Update 114 Patch 1 - Guns of SULFUR Collab - is now Live!
Howdy All!
I know we JUST dropped a huge update on y'all, but we have one more barrel of fun toys for you folks this month, which is a bunch of guns from an upcoming Indie game I'm super jazzed about, called SULFUR, which is out on MONDAY.
The devs behind it are wonderful fellows, and I met them almost 2 years ago at a game conference two years ago, and we connected over our love of INCREDIBLY CURSED GUNS. It only felt write to bring a few of their stranger creations in H3 and see how they feel in VR. I hope y'all enjoy them.
If your interest is piqued from the collection, hop on over to the steam page for SULFUR here, and give em a wishlist! Sulfur Steam Page
Peace, Anton
Full Changelog - Update 114 - Patch 1
Additions:
Added New Firearm: Dirk 38 (.38 ACP)
Added New Firearm: Balthazar (5.56x45mm)
Added New Firearm: Arbiter 2 (12 gauge)
Added New Firearm: The Ferryman (.50 BMG)
Update 114 - The Night Vision Update - is now Live!
HOWDY FOLKS!
At long last (and a day later than planned), we have for you, the full release of Update 114 - The Night Vision Update. This... was not originally going to be this large in scope or long in development of a feature update, but as with many things H3, we got very lost in the weeds of simulatory bliss, and ended up improving many sides of the games that Night Vision intersected along the way.
For that reason and more, we have a just BANANAS sized changelog below, covering everything that's gone into the game in the past 3ish months and is now on Main Branch. I wanted to take a moment to highlight a few of them, in case you haven't been following along as we've been working. I've linked the relevant devlogs below that focus on each feature the most closely:
Night Vision & Thermals
The core focus of this Update cycle, and the lion's share of the work, went towards Night Vision and Thermal Scope systems. This has been long requested, and long placed in the 'that would be cool, but it isn't feasible/time efficient to implement'. Well... time efficient it was not LOL. It took some significantly changes to the game, visual effects, a little love to most scenes to make this feature set happen, and most centrally the studious patient obsessive research by our collaborator and Night Vision expert Ole. There are now 4 sets of Night Vision Goggles in Game, 1 set of Thermals, and about half a dozen Night Vision and Thermal Scopes. The system has been architected with our mod community in mind as well with some incredible tooling designed and built by Ole, so those of you who load a hundred-bajillion mods into the game will likely be seeing new NV options coming to your modlists.
Sosig AI Improvments
The funny thing about making scenes in the dark, is that your game AI need to be able to tell they're IN the dark for that to really work. You would have thought I would have realized this like... right at the beginning.. but nope. Got like weeks and weeks into this update before I went "Oh crap I need to make the Sosigs see light and dark. It.... was not fun. BUT IT WORKS. So now Sosigs, in all scenes, have their vision attenuated by darkness. Sosig NVG equipment (or being a monstrous Zosig) grants them night sight (but a greater sensitivity to blinding events). We're still tuning the exact balance of this, just FYI, but it is mostly working as intended now.
Ammo Boxes
Another feature request from loooooooooooong ago, that has finally been fulfilled, that actually existed in the EARLY days of H3 and was abandoned for a host of perf and work reasons, is Ammo Boxes. These semi-procedural containers work for all ammo types, and have a bunch of sweet features. This system isn't 100% done yet, and it still has a few limitations I'd like to clear, related to capacity, but they have already radically changed the Take & Hold Limited Ammo experience, and I want to sprinkle them into some of the other existing structured play contexts of the game.
Lasers & Flashlights
While working on darkness, and night vision, it didn't make sense to pass up an opportunity to refactor illumination tools in the game. So flashlights got a ground-up rebuild, including features for IR illuminators you can only see through Night Vision. The game's Laser systems were also wholesale replaced and now have visible beams (where appropriate) and IR-visible options. The lasers ALSO zero-to target distance, allowing them to be significantly more useful tools at range. Do note that lasers integrated into existing guns haven't been migrated to these systems juuuuuuust yet.
Meat Fortress
And lastly, the Meat Fortress update we've been promising all year has arrived. 4 new Player Guns. The arsenal the Meat Fortress Sosigs have access to has more than doubled in size, and they've been given some behavior updates to make them play at a faster pace. Along with this, SNACKSTON HALE! has arrived, the Meat Fortress themed Take & Hold character. He's a vicious challenge (we recommend turning your health up when playing him to start for sure) and the perfect fusion of TF2 and H3VR wackiness.
In Conclusion
SO that about does it! This has been a truly exhausting Update cycle to get out to you folks. It wasn't the road we were originally planning to follow through the summer and fall (when is it?) but I'm overjoyed at the result. As always we'll be watching the bug reports sections of the Steam Forum here, and our Community's Discord to see where we've inevitably messed up, and patch as necessary over the rest of the month.
We hope you have as WONDERFUL of a time playing Update 114 as we've all had making it. Have a great of your weekend folks!
Peace, Anton
IMPORTANT REMINDER FOR MOD-USERS
This update cycle introduced some MAJOR changes. You WILL need to update your mods. Some will NOT be ready for you today (H3MP I believe is waiting for full release to do the work their need due to how intensive that often is). PLEASE be patient with mod-makers. Run unmodded for now, OR you can switch back to Update 113 under the beta branches tab in Steam.
Full Changelog - Update 114
Major Updates:
Added Device Support: Quest 3s (should now correctly be detected)
Added Ammo Box System: All cartridges can now be spawned in Ammo boxes (which are modified Magazines under the hood).
Added New System Set: Night Vision & Thermal Rendering
Added New System Set: Accurate Lasers & IR-visible lasers and illuminators
Additions - Firearms, Tools & Toys:
Added New Firearm: BARbine [.3006 Springfield]
Added New Firearm: Mosin M38 Cursed Left-handed Version (Blame Zan)
Added New Firearm: Lee-Enfield Ruined (This one is RedSamus6’s fault)
Added New Firearm: Wasp Shotgun [12 gauge short] (fictional)
Added New Weapon: M3 Carbine with Integrated Early NightVision Scope
Added New Weapon: G17 Switch
Added New Firearm: M231 Firing Port Weapon
Added New Firearm: Big Franking Fifty (.50 BMG)
Added New Attachment: AGRattle19 Thermal Scope
Added New Attachment: PVS7 Scope
Added New Attachment: PVS30 Scope
Added New Attachment: Hunt35 Scope
Added New Attachment: SKT-IR Scope
Added New Attachment: T12 “”“Scope”””
Added New Night Vision / Thermal Goggles: PVS-7, PVS-14, PVS-31, GPNVG, T7 Thermal Goggles
Added New Utility Object: Handheld Thermal Camera
Added New Weapon: 6 Pounder Field Cannon
Added New Melee Weapons: Cannon Spongeram & Scraper
Additions - Scenes & Gameplay:
Added New Scene: Spooky 45
Added New Scene: Dark Duney Range
Added New Scene: Grillhouse At Night
Added New Utility Item: Scene Fight Panel (Replaces panel in Grillhouse. This panel will eventually support more Sandbox scenes) This panel has dramatically more options, but interfaces with authored areas and points in a scene to allow for structured play. It is saved like any other item in a Scenario.
Added New Sosig Shirts: Bowling Shirts, Tanktop, Tubetop, FrillShoulderBlouse, LooseVBlouse, Dress Shirts, TONS of graphic TShirts
Added New Sosig Hats: Derby, Floppy Hat, Headband, Headwrap, HuntingHat, SkullCap, SummerHat
Added New Sosig Pants: Hotpants, Yoga Pants, Pleated Dress Pant
Added New Sosig Outfits: Pajamas, 90s workout outfit, BlazerSkirtCombo, Sales Uniform, Fast Food Uniform
Added a bunch of Other Sosig Outfit pieces and didn’t keep track of it because THERE ARE SO MANY THIS IS RIDICULOUS
Added New Sosig Head Icon State: Fleeing
Added New AI System: Perceptibility from Luminance (Distance visibility limited by darkness)
Added New AI System: Night Vision. Sosigs wearing Night Vision granting gear can see in darkness. Some ‘monstrous’ Sosigs (Zosigs) also see in the dark
Added New AI System: Blinding: Sosigs can be blinded by (properly registered) spot lights, such as from Flashlights with their brightness turned up at close range. Sosigs with Nightvision are more prone to this effect. PLEASE NOTE THAT BLINDING FROM FLASHLIGHTS DOES NOT STACK. IF YOU AFFIX MULTIPLE FLASHLIGHTS TO YOUR GUN THE ONLY THING YOU WILL DO IS NUKE PERFORMANCE AND GLITCH THE RENDERING OUT. PLEASE ONLY USE ONE FLASHLIGHT AT A TIME.
Additions - Systems & Rendering
Added New Functionality to Flashlights, including Intensity Cycling, and a seperate interaction for Light Width.
Head Mounted Night Vision goggles now have interactive setting menu that can be used to change their profile and color options
Added photocathode parameter to night vision definitions to approximate spectral response of various devices
Added phosphor type list to night vision definitions to specify night vision colors per tube/generation
Added resolution parameter to night vision definitions to simulate devices with lacking resolution by adding a slight blur
Added subpixel rendering for thermal displays when viewed close enough
Added Functionality to Ammo Panel to spawn Ammo boxes
Added Functionality to Take & Hold Ammo Spawning Panel to spawn Ammo Boxes
Added systems for streaking and burn-in for night vision devices
Added systems for edge blur and high-light blur for night vision devices
Added New Options Page: Scope & Night Vision Settings
Added Light Switch to Indoor Range, allowing Light toggling
Added System for NightVision Rendering Material Overrides (so certain components don’t blow out auto-gain)
Added System for NightVision Sky Override to model how visible the Stars can be under NV even when not apparent at visible light levels.
Added a bunch of Thermal Tagging to tons and tons and tons and tons of prefabs.
Added New Option: Tracer Color Override with 16 presets
Additions - Meat Fortress:
Added New Take & Hold Character: SNACKSTON HALE!!!
Added New Firearm: Stonethrower [9x45mm Classic]
Added New Firearm: Noisemaker [12x22mm MC]
Added New Firearm: Vulture [10.1mm SHhhhhhh]
Added New Firearm: PasDeDeux [.58 UltraLongRifle]
Added New Sosig Weapons: Pistol, SMG, StickyLauncher
Added New Sosig Melee Weapons: Saw, Balisong, Pan, Bat, Wrench, Bottle, Kukri, Shovel, Axe
Added New System: Kill Scoring - All Sosigs (and the player) accrue tracked kills over the course of a round, and the round now ends when one team reaches the kill limit.
Added New System - Sosigs Playing Meat Fortress on Smeme: Each ‘player’ in Meat Fortress now has a randomly generated account name (from 1500+ names submitted by our WONDERFUL community).
Added New System - Game Chat Simulation: While playing, a goofy simulation of chat plays out between the Sosig players, shown in a chat window in the Spawn Room, and floating in front of the player (you can disable this if you find it annoying).
Added New Sosig Enemy Template Sets in the Meat Fortress Theme: Secondary (uses secondary weapon instead), Melee (uses melee weapon), Bot (Tougher Junkbot Enemy), Bot Melee (Junkbot with Melee Weapon)
Changes:
Top-break Derringers that flip upwards to open are now flicked shut by angular velocity in the correct direction
Changed Meat Grinder’s Illumination to be VERY VERY VERY dark instead of pitch black. This allows Nightvision to actually function.
Changed how AI Entities perceive each other when guns are being fired (including the player). Muzzle flashes now render a target fully visible momentarily. Suppressed shots accrue a -small- amount of visibility that can build up if sustained full auto fire is done.
Altered Grillhouse Scenes Sosig Spawning to Randomize placement in a more satisfying way
Grillhouse scene now Supports the Toolbox and Scene Saving
[TnH] Rebuilt Weapon Selection Tables for many Sosig Enemy Templates used in this mode so that a wider selection of Sosigguns now shows up. Relative difficulty should be largely the same, just more variety :-)
[TnH] Made Take & Hold Wrist menu dim while viewed through nightvision
[TnH] Scope Attachment Object tables now contain Nightvision scopes. Eventually a dedicated table will be added
Night Vision scopes can switch their actual profiles (physical parameters, capability, available colors, etc.)
Added correct display names to Sosig Enemy Templates that were missing them (these names will be used by various systems later)
Added Violet and Amber Color Lasers to Laser Attachment 1-5
Made Locomotion interface elements dim when viewed through Nightvision
Updated Proving Ground components to be properly visible under Thermal Vision
Adjusted the Order that Scope Options are displayed to prioritize more commonly used settings
Old-Timey Spectacles from Wurstwurld now work again!!!
Laser Attachment 1-5 now use latest systems
Compact Flashlight 1&2, Kleshflashlight, Scout Flashlight, Sureglow Flashlight & Tactical Flashlight now use latest systems.
Changed LaserLight Attachment System Controls. Short press now cycles mode. Long press toggles the menu.
Changed LaserLight Menu structure to be square format, to accommodate rotation.
Changed LaserLight Menu to auto-orient when enabled
Changed Standalone Flashlight Controls. Short Press Toggles it on and off. Long Press cycles intensity.
Friendly45 and Spooky45 scenes now have Navmesh and an AI Manager
Updated Glowstick to use slightly more modern coding, and be ‘AI perceptible’
Player’s Visibility in darkness is impacted by whether they have an active flashlight in their hand, or an activated flashlight on a gun.
Rebuilt Laser Attachments 1-5 to use new system
Rebuilt Tactical Flashlight
Rebuilt Standalone Flashlight
Muzzle Smoke Particles are now once again lit by flashlights, but correctly now.
Controller Models & Quickbelt Slots given alternate Night Vision materials (so they aren’t super bright)
Quickbelt Slots now no longer render under thermal vision
Replaced Materials on Many Impact and Smoke Particle Systems for better lit behavior
Changed a bunch of internal stuff with FVRFirearm rounds to enable cannon Hijinks.
Made Arizona at Night Scene SIGNIFICANTLY darker
Rewrote (made an unholy mess) a bunch of the impact fx system to allow synced override of impact spark effect to a custom color, to enable Tracer color overriding. Apologies to any modders who were calling this method directly from anything as the method signature has been changed. To get ‘default’ behavior simply append ‘false’ and ‘Color.white’ to your method call and behavior should return to what you expect.
Adjusted 30 carbine ballistics to make default scope zeroing more accurate
Altered Center of Mass of Comp Barrier Set to make them harder to accidentally knock over
Tractor Pistool now only regards static environment objects when doing placement casting. This allows for clipping physics-locked objects into each other more easily.
Refactored mag ejection on Bolt Action weapons to prevent errant magazine drops when laser grabbing them.
Changes - Meat Fortress:
Difficulty and reaction time of Meat Fortress Sosigs has been made more reasonable, while remaining fast
Rebuilt Item Spawner Entires for all Meat Fortress Weapons that use Magazines to give Magazines an explicit page, similar to how things work with ‘regular’ guns
Rebuilt entire team-handing system for Meat Fortress using more modern IFF code
Tuned, fixed and added OffMesh Links for Meat Fortress Scene using modern systems. WAY more jumps for the Sosigs to path on.
Changed MANY parameters for Sosig Enemy Templates for Meat Fortress characters to make them move and fight more dynamically.
Changed Meat Fortress pistol to being Semi-Auto
Buffed the Medical 180 and Rosie
Fixes:
Fixed incorrect parameters in many laser attachments
Fixed incorrectly categorized Sosig Clothing in their metadata
Made Sosig weapons properly register ‘visibility events’ to the player’s AI entity
PVS7 now correctly cleaned up
Added baked lighting to thermal rendering systems
Fixed incorrect rendering of thermal subpixel displays when rotated
Tweaked thermal refresh rate behavior to be less smeary at higher refresh rates
Fixed a TON of ammo box scaling and cartridge presentation issues
Snag Sanger now has magazine insertion sound
TnH auto-cleanup should no longer delete case contents
Fixed muzzle attach point on Wasp Shotgun
Light Switch in Indoor range now SHOULD swap scene low light flag fully
Fixed a bunch of visibility issues related to Thermals seeing objects, like smoke volumes
Fixed a bunch of Meat Fortress team and IFF bugs
Fixed a number of Itemspawner metadata bugs
Fixed a number of Ammo Metadata bugs
Fixed a bunch of Sosig Wearables missing a critical component
Fixed issue where Sosigs wouldn’t pick weapons up off the ground
Fixed LAM not affixing to Mk23
Fixed Ammo not being show in the correct order in Cartridge Boxes
ACTUALLY made Sosig NVG goggles impact night vision to them (whoops)
Various fixes to thermal overlay rendering for night vision/thermal fusion devices
Fixed resolution loss when looking at a low FOV optic through a high FOV optic
Fixed missing serialization code in Derringer Class
Made it so that stacks of rounds in quickbelt slots now properly serialize and deserialize
Fixed Makarov Sosiggun scale (being too big)
Fixed incorrect cartridge type on Makarov Sosiggun
Fixed NVscope visibility in spectator cam (i think)
Fixed various things being incorrectly visible in the NV scopes
Fixed issue where the incorrect shatter geo was used for Meat Fortress turrets of some teams
Fixed some null ref issues related to MF teams
Fixed some bugs relating to the MF Medic
Fixed issues with Stonethrower’s ejection port
Removed:
Stripped a WHOLE BUNCH of old scripts due to a horrible Unity Editor bug that limits the total number of unique monobehaviors that can exist in the entire project (in this old version of Unity). I had to tear out a bunch of stuff. Hopefully uuhhhhhh.. Nothing broke.
API Notes:
A major internal type/class safety check relating to ammo has been removed from the Vault System. This allows modded objects that alter ammo type to save/load correctly. HOWEVER, this means that the Vault will now attempt to spawn ‘broken’ ammo data. Meaning if you install a mod with a custom ammo type, save a gun/scene with it, remove said mod, and then attempt to load it, the Vault system will no longer attempt to error gracefully, as so unpredictable things may happen.
System for holding an interaction to auto-toggle a laser/light added. This is requires manual connection to the dependant interaction. A system for ‘switch’ attachments will be added soon.
Added ‘Item Box Override’ field to FVRObject.
CreditCost field in FVRObjects can be used to set an overridden base price for Contract Griller prototype. I will publish a list of example prices in the future for reference if you prefer to set one manually for a mod item, instead of have my auto-generation system do so (it does a good job for ~95% of things, and a terrible job on ~5%)
GM.CurrentSceneSettings.OnPerceivableSound now has an AIEntity variable at the end of its call.
Added recognition distances for Sosigs being threatened by allied IFFs,
Altered how Sosig AggroLevel occurs. Internal damage messages now spike alertness.
Added AggroSensitivityMultiplier to Sosigs. Raising this above 1.0 in a Config Template changes the speed that a Sosig begins Investigating (out of its base state) when AI events are processed.
Added EntityRecognitionMultiplier to Sosigs. Raising this above 1.0 in a Config Template changes the speed that a Sosig can go from any state (including Investigation) to a Skirmish state.
Added CombatTargetIdentificationSpeedMultiplier to Sosigs. Raising this above 1.0 in a Config Template changes the speed that a Sosig goes from perceiving a target, to
Made sosigs slightly more likely to clutch-panic fire.
Added a system for AIEntities to be in Auto-Threating, and Threat Suppressing zones. When set to utilize these, Sosigs in Auto-Threating zones will threaten sosigs that see them regardless of how threatening they ‘look’. This is still clamped by the threat perception range of the sosig. Additionally, sosigs in Threat-suppressing volumes will not be threatened by seeing or hearing threatening entities, or gun shots. Note that damage events can still aggro them.
Loaded held weapons can threaten aligned Sosigs. Quickbelt carried Large weapons can as well.
Added ‘Requires Top Cover Up’ option to Closed Bolt Mag Ejection Trigger
Item Box system is in the game, but not functionally accessible yet. IT IS NOT DONE DO NOT BUILD ON TOP OF IT
Ammo Box system is still a first-pass implementation. I need to redo it in the next week or two to make it more sanely extensible.
Added functionality for Open Bolt Dust Cover to play audio events
Added color filter for NVGs (to simulate wavelength filters on aviation NVGs)
Added feature to have renderers only show in thermal
Added camera relative rendering support to thermal shader
Fixed scaling/aspect ratio for thermals (I hope)
Fixed instancing for lit particle shader (maybe)
Might have fixed spectator camera issues for camera relative scopes?
Notes And Warnings:
CARTRIDGE BOXES DO NOT SAVE AND LOAD PROPERLY YET. DO NOT SAVE THEM IN SCENARIOS
Resetting Windows and Doors is temporarily unavailable from the Scene Fight panel (you will need to reload the scene). This will be migrating to a new place.
Lasers that are integrated into guns (2019 detective special, etc.) have not yet been migrated to modern laser systems. They will be at a later date
Notes To Modders:
Ammo/Cartridge Box system is NOT done yet. Do not begin any work related to it yet please. There are some major structural flaws to it I need to fix and didn’t have time to get to this week.
Update 114 Alpha 3 is now Live on the Alpha Branch!
HOWDY FOLKS!
We are here, a day late yes! But here with an update. After some terrifying computer issues came to a head (Intel 14th gen chip that needed a bios update apparently booooooooo) I was delayed from getting this out. Couldn't get the devlog to render without a crash. But all is well now, so we have this, and a MASSIVE MEAT FORTRESS UPDATE for you folks.
Scoring and Chat Simulation Added to the Meat Fortress Scene. Rebalances and improvements to Sosig Behavior. New secondary Sosig MF weapons. Snackston Hale Take & Hold character, and 4 new Meat Fortress Weapons by the Incredible PieSaavy!!!
Note, if you'd still like to contribute account name and chat line ideas for the Meat Fortress Chat simulation shown in this devlog, this Google Form will be live until the end of the weekend: https://forms.gle/X3NkEJx3RbArYwzb7
Anywho, with this goofy nonsense in, we're just about ready to head to main branch. Out intention is to do that next Friday, and thus complete what has been one of our longest and most systemically complex Alpha Cycles ever. We of course thank you all for your patience.
Hope y'all 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 Alpha!
Full Changelog - Update 114 - Alpha 3
Additions:
Added New Take & Hold Character: SNACKSTON HALE!!!
[Meat Fortress] Added New Firearm: Stonethrower [9x45mm Classic]
[Meat Fortress] Added New Firearm: Noisemaker [12x22mm MC]
[Meat Fortress] Added New Firearm: Vulture [10.1mm SHhhhhhh]
[Meat Fortress] Added New Firearm: PasDeDeux [.58 UltraLongRifle]
[Meat Fortress] Added New Sosig Weapons: Pistol, SMG, StickyLauncher
[Meat Fortress] Added New Sosig Melee Weapons: Saw, Balisong, Pan, Bat, Wrench, Bottle, Kukri, Shovel, Axe
[Meat Fortress] Added New System: Kill Scoring - All Sosigs (and the player) accrue tracked kills over the course of a round, and the round now ends when one team reaches the kill limit.
[Meat Fortress] Added New System - Sosigs Playing Meat Fortress on Smeme: Each ‘player’ in Meat Fortress now has a randomly generated account name (from 1500+ names submitted by our WONDERFUL community).
[Meat Fortress] Added New System - Game Chat Simulation: While playing, a goofy simulation of chat plays out between the Sosig players, shown in a chat window in the Spawn Room, and floating in front of the player (you can disable this if you find it annoying).
[Meat Fortress] Added New Sosig Enemy Template Sets in the Meat Fortress Theme: Secondary (uses secondary weapon instead), Melee (uses melee weapon), Bot (Tougher Junkbot Enemy), Bot Melee (Junkbot with Melee Weapon)
Changes:
Rebuilt Item Spawner Entires for all Meat Fortress Weapons that use Magazines to give Magazines an explicit page, similar to how things work with ‘regular’ guns
Rebuilt entire team-handing system for Meat Fortress using more modern IFF code
Tuned, fixed and added OffMesh Links for Meat Fortress Scene using modern systems. WAY more jumps for the Sosigs to path on.
Changed MANY parameters for Sosig Enemy Templates for Meat Fortress characters to make them move and fight more dynamically.
Changed Meat Fortress pistol to being Semi-Auto
Buffed the Medical 180 and Rosie
Fixes:
Fixed a bunch of visibility issues related to Thermals seeing objects, like smoke volumes
Fixed issue where the incorrect shatter geo was used for Meat Fortress turrets of some teams
Fixed some null ref issues related to MF teams
Fixed some bugs relating to the MF Medic
API Notes:
A major internal type/class safety check relating to ammo has been removed from the Vault System. This allows modded objects that alter ammo type to save/load correctly. HOWEVER, this means that the Vault will now attempt to spawn ‘broken’ ammo data. Meaning if you install a mod with a custom ammo type, save a gun/scene with it, remove said mod, and then attempt to load it, the Vault system will no longer attempt to error gracefully, as so unpredictable things may happen.
Notes And Warnings:
CARTRIDGE BOXES DO NOT SAVE AND LOAD PROPERLY YET. DO NOT SAVE THEM IN SCENARIOS
Resetting Windows and Doors is temporarily unavailable from the Scene Fight panel (you will need to reload the scene). This will be migrating to a new place.
Notes To Modders:
Ammo/Cartridge Box system is NOT done yet. Do not begin any work related to it yet please. There are some major structural flaws to it I need to fix and didn’t have time to get to this week.
Update 114 Alpha 2 is now Live on the Alpha Branch!
HOWDY all,
We've got another jam-packed Alpha build for you folks this week. Jam packed with NONSENSE that is. We sorta went a bit silly-bone this week and put in, not one, not two, but THREE utterly cursed guns to get this Spooky Season started. Inspired by various online memes and discord channel discussions, we know that you're love/hate these suckers!
We've also added a new Nighttime scene and some new gameplay with the Scene Fight panel. Make sure to check out this week's Devlog for details!
Hope y'all have a wonderful 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 Alpha!
Full Changelog - Update 114 - Alpha 2
Additions:
Added New Scene: Grillhouse At Night
Added New Firearm: BARbine [.3006 Springfield]
Added New Firearm: Mosin M38 Cursed Left-handed Version (Blame Zan)
Added New Firearm: Lee-Enfield Ruined (This one is RedSamus6’s fault)
Added New Attachment: AGRattle19 Thermal Scope
Added New Utility Item: Scene Fight Panel (Replaces panel in Grillhouse. This panel will eventually support more Sandbox scenes) This panel has dramatically more options, but interfaces with authored areas and points in a scene to allow for structured play. It is saved like any other item in a Scenario.
Added new Sosig Costumes to Sosig Spawner Panel (still working on these dudes)
Changes:
Changed how AI Entities perceive each other when guns are being fired (including the player). Muzzle flashes now render a target fully visible momentarily. Suppressed shots accrue a -small- amount of visibility that can build up if sustained full auto fire is done.
Altered Grillhouse Scenes Sosig Spawning to Randomize placement in a more satisfying way
Grillhouse scene now Supports the Toolbox and Scene Saving
Fixes:
Fixed incorrectly categorized Sosig Clothing in their metadata
Made Sosig weapons properly register ‘visibility events’ to the player’s AI entity
PVS7 now correctly cleaned up
Added baked lighting to thermal rendering systems
Fixed incorrect rendering of thermal subpixel displays when rotated
Tweaked thermal refresh rate behavior to be less smeary at higher refresh rates
Fixed a TON of ammo box scaling and cartridge presentation issues
Snag Sanger now has magazine insertion sound
TnH auto-cleanup should no longer delete case contents
Fixed muzzle attach point on Wasp Shotgun
Light Switch in Indoor range now SHOULD swap scene low light flag fully
Notes And Warnings:
CARTRIDGE BOXES DO NOT SAVE AND LOAD PROPERLY YET. DO NOT SAVE THEM IN SCENARIOS
Resetting Windows and Doors is temporarily unavailable from the Scene Fight panel (you will need to reload the scene). This will be migrating to a new place.
Notes To Modders:
Ammo/Cartridge Box system is NOT done yet. Do not begin any work related to it yet please. There are some major structural flaws to it I need to fix and didn’t have time to get to this week.
Update 114 Alpha 1 is now Live on the Alpha Branch!
Howdy all!
IT IS TIME, we have finally moved this behemoth of an update onto the Alpha Branch. What that means is that we're now 'feature complete' on it. All that remains is tune-up, bug fixing, and a bit more content. With exception to anything called out in the changelog below, this is now ready for mod authors to start on compatibility. We're trying to get this onto Main Branch fairly rapidly, as well.. it's about to be Spooky Season and we have a bunch of fun stuff planned for that.
FOLKS WHO RUN MODDED: just please be aware you will need to update things, and check in with your various sources of mods to see what works and doesn't and what you have to wait on. Remember that the main branch of the game is still running Update 113.
Anywho, we hope you enjoy this huge dose of Nightvision goodness and we'll be watching the bug reports sections as always for if you folks run into any 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 Alpha!
Full Changelog - Update 114 - Alpha 1
Additions:
Added New Weapon: M3 Carbine with Integrated Early NightVision Scope
Added New Weapon: G17 Switch
Added New Attachment: PVS7 Scope
Added New Attachment: PVS30 Scope
Added New Attachment: Hunt35 Scope
Added New Attachment: SKT-IR Scope
Added New Attachment: T12 “”“Scope”””
Added New Utility Object: Handheld Thermal Camera
Added photocathode parameter to night vision definitions to approximate spectral response of various devices
Added phosphor type list to night vision definitions to specify night vision colors per tube/generation
Added resolution parameter to night vision definitions to simulate devices with lacking resolution by adding a slight blur
Added subpixel rendering for thermal displays when viewed close enough
Changes:
[TnH] Rebuilt Weapon Selection Tables for many Sosig Enemy Templates used in this mode so that a wider selection of Sosigguns now shows up. Relative difficulty should be largely the same, just more variety :-)
[TnH] Made Take & Hold Wrist menu dim while viewed through nightvision
[TnH] Scope Attachment Object tables now contain Nightvision scopes. Eventually a dedicated table will be added
Night Vision scopes can now switch their actual profiles (physical parameters, capability, available colors, etc.)
Added correct display names to Sosig Enemy Templates that were missing them (these names will be used by various systems later)
Added Violet and Amber Color Lasers to Laser Attachment 1-5
Made Locomotion interface elements dim when viewed through Nightvision
Updated Proving Ground components to be properly visible under Thermal Vision
Adjusted the Order that Scope Options are displayed to prioritize more commonly used settings
Improved blur function for night vision rendering
Updated night vision noise rendering to be more accurate
Updated culling function for camera relative renderers (ie. NVGs) to hopefully fix parts of certain objects not rendering correctly
Head Attachments are now auto-affixed in proximity to the head as long as you’re not wearing one already.
Only one Head Attachment can be worse at once
Head attachment physical objects have a ‘cooldown’ once spawned of 4 seconds before they can be attached to prevent them from auto-attaching immediately after being attached
Old-Timey Spectacles from Wurstwurld now work again!!!
Fixes:
Fixed a bunch of Sosig Wearables missing a critical component
Fixed issue where Sosigs wouldn’t pick weapons up off the ground
Fixed LAM not affixing to Mk23
Fixed Ammo not being show in the correct order in Cartridge Boxes
Removed:
Removed all testing/Temporary NV Scopes, Thermals and Head Attachments
API Notes:
System for holding an interaction to auto-toggle a laser/light added. This is requires manual connection to the dependant interaction. A system for ‘switch’ attachments will be added soon.
Notes To Modders:
Ammo/Cartridge Box system is NOT done yet. Do not begin any work related to it yet please. There are some major structural flaws to it I need to fix and didn’t have time to get to this week.
Update 114 Experimental Build 8 is now Live on the Experimental Branch!
Howdy folks!
FINALLY it's time for another proper update build. Still on the experimental branch! But we finally have the Nightvision, Laser and Light systems all banged into shape, older attachments migrated over to new systems. And they play perfectly with the finished Night Vision Goggles that are now in the game (under Toys & Tools -> Head Mounted in the item spawner).
PLEASE NOTE that this build is NOT mod safe. Major internal changes have been made relating to AI Perception of sound, and any existing mod that patches parts of the game that produce these events will have to be updated for U114 to function. This will probably be a pain in the ass, but was unavoidable due to features being worked on for Sosig Meatizens to have more nuanced faction and location behavior. So for now, I suggest running the Experimental build unmodded, or with a more limited modlist.
Anywho, now that we're back to builds, the goal is to get this to Alpha rapidly, do another week or two of testing (to give mods time to update for it), then push to Main Branch in time for SPOOKY SEASON.
Hope ya'll have a WONDERFUL weekend playing with the new toys.
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 114 - Experimental Build 8
Additions:
Added Ammo Box System: All cartridges can now be spawned in Ammo boxes (which are modified Magazines under the hood).
Added Functionality to Ammo Panel to spawn Ammo boxes
Added Functionality to Take & Hold Ammo Spawning Panel to spawn Ammo Boxes
Added New Firearm: Wasp Shotgun [12 gauge short] (fictional)
Added New Night Vision Goggles: PVS-7, PVS-14, PVS-31, GPNVG
Added systems for streaking and burn-in for night vision devices
Added systems for edge blur and high-light blur for night vision devices
Added New Sosig Shirts: Bowling Shirts, Tanktop, Tubetop, FrillShoulderBlouse, LooseVBlouse, Dress Shirts, TONS of graphic TShirts
Added New Sosig Hats: Derby, Floppy Hat, Headband, Headwrap, HuntingHat, SkullCap, SummerHat
Added New Sosig Pants: Hotpants, Yoga Pants, Pleated Dress Pant
Added New Sosig Outfits: Pajamas, 90s workout outfit, BlazerSkirtCombo, Sales Uniform, Fast Food Uniform
Added a bunch of Other Sosig Outfit pieces and didn’t keep track of it because THERE ARE SO MANY THIS IS RIDICULOUS
Added New Sosig Head Icon State: Fleeing
Changes:
[TNH] When playing a run in Limited ammo mode, weapon cases and the object constructor, when they would normally spawn individual rounds with a gun, that are not ordnance, will now spawn a single ammo box
ANPEQ15, Perst3 and LAM migrated to modern Laser Light systems
Reconfigured all night vision profiles to be much more accurate
Tweaked Mk23 Magazine well and trigger dimensions to attempt to make it less clunky to reload.
Reoriented dominant axis of the Dynamite Model to fix a weird issue
Renamed Bullpov to Voson Dragantov Sosiggun at request of its creator
Refactored Head Icon System for future flexibility
Adjusted Sosig Sensory Thresholds for a bunch of behaviors
Tweaked Sosig Fleeing and arming behaviors.
Fixes:
ACTUALLY made Sosig NVG goggles impact night vision to them (whoops)
Various fixes to thermal overlay rendering for night vision/thermal fusion devices
Fixed resolution loss when looking at a low FOV optic through a high FOV optic
Fixed missing serialization code in Derringer Class
Made it so that stacks of rounds in quickbelt slots now properly serialize and deserialize
Fixed Makarov Sosiggun scale (being too big)
Fixed incorrect cartridge type on Makarov Sosiggun
Major API Changes:
Added ‘Item Box Override’ field to FVRObject.
CreditCost field in FVRObjects can be used to set an overridden base price for Contract Griller prototype. I will publish a list of example prices in the future for reference if you prefer to set one manually for a mod item, instead of have my auto-generation system do so (it does a good job for ~95% of things, and a terrible job on ~5%)
GM.CurrentSceneSettings.OnPerceivableSound now has an AIEntity variable at the end of its call.
Added recognition distances for Sosigs being threatened by allied IFFs,
Altered how Sosig AggroLevel occurs. Internal damage messages now spike alertness.
Added AggroSensitivityMultiplier to Sosigs. Raising this above 1.0 in a Config Template changes the speed that a Sosig begins Investigating (out of its base state) when AI events are processed.
Added EntityRecognitionMultiplier to Sosigs. Raising this above 1.0 in a Config Template changes the speed that a Sosig can go from any state (including Investigation) to a Skirmish state.
Added CombatTargetIdentificationSpeedMultiplier to Sosigs. Raising this above 1.0 in a Config Template changes the speed that a Sosig goes from perceiving a target, to
Made sosigs slightly more likely to clutch-panic fire.
Added a system for AIEntities to be in Auto-Threating, and Threat Suppressing zones. When set to utilize these, Sosigs in Auto-Threating zones will threaten sosigs that see them regardless of how threatening they ‘look’. This is still clamped by the threat perception range of the sosig. Additionally, sosigs in Threat-suppressing volumes will not be threatened by seeing or hearing threatening entities, or gun shots. Note that damage events can still aggro them.
Loaded held weapons can threaten aligned Sosigs. Quickbelt carried Large weapons can as well.
Added ‘Requires Top Cover Up’ option to Closed Bolt Mag Ejection Trigger
Item Box system is in the game, but not functionally accessible yet. IT IS NOT DONE DO NOT BUILD ON TOP OF IT
Ammo Box system is still a first-pass implementation. I need to redo it in the next week or two to make it more sanely extensible.
Update 114 Experimental Build 7 is now Live on the Experimental Branch!
Howdy all!
Our (seemingly endless) march through Update 114 continues, and this week we've got the Laser and Light attachment UI/UX process completed. The big control change is that now the button you'd have used in the past for toggling the laser and light on and off has two functions. A quick press toggles the device whereas a press-hold of about half a second will not open the full settings menu. This allows you to configure the attachment how you want in terms of intensity/color/etc. and then be able toggle it on/off without using the menu at all. Hopefully this and other changes this week ameliorate any usability concerns that have arisen from folks testing these the past couple weeks.
As always let us know if you run into any problems right here in the Bug Reports section of the forum!
Hope y'all 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 114 - Experimental Build 7
Additions:
Added New Firearm: M231 Firing Port Weapon
Changes:
Laser Attachment 1-5 now use latest systems
Compact Flashlight 1&2, Kleshflashlight, Scout Flashlight, Sureglow Flashlight & Tactical Flashlight now use latest systems.
Changed LaserLight Attachment System Controls. Short press now cycles mode. Long press toggles the menu.
Changed LaserLight Menu structure to be square format, to accommodate rotation.
Changed LaserLight Menu to auto-orient when enabled
Changed Standalone Flashlight Controls. Short Press Toggles it on and off. Long Press cycles intensity.
Fixes:
Fixed NVscope visibility in spectator cam (i think)
Fixed various things being incorrectly visible in the NV scopes
Fixed W330 physical scope manipulation being broken
Known Issues:
NOT ALL FLASHLIGHTS AND LASERS ARE MIGRATED TO NEW SYSTEMS! This is a Work in Progress. Please consult the Devlog to know which pieces of equipment can be used for feature testing.
API Changes:
Added functionality for Open Bolt Dust Cover to play audio events
Update 114 Experimental Build 6 is now Live on the Experimental Branch!
Howdy all!
Have another quick Experimental Build for y'all this week. Continuing work on Night Vision, Flashlights & Lasers, this time roping in our favorite AI Wieners into the fray with updated light perception. Check out the Devlog for more info!
-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 114 - Experimental Build 6
Additions:
Added New AI System: Perceptibility from Luminance (Distance visibility limited by darkness)
Added New AI System: Night Vision. Sosigs wearing Night Vision granting gear can see in darkness. Some ‘monstrous’ Sosigs (Zosigs) also see in the dark
Added New AI System: Blinding: Sosigs can be blinded by (properly registered) spot lights, such as from Flashlights with their brightness turned up at close range. Sosigs with Nightvision are more prone to this effect. PLEASE NOTE THAT BLINDING FROM FLASHLIGHTS DOES NOT STACK. IF YOU AFFIX MULTIPLE FLASHLIGHTS TO YOUR GUN THE ONLY THING YOU WILL DO IS NUKE PERFORMANCE AND GLITCH THE RENDERING OUT. PLEASE ONLY USE ONE FLASHLIGHT AT A TIME.
Changes:
Friendly45 and Spooky45 scenes now have Navmesh and an AI Manager
Updated Glowstick to use slightly more modern coding, and be ‘AI perceptible’
Player’s Visibility in darkness is impacted by whether they have an active flashlight in their hand, or an activated flashlight on a gun.
Fixes:
Sosigs missing their head link can no longer be blinded
Fixed detached Night Vision headsets spawning at scene origin before moving to hand (sometimes getting stuck along the way)
Fixed close frustum culling in Scope Cameras
Fixed Having a scope visible in one eye and a NV monocular in the other
Fixed missing Reverb Zones spamming errors in some scenes
Known Issues:
NOT ALL FLASHLIGHTS AND LASERS ARE MIGRATED TO NEW SYSTEMS! This is a Work in Progress. Please consult the Devlog to know which pieces of equipment can be used for feature testing.
API Changes:
Added color filter for NVGs (to simulate wavelength filters on aviation NVGs)
Added feature to have renderers only show in thermal
Added camera relative rendering support to thermal shader
Fixed scaling/aspect ratio for thermals (I hope)
Fixed instancing for lit particle shader (maybe)
Might have fixed spectator camera issues for camera relative scopes?
Update 114 Experimental Build 5 is now Live on the Experimental Branch!
Howdy folks!
We have another Experimental Build for you in our current Night Vision / Thermal Vision / Lasers / Lights adventure. The focus this week was in fixing some major issues we ran into with Floating point precision and jittering of the Night Vision view. Now that that's fixed, we were able to do a scene that was both huge, and relied on Night Vision to see!
All of the features we're working on here are still very WIP (especially the new Laser/Light UI), so do please report any problems you run into. We're aware of some HMD-specific rendering issues with the NVGs as well that we're still trying to figure what on earth is causing. Your patience is appreciated :-)
-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 114 - Experimental Build 5
Additions:
Added New Scene: Spooky 45
Added New Scene: Dark Duney Range
Added New Options Page: Scope & Night Vision Settings
Added Light Switch to Indoor Range, allowing Light toggling
Added System for NightVision Rendering Material Overrides (so certain components don’t blow out auto-gain)
Added System for NightVision Sky Override to model how visible the Stars can be under NV even when not apparent at visible light levels.
Added New Functionality to Flashlights, including Intensity Cycling, and a seperate interaction for Light Width.
Changes:
Rebuilt Laser Attachments 1-5 to use new system
Rebuilt Tactical Flashlight
Rebuilt Standalone Flashlight
Muzzle Smoke Particles are now once again lit by flashlights, but correctly now.
Controller Models & Quickbelt Slots given alternate Night Vision materials (so they aren’t super bright)
Quickbelt Slots now no longer render under thermal vision
Replaced Materials on Many Impact and Smoke Particle Systems for better lit behavior
Fixes:
Fixed Bubble Level Shader being broken
Fixed Spotlight Rendering and light falloff on some shaders
Update 114 Experimental Build 4 is now Live on the Alpha Branch!
Howdy Folks!
IT'S NIGHTVISION TIME! We've got a super fun Experimental build for y'all this week, to put some of the upcoming Nightvision and Thermal Scope functionality through its paces. We've added a bunch of testing scopes and testing head mounts to the game with a variety of settings. Note that these aren't final geometry, but we didn't want to wait until models were done to have you folks play with these and get feedback.
If you're having trouble finding the Head-mount goggles, they are under a new Category under Toys & Tools called "Head Mounted".
Anywho I hope y'all have an enjoyable weekend!
Cheers, 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 114e4
Additions:
Added 3 Testing Night Vision Head Mounted Optics (PVS14, PVS14, GPNVGs)
Added 4 Testing Night Vision Picatinny Scopes (using GhostDR bodies)