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Operation: Harsh Doorstop News

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

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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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Twitter