This hotfix is addressing more instances of crashing for some users related to Visual Studio Redistributable. If you are still having issues after applying the patch, please let us know in the Steam forums.
- Added newest Visual Studio Redistributable to install script (manually install with: https://aka.ms/vs/16/release/vc_redist.x64.exe) - Fixed muffled sounds
Update 26 - Hotfix 2
This hotfix is addressing various instances of crashing for some users. If you are still having issues after applying the patch, Please let us know in the Steam forums.
You can join our Discord and our #PC-Troubleshooting channel. We have some pinned fixes for some rare issues such as Dynamic Link Library (v8_libplatform.dll) not able to be located.
Patch Notes
-Adjusted audio mix to address loudness and prevent clipping -Adjusted sounds handling sounds for, m1garand, leeenfield, g43, revolver -Adjusted anti-jiggle to address playspacing abuse -Fixed guns not being cocked if they’re locked open and tapped to close -Fixed a few instances of crashes related to VoiceCapture, Steam phonon audio
Update 26 - Industry
Industry
Set in the headquarters of the Infinitum Military Solutions, this ruthless PMC never would have guessed the fight would be brought onto their home turf. This security firm has a mission statement to bring protection to those who need it most. Still, their history directly opposes these core values, resulting in the inevitable conflict brought to their corporate offices.
This map design originated directly from the Pavlov community. It was such a fan favorite we decided to partner with the original map designer, Voxie, to remake a map with a high amount of detail. This map features various environments with SnD at the forefront of the design with a finely tuned layout to ensure this map will withstand the test of time.
Updated modern player models
We have updated our NATO and Russian player models for Pavlov. This comes with several benefits. Not only are the teams now more distinguishable, but we have also improved performance with them. We were able to make them look better, while also reducing the number of draw calls needed to render them on screen.
New weapon sounds
Our sound design team has remastered all of the current weapons sounds in an effort to provide more heavy impact and dialed up the effects of outdoor reverb.
New explosion effects
We've added new effects to the frag grenade and SnD bomb. We've also wholly refactored the flashbang effect to address some of the issues with low-light environments. We also believe we have helped simulate the feeling of discombobulation with these new flashbang effects.
Utility buy limits to Search and Destroy
After receiving feedback from players, we have decided to add buy limits to the utility. You can now only purchase a single frag at a time in pre-round. This is an effort to reduce grenade spam. Additionally there are limits to 2 smokes, 2 flashbangs, and only one pair of pliers.
Pavlov TV Returns!
We have brought back our casting application for casting Search and Destroy matches. This can be used by changing the launch parameters for the game. It will open to a keyboard and mouse interface that can be controlled with various key binds to change the perspectives of the spectator camera. You can find the full guide on our wiki.
Revamped modern shooting range
We've rebuilt the shooting range. Not only have we designated the doors to lead to other offline areas, but it's also optimized it for better performance.
Bolt slap mechanics
We've added bolt slap mechanics! Now when you have a bolt locked back on specific weapons, you can swing your hand on top of the bolt to cycle it forward. There's no need to use the trigger button. This mechanic provides absolutely no tactical benefit; however, you will look really cool when doing it.
Trench Gun
After many requests from the community, we have added the Trench Gun! This shotgun packs a powerful punch sure to stir up the guts of your enemy if they're too close for comfort.
Historical Scopes
Fleshing out the WWII content further, we're also added historical scopes for all the bolt action rifles. Each featuring its own unique model and reticle to lend more ability to the bolt actions and create more viable use on the battlefield. By default, these weapons will automatically come with a bolt action rifle. However, they can be removed by the player. If you are making a custom game mode, you can additionally spawn the rifles without the attachments.
New kill house season
Kill house stats are being reset for a new season. Stake your claim on a world record run with your favorite weapon, or join the mixed category for some extra spice!
Plans for the Future of Pavlov VR
Pavlov is moving towards a faction-based weapon set, according to each team. This will effectively limit the weapons available to you. One team will have the AK available, and the other will have M4, and so on. Some weapons will be shared between teams, of course, such as the Deagle. This future change will be part of the buy menu revamping efforts.
We're also introducing more game modes such as Push, and If you would like to help us test these new game modes in the Steam Betas we update regularly, we would love your feedback!
Here is how to access the beta on Steam:
Right click Pavlov VR in Steam
Go to properties
Click Betas Tab
Select "beta-" from the drop down
For a list of the patch notes, please check out our #pc-beta-feedback channel on our Discord server!
Patch Notes
-Added new russian & nato character models -Added tiger tank (ID: tiger) -Added police skin (ID: cop) -Added new modern shooting range -Added new map: Industry -Added new scope effects -Added environmental sounds to both shooting ranges -Added sounds for knife twirling in air -Added new sounds for painkillers and being revived -Added new on screen healing effect -Added player acceleration strafing to address jiggle peaking -Added function to address Oculus Quest controllers duplicating a trigger press -Added canted red dot (ID: canted_reddot) -Added red dot for pistols (ID: reddot_pistol) -Added bayonets to historical weapons (ID: bayonet_kar98, bayonet_springfield, bayonet_mosin, bayonet_leeenfield, bayonet_m1garand, bayonet_trenchgun) -Added 0.3 burst delay to sock -Added new flashbang FX, when looking away from the flash it will be less intense -Added trenchgun, sks, akshorty, new kar98 model (ID: trenchgun, sks, akshorty, kar98) -Added SnD explosion effects -Added new explosion effect to frag grenade -Added kill feed icon for SND bomb, akshorty -Added new bullet decals for player bullet hits -Added new reload mechanics to sawed off -Added mute microphone checkbox to settings -Added new asynchronous loading system to improve core game performance -Added ability to attach laser to m9, de, and revolver -Added ability to attach laser/flashlight to p90 and pump shotgun -Added new server browser filters for TTT and OITC -Added loading splash screen -Added scopes to WWII bolt action rifles -Added remastered weapon sounds -Added environment sounds to station -Added modkit setting to adjust if enemies can be revived by the syringe or not -Added animation the bottom feed door on the autoshotgun and pumpshotgun -Added magazine optimizations -Added bayonet as knife replacement in WW2 GunGame -Added SnD buy limits: 1 frag grenade, 2 smokes and flashes, 1 plier -Added plier haptics that builds up while squeezing + increased the cut time by .1s -Added hand penetration mechanic so headshots are no longer blocked by hands -Adjusted net code to prevent high ping player advantage (competitive only) -Added a rail to the uzi for the flashlight -Added function to community servers so that if no players are in the match during SND start it will wait up to an additional 60 seconds for players to join -Added a shell mesh to the uzi so you can tell if its loaded or not -Added UI prompt for community server connections and download -Added the ability to cancel map join on workshop download mid progress (will not join left server when map finishes download) -Added M'Kay slap mechanics to mp5, smg, autosniper, and aug -Added bVerboseLogging server config var to now log killed/killedby/headshots/SND bomb Plants/Defuse/Explosions/Teamswitching/Teamkills/Roundstatechanges -Added bCompetitive option to game.ini default value is false, will allow community servers to run competitive SND -Added basic stat tracking for community servers; it will dump to logs at match end (kills, assists, deaths, headshots, bombs planted, bombs defused, chickens killed etc) -Added SetPin rcon command (if no pin is passed in it will unlock the server) -Added function prevent server moderators from being vote kicked -Added a 10% chance for the luger to spawn with the black widow skin -Added arrows to the map browser UI -Adjusted mag slap mechanic to be more forgiving -Adjusted gun ids (galul, scur, vzz) -Adjusted Gungame to include new weapons and remove Kar98 -Adjusted character model to correct rig and reduce draw calls -Adjusted the charging handle linear ranges for the: cet9, 57, m9, de, sock, luger, tokarev, 1911 -Adjusted the charging handle linear ranges and chamber meshes for the: kross, scur, vzz, galul -Adjusted bar bipod to be folded up -Adjusted weapon slides and bolts so they cannot be gripped while firing -Adjusted deagle to increase reloading speed slightly -Adjusted pipe attachment to player models to the bottom jaw -Adjusted smg shell ejection socket -Adjusted bolt for awp and anti-tank rifle to be more forgiving on fully latched and unlatched state -Adjusted pump shotguns reloading linear rail (should require more actuation) -Adjusted shooting range to improve performance -Adjusted tutorial lighting -Adjusted bots will no longer eject shells out of their guns in offline mode -Adjusted rl_rpg offhand grip to correct spot -Adjusted repairtrool to allow on the hip slots -Adjusted the autoshotgun stock interact box to the rear of the weapon where the stock hinges -Adjusted the lmga mesh so that the bullets don’t show up weirdly in the shooting range (loot proxy) -Adjusted loading hand pose on all shell loading shotguns -Adjusted vanas with lowered RPM, boosted horizontal recoil, increased price to 2300, 50 killbonus -Adjusted ak12 with price increase, damage increase to 25, helmet bleed to 74 -Adjusted awp with damage increase to 100, armordamage 50, armorpen 65 -Adjusted P90 with recoil reduction, lowered the price to 1900 -Adjusted sock price to 650 -Adjusted ak12 and uzi magazine socket -Adjusted rifle laser/flashlight attach distance (increased) -Adjusted zombies bullet hit shader -Adjusted the autoshotgun stock interact box to the rear of the weapon where the stock hinges -Adjusted rocket ammo drop sound -Adjusted guns to play cocking sounds when manually chambering rounds -Adjusted limited ammo mode rocket launchers to have reserve ammo of 1 instead of 3 -Adjusted anti-tampering vendor to EAC -Adjusted flashlight so it can be turned on while in hand -Adjusted pills will now only dispense if theyre near + above your head -Adjusted optimizations to KOTH -Fixed hand on slide or bolt stating gripped when main hand lets go of the weapon -Fixed delay on flashlight/laser -Fixed KOTH icon disappearing -Fixed not being able to pick up grenades on the ground even though they’re highlighted -Fixed a rare issue with the repairtool -Fixed issue with tank damage -Fixed newton launcher recentering players in vehicles -Fixed unkillable ghost via vehicles -Fixed backward ak12 on the weapon rack -Fixed lootcrate issue with attachments -Fixed assorted issues w/ attachment states -Fixed LMGA belt on the weapon rack -Fixed m16/m4/ar9 charging handle teleporting -Fixed kar98 scope attach distance -Fixed p90 charging reciprocating when firing -Fixed bar selector switch being backward -Fixed stick grenades playing ignite sound more than once when non-owner pulls the string -Fixed SND bomb was able to be clipped when not planted -Fixed shooting range door handle grip position -Fixed pipe placement for updated character models, attached to lower jaw -Fixed bar fire rate switch issue while holding the trigger -Fixed killhouse door handle -Fixed ping rollover issue on the player scoreboard -Fixed lootcrate issue with attachments -Fixed unkillable ghost via vehicles -Fixed mp5 laser attachment issue -Fixed stick grenades playing ignite sound more than once when non-owner pulls the string -Fixed ATV + Truck from being able to be walked on -Fixed the autoshotgun loading bounds -Fixed hand staying gripped on charging handle when gun is dropped -Fixed various gun desync bugs -Fixed culling issue in Santorini -Fixed being unable to grab the charging handle if you died while last holding it -Fixed the autosniper charging handle rotation -Fixed scur charging handle animation -Fixed ammo counter will be red when there is no bullet in the chamber -Fixed guns playing sound for attachment removal if the mode is disabled -Fixed invulnerable players not being affected by kill volumes getting into unplayable areas -Removed kar98 from modern GunGame -Removed bolt release binding from mp5, smg, autosniper, and aug -Exposed vehicle despawn time to spawners + modkit
TTT -Added telefrag kill icon -Added sks to TTT loadouts -Adjusted TTT pointer hand to always be your dominant hand -Adjusted TTTv2 ammo system to Limited Special -Adjusted Silent Cet 9 magazine ammo to 8 bullets -Adjusted detective role to use cop skin w/ detective hat -Adjusted TTT skin changer portraits for NATO and Russian -Removed rockets from TTT
Pavlov VR Scheduled Maintenance
Starting around 11:00 PM-3:00 AM PST on Tuesday, April 13th Pavlov VR will be down for maintenance and multiplayer will not be accessible.
We hope to return service a soon as possible.
Update 25 Hotfix
Based off feedback from our new reloading system we have made a few minor adjustments.
Patch Notes: -Added WIP weapons to the modern shooting range (VSS, Scar, Kross, RPG, AR9, Galil) -Added buffer allow hand let go slightly sooner on the magazines -Adjusted reloading mechanics to all pistols -Adjusted Uzi reloading mechanics
Update 25 - TTT Update
Who can you trust? Certainly not the person next to you. Unless they're a detective. You can trust them... unless they mistake you for a double-crosser. I'd advise against any sudden movement that would warrant suspicion. It's pretty embarrassing being stabbed by a naked man. How did he hide that weapon without clothes anyway?
Welcome to TTT, a game mode where wit and untrustworthiness reign supreme.
You have three roles, Detective, Innocent, and Traitor. It's a roll of the dice who gets what. Innocents far outnumber the traitors. Detectives are one of a kind. A good detective will access their tools to solve the various crimes committed in the match. What a good sleuth.
Failure to commit to your roles can negatively affect you. Achieve too low of karma and you'll be kicked from the game.
TTT can now be played on any map, simply set the lobby game mode to TTT in the dropdown. Furthermore, you can use the game mode filter in the server browser to filter this game mode in or out.
A weight has been placed on your shoulders. You have a gaggle of mouthy individuals in your town and they all claim to take no part in this. Someone is lying, maybe more. Thankfully, the department has issued you a plethora of instruments to aid in the defense of your peoples (even if you don't particularly like them).
Innocent
You didn't do anything wrong, and there's no reason to start now. Karma will come back to bite you. Just survive as long as you can. Maybe you can help, but you must be certain you're hurting the baddie.
Traitor
These innocents aren't your friends. They must be eliminated carefully. There is more of them than there is of you, so stealth is the key. You have many tools at your disposal but you're funds are limited. See another red T above a player's head? They're on your side, but keep communication on the down-low.
One in the Chamber
I know what you're thinking, did they fire 1 shot? Well, they had to right? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. However, this is One in the chamber. So the answer is definitely 1. Your aim must be true otherwise you're stuck with a knife as a backup, and if you throw that and miss, well...you're cannon fodder at that point. There are no teams, you're on your own.
Major changes to the weapons
This update marks a big stride in the quality of life for the weapons. We have added new systems to improve the feel of the weapons and make the balancing of the weapons have more granularity.
New reloading system
You will no longer be able to snap reloads together with a simple clap. We're asking you to put in a bit more effort in your hand movement to complete the process. Magazine inserts such as the AK will now animate correctly based on how they should traditionally be placed in the magazine well.
We have also added stripper clips and chamber animations for the bolt actions to add a bit more quality of life to the weapons
We've also finally added a long request feature... AK mag slap!
Damage fall off
We have finally added the long-requested feature from the Pavlov competitive community. This is a pretty major change that will have a lasting effect in the meta, especially for Search and Destroy players. What is damage fall off? As the bullet travels over a distance, the velocity degrades. While we are not making this as realistic to true life as possible. This will help prevent pistols from becoming cheap sniper rifles and gives us the ability to better control shotgun damage. As of now, damage falloff is only a part of the modern weapon set as we want to make sure that we tune these delicate balance changes correctly.
Competitive
We have brought back the competitive mode for Search and Destroy. Comp mode is intended to prevent players in search and destroy from "ghosting" or giving enemy positions to their teammates on 3rd party voice chat platforms. Instead of spectating the map in dollhouse mode, you will be transferred to a dark room with a scoreboard.
Modkit changes
We've expanded the modkit even further. The mod kit has been updated to support TTT. If you have a map that uses the older versions of TTT, we highly encourage you to update your map to support this new version. Any map can now dynamically generate a TTT game mode. However, if you want to create your version with custom features, you are more than welcome to do so. You can also manually place weapon spawns in the map specifically TTT. We have also expanded the mod kit to allow the items from TTT to be used in any game mode beyond TTT. Such as the flare gun, the riot shield, and our personal favorite, the Newton launcher.
Custom limited ammo
We have exposed our ammo system to be wholly customized with ease by modders. We consider this to be experimental. They can come up with their own preferred system of using limited ammo instead of having to write it from scratch or adopting Pavlov VR's limited ammo systems.
New attachments
We are shipping a flashlight and laser attachment. These will not show up in the buy menu as of now as we want to make sure they don't have a drastic effect on the balance meta of the game. However, we still want to include them for Zombies, and we want to encourage modders to experiment with these attachments for their own custom game modes.
To use these new attachments, grip your gun with your offhand and pull the trigger to activate.
Custom Items
Custom items are now supported in all game modes, including base game modes in Pavlov VR. You are no longer constrained to a custom game mode in order to add custom items to your map.
Patch notes
-Added new round/shell/magazine reloading system -Added bolt action animations for chambering rounds -Added bolt action to rocket class on WW2 TDM/KOTH -Added AK mag slaps -Added Official TTT -Added One in the Chamber -Added new sawed-off shotgun model -Added new M4 model -Added visual ammo counter in limited ammo modes (can be disabled in options) -Added flashlight and laser attachments (Modkit and Zombies only) -Added damage falloff to modern weapons -Adjusted voice chat to increase the quality -Adjusted manual KOTH objective placement on Stalingrad -Adjusted spawning loot in KOTH and WWIITDM to have more weapons -Adjusted WW2 bolt actions to fully close/open more reliably -Adjusted splash damaged for rockets (slightly increased) -Adjusted KOTH visual objective to scale down when getting close to the marker -Adjusted WWII shooting range for better performance -Adjusted Gun Game to include a knife for the player in every tier -Adjusted Knife to no longer damage in low-velocity scenarios -Adjusted blow torch repair tool to cause damage to players -Adjusted Sawed-off shotgun to be gripped by off-hand -Adjusted AWP, price decrease -Adjusted M9, price decrease -Adjusted and improved limited ammo system in modkit -Fixed Audio muffling issues on match start/join on a custom server in some cases -Fixed sprint movement exploit -Fixed LMGA from incorrectly overheating in some edge cases -Fixed LMGA from firing when feed tray was open a slightly -Fixed Steam avatars not displaying
Update 24 Hotfix 2
Hey everyone! ːsteamhappyː
We've fixed the microphone drop down being stuck on default device. After much feedback, we have decided to remove limited ammo for King of the Hill and WWII TDM for all the guns and only limit ammo for the rocket launchers. We have also addressed some performance and QoL issues. Please check out the full change log below!
New explosion effect
We have also enhanced some of our explosion effects to help improve performance and be more visually appealing.
Patch Notes
-Added new physmats: snow and mud (Mod kit) -Added Gun Game 10 sec suicide penalty -Added seat icons above usable tanks, icon order: (driver, mg, turret) -Added new explosion fx for tank shells & rockets -Added cargo plane flying across the sky to give context to loot drops -Added T34 liveries -Adjusted limited ammo for KOTH and WWII TDM to only limit launcher ammo, guns set to unlimited ammo -Adjusted Stalingrad, attic accessible, new pathways through buildings, switched the fire particle FX to a more performance friendly version -Adjusted throwing physics to not inherit player directional movement. -Adjusted tanks to have shell spawning cooldown -Adjusted BAR front sight -Adjusted KOTH and TDM to randomize team skin types (US or Soviet) -Adjusted Tokarev zeroing -Adjusted instructions in the tanks -Adjusted vehicle flip logic -Adjusted optimization for high population community servers -Adjusted PPSH to use stick magazine instead of drum -Fixed microphone selection drop down in the settings -Fixed height shrinking issue when player when exits vehicles -Fixed watch not drawing under rare circumstances -Fixed gun name reporting incorrect winner on end game podium -Fixed WWII belt receiving decals -Fixed Forcetube support -Fixed RGD33 priming sound playing at the wrong time and playing twice -Fixed LMGA and MG42 from firing if the dust cover gets opened while shooting -Fixed MG42 showing bullets in an empty mag when dropped and picked up -Fixed BAR and Bren charging handles from getting stuck if grabbing while firing -Fixed issue when entering a tank with a weapon in hand for hold grip controllers -Fixed vehicle passenger net relevancy issue -Fixed UI needing to be opened twice to bring up the vote menu -Fixed not-logged-in issue if launching in Oculus mode
Update 24 Hotfix
Hey everyone!
Today we're shipping our first hot fix for update 24. We're addressing many fixes here, namely those who are unable to start the game. We have also fixed people not being able to privatize lobbies. We are going to address the microphone device choice in a future patch. We've included other important fixes and changes. Please take a look at our patch notes below:
Patch Notes
-Added tank explosion killfeed icon -Added KOTH objective to be in the center of Bridge -Added sounds for KOTH -Added sounds for ammo crate spawning -Adusted RCON to return player score and team score (if applicable), return round number for SND, and modified GiveItem logic -Adjusted limited ammo game modes to have more ammo -Adjusted bHaptics to play armhaptics on every gun shot and chest haptics on more powerful weapons -Adjusted how often the ammo crates spawn to every 2.5 minutes on limited ammo -Adjusted TankTDM to kick after 4 team kills -Adjusted KOTH / loot marker to not be affected by fog (Stalingrad) -Fixed match length drop-down in lobbies -Fixed many cases of start-up issues and improved start-up time -Fixed bHaptics issues with receiving haptic events from bots firing in offline -Fixed bots spawning in TankTDM/WW2 TDM with incorrect weapons and skins -Fixed AK12 price decrease and damage increase not being present in update 24 -Fixed exiting vehicles pushing vehicles into the air during high latency situations -Fixed missing collision in Stalingrad -Fixed attachments being removed from saved weapon on respawn -Fixed push-to-talk SteamVR bind -Fixed pins on lobbies and community servers -Fixed friends only flag in lobbies (use friends tab in menu to join) -Fixed pins getting stuck in grenades -Fixed issue with grabbing helmets in shooting range -Fixed the tank reloading handles not being able to be gripped
Update 24 - WWII
Hello everyone! ːsteamhappyː
After a LONG development time (and a few delays), today we are shipping our biggest update yet. This update has been in development for over a year, and has been a long time coming. Making assets from scratch is a very labor intensive venture. We were incredibly overjoyed with the amount of support the community has shown during this arduous journey. It's been keeping us focused as we kept our heads down and worked hard at delivering this update to you all today.
World War II
In this update, we're shipping 3 faction-based weapons: Axis, Allied, and Soviet as we progress the game to faction-based weapons we're starting with our WWII update. We are also introducing a new weapon category, rockets. 18 new guns, 6 grenade variations, and 3 launchers.
To accompany the WWII update we are also shipping new player models fit for the WWII era.
Tanks!
For the first time, we're shipping vehicles in Pavlov of the multi crew, treaded variety. Each tank will be have a 3 crew setup for driver, gunner, and commander. Tanks can be placed in maps by mapmakers with the recently updated modkit to place vehicle spawners on the map as needed. Vehicles can be entered by gripping on their step ladders which will glow blue when your hand is near them. You may not be able to enter an enemy tank unless otherwise allowed by the map maker. To exit the vehicle, grip the hatch above your head.
The Commander is in charge of the main gun and responsible for loading the shells, aiming, and firing. Make sure the breach is open before putting in a shell. Grab a shell from the rack and place it behind the barrel. Shove the shell into the gun and close the breech. Grip the bottom of the sight to adjust zoom length. grip and turn the elevating and turning wheels to adjust the gun's aim. Place your hand on the fire and press trigger to fire the gun.
The Driver, steers and accelerates the tank. Enter the tank and grip the forward two levers presented in front of you, each lever controls the corresponding tread on the left or right. Push both forward to traverse forwards and pull back to reverse. Feather a turn by reducing the actuation of a lever on a particular side. To turn in place, come to a complete stop, then pull one side fully back while the other side is pushed all the way forward. To reset your view in the tank simply open the scoreboard.
The Gunner will have control of an unlimited ammo machine gun with a cooldown. This gun comes with a bit of recoil and can be further controlled by placing a second hand on the gun.
Game Modes
With the new tanks, there is a need for a new game mode. To test the waters we're launching a new game mode called Tank TDM. Featuring a 20 player 10v10 game mode intended for large maps to fit the travel lanes for the tanks to navigate.
In Tank TDM, There is a special class that will spawn with a blowtorch in their utility for Tank repairing. To repair a tank, activate the gas by pressing trigger on the black knob and making contact with the flame to the tank to weld repairs.
Gun game is additionally getting a WWII variant. Starting the game off on the right foot with an explosion-filled rocket fest for the first couple of tiers then moving slowly from the automatic to the semi will be a fun way to familiarize yourself with the new weapon set.
We have additionally added a King of the Hill game mode. This mode will also be supported by custom maps by default using dynamic points that are generated on the fly. Mapmakers can also use the modkit to use manually placed KOTH points instead of using the dynamic points. Check out our wiki for more information.
How to play WWII content
We are going to be hosting 24/7 10 v 10 servers for players to play Tank TDM on our Stalingrad map.
Additionally, some of our community members have already added WWII content to their maps for use. You can subscribe to the collection of maps here: World War II Enabled Maps
Official Maps
We know many of our fans for Pavlov come for the Search and Destroy, We’re shipping two new maps and remastering two of the classic maps that have been in Pavlov for years.
Santorini
Set in the Greek Island of the Aegean Sea, Santorini is an inclined map in a lovely blue and white color tones with the traditional 3 lanes of movement the Search and Destroy is known for. Come to the market and buy some fish!
Station
Station is an underground map set in a US subway station. With 3 layers of movement and a risk of dying from falling in the train tracks, This closed transit system with a cold atmosphere is a different change-up from a normal flat structure to a layered system we hope to give a nice change of pace for players fight to in.
Bridge
Bridge is back and looking better than ever. Set in a canal-heavy city in Europe, this narrow battleground has been taken to the highest level in quality while maintaining the identity of the original that players have come to know and love.
Datacenter
Datacenter, has been enhanced with new props, lighting updates, and a fresh new cityscape background without touching the original layout. However, there may be a new way to traverse from the pillar bombsite to the lower hallway
Stalingrad
Named after Pavlov VRs namesake, the battle of Stalingrad laid host to Sergeant Yakov Pavlov's fortified defense from the German Wehrmacht during the fall season of 1942. Intended to provide wide lands of traversal for tanks to navigate and various demolished buildings to have close combat with that we hope will provide many hours for our first 15 v 15 map. This is our biggest map yet.
User Interface
In order to add the WWII features in the UI menu, it was necessary for us to fast track the UI revamping to meet the same deadline for WWII. Information should be denser while also being more visually pleasing. We intend to expose the buy menu to be editable by the modkit for mapmakers to implement for their custom game modes in the future. We aren't finished with the UI yet either! we're leaving room for much-desired improvements and features players have been clamoring for since Pavlov first started such as stats and player customization.
bHaptics
We've been in close touch with bHaptics to implement support for their haptic vest into Pavlov VR. Pre-orders for their haptic suit have already started and will support Pavlov VR out of the box. Simply enable the check box in the settings menu.
New Master Server Backend
We have merged over to a new back end and ditching our previous one. Our server deployment system has been completely overhauled to be more efficient and reliable. This means goodbye to the stuck lobbies "finding game server". It will not be missed. Custom maps can also be cached in our lobby system which lends to faster launch times.
Additionally, with these new back end changes we have also extended the maximum time a lobby can be in-game from 1 hour to 4 hours. This affects many custom/co-op oriented maps that are played in our lobby system. No more connection lost messages after 60 minutes of play.
$10,000 Mapmaking Competition
Vankrupt Games has partnered with ArcticVR to host a mapmaking competition for competitively viable S&D maps. This is free to enter and open to everyone. More information and how to submit your map can be found on ArcticVR's website here: Arctic VR Map Making Contest
Fixes and Enhancements
We have added a variety of enhancements, bug fixes, and patched exploits. Most notably after much feedback, we have decided to change the AUG from full auto to 3 round burst to improve SnD economy. We’ve also prevented pins on grenades from being pulled to prevent pre-round start grenade spamming.
We have added volume sliders for voice and game audio. This can be used in conjunction with the headset runtime audio for proper balancing.
The dreaded bolt action spam bug has been eliminated once and for all, and players can no longer exploit walls reaching past the collision threshold. For a full list of our fixes and enhancements, check out the changelog below.
Troubleshooting the Update
If you encounter any issues with launching this update, you can follow our help thread here: Troubleshooting Update 24
Known Issues intended for hotfix
Lobbies pins may be unreliable
Server options missing
New scoreboard disabled temporarily
Community server admin menu not present
Steam avatars not currently showing
Missing lobby map thumbnails for uninstalled maps
Customize and Stats features are not currently present
The Future
We’re still not done yet. We have more work to do with the UI such as finish our stats and ranking system, Refresh the scoreboard and new by menu. New unique modern weapons are planned for faction-based.
We plan to split the modern weapon base according to faction or team and introduce more change to faction-based weapon sets in the buy menu for the respective team.
New maps that are currently in the design phase to add even more search and destroy base maps to the fans, and bring a community classic map as official. We hope to ship smaller updates in the year 2021 going forward instead of large ones that build up over time to keep a more iterative update cycle for the Pavlov.
We could not have done this without the support of all the players who play Pavlov, report bugs, and discuss suggestions on how to improve the game. Looking at the daily player counts keeps us motivated to make a quality product for you that just gets better with time. Please let us know what you think about the update in the comments below or in our discord! We would love to hear your thoughts.
-Added new official maps -Added WWII weapons -Added WWII characters (skin ID: german, soviet, us) -Added new ammo pouches for the WWII characters -Added bhaptics support -Added tanks -Added new grenade spoon animation -Added new rotation animation for grenades when thrown -Added mechanic where dropped or thrown unreachable SnD bombs will teleport back to map navmesh -Added all diagetic sounds to be influenceable by audio volumes/ambient zones (Modkit/Workshop) -Expanded CTF mod kit options (adjust cooldown timers, round time, spawn time, disable touch return) -Added new infrastructure for master server (end of "finding gamer server" bug) -Added Volume sliders for voice and master audio in menu -Added extended json returns from rcon to show context as to which thing was acted on during successful/failed rather than just a generic pass/fail for the command type -Added bind when dominant hand is switched in game user settings for tutorial -Added volume and microphone slider in audio settings -Added new voice communication codec -Added bind when dominant hand is switched in game user settings for tutorial -Adjusted muzzle flashes to be more performant -Adjusted bullet tracer rounds to be more performant -Adjusted dead body physics to react more realistically -Adjusted LMGA belt from physics to animation for easier reloading -Adjusted M4 brass eject flap to be locked open -Adjusted Uzi to be open bolt -Adjusted Uzi magazine placement in gun -Adjusted AUG to be 3 round burst instead of automatic -Adjusted AK12 to price of $2300, and increased damage slightly. -Adjusted Anti-Tank rifle to not longer be able to use red dot, holo, or acog -Adjusted In-game admin menu to writes ban to blacklist.txt -Adjusted knife and frag throwing physics -Adjusted UZI unfold animation -Adjusted following hand poses: sawed off shotgun shell, M4 magazine, beretta magazine, LMGA bolt -Adjusted Pistol hammers to show if the chamber is loaded or not -Fixed rare custom item bug that would crash the game on custom game modes -Fixed 8x / 4x scope x-ray wall exploit -Fixed an exploit where player had the ability to fire past wall threshold -Fixed bomb arm timer delay exploit -Fixed Famas, Glock, and AK family of weapons fire select switch -Fixed attaching scope with LMG feed tray open -Fixed one way physmats with small caliber weapons -Fixed sight attachment exploit -Fixed gun teleporting exploit -Fixed revolver rounds disappearing when reloading -Fixed LMGA overheat when a player died holding the trigger -Fixed LMGA overheating when colliding with object/blocking volume -Fixed decals bleeding into the scoreboard and nametags -Fixed sawed off / revolved ammo floor hit sounds -Fixed Uzi stock clipping through hand when unfolding -Fixed for semi auto sound spam glitch with bolt actions half closed -Fixed custom server prices carrying over to next joined lobby -Fixed issue with bomb prime light not turning off after code input expires -Fixed not being able to switch teams in preround SnD -Fixed tutorial audio attenuation issues -Fixed issue with AK-12 recoil -Fixed rare issue with spawning with an unprimed gun -Fixed SND bug where trading while the bombs planted would cause the round not to end
Pavlov VR News - December 2020
We're late
Like Elon Musk, we have not been the best at keeping estimated timetables. Game development is not a smooth straight road, it's a rocky path going uphill with many twists and turns. We estimated that we could finish the WWII update by late November, and we have obviously missed that window. We're not finished yet, but the development team is working very long hours trying to finish this final stretch.
Join us in the Steam beta
We are continuing to post weekly steam betas with our latest changes on Thursday evenings EST. We're listing all our changelogs from prior beta builds we have been pushing on a regular basis. See the full list below.
Here is how to access the beta on Steam:
Right click Pavlov VR in Steam
Go to properties
Click Betas Tab
Select "beta-" from the drop down
New ship date?
We don't want to break your hearts week after week. We don't have a solid date at this time to share, but we are VERY close now that our UI is in a good state. We're so close we can almost taste it.
$10k map contest
Our good frozen friends at Arctic-VR are hosting a map designing contest aimed purely at the Search and Destroy game mode and we are happy to sponsor the winners totaling up to $10k in cash prizes!
This contest is free and open to enter for everyone and specifically for Steam Workshop submissions only on Pavlov VR for PC. The submission is open and closes on a new projected final design submission day of January 31st 11:59 PM Easter Standard Time. After the submission closes, the judges will then go through the maps and determine 5 finalist maps.
VR Master League is hosting the finals for season 7. The top 8 teams in the world are fighting it out this weekend in a round-robin bracket. More information about the championship can be found on the VRML website here: Pavlov VRML Championships Season 7
-Added dryfire sounds to the tank if its not loaded -Added reloading instructions to the tanks -Added logic to prevent tanks from potentially killing themselves via splash dmg -Added T34 damage models -Fixed SND bug where trading while the bombs planted would cause the round not to end -Fixed shooting range crash -Fixed Bren bolt-on spawner -Fixed new sound mix sometimes muffling the player audio -Fixed a rare issue where teleporting would cause you to collide with any tank in the path -Fixed tank turret exploit, viewport turns black if barrel inside wall -Fixed Sherman horizontal left-hand pose -Fixed exiting tanks by grabbing another seat box -Fixed grenade spoons spawning on the wrong grenades -Adjusted ability to grab the tank mg top handle when the player wasn't holding the main mg handle -Adjusted tank zooming controls back to the controllers -Adjusted tank interiors to paint interactable elements red for player clarity -Adjusted various weapon charging handle hand poses -Adjusted Uzi stock to open when held then close on the drop
December 3rd
-Added WWII Gun Range -Added T34 tank (WIP, there may be some issues still) -Added velocity limit for tanks -Added Tank RPM/ KMPH/ MPH now shown on the dashes -Added New tank shell loading hand pose -Added engine hitboxes to the back of the tanks (deals 1.25x damage) -Added new grenade spoon animation (flies off when cooking/release) -Fixed Panzer turret/hull orientation indicator gauges -Fixed new sound mix issues -Fixed ability to throw frag grenades through tank from inside -Fixed tank assenting to the heavens on player exit -Fixed issue with LMGA belt going to incorrect state when replacing ammo box -Fixed blowtorch being offset in backpack slot -Fixed UI elements duplicating in the tank -Fixed issue with players inside tanks with rocket launchers in inventory appearing outside of the tank (Requires testing) -Fixed issue with bomb prime light not turning off after code input expires -Fixed MG42 not ejecting shell when pulling slide -Fixed Tank seats not showing the correct passengers skin -Fixed an issue where you would be lowered when leaving a vehicle, it should now fix on exit -Adjusted tank grips to toggle hold for vive controllers -Adjusted tank camera mechanics when driving on a slope -Adjusted collision on all tanks, items/other props now collide -Adjusted tank interior lighting -Adjusted Tank turning to be more reliable -Adjusted Tank seats to no longer snap rotation (Reset view with scoreboard bind) -Removed unused tank shells in the rack
November 19
-Adjusted sound mix changes to weapons and explosions -Adjusted valve animation for blow torch. -Adjusted limited ammo boxes to scale down when attached to chest inventory -Adjusted M1 Garand damage lowered to match the G43 and SVT40 -Adjusted M1 Garand to use rifle ammo instead of sniper ammo -Adjusted WWII gun low-quality LODs -Adjusted tank friction issue when overturned -Fixed tutorial audio attenuation issues -Fixed not being able to switch teams in preround SnD -Fixed names and selection boxes not appearing in admin menu -Fixed offhand grip teleport bug experienced in gun game. -Fixed glitch with shotgun shell floating outside shotgun -Fixed bullet decal issue with shooting range door -Fixed M1 Garand dropping when one-handed shooting anymore -Fixed grenade pins from being grabbed when not held -Fixed LMGA ejecting a bullet when grabbed from spawner -Fixed buy menu staying open past the buy time -Fixed primed grenades being brought into next round in SnD -Fixed issue with floating sawed off after being replaced with bought weapon -Fixed rare issue with spawning with an unprimed gun -Fixed health/armor on wristwatch not visible -Fixed destroyed tank collision
November 12
-Added all diegetic sounds to be influenceable by audio volumes/ambient zones (Modkit/Workshop) -Added player models of other players to be viewable in the tank -Added radius damage when a tank explodes -Added bHaptics support -Added LODs to the WWII characters -Fixed an exploit where a player can grab a deployed bomb. (needs testing) -Fixed SnD server crash -Fixed M1 Garand ejecting round after clip is ejected -Fixed player magazines showing up outside tanks -Fixed backward sound in the tank -Fixed tank bumper accidentally killing the driver -Fixed semi-auto glitch on the remaining bolt actions -Fixed exploit of being able to x-ray outside the tank with the menu open -Adjusted M1 Garand ejected clips, can no longer be picked up -Adjusted the ghost sound mix -Adjusted tank sound mix -Adjusted Tank shell reloading binds -Adjusted tank bumper not pushing players when the tank starts moving from a standstill (needs testing)
November 5
-Added WWII characters (skin ID: german, soviet, us) -Added new ammo pouches for the WWII characters -Added new throwing rotation for modern grenades -Fixed m249 overheating when colliding with object/blocking volume -Fixed Uzi stock clipping through hand when unfolding -Fixed rockets crashing the server -Fixed Sawed off / Revolved ammo floor hit sounds -Fixed Flash_ru becoming invisible in loot spawner -Adjusted SnD frag grenades, they now cannot have pins pulled before round start
November 2
-Added Bunker blockout map for testing and feedback -Fixed Steam ID issue with blueprints and server owners. -Fixed Webley zero bias -Fixed LMGA overheat when a player died holding the trigger -Fixed decals bleeding into the scoreboard -Fixed revolver and sawed-off shells/casings not making floor hit sound -Fixed knife throws going through geometry/meshes -Fixed Gun Ammo Pocket Bug on -Fixed flashbang player voice bug -Adjusted Scoreboard to update much faster -Adjusted M1 Garand charging handle only grabbable by the holder to prevent mag sync issues
October 22
-Added new ammo boxes -Adjusted hand poses on beretta magazine, uzi magazine, LMGA bolt, M4 magazine -Added DP27 mesh to lootspawner -Fixed revolver rounds disappearing when reloading -Fixed revolver & shotgun round sound effects incorrectly triggering -Fixed LMGA ammo box sound effects incorrectly triggering -Fixed nametags receiving decals -Fixed WWII era utility chest slot overlap issue -Fixed sight attachment exploit -Fixed gun teleporting exploit -Fixed double rocket trail -Fixed zombie hit marker exploit -Fixed revolved rounds disappearing on loading into the cylinder -Fixed exploit, scopes now blackout when trying to wall exploit -Fixed watch health status no being visible on spawn -Fixed ghost magazine -Fixed semi-auto sound spam glitch with bolt actions -Fixed rockets sometimes not exploding on impact
October 15
-Added Rockets smoke trail effect -Added Degtyaryov machine gun (lootspawner id “dp27”) -Fixed 8x / 4x scope x-ray wall exploit fixed -Fixed exploit that allowed the player to fire gun in wall -Fixed Zombie rocket skip exploit -Fixed bomb arm timer delay exploit -Fixed M4 magazine hand pose -Fixed Sawed-off shotgun shell hand pose -Fixed Famas fire selector -Fixed Glock fire selector -Fixed LMGA scope attachment with LMGA feed tray open -Fixed Uzi magazine placement in gun -Fixed custom server prices carrying over to next join lobby -Adjusted AK family of weapons fire select switch to be correct -Adjusted Pistol hammers to show if the chamber is loaded or not\ -Adjusted Pistol hammers to show if the chamber is loaded or not -Adjusted LMGA Belt physics adjusted -Adjusted m4, brass eject flap locked open -Adjusted Uzi to open bolt -Adjusted In-game admin menu writes ban to blacklist.txt -Adjusted tracer rounds less thick on some weapons
October 6
-Adjusted muzzle flashes -Adjusted bullet tracer rounds -Adjusted dead body physics to react more realistically (no more cartwheeling dead bodies)
September 15
-Added Progress bar for lobby server download -Added the ability to release M1 Garand clip with mag release -Adjusted charging handle linear ranges (BAR, Bren, MG42, STG44) -Adjusted Lee Enfield to now loads with 2 stripper clips -Adjusted Aug, nerfed to 3 round burst -Removed M1 Garand clip ejection by pulling the handle back -Migrated master server backend to Epic Online Services
August 17
-Added mechanic tossed or dropped unreachable SnD bombs now move back to last drop location -Fixed PIAT loading before rocket inserted -Fixed Panzerschreck loading before rocket inserted -Fixed M1A1 loading before rocket inserted -Reverted M1A1 offhand grip back to the barrel -Fixed M1 Garand clip ejection weirdness -Fixed rocket launchers reload handle being updated by non-holder -Testing infrastructure master server migration to Epic Online Services (end of "finding gamer server" bug)
August 10
-Added WWII killfeed icons -Added extended JSON returns from RCON to show context as to which thing was acted on during successful/failed rather than just a generic pass/fail for the command type -Added SVT sling mounts -Added Springfield sling mounts -Added Thompson sling mounts -Added BAR sling mounts -Added STG44 sling mounts -Added radial damage for zombies + wounds for radial dmg -Fixed issue with rockets not causing hit fx when hitting flesh -Fixed Hand snapping when grabbing open M1Garand bolt -Fixed issue with rockets not dealing dmg on occasion due to location -Fixed Bazooka offhand affecting weapon rotation -Fixed M1Garand ping replication -Adjusted rocket grab volumes bigger for the M1A1 and the Panzerschreck -Removed bulletproof shield on Panzerschreck (unrealistic and exploitable)
August 3
-Added launcher loading sounds -Added ability to grab BAR charging handle when it's loaded -Added ability to grab BREN charging handle when it's loaded -Fixed RGD-33 not damaging holder -Fixed RGD-33 priming sound firing too early -Fixed BAR fire selector being rotated the wrong way -Fixed BREN grab handle not lining up with the right hand -Fixed STG44 charging handle pull length -Fixed M1 Garand ping replication -Fixed being able to grab the pin handle on grenades once the pin is removed (WWII grenades) -Fixed being able to grab the rocket launcher rockets once they've been loaded -Fixed backblast not working when firing a launcher one-handed -Adjusted rocket launcher hand loading animations -Adjusted Panzerschreck shield to bulletproof -Adjusted Bazooka reloading, no more safety pin -Adjusted M1A1 offhand -Adjusted zeroing for the Luger/ Sten/ Bren -Adjusted Tokarev magazine size -Adjusted PIAT loading time so its inline with the Panzerschreck/ M1A1 -Increased launchers rocket grab volume size
July 27
-Added tumble/rotation to grenades -Added semi-auto to PPSH (no visual representation yet) -Added slow fire rate to BAR (now has fast/ slow fire rate) -Fixed RGD-33 fuze sound not following (Soviet grenade) -Fixed hand snapping back to let go position on the charging handles -Fixed MG42 bipod falling off -Fixed MG42 dry fire sound not playing when the top cover was open -Fixed MG42 to empty magazine visual bug -Fixed Tokarev shell ejection being in the wrong place -Adjusted Thompson shell ejection velocity -Adjusted PPSH shell ejection velocity -Adjusted M1 Garand ping volume -Adjusted Updated open bolt system -Adjusted low ammo sound for the Webley -Adjusted Bren bipod (folded up)