Operation: Harsh Doorstop cover
Operation: Harsh Doorstop screenshot
Genre: Simulator, Strategy, Indie

Operation: Harsh Doorstop

Update v0.14.1.1 Changelog

User Interface



  • Updated community links section of Main Menu in compliance with distribution rules

Update v0.14.1.0 Changelog

New DLC Content



  • Operation: Gothic Serpent (Somali Civil War)
  • Operation: Hyrcania (Eastern European Conflict)

Administration



  • Server now prints player chat messages to its log file for moderation purposes

Core



  • Fixed player kills not increasing in the scoreboard
  • Fixed issue where bots wouldn't acquire some enemy targets if the bots were removed and later readded during the match while these same enemy targets persisted in the world
  • Fixed some inconsistencies with player VOIP handling on death
  • Fixed various issues where spawn protection wouldn't engage or disengage appropriately in certain scenarios
  • Fixed several collision issues with walls and corners
  • Fixed floating foliage on several maps
  • Fixed Spawn Protection Volumes set to opposite flags

Core Art



  • Impact crater reimported with optimized version
  • Re-imported Normandy grass clusters with adjusted vertex paint applied

Characters



  • Fall Damage Divisor adjusted from 11 to 13.5 to prevent dying from heights that would normally injure
  • Player is now notified if the previous leader of their squad has left and that they have been promoted to be the new squad leader

Construction System



  • The requirement of two nearby squad members to build outposts has been changed to two nearby team members required instead
  • Optimizations to construction tool when not equipped

Maps



  • All maps have received an optimization pass
  • Created Non Enterable versions of all Desert buildings
  • Rebuilt HLODs for all maps
  • Regenerated navmesh for all maps
  • Remaining buildings that were old versions have been replaced
  • Larger maps had half of their enterable buildings swapped with Non-Enterable versions for performance
  • Fixed swimming volume on Jaziira
  • Fixed several mesh placements in all maps
  • Fixed tree collision on Carentan

Medical System



  • Fixed issue where players who were previously medics could still see the revive indicators of wounded teammates when picking up a non-medic kit

Vehicles



  • Added vehicle-specific HUD, active while driving a vehicle
  • Fixed issues with VOIP attenuation not being applied when a player enters or exits the driver seat of a vehicle
  • Fixed an issue where a vehicle's handbrake could get stuck in the enabled state from cycling the engine off and on while previously having applied the brakes while the engine was turned off
  • Fixed a crash when a bot would enter the driver seat of a vehicle
  • Collision volumes for all vehicles has been polished
  • Physics assets have been optimized
  • Center of gravity adjusted on several vehicles
  • Missing vehicle wreck collisions added to wreck meshes that had none assigned
  • Disabled vehicle third person camera by default (now editor-only for testing)
  • Disabled vehicle wheel blur functionality until transparency sort order issues are resolved

VFX



  • Rocket smoke trail optimized and reduced in size
  • Shell casing particle effects optimized
  • Fixed issue where shell casings would collide with spawn protection volumes
  • Scaled down tracer rounds from .5 to .3

Weapons



  • Disabled weapon mounting while in a vehicle that was breaking the player's camera view in various ways as it was never meant to be used under these conditions
  • Fixed several issues involving a player's weapon clipping into a wall when wall mounting
  • Fixed an issue where projectiles from select weapons, such as the AKS74U, weren't suppressing players that were shot at with them
  • Fixed a minor frametime dependency issue that could potentially lead to abnormal increases in weapon recoil if the client's framerate was unstable
  • MG Recoil slightly reduced
  • Updated M249 texture

SDK



  • VehicleSeatConfig: Exposed PlayerInSeat property and GetSeatPawn() method to BPs
  • Implemented separate HUD container for vehicles and interfaces that better allow for HUD containers and HUD element widgets to be swapped out with new ones
  • Added a 'DetectionArea' object type/channel to use for further classification of Area Protectors
  • Marked vehicle 'TeamNum' property as 'Expose On Spawn'
  • Allow designers to set the Spawn Team of a vehicle spawner while the spawner mode is set to 'Explicit' or 'Custom'
  • Enabled AI perception to detect neutrals in addition to enemies as a tentative fix for a target acquisition issue

Update v0.14.0.0 Changelog

Animations



  • Unarmed Animations added
  • New Vehicle Poses for Passengers
  • MG Recoil Increased
  • Mounted Recoil Decreased Significantly
  • Passive Wall Mounting Reduced by 25%
  • Non-bipoded weapons have their recoil reduced by 50%, while bipoded weapons have their recoil reduced by 85%
  • All Weapons Except Machine Guns can benefit from passive mounting, and receive a 25% reduction in recoil

Audio



  • Rework of all weapon sound cues
  • All weapons received new sounds
  • Ambient sounds added to several maps

Core



  • Bipod System
  • Construction System
  • Vaulting Optimizations
  • Weapon Mounting
  • Medical System and Revival
  • Vehicles

Core Art



  • Made new Desert buildings, better optimized and more detailed than older versions
  • Optimized WW2 buildings, fewer material slots, reduced draw calls
  • Added impact decals to explosion effects
  • Created new Normandy Foliage assets
  • Assortment of "Buildable" meshes created for the construction system
  • Fixed class icon in Squad Member Listing widget getting squished due to padding enforced around it

Characters



  • Character LOD optimizations
  • Reworked equipment on characters
  • Retextured all characters and gear
  • Optimized materials, and weight paint for animations to reduce mesh stretching
  • Added Cold War Woodland Camo US Faction
  • Added new 1P Arms
  • Added additional skeletal meshes to WW1 Factions

Cleanup



  • Migrated all assets from the Operation folders to HDAssets
  • Renamed several assets for consistency

Credits



  • Added Developer and Contributor names from the past year

Gameplay



  • Bipod System
  • Construction System
  • Vaulting Optimizations
  • Weapon Mounting
  • Medical System and Revival
  • Enabled the ability for bots to deploy from buildables that provide a spawn point (i.e. rally points and outposts from the Construction system)
  • Optimizations to character suppression volume
  • Fixed issue with hit reactions that resulted in players getting noticeably suppressed by friendly fire

Lighting



  • Sky Textures downscaled to reduce texture memory
  • Dynamic shadows reduced for performance

Main Menu



  • New background scenes have been created
  • New soundtrack added to main menu

Maps



  • Spawn Protection Volumes added to all main base and spawn flags
  • Vehicle spawners added to all maps
  • Flag layouts adjusted for vehicles
  • More neutral and no spawnable flags placed for all maps
  • Skirmish maps made for all maps
  • HLODs baked on larger maps to help reduce tri count, draw calls, and texture memory

Khafji



  • Complete overhaul
  • Buildings replaced, and small details added
  • Small details and set dressing added

Risala



  • All buildings swapped out with updated versions
  • Terrain, foliage, and prop optimizations

Argonne



  • Foliage improvements Distant terrain Foliage additions
  • Distant terrain added
  • Optimizations and performance tweaks

Montecassino



  • Foliage improvements Distant terrain Foliage additions
  • Distant terrain added
  • Optimizations and performance tweaks
  • Castle meshes optimized to reduce draw calls and texture memory

Lam Dong



  • Optimizations and foliage improvements
  • Lighting improvements
  • Distant Terrain and Foliage added

Jaziira



  • Buildings swapped out with new versions
  • Terrain adjustments and optimizations
  • Prop placement and optimizations to collision

Al Dhakir



  • New modder-donated map made by Putridi

Carentan



  • DLC map now included in the base game
  • Terrain improvements
  • New Foliage Assets
  • Lighting and Shadow Optimizations

Omaha Beach



  • DLC map now included in the base game
  • Terrain, Foliage, and Mesh Improvements

Saint Quentin



  • DLC map now included in the base game
  • Terrain improvements, Distant terrain added
  • Trench lines reworked
  • New Foliage Assets
  • Lighting and Shadow Optimizations

Tan Binh



  • DLC map now included in the base game
  • Foliage additions
  • Tunnels added
  • Prop placement, scorched earth areas added
  • New Lighting Level added

Multiplayer



  • Increased net relevancy range of grenade and rocket projectiles (they now match relevancy range of player characters)
  • Minor reduction in the bandwidth usage of weapon RPCs
  • Fixed issue where hard pivots in the direction of movement while sprinting resulted in excessive rubberbanding
  • Additional security improvements and enhancements

Vehicles



  • Logistic and Transport Vehicles Added:
  • 1917 Matchless Motorcycle
  • FMTV, GAZ66
  • GER Lorry
  • GER Opel Blitz
  • GMC CCW, Humvee
  • IMV Rhino
  • KAMAZ
  • Kubelwagon
  • Liberty
  • M35
  • M923
  • M939
  • USArmy Motorcycle
  • MRAP Catamount
  • MRAP Oshkosh
  • MRAP Ural Typhoon
  • MT
  • Pickup 85'
  • Technical
  • UAZ
  • UAZ Hunter
  • Willy's Jeep
  • ZIL Cargo
  • Many more vehicles to come!

SDK



  • Prevented mods from being packaged in the editor if there is any build in progress (lighting, navigation, etc) and present a warning to the user
  • Minor updates to layout of Upload Mod window which includes multiline item descriptions as well as enlarged, word-wrapped Description & Changenote text boxes
  • Don't overwrite title, description, preview image, etc of a workshop item if they are left blank when publishing a mod
  • Remember selected mod plugin as a user preference when Upload Mod window closes
  • Re-enable Git, Perforce, and Subversion source control plugins that were previously disabled by the project
  • Default navmesh generation method changed from 'Static' to 'Dynamic Modifiers Only' in order to allow for AI navigation around buildables and other dynamic objects
  • Expose tank track lock/unlock functionality to BPs
  • Add BP write access to "ADS Fire Only" and "Can Aim While Equipped" weapon flags
  • Expose skeletal mesh component PredictedLODLevel value to BPs via the 'GetAnimLODLevel' (anim instance) and 'GetMeshLODLevel' (mesh component) BP statics
  • Expose to BPs the ability to override the navigation export behavior of SM, ISM components (i.e. export as dynamic obstacle, Area Class overrides)

VFX



  • New Projectile Effects added
  • New Grenade and AT Explosion Effects added

Weapons



  • New Weapons Added:
  • 9A91
  • AK74M
  • AK74W 1P87
  • AKS74U
  • AUGA1
  • CAR15
  • G3A3
  • Gewehr 43
  • Gewehr 98
  • HK417 with G33 Magnifier
  • M1 Garand with M84 Scope
  • M1A Woodstock
  • M14 with Redfield Scope
  • M1903A3 with M73 Scope
  • M1917
  • M24
  • M240B
  • M249
  • MAT49
  • MDR .308
  • MG34
  • Mosin Nagant
  • OSV96
  • Stoner63
  • VSK94
  • Several weapons were retextured and details added

Development Blog #50

Welcome to the 50th development blog for Operation: Harsh Doorstop



In the coming months, we are planning to launch the largest update for Operation: Harsh Doorstop that we have ever released. Our team believes that this version truly represents our original mission to create a "Project Reality 2" experience for our community.

The upcoming development blogs (starting with this one) will cover the immense amount of content coming to Operation: Harsh Doorstop and further detail our roadmap to the full release of our game.

Join Our Community


Join our Discord
Support us on Patreon
Upgrade to Supporter Edition on Steam

First, I strongly recommend that you watch the latest development update on my Youtube channel. This video details a large number of the upcoming features and content featured in our imminent update.



Now, let me provide an exhaustive list of all features and content that players will experience in our upcoming update.

Features Coming in the Next Update



Vehicles




World War I Transport




World War II Vehicles




Cold War Era




Modern Combat




The primary feature coming to Operation: Harsh Doorstop is official support for vehicles. While we've had a "Vehicles" test modification available on Steam workshop (created by developer Yoshi), the official vehicle system will enable all mod creators to create their own vehicles for any faction.

The initial version will include:
• Light transport vehicles
• Spawn points for all vehicle types (tanks, aircraft, etc.)
• Era-specific vehicles with unique handling characteristics

Logistics




Logistics Vehicles By Era




Players will be able to transport ammunition and other supplies to the battlefield. While the initial version will be streamlined, we'll add complexity over time based on player feedback and usage patterns.

Weapon Stabilization




Mounting Systems




Inspired by the Red Orchestra 2 weapon stabilization system, players will be able to:
• Mount bipods on horizontal surfaces
• Mount lighter weapons on vertical surfaces
• Use passive stabilization near any solid surface

Construction




Era-Specific Emplacements


- World War I Fortifications
- Insurgent Fortifications
- Modern Military Fortifications

The new construction system will allow players to deploy:
• Forward outposts
• Rally points
• Various infrastructure elements

All deployments will require a logistics truck. While the initial version includes basic emplacements, future updates will expand to include:
• Mortars
• Machine gun emplacements
• Anti-tank gun emplacements
• And more

Reviving




Medics will now be able to revive wounded players using era-appropriate medical items like epi-pens. We are also working on overhauling the bleeding and healing systems for increased realism and gameplay depth.

Faction Updates



World War I Factions


German Army




United States Army




World War II Factions


German Forces




United States Forces




Vietnam War Factions


North Vietnamese Army




United States Forces




Modern Forces


Russian PMC




US PMC




New Maps



Saint Quentin





Omaha Beach





Tan Binh





Al Dhakir





Upcoming Expansions & Future Roadmap



Early Access to Expansions


Supporters get early access to our upcoming expansions before they release on Steam. Join our Discord, or become a Patreon supporter, to receive Steam keys for:
• Operation: Fallen Eagle (UE5 Prototype)
• Operation: Gothic Serpent
• Operation: Hyrcania

Unreal Engine 5




Work has begun on an Unreal Engine 5 version of "OHDCore" codenamed Operation: Fallen Eagle. This prototype will serve as our testing ground for the UE5 migration, allowing us to explore new features and capabilities without disrupting the main game.

Operation: Fallen Eagle will include:
• A complete rebuild of OHDCore in Unreal Engine 5
• An experimental new multiplayer game mode
• Advanced visual and technical improvements
• And more to be announced

While we're keeping most details under wraps, we'll be working closely with our supporters to test and refine this prototype. If you're interested in being part of this prototype process, you can become a supporter on Discord or Patreon.

Why a separate prototype?
Operation: Harsh Doorstop will remain on Unreal Engine 4 until we're confident that UE5 can deliver the performance and stability our community expects. Creating a separate Unreal Engine 5 prototype allows us to:
• Safely experiment with UE5's new features
• Maintain stability of the main "Operation: Harsh Doorstop" UE4 branch
• Test more radical gameplay changes
• Get direct feedback from our supporters

More details about Operation: Fallen Eagle will be announced soon. Join our Discord or become a Patreon supporter to stay updated on all our progress.

Operation: Gothic Serpent


As our previous expansions (Overlord, Michael, and Rolling Stone) near completion, we're excited to announce our next major expansion: Operation: Gothic Serpent. This expansion will feature the iconic "Black Hawk Down" conflict, complete with Delta Force and Somali Militia factions.

Get early access to Gothic Serpent by supporting us on Discord or Patreon

Delta Force




Somali Militia




Operation: Hyrcania


In response to overwhelming community demand, we're also developing Operation: Hyrcania - an expansion featuring modern Russian and United States forces in contemporary eastern European environments.



Get early access to Hyrcania by becoming a supporter on Discord or Patreon

Expansion Model & Campaign Missions


Our expansion model remains unchanged: Supporters get early access during development, and once completed, the content becomes free for the entire community.

However, many of our expansion owners have expressed a desire to have something exclusive after the expansion content is completed. While I was initially hesitant about this idea, after extensive discussions with our community, I believe we've found an appropriate solution that aligns with our values.

Campaign Missions




For those who have supported the development of Operations Overlord, Michael, and Rolling Stone, we're creating exclusive campaign missions. These missions will be set within our existing free maps but will offer unique experiences through:
• Carefully crafted objectives and narratives
• Enhanced replayability through dynamic scenarios
• Optimized for single-player and co-operative gameplay (but full compatibility with multiplayer servers)
• Special mission variants for each expansion map

While campaign missions weren't part of our original development scope, we wanted to create something meaningful for the supporters who have made Operation: Harsh Doorstop possible. This is our way of saying thank you while maintaining our commitment to keeping core gameplay content free for everyone.

These missions won't be included in the immediate update, but we'll share more details about their release timeline soon. They will be exclusively available to owners of their respective expansions, and we intend to include additional campaign missions with all new expansions going forward.

Development Roadmap


We are now approaching 90% completion of our originally planned features, viewable on our official roadmap. Following this coming update, our remaining major features for Operation: Harsh Doorstop's full release include:
• Armed vehicle support (tanks, etc.)
• Weapon variants
• Loadout customization
• Lots of bug fixing and polish

Our roadmap for 2025 currently looks like this:
1. Complete remaining core features (armed vehicles, loadout customization, etc)
2. 6-12 months of polish and preparation for full release
3. Tentative full release in late 2025 (out of early access)
4. Post-release updates focusing on adding new content in addition to a potential UE5 migration

However, please remember that all timelines (as always) are subject to change.

This project has been a massive undertaking, requiring significant personal sacrifice and dedication from the entire team. However, the last few playtests have confirmed to us that we are finally reaching our ultimate goal of creating a true (and free) Project Reality experience. While there's still work ahead, we're now closer to achieving that ultimate goal than ever before. This progress has energized our entire team to push harder than we ever have.

Thank you for your enduring support throughout this journey. You've stuck with us this far, and I'm looking forward to showing you all the hard work we've been doing. I can't wait to see you on the battlefield.

Join our community:
Discord
Patreon
Steam Supporter Edition

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

Sincerely,
Bluedrake42
Project Founder

Upcoming Update Playtest

Hello everyone, I have some news.

We are now in the final phases of preparing our update for release. In the coming months we will be organizing playtests to track down every bug and outlying issue to ensure that this upcoming update is as clean and functional as it can possibly be.

Here is our most recent playtest, which you can watch on Youtube.



If you are interested in joining our upcoming playtests, please consider joining our Discord server. Our playtest times are posted there, and we also post daily updates showing the progress we've made on developing the game further.

Our next playtest is currently planned to be on Friday at 4PM EST. If you are interested in attending, please consider becoming a supporter which will give you access to the "developer build" servers:

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

The playtest will be live on Youtube.

This is the first version of the game that truly feels like a spiritual successor to Project Reality, and I believe you all will be extremely happy with the work we've been doing.

Looking forward to seeing all of you on the battlefield.

Development Blog #49 [August 2024]

Hello everyone!



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

Character and Weapon Model Updates


Several of the 3CZ4V existing factions received a variety of new weapons and kits: the Gulf War US soldiers received an M249 SAW (which is currently using WIP/placeholder animations), an M14 w/ Redfield scope, a CAR15, and 7CCJN the MP5A3,





the Insurgents QKT0D received an AKMS,


and the WW1 Germans 3YL7J received a G98 w/ a Luxor scope. Each faction also received distinct Marksman and Sniper kits with the associated weapons being moved into each.


Last but not least, XB38L we are working on incorporating the M240B:


Vehicles


18 additional vehicles (including 2 tanks) have T3JZD been incorporated and setup for driving:






In addition, our lead programmer also took 45L5L the time to refactor several components of the vehicle framework in order to make it more forward-looking and modder-friendly. This includes the “scaffolding” for different types of vehicles to be implemented in the future, including 4-wheeled, N-wheeled (separate from 4-Wheeled as it excludes features like Ackermann steering correction), tracked vehicles, fixed A9FCL and rotary winged aerial vehicles, and boats. Please note that this does not necessarily mean that all of these types of vehicles will automatically work out of the box, but rather that it will be possible for us (and modders) to be able to distinguish and differentiate between 2X69X these types of vehicles so that they do not conflict and/or overlap with one another—the actual physics, mechanics, functionality, and so on (beyond just the basic transport ground vehicles that we are bringing in initially) would still need to be developed if someone wanted to bring in another type of vehicle in this list.

Animations


More unarmed animations were created, and are 55ACT beginning to be implemented:







Objects, Models, and Textures


Foliage


We also created some new foliage and vegetation for use on our Normandy-based maps, such as Omaha Beach and Carentan:




Upcoming and WIP Features


Medical System


There is not a whole lot to share here at the moment, but the team is currently discussing internally how we want to approach a first revision of the existing placeholder medical system (which right now only 0EYA9 involves bandages and a basic med bag that both restore HP). Features/mechanics currently being discussed include but are not limited to bleeding, downed states/going unconscious, how we want to handle a basic revive system, drugs such as morphine and epinephrine, and more. On the topic of revives, please keep in mind that because this system will inevitably involve many technical aspects like networking and replication, physics, ragdolls, and so on, that the very first iteration of the revive system will probably be quite basic while we get those systems 36YV4 working properly from a technical perspective (for instance mechanics like dragging probably won’t be in right away, and the actual process for getting up a downed/unconscious soldier will likely be a simple system such as walking up and holding F, or walking up and using a bandage). That being said, just the basic feature of being able to administer buddy aid and bring back downed friendlies we feel will be a huge advancement for the overall gameplay loop, and so we would like to get something like this into the game sooner rather than later.



Thank you for reading this 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



Discord
Bluedrake42 Youtube
O:HD Youtube
Twitter

Development Blog #48 [July 2024]

Hello everyone!



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

Developer Build SDK and Workshop Support


The Developer Build SDK and corresponding Steam Workshop for the Developer Build of the game are now live! This means that modders are now also able to create mods within the cutting edge builds of the game 50INQ to test functionality/parity with future updates, and ensure that their mods will not break and/or take as little downtime as possible when a new update comes out to the main build of the game. This version of the SDK should automatically appear in your Epic library if you already have the normal one, so if you wish to download it check there (and if you have neither then add the main version to your library and you will see both).

In addition, the Steam Workshop is now also enabled for the Developer Build/Supporter Edition of the game, which means supporters can now also easily check out and help test new/upcoming 0Y9IM mods. This can be accessed the same way as the main game via Steam, just in the Developer Build instead.

Please note there is a chance that we will rename this version of the SDK to “Update Preview” in order to reduce any confusion about what it is meant to be used for, so you might see the name change at some point in the future (everything else will remain the same though).

Character and Weapon Model Updates


Last month the team worked on improving the presentation of a lot of existing assets by utilizing a G6EZB neutrally lit scene to tweak and adjust all of our existing materials under new and improved lighting conditions:


In addition, many of the existing character models were touched up, and a variety of new kits were created for these factions.

Operation: Overlord


The Overlord models were further polished and improved, and a variety of new weapons and kits have been added:



The 1st Infantry Division faction 54HT3 received a M1 Bazooka and a scoped M1 Garand,



and the Wehrmacht and Fallschirmjäger received a Panzerschreck launcher, a scoped variant of the FG42, and CVLML a Gewehr 43.




Please note that some of these new weapons will have WIP and placeholder animations.

Operation: Rolling Stone


The Rolling Stone factions also received some new kits/weapons—the USMC received a Stoner 63, as D298K well as an M72 LAW,



and the NVA received a MAT-49 and scoped Mosin Nagant.



Please note that some of these new weapons will have WIP and placeholder animations.

Operation: Michael


The Michael factions also received some new kits/weapons—the US faction received the 1897 trench gun (technically an older weapon 5HV9J but it is being added back) and a No. 74 anti-tank grenade,



and the Germans are receiving the more proper Gewehr 98 to replace the Kar98k placeholder, as well as an anti-tank bundle variant IXZ2J of the Stielhandgranate.



Please note that some of these new weapons will have WIP and placeholder animations.

Maps


Further improvements were made to our building overhaul for the desert-themed maps. The team has begun replacing older variants of our buildings for newer ones on the map Jaziira, which should all be higher quality 7GACH and more optimized. These buildings are still WIP and lack detailing, but they should be an overall improvement to the maps:





In addition, many of our WW2 buildings have reached a state where they are ready to be placed into our Normandy-themed maps. These new buildings have served as a testbed for improving our art pipeline to create better 5ANQT looking buildings and props with cheaper, more robust material blends. Not only should these buildings look better, but draw calls have been optimized/reduced across the board, and performance overhead per building has also been reduced by 80% allowing for more variations and assets to be added to these maps.

Many of these advancements can be seen on our Omaha Beach map, which features these new and improved buildings, as well as reworked lighting:





Upcoming and WIP Features


Building/Construction System


The spawn system and map icons 26N8F for the FOB and rally points were completed,



and the placeholder snapping system for buildable objects was replaced with a more powerful and versatile system that allows build pieces to R4FY0 pick and choose how other build pieces can snap to them:





Thanks for checking out the 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



Discord
Bluedrake42 Youtube
O:HD Youtube
Twitter




Twitter
Discord
Website

Feature Preview: Bipod System

We’re thrilled to announce an exciting new feature coming to Operation: Harsh Doorstop: the bipod system. This update promises to bring significant enhancements to weapon handling mechanics. Here’s an in-depth look at what you can expect:



What’s New?


We are introducing a sophisticated bipod system that allows you to deploy weapons on various surfaces. This new feature enhances stability and accuracy, enabling players to use sandbags, trench walls, and narrow kill holes more effectively.

Dynamic Camera System Integration


Operation: Harsh Doorstop features a unique dynamic ADS camera system which, unlike many other shooters, lets you change your camera perspective while your weapon is shouldered. This flexibility is particularly useful in close-quarters combat, where maintaining accuracy and situational awareness is crucial.

Our dynamic camera system will be preserved when we introduce the bipod deployment system. When using a bipod, you can adjust your camera while mounted to any surface, giving you a strategic advantage in complex combat situations.

Environment Interaction


With the new bipod system, small environmental features such as kill holes and firing ports (which have traditionally been underutilized) can now be adequately used. Deploying your bipod inside of a kill hole (or firing port) will give you a full field of view, and allow you to pivot your weapon inside of the mounting point.

Weapon-Specific Mechanics


The bipod system caters to different weapon types with unique deployment capabilities:

  • Pistols: Pistols will not benefit from the same deployment versatility as rifles or machine guns, but they will continue to serve their essential role in personal defense.
  • Medium-Sized Weapons: Submachine guns and medium rifles can be deployed on both horizontal and vertical surfaces, such as doorways and windows. This versatility provides additional tactical options for medium to long-range engagements and close-quarters combat.
  • Heavy Weapons: Heavy machine guns and sniper rifles are optimized for deployment on horizontal surfaces. These weapons excel in sustained fire and area control, making them ideal for securing large sections of the map.


Impact on Gameplay


The introduction of the bipod system, combined with our dynamic camera feature, will significantly enhance the tactical depth of Operation: Harsh Doorstop. Players will need to adapt their strategies based on weapon type and environmental context, leading to a more immersive and realistic combat experience.

We believe these updates will continue to improve gameplay, making each weapon type more specialized and effective in its intended role. Whether you’re using a lightweight submachine gun or a heavy machine gun, you’ll find new ways to leverage your equipment in diverse combat scenarios.

Get Involved


We invite you to experience these new features firsthand. Supporters can access the work-in-progress build by purchasing the supporter edition of the game.

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

The free version of the game is also available on Steam for those who wish to join us. Your feedback and support are crucial as we continue to refine and enhance Operation: Harsh Doorstop.

Thank you for your continued dedication to our project. Stay tuned for further updates, and subscribe to our channel for the latest news and content. Your engagement is invaluable as we strive to deliver an exceptional gaming experience.

Best regards,
The Operation: Harsh Doorstop Development Team

Development Blog #47 [June 2024]

Hello everyone!



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

A quick note on the update release window: we had previously announced that it would come sometime this summer, and that is still our goal, but we still have quite a bit of work to complete that could potentially 544PC see that getting pushed back a bit. No guarantees either way, but I just wanted to make a quick note on that as I have seen more questions popping up about this in the community in the past week or so. We will do our best to still hit this window, but we want to make sure that all of the major features we plan on bringing in with this update hit a certain standard, so if more time is needed then we will be taking it (and we will be sure to let everyone know if that winds up being the case, or if we are still on track for a summer release with more precise RL3H0 dates/timeframes).

Gun Audio Overhaul


We have recently undergone a rather substantial overhaul to the gun audio:


While the sound files themselves are still largely the same, the way that they have been modified and reproduced in-engine has been updated/improved considerably, so the weapons overall should sound a lot better now (which we know has been one of the primary complaints about the game).

This will also apply to the mid and far sounds as well—the video below is an example, but please keep in mind that we are still making a lot of changes and adjustments to the mid and far audio, so this is still very much a WIP (for instance DY2XB there are still some guns that have that “popcorn” effect at distance, which is something that in the future will mainly be coming from things like smaller caliber pistols, and thus you will hear a lot less of it in the mixture of all of the other weaponry):


We still do not, however, have sound switchers for moving in/out of various environments, so these sounds are all still considered “open field sound cues” 4WBZC. This is something that we are currently investigating now though, so hopefully soon we will also have unique audio for things like firing weapons indoors vs outdoors.

Vehicles


The vehicle spawner system has now been implemented in the Developer Build. This is the system that will handle how vehicles get spawned on any given map, which ones are chosen to be spawned, how long it takes for them to respawn, and other variables such as global spawn limits that restrict how many of a particular vehicle type can be spawned on the map before the spawner is able to create a new one (so players can’t just take a vehicle, drive it off the spot, and infinitely create new ones).

Factions will now have their own pool of vehicles that can be contained within them, and that can be selected from based on the spawner that is used on a map (for example, a faction can contain vehicles tagged as heavy, medium, light, etc. which is what will appear in their respective heavy and light vehicle spawners that are placed down on the map). Additionally, it will also be possible for vehicles to be contained within a map file itself, allowing for maps to have specific TBGT5 custom and unique vehicles on it (for example, if there was something like a go kart map which contained its own go kart models, it would be possible to have spawners in place that always and only spawned the go karts included within the map regardless of the factions that may be chosen to play as).

It will also be possible for maps to have persistent vehicle spawn locations (such as what you’d find or expect at a main base spawn), as well as conditional spawns (such as vehicles that spawn in on flags only after they are captured).


Upcoming and WIP Features


Building/Construction System


As promised in the last devblog we now have some showcases of the basic building/construction systems in game.

First up is rally points:




Squad Leaders will be able to place RPs FTK4J when another squadmate is nearby, and when an enemy gets close enough the RP will be destroyed and disappear. RPs will last for 60 seconds by default, allowing squad members to spawn in where it is placed during that window of time.

With two squadmates nearby, SLs will be able to place down a FOB, which will allow for the whole team to spawn where it is placed. FOBs will last indefinitely, or until they are either dug down or destroyed. FOBs will 5T624 also create areas where a team will be able to build up utilities such as ammo/supply crates, and various other buildable fortifications and structures:






To start, buildables will be fairly basic—players will be able to place and build sandbags, hesco barriers, ladders, and so on. This system ultimately allows for whatever type of object to be placed, however, so this list RJDVN will only continue to grow, and modders will easily be able to add or modify this system however they desire.

All build pieces will also decay if the bottom/foundation piece that they are built upon gets removed, so it will not be possible to do things like build floating structures:



The May 2024 devblog goes more in depth on how some of the specific mechanics of this system will work, and what the initial values will be for the first release of this system (more or less—we are still playtesting this internally), so I recommend checking that one out if you wish to learn more. As usual, this entire feature will be completely modifiable in the SDK, so it will be possible to change everything shown here.

Bipods and Weapon Resting


The bipod and weapon mounting/resting system now properly impacts all of the weapons in the game, and it is now possible for every single weapon to individually be configured to utilize these mechanics. This means WNNKH that weapons with bipods can have their own unique values attributed to their use of bipods, whereas weapons that lack a bipod will instead be mounted/rested and have their performance be impacted in different ways.

Weapons will now have unmounted stability and recoil:




Passive stability and recoil (meaning when you are nearby an object in the world but have not physically mounted to it):




And mounted/bipodded stability and recoil (6H0CD meaning you have physically mounted/bipodded to an object in the world using the hotkey):




Some weapons will be able to do all three of these scenarios, whereas some will only be able to take advantage of one or two. For example, it will be possible to bipod a weapon like the PKM, however, players will not be able to also mount it to a wall, or gain any sort of passive bonus just for being near an object—this means EZAKW players must deliberately select and fix themselves into a position to gain the unique advantage that the bipod will bring to reducing recoil and increasing stability. In contrast, a weapon like the Mk18 has no bipod, but it is smaller, and much lighter/more ergonomic compared to a weapon like the PKM, so players will be able to gain a passive bonus for being near objects like walls, and they will be able to physically mount the weapon to vertical and horizontal surfaces to reduce recoil and increase stability (just not as much as the PKM would receive when taking advantage of its bipod).

At the time of this devblog, while all of the weapons will now properly work with this system, we have not yet begun to configure them so expect recoil and stability, visual mount points, and so on to change between 9BDCZ now and when the official patch goes live on the main branch.



Thanks for checking out the 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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Development Blog #46 [May 2024]

Hello everyone!



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

Maps


More progress was made on our building 40X9T replacements/improvements:








These still need a detail and decal pass, which will come later. Soon we will start to replace and swap 4AFIB out some existing buildings on our current maps with 5N8YF these.

Upcoming and WIP Features


Bipods and Weapon Resting


Our Technical Animator has continued working on the 5I2FQ bipod/mounting system, and has refactored the wall resting mechanics to make peeking out from behind cover/obstacles possible (previously you had to stand outside the piece of cover to mount your weapon on the surface), which should help make this system feel more 8PKG2 fluid and intuitive.




Building/Construction System


The team is now also currently working on bringing in the first iteration of our construction and base building system FLDWD for setting up FOBs, rally points (RPs), and various other buildables/fortifications. While this first pass will be somewhat limited compared to the broader scope of what we would like to do with these systems (the first order of business was getting all the new placement requirements coded), it should still have a fairly robust amount of mechanics and depth to it:

In this first version, 5KY6B build pieces can be restricted by how many can be placed per FOB, per match, per player, if they need to touch the floor, if they can only be placed by specific kits/roles, if other build pieces can be placed on top of them (and build pieces placed on other build pieces will be destroyed if the pieces supporting it below are destroyed), and so on. Having DMMEC a range of adjustable conditions like these permits a lot of flexibility when adding new build pieces (or modding existing ones), as it will be possible to mix and match whatever requirements will be needed to work in a gameplay session for a variety of scenarios players will want or need. In the future, this system will eventually be merged into the broader vehicle system to allow for a more proper logistics gameplay loop to be incorporated (both of these features are still too early, however).

That said, the way this system will first work by default/in the base game begins with the Squad Leader utilizing a wrench kit item to begin a build (a player will actually have to be a SL—if they simply pick up a SL kit, they will only be able to QZFAW place things like sandbags, walls, and ammo crates). Using the wrench, SLs will be able to place RPs and FOBs to provide spawn points for their squad and team respectively, along with having the ability to build a variety of fortifications and utility items (such as ammo boxes). FOBs will require two squad members within 15 meters of the SL to grant the ability to place, and RPs will only require one. FOBs will produce a 250 meter buffer 5XPV5 zone where no other FOBs will be able to be built, and within an 80 meter range around them this is where other buildables will be permitted to be placed (anything that falls outside of that range will quickly decay).

On the subject of spawning, as mentioned above FOBs will allow for the entire team to spawn on their location for as long as H9AEF it is still active and not overran by the enemy, while RPs on the other hand will only allow for the squad of the SL that placed it to spawn, and these will only last for a total of 60 seconds before expiring. This will make FOBs more of a permanent and team-oriented effort to set up and establish, whereas RPs will primarily be for quick deployment and will predominantly benefit squads that actually stick together. In regards to being overrun, if an enemy gets within 20 meters of a RP it will be destroyed and the SL will be notified. For FOBs, if two enemies get within 100 meters then it will no longer be possible to spawn on it (it will not be 9HII4 destroyed, however, enemies will still have to deliberately take it down).

Next devblog we should have more details and content to showcase all of these systems in action.



Thanks for checking out the 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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Bluedrake42 Youtube
O:HD Youtube
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