Black_One_Blood_Brothers__Operation_Harsh_Doorstop/

https://store.steampowered.com/bundle/29860/Operation_Harsh_Doorstop__Complete_Pack_10_OFF/

Thank you all SO MUCH for your support! As you all know, our game is funded PURELY through your donations! So every dollar spent helps us make the game better! We have lots of HUGE updates coming to Operation: Harsh Doorstop in the coming months, including the official release of vehicles, outpost construction, and much more!

Also, if you've already donated to the project, make sure you join our "Attack Helicopter" playtests which are going on now!

https://store.steampowered.com/app/1517200/Donate_to_Operation_Harsh_Doorstop/

I look forward to seeing you on the Battlefield!

Attack Helicopter Playtest

Hello everyone, we've been playtesting many experimental features (such as helicopters) in our donator playtest servers, and I wanted to share some footage of those playtests with you here today.

Here is footage of some of the new features we've been working on!

[previewyoutube][/previewyoutube]

If you would like to join these playtests and support development of our free game, consider becoming a donator. Donators get early access to features like this, as well as access to many of our beta playtests.

https://store.steampowered.com/bundle/29860/Operation_Harsh_Doorstop__Complete_Pack_10_OFF/

The playtest server with attack helicopters will be available over the next week. If you'd like to try them out, simply filter by "Supporter Only" servers in the server browser!

More updates coming soon. Stay tuned!

- Bluedrake42

Hotfix v0.13.0.1 Changelog

[h2]Multiplayer[/h2]
  • Fixed inability to issue commands to the server while in-game as an admin
  • Fixed intermittent client disconnects during a map transition on high population servers
  • Improved accuracy, consistency of player 'Use' interactions when playing on a server

[h2]Miscellaneous[/h2]
  • Decreased default value of global mouse sensitivity setting from 70 to 20
  • Added "Buy Our Merch" button to main menu
  • Allow startup map URL to be specified over the command line in release builds, which enables the user to launch the game client directly into a specific map or scenario

[h2]SDK[/h2]
  • Fixed issue where, upon initial upload of a newly created mod, "A valid preview image for X must be defined before it can be published." error dialog was presented despite the user having chosen a valid preview image file just before uploading
  • BP-exposed members of character and weapon sound collection structs
  • Added BP write access to allow direct modification of character jump and sprint stamina values

Development Blog #42 [January 2024]

Hello everyone!


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

For the months of January and February our core focus has been on cleaning the entire project and its codebase up in preparation for our push into Q2 2024 4CW8A, where we will be refocusing our priorities towards new major systems for the framework, namely vehicles and construction mechanics.

As such, this month’s (and likely next/February’s) devblog will be pretty short as January FIFE9 was almost exclusively focused on bug fixing, polish, discussing design/prototyping systems, and a lot of internal housekeeping and file cleanup after our last major patch. This includes, but is not limited to, a solution to in-game admin functionality sometimes not properly syncing on server join with Steam’s API to validate admins (which is what would allow them to push commands using the in-game console instead of having to rely on an RCON), as well resolving the intermittent client disconnection issue that would occur after a map change on high player pop servers. In addition, all maps have received tweaks and adjustments to improve performance, we completed weapon and character migrations to the base HDAssets folder to further clean up and streamline our file structure, a variety of Simple Collision issues on numerous ZCN2C props were fixed, and we included several Marketplace asset packs into the Marketplace folder for modders to take advantage of in their mods.

[h3]Q1-Q2 2024 Focus[/h3]
Our current plans to close out Q1 and moving into Q2 is to get the first basic implementation of ground vehicles in (specifically transport 494N5 capabilities) so that not only will the base game now be able to feature simple vehicles for map traversal, but also so that modders can start getting their hands on the beginnings of the foundation of our official vehicle systems, which should open up a lot of doors in regards to modding vehicles. The tentative goal for this update will be 44GMP to release it sometime this summer, and of course the first previews of them will be available in the dev build prior to the update to the main game. After we get these base systems into the main build of the game, the next step will be to further expand on them and implement turrets and other on-board weapons systems for vehicles so that not only will they be usable for transport, but they will also have offensive capabilities (depending on the vehicle of course).

In addition, as mentioned in last month’s devblog, we are now working on the first version of our bipod and weapon rest systems, which we hope to be getting the first versions of into the dev build in the coming months. If everything goes according to plan and progress permits, we would like to also release this in the same main game update that the first version of vehicles will be in as well. We will of course include previews of this in upcoming devblogs as soon as we have something to RZ76I show/demonstrate.

Last but not least we also will be working on our first systems for construction, however, this will be something that comes after basic vehicles are in, as vehicles will be necessary for us to begin that work (since these two systems essentially go hand-in-hand when it comes to overall logistics gameplay loops and mechanics).

Animations

Our animator worked on a few new sets of animations that we will be using for a variety of planned features and content, such as construction/base building, logistics, civilians, and so on.

Grabbing:



Pointing:



Carrying (the actual object between hands 4GR33 would vary, so this is the base pose without there being any object):


Basic idle unarmed pose:


What these will be used for will of course vary based on the context, but we hope that by having these animation systems in we will be able to IF74K open up more of the game’s mechanics and resulting gameplay loops beyond the traditional FPS ones that we currently have and are somewhat restricted to.

Upcoming and WIP Features

[h3]Map Gameplay Layer System[/h3]
All of the maps have been completely refactored to better support multiple game modes. This will now IFE6E allow us and mod creators to more easily adjust capture layouts for existing AAS maps, as well as support multiple game modes for each individual map in a cleaner and more efficient way. As part of this refactor, we've brought back AAS layouts to all of the art test maps (Argonne, Monte Cassino, and Lam Dong), as well as added additional Skirmish layers to all maps. To better demonstrate this, our next update will include over 15 new 52520 Skirmish layers across the base game maps.

From a more technical perspective, what this means is that all maps will now have a new folder in the SDK called “GameplayLayers”:


This folder will contain all levels and world settings for each unique mode. The map terrain has now been added as a level called F732C “LevelNameBase” (i.e. “ArgonneBase” as shown in the image above). This base level will now only contain terrain and lighting information, so if we or any modders would like to create new gameplay layers on one existing map, all that would need to be done is to create a new one by loading ArgonneBase (for example) as a sublevel and adding any gameplay specific functionality (like flags) to their new “GameplayLayers” level.

Also, just to be clear, this should NOT impact any existing modded maps! Modders will still be able to do it the way that they have been doing it, this will just open up the opportunity for them to include a lot more variants to map layers so that their maps can support a wider variety of modes and gameplay experiences.



Thanks for checking out this CW8PD 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

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Discord
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Development Blog #41 [December 2023]

Hello everyone!


Welcome to the forty-first devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of December 2023.

This will be a lighter devblog in terms of content as December 2023 was the month that we released our latest update, and the team was in a lockdown phase during this month so that our leads could prepare the update and make sure there were no last minute curveballs that could jeopardize it (plus it was the 5H868 holidays). Otherwise, it’s still business as usual for the team at the moment, and as mentioned in the last devblog, our top priority right now is monitoring the game and fixing any remaining critical bugs/issues that we can find, as well as doing some much needed polish and optimization work that we didn’t have the time to get in for this last update. Once these steps are done, our plan is to move on to the first official implementation of our vehicle framework, and then from there base building/construction for the creation of FOBs and bases ARP9Q should be next.

Before we jump into it, Bluedrake also just recently released his January 2024 Mod Spotlight video which showcases a handful of awesome mods that the modding community has been working on:

https://www.youtube.com/watch?v=mTPnEqknhQU

I highly recommend giving that a watch and checking out the mods over on our Steam Workshop! There’s a lot of really great content being uploaded there on a regular basis, so it’s always worth going to look periodically.

Expansions

As the currently available WIP AVPLW expansions are almost entirely level design-oriented at this stage, part of the team has started to work on some of our other planned/upcoming faction-based content that we will be introducing into the game:

[h3]Operation: Hyrcania[/h3]
Operation: Hyrcania is an expansion that will be adding a variety of new modern factions to the game, namely modern US Army and Russian Marines. Both factions will feature modern weaponry, including but not limited to the M4A1, M249 SAW, M110 Marksman Rifle, and SCAR-H 5HGHK on the US side, and the AK12, PKP Y4474, and AS VAL on the Russian side. While the US Army faction will only feature the standard Multicam uniforms and gear, the Russian Marines will be available in both forest and desert EMR camo patterns.


We have gone ahead and released a preview build of these factions on Steam Workshop BIEJQ if you want to check them out now!

[h3]Operation: Invictus[/h3]
Operation: Invictus consists of a faction that is essentially a Russian/Eastern counterpart to the current PMC 5IGH3 faction, and will feature a variety of modded and/or unique Eastern weaponry:


We have gone ahead and also released CKXM7 a preview build of this faction as well on Steam Workshop if you want to check it out now!

Upcoming and WIP Features

[h3]Bipods and Weapon Resting[/h3]
Our technical animator is now going to begin working on the implementation of bipods and weapon resting mechanics. At KM9RZ this stage we are currently still discussing design and overall approach, so there is nothing to show this month in terms of GIFs or images, but we should have some prototypes to show hopefully in the next devblog, or one after that.

As far as design goes and what to expect, we will be taking heavy inspiration from Red Orchestra/Rising Storm’s bipod and weapon resting mechanics, so if anyone would like a direct reference to see what we are aiming for that will be the best place to look. In a nutshell, what this system will entail is players will have the ability to deploy/undeploy bipods on weapons that have them at any point in time. Once the bipod is “activated” and players go prone, move up to an obstacle/object (such as 5LRW0 a windowsill, sandbag wall, ledge, car, etc.), and so on, they will be able to actually properly place the weapon down into the bipodded position, gaining them more control and better stabilization of the weapon when aiming and firing. Once in the bipod position, players should then also be able to do things like move the bipodded weapon across where it is being rested in order to make more fine grain adjustments to their shooting position to obtain the ideal vantage point. We also plan to make it so that weapons in the bipodded position have their own reload considerations as well, including an option to be able to keep the weapon bipodded and ZMYRP reload while in cover.

As far as weapon resting goes, this should be quite simple and not too fancy: if a player is close enough to an obstacle/object that they can rest the weapon on, the weapon will then be considered “rested” (and this will likely be indicated in the UI). Rested weapons should then handle somewhere between regular shoulder fired (like you are used to now) and a full blown bipodded weapon.



That’s all for this month 0ERR6, thanks 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