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

Operation: Harsh Doorstop

Development Blog #30 [January 2023]

Hello everyone!



Welcome to the thirtieth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of January 2023.

O:HD is now officially released into early access, and can be acquired by everybody for completely free! A huge thank you to all of our past and continued supporters and community members, team members, and so on for helping to make this a reality and get the game out there for everybody to download and start playing—we couldn’t have done it without you all!

At the time of this devblog, we are now roughly two weeks out from the early access release date and, while there are certainly plenty of rough edges, issues that need to be addressed, and so on, we are quite pleased with the results so far and looking forward to the future of the project. On any given day, we appear to be averaging around anywhere from 1,000-1,500 concurrent players during peak hours, 55397 there are over 100 community ran servers currently being hosted, there are over 50 mods already on the Steam Workshop, and the modding section in the Discord has been extremely busy with community members learning how to use the SDK, teaching, working on projects, and more. Really awesome to see all this stuff, and we greatly appreciate all of the community members that have been coming together to make all of this happen!

Moving on to address some of the more pressing issues that the community is facing, and some of our plans and goals to attempt to provide solutions:

Cheating Situation and Our Plans


Yes, we are very aware that the cheating situation is quite bad for release, and the team is working very hard right now to shore up some of the vulnerabilities and exploits that we have been seeing cheaters taking advantage of that slipped through the cracks prior to release, as well as working on developing some expanded tools and server side options that server owners can take advantage of to help filter out cheaters and take some of the heavy moderation load off of their hands that comes with running large, open/public servers. The fact of the matter is, as a free game that heavily relies on community ran servers to provide spaces for people to play the game, this is a large issue that requires a lot of moving parts to fully address, and is one that is going ZMI80 to take some time and further work to achieve (not only on our side of things, but also on the server admin side of the community as well—something we will only fully achieve by working together).

Some of the things that you can expect to be coming as soon as they are ready (our top priority right now):


  1. Easy Anti Cheat (EAC) tools for server owners that wish to use them—this will be OPT-IN, meaning not all servers will be forced/required to run this. I also want to make a general reminder to everyone that anti cheat is NOT a magic bullet that will suddenly stop cheaters. Tools like EAC typically do not automatically ban cheaters, they simply flag them for server admins to see if there is actually cheating going on, however, server admins will still need to actively moderate their servers regardless. After spending a lot of time researching anti cheats, speaking with people in the industry who are familiar with how they work, and even speaking to cheat makers that have been coming forward to share information with us I gave a more full/comprehensive breakdown of this on a Steam discussions thread if anyone wants to hear my personal thoughts on the matters of anti cheat, and learn more about how these things work and the challenges that games face trying to resolve these issues.
  2. More advanced admin tools and settings—server owners will soon be able to restrict the types of accounts that are joining their server based on a variety of factors. This includes, but is not limited to, join restrictions based on whether or not the account in question has any VAC or game bans (most of the current bans we have been seeing shared in the admin chats usually have multiple of each), Steam account age (i.e. if 7Z3D0 the account is 1 day old, don’t allow to join), and so on (we are still exploring a few other similar options that we can include as well, such as restrictions based on hours in-game). These settings should allow server owners to set up a fairly granular filtration system that they can increase/decrease based on the issues they may be having, and find a nice balance between keeping out bad actors and granting entrance to legitimate players.
  3. Community made advanced RCON tools—thanks to the generous donation of time and resources from the AFO gaming community, there is already a lot of work in progress for a Battlemetrics-style RCON tool for server owners to help monitor and keep their communities clean. Their service will establish an RCON connection with the game servers, run regular automated tasks, and allow owners to assign fine tuned command access to their mod staff teams. In addition they are including Remote Ban Lists, which can be shared with other servers or even automatically added to a community ban list. Tools like this will be what help lighten the load and make the day-to-day moderation for server owners/admins much easier.
  4. Shoring up vulnerabilities and exploits that we simply did not catch until they were actually abused.

What server owners and players can be doing right now in the meantime while they wait for these tools/features:

The most prominent place that we are seeing cheaters is in the big, wide open public servers that are not being regularly moderated/monitored. If you as a server owner are unable to monitor your server 24/7 (which is definitely a lot of work, and is obviously not realistic for everyone who just wants to provide a fun place for people to play the game), we recommend stopping/starting your server when you know that you will have somebody around that players can contact if they run into a cheater, start thinking about regular members in your community that you can also bring onto your admin team, or perhaps even consider hosting more private/whitelisted groups of players that you know will not cause trouble on your server.

For the regular players, finding communities of other players that fit/match your playstyle and what you are looking for are going to be a big part of O:HD, so we highly recommend that players attempt to group up and work on this together—if you spend all of your time attempting to play on those big, wide open public servers that are not being regularly moderated/monitored, you have a much higher likelihood of running into this, and you are probably best to avoid those servers and try to focus on the ones where you know you can get in touch with an admin when you need them. There are 5GJP7 already a handful of units/clans being started and doing outreach in our Discord that are looking for people to play with and fight against other clans with, so those might be worth checking out too (see our #unit_listings channel in the Discord)! In other words, you do not HAVE to subject yourself to playing with cheaters right now, it just takes a bit more legwork to identify and find the groups of people who are having fun with the game in other ways, and that are actively doing good work moderating and keeping their play spaces clean.

Addressing Some Rumors


I would also like to take this opportunity to briefly address a couple of the rumors that we have been seeing floating around, namely related to how modding works in O:HD, and our intention of focusing so heavily on this aspect of the project. A lot of our messaging and wording seems to have been twisted and misconstrued, so I wish to provide some clarity.

“Modders are supposed to fix the game”: We have never said this. We are still working on the game and the framework, which takes time. We are not relying on modders to fix/make anything, they are simply provided the tools to create the experience that they want and if they wish to make certain features or content before we do, or alter something that might not be working the greatest on our side of things, they have the full ability to do so however it is not required. That said, we are not asking or relying on them to do this for us—nobody is forced to be here working on any mods, they are doing this on their own free will.

“Modders are supposed to make the game for us”: Again, never said this. This is the thirtieth devblog that I have personally written, and there is an IMMENSE amount of content that we have released here and in other places outlining our plans and the things that we are working on behind the scenes (not to mention all of the content and systems we have already made so far, which might not be the best/greatest ever made, but I do not feel like this can just be ignored). We also have plenty of upcoming content that we are working on (see below), so really not sure where this idea that we are relying on modders to “make the game for us” came from. Offering/providing modding tools is an extremely important aspect of this project for us, but once again as mentioned above, we are not relying on modders to make/fix anything (at least no more than they would be in other games with similar modding options like Arma or Garry’s Mod). They are simply provided the tools to create the experience that they want, and if they wish to make certain features or content before we do, they can, but we are not asking them to do anything in particular—sure, we might offer them an opportunity to work with us on some of these things and making mods is a great way to be onboarded to the team in a more official capacity, but that is a far jump from RELYING on them to do things for us. Again, nobody is forced to be here working on mods, they are doing this on their own free will.

For a game to have solid modding support, it is vital that we bake this into the cake as early as possible so that it never feels like the modding is just tacked on, or half done—as with many things that we do, this is a long term plan and the work that we are doing to support this right now is laying the foundation for making the modding support as solid as possible for the future and as the game matures and grows/develops. Allowing people to come in and make mods right now is a great way for us to understand sooner rather than later some of the things that we must be prioritizing to help support them and their own personal goals for mod creation. If you are still confused about this, and you genuinely care/have a real concern about these people, perhaps spend some time down in the modding section and ask some of the people working with the mod tools themselves to see what they have to say about it. There wouldn’t be 0J0DD multiple channels with people teaching and learning day in and day out if they felt that we were exploiting them in these ways.

Now that we have all of that out of the way, let’s move on to the work that was completed last month in January:

Maps


Carentan


Carentan is the next official map for the Operation: Overlord expansion. It is a 2x2km map that will heavily feature urban/city-based combat. We started on a small showcase area for art testing and will expand on the town from there.





Omaha Beach


Omaha Beach received more updates to the props around the trenches, and more cliff rocks along the bluffs H7DZ8. More areas beyond the beach also started to receive more detail passes as the level design team continues to move past the blockout phases.




Saint Quentin


Saint Quentin received updates to the ground clutter, as well as distant artillery shell impacts that were added for additional atmosphere. The rest of 639KJ the trenches running through the whole map are now outlined as well.





Risala, Argonne, Monte Cassino, and Lam Dong


Risala, Argonne, Monte Cassino, and Lam Dong all received a few updates to the foliage and lighting layers.






Vehicles


Driver and Passenger Animations


The animator has been working on setting up the animations for our vehicle prototype, including animations DZ36Y for both the driver and passenger. The driver animations have been designed with advanced handling features, and showcase a range of poses for holding the wheel.





For those wondering, yes it will be possible to shoot from vehicles within the vehicle framework—from a base game perspective, we will probably just keep this to vehicles that are open top or that have some form of shooting position that makes sense to be able to shoot from, however, we will of course keep this open ended and extensible for modders to take it and apply it to some other format or setup.

We will soon also begin working on static and mounted weapons as well, which should be what allows us to begin NDKE4 getting the first iteration of basic ground vehicles out.

Animations


Crawling Animations


Crawling animations for first person were made (finally)!




Sprint Impulse and Reloading Tweaks


The animator has also been fine-tuning the sprint animations and implementing a “smooth sprint impulse system” to enhance the natural start motion of a sprint. He has also made improvements to the reload animations for a more seamless blend with sprinting.




Leaning Tweaks


He also touched up the leaning system by slightly shifting the camera while leaning to prevent the gun 6A842 from obstructing the player's view, which was a common issue with the previous point aim system.

Before:



After:



Spring Arm Tweaks


Last but not least he also made some tweaks to the spring arm, which relates to how the arms and weapon move when moving the camera around.

Before:



After:



Upcoming and WIP Features


Bots/AI


The AI programmer has been spending the past few months working on a complete refactor to the WR63H current AI system, cleaning up a lot of the code, and working on some new systems that will be more helpful in allowing us to achieve some of the behaviors that we would like to implement with the AI.

The following video showcases a new behavior that the AI will soon have—the ability to seek cover and/or concealment by utilizing their line of sight in order to essentially “determine” where to take cover. This behavior will be the basis for which we will move on to teaching them how to perform more “advanced” tactics, such as bounding overwatch (where squads will be able to establish set piece and move piece positions to push or peel an enemy that they are engaged with).

Here is a video of one of the tests showing the basic functionality of their ability to move in and out of cover by breaking line of sight to an enemy threat:


Our goal with making a system like this is to create something that is extensible and flexible across a wide range of maps by not focusing too much on what specific objects in the world they think to take cover behind, but rather they are able to use anything in the world that allows them to break that line of sight, thus making the system more dynamic and flexible (and hopefully more intuitive in the long run).

Ragdoll Optimizations


We also did some optimization work to the current ragdolls, which should help improve performance for some. Ragdolls have the potential to be quite taxing when there are a lot of them, as each one becomes a physics object as the ragdoll is triggered, which is data that your computer and the server need to process. To further optimize these we reduced the amount of physics capsules the ragdoll need to function, reduced the amount of constraints (Joints) the ragdolls need to function, adjusted the twist and swing variables to give the ragdoll a more “lifelike” look when a character is killed, and finally we adjusted the Dampening to add more stiffness so the physics 0R8EA capsules go into a resting state faster to reduce physics overhead.



Thank you for checking out this month’s devblog!

Make sure to join the O:HD Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development and grab a Multiplayer Playtest key don’t forget you can do so on our Patreon! See you all next time!

-Goomes, Lead Community Manager





Website
Discord
Youtube
Twitter




Twitter
Discord
Website

Hotfix v0.11.0.2 Changelog

General



  • Optimized the character physics giving a more life-like death ragdoll and the ragdoll goes into a sleep state much sooner, reducing performance cost
  • Added several missing names to "Contributors" section of the Credits List

UGC



  • Fixed issue with some workshop mods not mounting which would intermittently occur if the user was subscribed to several workshop mods at once
  • Fixed issue involving workshop mods not being mounted after having finished downloading while the game is open at the main menu

SDK



  • API: Allow BP subclasses of DFPlayerComponent

Our first week of incredible community creations...

Our first week of Steam workshop has been completely inspiring. You all instantly dug deep into our mod tools and starting building some of the coolest things we've ever seen. For those of you who enjoy videos, here is a video showcasing some of the most amazing things currently on the Steam workshop in our first week after launch.



For the rest of you, check out a list of some of the most awesome work from the community right here in this blog post.

Starship Troopers Mod



https://steamcommunity.com/sharedfiles/filedetails/?id=2937335247



Casual Warfare Mod



https://steamcommunity.com/sharedfiles/filedetails/?id=2934016335



Navy Seals Mod



https://steamcommunity.com/sharedfiles/filedetails/?id=2934061853



Counter Strike Gamemode



https://steamcommunity.com/sharedfiles/filedetails/?id=2936839875



There are even more amazing creations on the Steam workshop, and we haven't even scratched the surface of what the community has been building! Make sure you follow our page on Steam, and watch for more blog posts showing off all the incredible creations the community has been building every day!

https://steamcommunity.com/app/736590/workshop/

Until next time! I hope we'll see you on the battlefield soon.

Hotfix v0.11.0.1 Changelog

General



  • Fixed issue where certain mods from the workshop would fail to mount correctly if they referenced engine content
  • Aligned "Contributors" text to center in the Credits List

Gameplay



  • Fixed animated magazine ammo material not working with bots
  • Increased Footstep Sound volume by 60%
  • Fixed missing collision on some buildings, players falling through floors
  • Fixed animated magazine ammo material not working with bots

Montecassino



  • Fixed spawns under terrain

Lam Dong



  • Moved around spawn points to reduce spawn camping

SDK



  • Fixed "Lighting build failed. Swarm failed to kick off." error when attempting to build lighting

How to leave constructive criticism.

Hello everyone, my name is Bluedrake42 and I own the studio that is making Operation: Harsh Doorstop.

The video I have linked below is incredibly important to me, and while I understand that the video is long... I feel you will personally be considerably better off (and safer) from watching and taking it seriously.

The video discusses (in depth) our thoughts on constructive criticism, and how I personally feel we can make this community healthier and more productive. I also want to address a lot of important concerns and pressure points that we've been confronted with regarding Steam community guidelines and rules.

I love all of the feedback that we have been getting and seeing how many people genuinely love our game. I want to continue to do my due diligence to ensure that our community is working towards being the best community that we can possibly be. In my mind, the best community is a community that facilitates the production of our game in the cleanest and most efficient of ways.

Thank you so much for helping me make this game the best that it can be, and this community the most productive community we can make it. I hope you appreciate my discussion with you in the video below, and I hope I'll see you on the battlefield soon.

Anti-cheat and upcoming improvements...

We've loved watching everyone having a blast in the game. You all have been consistently reporting issues and problems, and it has been fantastic. Some of our most extreme critics have unintentionally ended up being our most helpful players, and we want to keep that information flowing.

Firstly, for anyone that wants to get thoughts directly from the studio founder, you can watch Bluedrake42's video here where he shows off and the what issues we're seeing reported the most.



For everyone else who wants a simple run down, I've got you.

Easy Anti-Cheat System
EAC (Easy Anti Cheat) is currently in the planning stages of being implemented into the game. There are many users who missed the beginning of our previous development blog stating that standard anti-cheat solutions are still planned. I want to reiterate to everyone that standard anti-cheat solutions will definitely be incorporated into the game, and we're now in the early stages of incorporating those systems.

Server Anti-Cheat Systems
We are currently working with our community server owners to develop and release additional server anti-cheat systems that will allow server hosts to more effectively police servers. This includes systems that interface with Steam's API allowing you to ban users who have already been VAC banned, or restrict users with fresh Steam accounts from joining a server. There are also a variety of additional passive anti-cheat systems we'll be introducing in the coming weeks.

Workshop Improvements
Currently our team is focused on improving Steam Workshop support and fixing any issues with the current mod support. As Operation: Harsh Doorstop is a mod-first platform, this is currently our number one priority. Some issues with mods occasionally not being loaded have been reported, and we have a fix that is already prepared to go out in an upcoming hotfix that resolves this issue.

Ongoing bug fixes and corrections
Video and screenshot evidence of bugs and other issues have been instrumental in targeting and prioritizing bugs. Please continue posting videos regarding bugs, and how to replicate them. I think many users do not realize how incredibly valuable this is to us. Even if you currently despise the game, but intend to make videos on it anyways... please continue getting video footage of these bugs. These are extremely helpful to our core team.

More coming soon...
We love the reception we've received. Both negative and positive feedback has been extremely helpful to us. We know that many of you are still waiting for critical features to be implemented before you fully embrace Operation: Harsh Doorstop, and we're currently focused on combating those issues. However, we are currently in our second day of over one thousand players... and we can safely say that we're incredibly excited to see how many people who love the game are currently playing. As of right now we believe the players who love our game those most are those focused on cooperative and single player game-play... however we know that a huge portion of players are still hoping that Operation: Harsh Doorstop can become a solid platform for competitive gaming. We see you all, and we're working every day to get the systems and features you require in Operation: Harsh Doorstop to make the PVP community healthy.

Thank you so much for how much everyone has been putting effort into giving us feedback so far, and please... keep it coming. Negative or positive, we need it all.

See you on the battlefield.

We just released our game for free...

Bluedrake42 (the founder of the studio) discusses our take on the game launch, and what our plans are now that the game is out in the open. Watch the video below to hear his thoughts.

How to handle cheaters on launch...

Hello everyone. My name is Bluedrake42, and I am the studio owner.

We are launching today, and an issue that has been repeatedly brought up is how to deal with cheaters when the game comes out.

As many of you know, Operation: Harsh Doorstop is a completely free and open game that allows users to host their own servers. While this comes with many benefits... this also comes with many fundamental drawbacks.

One of the primary drawbacks is that cheating is a per-server responsibility. While our development team has already introduced measures to curb cheating in multiplayer servers, the responsibility to entirely eliminate cheating is still the responsibility of each individual server owner. Our development team will continue to work on implementing additional anti-cheat measures in future updates, and possibly even introduce (entirely optional) standard anti-cheat systems that server owners can enable.

However the reality is still that each server owner is responsible for maintaining and moderating their own player base. This is a similar approach to Discord or other openly self-moderated (and free) projects.

With all that said (and also as a previous full-time server owner myself) let me help with some pointers on how to deal with cheaters.

Advice #1: Administration team.

All server owners that run public multiplayer servers should strongly consider creating a 24/7 server administration team. You can typically achieve this with only a handful of administrators covering periods of time that your server is most active. Operation: Harsh Doorstop currently has all the basic administration tools required for any administration team to moderate your server, including kicking and banning users. Use these tools.

Advice #2: Write your own anti-cheat scripts.

Operation: Harsh Doorstop is a completely open game. While this comes with many drawbacks, it also opens up the ability for servers to self-innovate and create solutions that truly set themselves apart. While default anti-cheat measures applied to the entire game are definitely helpful, creating (or hiring someone to create) your own anti-cheat systems for your own server can greatly improve the experience of your players. Additionally, if each individual server owner creates their own unique custom anti-cheat scripts... this will likely confuse cheaters that utilize more standardized cheat engines, as their cheat engine will not work unanimously across all servers.

Basically... if a player is teleporting to the other side of the map, it won't be difficult to write a script that simply automatically bans users that are detected performing extremely impossible maneuvers.

Advice #3: Create whitelisted, co-operative, or other community gated servers.

This is a pretty simple idea, but basically... cheaters can't cheat in a server they can't even join. If you are a small community that is interested in focusing on small-scale or co-operative gameplay, you should strongly consider using our existing whitelist system to whitelist your most loyal community members. This whitelist system is based on a simple text file, and you could quite easily connect this to a Discord bot that automatically whitelists authenticated players in your community.

Last words...

Operation: Harsh Doorstop is an open game, similar to games like Project Reality. I ran a Project Reality server for years, and Project Reality has literally no default anti-cheat measures what-so-ever. Project Reality still exists to this day, and the servers have always been able to create healthy communities that often have less cheaters than "official" anti-cheat powered games have. The difference is that the server owners there care.

The reason there are more cheaters in Fortnite and Call of Duty than there is in Project Reality, is because those games don't have a community that can ban cheaters from their own servers. If someone writes a cheat that defeats EAC in Fortnite... then they have suddenly just achieved the ability to cheat in every match throughout the entire game.

If someone writes a script to cheat in Project Reality, they can only get as far as the community lets them... before they're banned either by an administrator, or possibly even by an automatic anti-cheat script that a server owner has implemented.

This is how Operation: Harsh Doorstop will work. Some of you will love it, some of you will hate it... but it is how this game is built to be. We do things differently, and there are many benefits to how we do things... but the difference is that running a server will require effort.

This is the same mentality that powers projects like FiveM and Garry's Mod. We have given you the tools you need to succeed. Now it is up to you to use them.

We will continue to work on giving you even more tools to make healthier and stronger communities as time goes on.

Good luck, and please join our Discord community if you need any further help or advice regarding server hosting. Our community is here to help you, and there are already many members creating additional community-powered tools to help create better multiplayer servers.

https://discord.gg/drakelings

See you on the battlefield.

A few words before launch...


A few words from the CEO before the launch of Operation: Harsh Doorstop:

A few words before launch..


A few words from the CEO before the launch of Operation: Harsh Doorstop: