Bullets and More VR: BAM VR cover
Bullets and More VR: BAM VR screenshot
Genre: Indie

Bullets and More VR: BAM VR

Update 46

Hey guys,

here goes another update :)










The RPG is super deadly against vehicles but can kill players as well. However it shouldn't be the first choice for that due to the smaller blast radius. Furthermore the RPG comes with a safety feature for the shooter that charges the rocket in a safe distance only. The ammunition for the RPG is also limited but you can choose additional rockets instead of using grenades or painkillers in the Special Equipment category.


The SMLE Mk. III is another classic bolt-action battle rifle (World War I) that can hold 10 rounds and deals good damage. Make sure to load two clips (one holds 5 rounds) to make use of the full magazine capacity.


Painkillers (found in Special Equipments beside the grenades) allow you to heal 100% of your own health. To use them bring them near your face and press the touchpad/stick. Healing will stop immediately and not continue if you received damage during the healing process.

Changes



  • Added RPG-7 as a secondary weapon
  • You can have two additional rockets via the Special Equipment category
  • Added Painkillers to the Special Equipment category
  • Added new weapon SMLE Mk. III rifle
  • Dropped flags in CTF are falling to the ground now
  • Added a way to customize game time (host only)
  • Added a way to increase/decrease the player count during the game (host only)
  • Gun Game time has been increased to 30 minutes
  • Flashbangs are a lot more effective now
  • Velocity is now limited to avoid people gaining too high velocity
  • Hit Sounds are enabled by default now
  • Stick Turning is enabled by default now (Oculus)
  • Doors on vehicle are always in a closed state now
  • When being very(!) close to an enemy the player name becomes visible
  • Room spawning in Endless Breaching is a lot faster now
  • Helicopters are a bit less bouncy
  • Added bullet whizzing and sonic boom crack effects
  • Replaced sound effects for silenced weapons
  • Improved unsuppressed firing sounds for a lot of weapons
  • Improved interaction sounds for a lot of weapons
  • Reduced helicopter health to 5000 (was 15000 before)
  • Increased possible slide distance
  • Increased locomotion speed for Slide_Controller
  • Updated map chud to recent workshop submission
  • Added chud for Deathmatch and Gun Game
  • Updated hatfields_n_mccoys to recent workshop submission
  • Added hatfields_n_mccoys for Deathmatch, Classic Deathmatch and Gun Game
  • Updated
  • Added experimental map Floating Islands (by Dogtato)
  • Added experimental map Mountain Top (by Grounder)
  • Damage screen is now fading instead of appearing and disappearing immediately
  • Humvee featuring 4 seats now
  • If an inventory bubble is occupied the current content of the slot is now placed on the table instead of the content that is meant to go into the bubble
  • Killing a vehicle is now correctly respected in scoring and also allows you to gain multiple kills due to the passengers
  • Humvee is featuring a horn now. Press Application Button (B and Y on Oculus) while steering.
  • The parachute release handle shows up much earlier now

Fixes



  • Attempt to finally fix re-voting issue in Virus Infection mode
  • Attempt to fix confusing "Fight" shoutout before map changes
  • Attempt to fix invisible player issue after leaving a vehicle
  • Fixed some locomotion glitches in Station and Vertigo
  • Fixed an issue that made guns feel like they are "effected by wind during movement" (was made aware of this issue by a recent game review. Thanks!)
  • Fixed an issue with slide locomotion being blocked by killed AI
  • Fixed an issue that did not allow for all possible pistol attachments in Time Shooting and Holo Gun (you need to use the Pistol Sight Rail to make use of most of them!)
  • Fixed incorrectly scaled smoke particles in distance
  • Fixed an issue when smoke particles have only been simulated in local space
  • Fixed some typos in tutorial
  • Fixed that you could get stuck when entering some containers in Shipyard
  • Fixed an issue that allowed to mount multiple silencers on the same gun
  • Fixed an issue that allowed skipping weapons in Gun Game
  • Fixed misaligned laser sights in Gun Game for M9, G22 and 1911

Riverhead Forest



  • Made difficulty progression a bit faster/harder
  • Placed some attachments on the ground
  • Added weapon SMLE3
  • Added weapon Deagle

Have a nice day!

Multiplayer compatibility: Due to changes in the netcode this version is not compatible to old versions in multiplayer anymore.

Anniversary + Sale

Hey guys,

I guess you might have noticed already that the game is currently on sale. Why? Today is the anniversary of the official game release on Steam! Concluding that I have been working on this project alone for way over a year already. Very hard to believe that a year has passed so fast, I know.

I'm very thankful for the great community we got and that you have been sticking to this project for so long.

Thank you all for your support. Without you guys the game would not have progressed so much!

I wish you all a nice weekend and I hope you are all safe and healthy.

I would like to point out that TribalInstincts is having a VR charity live stream for some of the people who haven't been so lucky recently:
https://www.youtube.com/watch?v=kA8HA_qfOgQ
Stay tuned and stay safe :)

Patrick

Update 45

Hey guys,

I got another update for you. I added the PPSh-41, Thompson and AA 12 to the multiplayer mode and also fixed a bunch of issues including fixing a very old issue of guns shooting once when respawning in the loadout room. Scopes should be more accurate now as well and weapons should work more reliable while being inside a vehicle. I also updated some of the vehicle maps :)

You can also eject the shells on the Revolver by pointing the barrel up and making a tiny down movement now. Concluding that dual wielding should be a bit easier now.

Let me know how this works for you !

By the way I recorded a video about how some weapons work internally a while ago. The video is a bit longer but should give you some more insights if you are curious:
https://www.youtube.com/watch?v=OFlrPvpIWX0
Have a nice weekend :)

Multiplayer compatibility: Due to changes in the netcode this version is not compatible to old versions in multiplayer anymore.

Progress on the next update

Hey guys,

I'm sure some of you have already been wondering when the next update is about to hit. In some recent patch notes I mentioned that I want to move away from the weekly update schedule to allow me to play around with features that are a bit more involving and that could not be fit in a weekly update schedule. Thats exactly what I'm currently doing and it will take a while but I'm sure it will be worth it.

Just wanted to highlight this again in case you missed it in some older patch notes. Maybe you also want to join the official Discord channel to become even more involved and to also receive more updates on upcoming features: https://discord.gg/DTQAw69

Have a nice weekend :)

Update 44

Hey guys,

I got a tiny update for you. I added a new testing map in "Experimental" called Grand Theft. It really is very experimental but it features a car beside the helicopters that I also improved a bit.

Furthermore mrtokyo updated Shi Tpa Town and I put the new version in the game now. The updated map is much bigger and I will add the new car to it very soon ;) However I'm a bit afraid that there is way too much stuff in the map now and that performance could suffer. Please let me know if you are experiencing performance issues in the updated map because mrtokyo will need to optimize it a bit more then :)

If you are using Snap Turning on the Rift you will now be able to drop a magazine using A and X on your Touch controller. To change the fire mode you can just click in the stick in the center. Concluding that this should allow you to play the game even better now. There also was a request to add smooth turning and you can activate that on the locomotion settings on page 2 now as well.

For the next updates I might want to take myself a bit more time :)

Thank you guys! Have a nice day :)

Multiplayer compatibility: Due to changes in the netcode this version is not compatible to old versions in multiplayer anymore.

Update 43 - Stability improvements

Hey guys,

here goes another update :)



Originally I wanted to take my time with this update but due to the reported stability issues since the last update I had to take action immediately. This update is very huge because I migrated the project yet again to a more stable Unity engine release and also made some changes in my own codes. Furthermore I had to touch every single scene in the project to fix some lighting issues (took me 3 days if you are curious).

I really hope this update gets rid of the stability issues. Please let me know if you are still experiencing crashes or other stability issues. You can always send me logs, bug reports and so on via mail: info@koenigz.com

Of course, this update also brings you other fixes and improvements. Fire selectors and bipods are now animated and more immersive. Objects located in your inventory are by default not interactable anymore. If you liked this feature in the past you can toggle it in the settings again. However it should be a lot more responsive, easier and more reliable to use especially for beginners in the default setting. For weapons I also added a requested harness feature. Just place a weapon in one of the bubbles and hover over the bubble with an empty hand. Now press the touchpad and it will turn green. If you pick this weapon and drop it, it will automatically return to your inventory again. Giving you even more flexibility how your inventory should behave. :)

Last but not least I noticed that the bots did not correctly respect the field of view values I gave to them. Resulting in way too responsive bots especially in easier difficulty levels. This has been fixed. Furthermore I gave them some more awareness if they are under fire. Concluding they should be a lot more fair but still more challenging especially in harder difficulty levels now.

Changes



  • Hopefully fixed game crashes
  • Made inventory more forgiving and responsive (can be changed to old behaviour in settings)
  • Added weapon harness feature to inventory slots
  • Fixed some bot issues (not correctly applying limited field of view)
  • Made bots more aware when being shot
  • Polished some interaction visuals (bipods, fire selectors)
  • Added some more haptic feedback
  • Some other fixes and improvements


As always l'm looking for your feedback and just let me know if you are experiencing any issues.

Thank you guys for your patience :)

Update 42

Hey guys,

here goes another update :)


This time bringing you a new map called redox. I also figured that some of you consider the recent shipment replacement to be a completely new map because it feels and plays completely different. Thats why I renamed it to shipyard now and also added back the original shipment map. Some of you did miss it and I hope that makes sense and also makes you guys happy because thats what I want in the end :)

This update is rather huge because I migrated to a newer Unity engine version and I'm also preparing some other stuff in the background as well. :)

If you encounter any issues or weird behaviour please tell me.

Changes



  • Added new map redox
  • Optimized parachute release handle
  • You can now cycle the bolt via touchpad right click when bipod is engaged
  • Fixed some weird heli issues
  • Attempt to optimize FG 42 interaction
  • Updated mrtokyos shi_tpa_town map to the most recent workshop submission (it also is featuring two helis now!)
  • Fixed sight inaccuracy on AK5C, MP5, TT-33 and Luger
  • Optimized snap turning a bit and also moved all those options to Locomotion category
  • Added Force Standing option for people who need to sit down while playing
    (this always renders you in standing position for other players but allows you to move at full speed at least)
  • Fixed annoying reflection on red dot sight
  • Attempt to make map change more smooth in Virus Infection
  • Fixed fire selector visuals for M16
  • Bow arrows can penetrate glass easier
  • Fixed a weird suicide issue when playing the game in Mixed Reality
  • Tons of other tiny fixes and improvements


Due to the changes to the locomotion options you might need to adjust some settings here again. Just open the Locomotions options and check if all is still set to your liking.

The next things I will be working on are even more improvements and fixes, new weapons and also starting to test some COOP (probably starting with a shooting range). I'm also looking forward to leave Early Access soon to highlight the stabilitiy of the game. :)

Thank you guys!

Have a nice day :)

Multiplayer compatibility: Due to changes in the netcode this version is not compatible to old versions in multiplayer anymore.

Update 41

Hey guys,

here goes Update 41 :)

Shipment overhaul


This time bringing you a complete overhaul of the map shipment created by Daniel Webster.
He has done an awesome job and the map is very immersive and nice looking.




New weapon FG 42



Furthermore I noticed that we lack a real paratrooper weapon now that we got those! Thats why I added you a very shiny and new FG 42. This weapon is very rare and you could expect to pay at least $ 250,000 for the real thing. Don't be confused that the gun is shooting from an open bolt (full auto) or closed bolt (semi auto) because that is by design. Just pay attention to it and you will see how it is cycling. I also want to highlight that I put a lot of love into all the guns in the game. The next time you rack the slide on a gun try to do it slowly and watch carefully how it chambers a round. They are not black boxes firing bullets but there is a lot more sense to all of them. Just saying.

Parachuting improvements


Some of you have been right that the way how you activate the parachute at the moment is closer to Mary Poppins than to the real thing. I never used a real parachute (and probably never going to) but I actually know the Mary Poppins movie... Ooooops.

Anyway I changed how you activate the parachute now. If you look down you will see the handle for it in the area where the radio is located as well. You can just grab it and pull it. The direction doesn't matter anymore but you need to pull it far enough. Thats all.

Update 40

Hey guys,

here goes another update. This time bringing you a parachute and two experimental helicopter testing maps. The helicopter has been available in a secret scene for a while already but I figured that testing it in public is more fun and will help to find issues even faster.





To test the helicopter host a new game and select the "Experimental" category. You will find a Team Deathmatch and Capture The Flag heli testing scene.

To activate the parachute you will need to be falling for a moment. You will see a release handle then that you need to pull. Don't wait too long as the parachute needs a moment before it can deliver the full brake power.

I'm well aware that those features are not for everyone. However sniping people out of the air is very satisfying and a lot of fun. Always try to snipe the people inside the helicopter. Shooting the helicopter with bullets deals damage but is rather inefficient. Shooting the chute has no effect at all because that would be very cruel and kill the fun as well.

Please keep in mind that the heli is still in the experimental category for a reason. Issues should be expected.

Changes



  • Added new pistol TT33 for multiplayer (was in single-player before)
  • Fixed an issue when bots have been visible in loadout room
  • Added two helicopter testing maps
  • Added parachute
  • Added bolt lock to Vec
  • Optimized sight and scope zeroing to fix some issues with the canted rail attachment and to increase overall accuracy
  • Fixed an issue that potentially jammed weapons
  • Fixed some potential sound glitches
  • Fixed an visual issue in the bolt cycle feature (touchpad right for bolt-action rifles)
  • Added new option to rotate playspace that allows to use the touchpad/sticks to rotate
  • Fixed some AI issues in single-player
  • Some other minor fixes and improvements


Have a nice weekend. Enjoy :)

Edit: Some issues have been found (sight tilting with weapon, parachute being unreliable and heli broken on xctf_heli_test) that I already fixed in a follow update. However Steam seems to have issues delivering updates at the moment. I hope you will receive those updates soon...

Some fixes for Update 39

Hey guys,

I just published an update to fix some stuff that has been found so far:

  • Fixed a shotgun issue in Gun Game
  • Fixed M16 missing in Gun Game
  • Fixed some of the new weapons spawning with multiple attachments in Gun Game
  • Fixed some possible map exploits in vertigo, industrial, rats
  • Fixed not working flashbang
  • Reduced recoil for the AUG A3
  • Fixed some situations when a bot kill did not add to the score


Let me know if I missed something. :)

Enjoy!