Hot Dogs, Horseshoes & Hand Grenades cover
Hot Dogs, Horseshoes & Hand Grenades screenshot
Genre: Shooter, Simulator, Indie

Hot Dogs, Horseshoes & Hand Grenades

Update 117 Experimental 2 is now Live on the Experimental Branch!



Howdy folks!

At long last we have another Experimental Build for the Update 117 cycle. This Update introduces a new (WIP) scene called the Qualification Range. This Sandbox scene differs from most of H3's other Sandbox scenes in that there are ambient Sosigs that have a multi-state behavior scheme. The first behaviors we've gotten working are a loop between grabbing a lane to shoot at, and returning to an Ammo station when they run out of ammo. The plan is to add a few more to these to create a more organic and lively range simulation.

Beyond that, this update includes a bunch of enhancement to the Destructible door system designed to generalize their behavior. Patrols spawned in the Grillhouse scene drop keys for the doors, the reset buttons are back, and a bunch of things are moving into place that will allow modders to start adding Destructible door to their maps (starting next week).

Anywho, if you'd like to see what else has changed check out the devlog above. As always, leave a bug report in the bug reports section of the forum or discord if you run into issues!

Have a wonderful weekend!
-Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:


  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!


Full Changelog - Update 117 Experimental 2


Additions



  • Added New WIP Scene: Qualification Range
  • Added New Melee Weapon: Brown Bess Bayonet
  • Added 8 Door Keys to the Item Spawner
  • Added the last six Dynamic Furniture items that’d been in the queue (Clothesracks, Shopping Cart, Table with Casters)

Changes:



  • Options Panel, Ammo Panel, Scene Fight Panel and Outdoor Sosig Fight Panel all now have visually toggling lock/unlock buttons
  • Destructible Doors now spawn Initialized to a set of lock-key types determined by the scene (4 currently in Grillhouse 2 Story)
  • Sosigs Set to Guard & Patrol in a scene that uses the ScenePointController now randomly drop valid door keys when their torso links are popped.
  • Sosigs in “Idle” and “Pathto” states will now actually talk.
  • All Pipscope internal settings are now serialized when saving them as attachments.
  • Changed Hierarchy handling for attachments that SHOULD increase performance in some cases for large numbers of attachments.
  • Reset Windows & Doors buttons are back on the Scene Fight Panel!
  • When a door initializes, it now initializes to a random key-type if it has a lock
  • Stevens 124c now has a suppressor mount.
  • Brown Bess now has bespoke mount for its Bayonet
  • Brown Bess now has large foregrip volume allowing for grabbing it closer to the muzzle

Fixes:



  • Fixed incorrect generation params for Laser attachments in Take & Hold. Those pools will now only return picatinny attachments.
  • Fixed edge-cases where a held object in a Slingshot could become invalid and break the slingshot.
  • Fixed Point To Teleport map on Scene Panel (i think?)

Update 117 Experimental 1 is now Live on the Experimental Branch!



Howdy all!

Have a slightly earlier in the day Devlog and Update for y'all today, as we've got another great VR Dev friend in town from the other side of the world, and we're goin Shootin!

For this week's update we've got the return of some destructible furniture I'd be playing with ages ago and never finished. There's still a bunch of tuning to be done with their physics behavior, but they are now actually fully integrated with the game's item database and spawner (I royal pain in the meat for 60+ objects). You should expect the grab/movement feel of these to continue to change as I dial them in and experiment.

Anywho, I wish you all a WONDERFUL weekend. We'll be back next week with more work being done to finish and fix save/load of complex object types.

Peace,
Anton


TO PLAY THE NEW BUILD FOLLOW THESE STEPS:



  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!


Full Changelog - Update 117 Experimental 1


Additions


  • (re)Added Over 60 Destructible pieces of Furniture

Changes:


  • Ammo Boxes now have their type property serialized, and are now configured at the correct moment (hopefully) in the load process to make them spawn correctly. PLEASE LET ME KNOW IF THEY BREAK FOR YOU

Fixes:


  • Fixed some oddities with serialization order

Update 116 Patch 2 is now Live!



Howdy All!

Have a proper build for you folks this week. My main focus was on clearly most of the bugs out of the backlogs that had accrued since the beginning of the year, but circled back to an item I'd started implementing last November, an Object Slingshot! This device is SUPER openly implemented, meaning basically any physics-active object that you can pickup can be fired from it, at the cost of that looking a bit janky. Shurikens, grenades, tippy toys, swords, guns, a sosig head, anything really!

I'm still tweaking some things on it, and I'm sure y'all will find a couple ways to totally break it that will need fixing next month. Hope you enjoy :-)

Peace,
Anton

Full Changelog - Update 116 Patch 2


Additions


  • Added New Weapon: Slingshot (Found under Exotic Weapons)

Changes:


  • The Mortar Now Provokes full sonic/visual explosive reaction effects if the player fires it while their head is above the plane defined by the muzzle.
  • [Bullshoot] Added ‘Go Back One Room’ button to Scoreboard to prevent soft locks on some difficulties
  • Updated the Item Manifest for the Item Spawner for the “new in X Update for U113-U116

Fixes:


  • Fixed missing Audio Impact Controller on Shuriken
  • Fixed horizontal alignment on BOYS AT rifle
  • Fixed M203 mount geo on XM177e2
  • Fixed orientation calculation for Mortar concussion effect on firing
  • Fixed Arbiter 2 not having all hammers cocked in Streamline Control Mode. Note that if you are running a mod that touches the BreakActionWeapon.cs file and replaces the UpdateInputAndAnimate method, that mod will need to be updated to contain this fix.
  • Fixed broken metadata reference on Sosiggun PSG1
  • RGO impact fuse now correctly ticks down after lever is released, even when held. Note this makes an RGO (correctly) MUCH more dangerous to cook before throwing
  • [Boomskee] Fixed incorrect metadata for description of some grenades, and the multiplier display not updating until a score occurs after’
  • Fixed CZ52 Safety Orientation
  • Fixed broken NTW20 scope menu trigger (it is now correctly layered, and larger)
  • Fixed metadata on 1891 mosin
  • Fixed slide trigger collider on CZ52
  • Fixed piece alignment on Twelve Glouge
  • Fixed M1900 last round behavior

Update 116 Patch 1 is now Live!



Howdy All!

Hope you've all had a pleasant holiday! I am still very much recovering from mine, but decided it would be fun to toss y'all a couple UTTERLY CURSED STUPID GUNS to start off 2025 RIGHT (to go with all the little bug fixes that were needed for this year's Meatmas guns).

I hope you all enjoy/loathe these as much as I have. Cy'all next week!
Peace,
Anton

Full Changelog - Update 116 Patch 1


Additions


  • Added New Firearm: Glem 1 Glarand [9x19mm]
  • Added New Firearm: Mac 11 Ripcord [.380Auto]

Changes:


  • The Mortar Now Provokes full sonic/visual explosive reaction effects if the player fires it while their head is above the plane defined by the muzzle.
  • [Bullshoot] Added ‘Go Back One Room’ button to Scoreboard to prevent soft locks on some difficulties

Fixes:


  • Fixed broken piece in HR Handy Gun
  • Fixed P12 Virtual Stock point
  • Fixed M1900 hammer animation
  • Fixed BoysAT ejection direction
  • Fixed Popgun being missing from item spawner
  • Fixed Popgun gravity setting
  • Fixed metadata on KS23
  • Fixed metadata on PVS-2
  • Fixed broken P12 rails
  • Fixed collision on barrel of XM177e2
  • [Bullshoot] Fixed a number of UI display and sequencing bugs

Update 116 - The MEATMAS DAY Update - is now Live!

Howdy All!

It's THAT TIME OF YEAR AGAIN. That's right. The Meatmas Day update is now LIVE. Jump on into the Meatmas Snowglobe scene and unbox your toys! We're happy to have an upgraded unboxing experience this year, as the gifts can be found wrapped in our new Item boxes, complete with cardboard pull-tabs and packing peanuts :-)

As for the gifts themselves, please note that a few were SO UTTERLY CURSED that they were SHUNNED by the tree itself, and have been hidden around the scene instead. You have to go find them :-)

Anywho, It is almost 2am, and I've been working away on this update since I woke up yesterday, so I will leave you to your presents. All of us at RUST LTD. wish you and yours a Meeeeeeeerrry Meatmas and a Happy New Year!

Peace,
-Anton

Full Changelog - Update 116


Additions:


  • Added A Whole Bunch of Gifts To Unbox In The Meatmas Snowglobe Scene!

Update 115 Patch 2 is now Live!



HOWDY folks!

Have a quick patch build for y'all today, adding some extra mode options to BULLSHOOT, as well as the vaunted TWELVE GLOUGE.

REMEMBER, that Meatmas is almost upon us. The Meatmas Day build of H3VR will go LIVE on Dec 25th, sometime around 1am-2am PST. Your presents will be located in the MEATMAS SNOWGLOBE scene. Please note this will be a sizeable download due to the asset bundles being updated, and the Meatmas goodies spanning many weapon types. So make sure to leave your Steam open overnight set to automatically download updates!

All of us wish you a WONDERFUL Meatmas, a happy, healthy, hearty holidays, and hope you all enjoy this year's toys :-)

Cheers,
Anton

Full Changelog - Update 115 Patch 2



Additions


  • Added New Firearm: Twelve Glouge 17 [12 gauge] with 17 rnd Mag & 50 rnd Drum
  • [Bullshoot] Added New Run Options: Failure Mode, Timer Mode, Sequence Mode, Narrator Mode

Changes:


  • [Bullshoot] End Run Screens now display mode options

Fixes:


  • Fixed a couple small Bullshoot Glitches
  • Fixed Lee Enfield Mk Ruined grip trigger
  • Fixed speeling error in Bullshoot Endgame menu

Update 115 - The BULLSHOOT Update - is now Live!



HOWDY FOLKS,

I hope you're all well rested, stretched, limbered up, and ready to GO because BULLSHOOT, our latest Horrible Wonderful Game Mode is now fully released. It's 15 Chapters of devilishly constructed challenges that will test your Firearm Knowledge, Operational Agility, Problem Solving, Fitness, and pure patience.

You can think of it as like drinking H3VR, and all its wacky weaponry, everything it asks from you, from a firehose. I look forward to seeing if anyone manages to speedrun it (and not just fall over and expire in the process).

ANYWHO, we hope you enjoy this latest torture session Game Mode, and will now return to prepping for MEATMAS festivities. We still have an update planned for December 25th, a whole pile of goodies that will be under the tree in the Meatmas Holiday Snowglobe scene. Until then!

Peace,
Anton


PLEASE NOTE: If anything broke with your mods due to last minute changes by myself, you can REVERT TO UPDATE 114 by selecting it under the 'betas' tab in properties in Steam, and run that branch until any necessary fixes/updates are made

Full Changelog - Update 115



Additions


  • Added New Game Mode: BULLSHOOT - 15 Chapters of Shooting Challenges, Puzzles and Rage!

Changes:


  • Added SosigEnemyConfig IgnoreWeaponNecessity toggle in for making easier Civvie Sosigs (mostly for modder)
  • Tweaked Melee damage on an assortment of objects
  • M76 now realistically drops bolt when empty magazine removed and bolt is locked to the rear.
  • Fired Rounds in Chambers now glow under thermal vision

Fixes:


  • Fixed a whole bunch of (very old) materials
  • Fixed and tweaked a few things about Random Gun Spawning Button
  • Fixed Incorrect quickbelt orientation for Airgun and Jackhammer
  • Affixment point for attachments on A4 Carryhandle Sight and Canadian Carryhandle Sight corrected
  • Fixed Medigun no longer healing sosigs after recent Meat Fortress IFF changes
  • Fixed Display Name for .38 special speedloader
  • Fixed Color on F1 Grenade Icon
  • Fixed missing damage on MK211
  • Fixed LC22R being able to be manually cocked
  • Changed Round Cookoff behavior
  • Fixed Ferryman mag identifier

Update 115 Experimental 2 is now Live on the Experimental Branch!



Howdy folks!

Hope you're all having yourselves a Wonderful first weekend of December. I am still on the mend after a month of illness, but have managed to create another 5 whole sections of ABSOLUTE BULLSHOOT for ya. Along with the new content, the game mode now has a proper main menu, save, quit and resume functionality. The mode tracks the best time you've managed for each chapter, and allows you to start new runs from any chapter you've unlocked! Once I get the final chapters in next week, I'll add in overall run time readouts and score-tracking, for those of you (masochists) who want to Speed Run the whole mode!

Anywho, hope y'all enjoy(or hate) the new hijinks!

I'll see y'all back here next week!
Peace,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:


  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!


Full Changelog - Update 115 - Experimental 2


Additions:


  • [Bullshoot] Added 5 More Chapters to Bullshoot! (10 in all now)
  • [Bullshoot] Added Main Menu System
  • [Bullshoot] Added Save & Quit, and Resume Run functionality
  • [Bullshoot] Added Chapter Select functionality, best times for each chapter.

Changes:


  • M76 now realistically drops bolt when empty magazine removed and bolt is locked to the rear.
  • Fired Rounds in Chambers now glow under thermal vision
  • [Bullshoot] Removed some of the interstitial rooms, as chapter-breaks now function differently.

Fixes:


  • Fixed Incorrect quickbelt orientation for Airgun and Jackhammer
  • Affixment point for attachments on A4 Carryhandle Sight and Canadian Carryhandle Sight corrected
  • Fixed Medigun no longer healing sosigs after recent Meat Fortress IFF changes
  • Fixed Display Name for .38 special speedloader
  • Fixed Color on F1 Grenade Icon
  • Fixed missing damage on MK211
  • Fixed LC22R being able to be manually cocked
  • Changed Round Cookoff behavior
  • Fixed Ferryman mag identifier

Update 115 Experimental 1 is now Live on the Experimental Branch!



HOWDY folks!

I hope you're all having a pleasant long Holiday Weekend. I am only just managed to drag myself out of ground illness-wise, and have dragged with me a zany idea I've had bouncing around my head for ages, called BULLSHOOT. It's a puzzle-shooting game in the spirit of games like Wario Ware, Impossible Quiz and Getting Over It. Hopefully, it is exactly the right amount of unfair.

I'll be continuing to add more rooms to it, as well as some features for Speedrunning and High Scores over the Holiday month. More details in the devlog above about what to expect from H3 this Meatmas!

I wish you all a safe and healthy weekend!
Peace,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:


  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!



Full Changelog - Update 115 - Experimental 1


Additions:


  • Added New Game Mode (WIP): BULLSHOOT (Puzzle-Target Shooting Game)


Fixes:


  • Fixed and tweaked a few things about Random Gun Spawning Button

Update 114 Patch 2 is now Live on the Experimental Branch!



Howdy All!

Have a small but ridiculous update for y'all today, as I slowly march towards recovery (on day 5 of a nasty cold boooo). While wrapped in a blanket, I managed to get a long-requested feature done this week though, which is a RANDOM GUN button for the Item Spawner.

This system selected a random gun from the game's selection, and then attempts to place attachments on it in a reasonably correct way. It does iron-sight pairing, tries to place things in the primary part of rails, and won't place duplicates of things like bipods, foregrips and attachable weapons, to prevent issues that can arise from overlapping trigger colliders. It will.... most certainly build plenty of things for you that are COMPLETELY CURSED.

So please, by all means, if you get something utterly gnarly out of the system, post a picture of it to the Steam Community here :-)

Anywho, hope y'all have a wonderful weekend, and we'll have more for you soon.

Peace,
Anton

Full Changelog - Update 114 - Patch 2


Additions:


  • Added New System: Random Gun Button for Item Spawner


Fixes:


  • Fixed a bunch of internal player damage events not being properly routed to the updated event which uses an incoming IFF
  • Fixed issue causing turrets in Return of the Rotwieners attack -everything-
  • Updated and fixed Tec9 Item Spawner Icons