Hope you’re all doing well! FINALLY the moment has arrived. That’s right, Sosig-AI in Take and Hold. It has taken... far longer to get to this point than I anticipated. Turns out, shooter games typically have AI -teams- for a reason heh.. Heheh… *cries*. ANYWAY they are now moving and fighting and assaulting and defending through the level in a way I find super pleasing. It feels like a night and day change compared to the Mk.2s, and I’m incredibly excited to get this first feedback from you folks on it.
AS for the Alpha, PLEASE remember, this is only a very first functional alpha. There are no options for it yet, no character selection, and no scoring. When you load the scene, it will just drop you directly in with default health, endless mode. What I’m looking for most with this first test is:
- Does it work at all? Are there any GLARING bugs of any kind?
- How’s the difficulty feel? When/if you report back on this, please always include which HMD you’re using, and which locomotion mode (and whether you’re a front-facing user)
ANYWHO, the place to leave comments and bug reports for the mode is here, on the Steam Forum: https://steamcommunity.com/app/450540/discussions/3/ As for the coming Platform/controller input changes, I’ll have even more details over the course of the next two weeks. The goal is for this to be a fairly short Alpha Phase. Probably 3 Alphas total and then a final release.
PLEASE NOTE: If you were on the Alpha1 Branch, you may need to manually re-add yourself today. Something glitched out on the Steamworks backend and I had to remake the branch from scratch.
Remember, to switch to the Alpha Branch:
- Right Click H3VR in Steam and go to 'Properties'
I know we’ve already had an update this week, back on the first, but I decided to spend the rest of the week dealing with a bunch of the back log of bugs I’ve accrued the past month or so (especially from down an off-schedule rushed novelty update *cough*). Either way, it feels good to pull this many things off the Todo list, and some of the more complex issues I’m still working on should also be resolved before the next release.
As mentioned in the video, the next month is going to be a slower release cadence, as I shift my energies fully to working on Take & Hold. The next release will also likely begin another Alpha cycle, as I will likely need to make some more changes to the total state permuation space for the Sosigs to get them behaving as I need for Take and Hold.
Anywho, as always, let me know if I broke anything *nervous laugh*, and I hope y’all enjoy the various changes and fixes.
Peace, Anton
Update 71 Changelog
Additions: - Added New Firearm: Hecate Anti-Materiel Rifle (.50 BMG) - Added New Firearm: Triple Regret (.50 BMG) - Added New Firearm: Whizzbanger Mk. 2 (.50 BMG)
Changes: - Hecate 2 now has functional bipod - Player Visibility Calculation Changed. - Gepard SMG now has Russian style attachment mount on side - Gepard SMG now has magazine grab trigger on the underside - Pistol Caliber rounds now generate significantly less suppression per hit - Whizzbanger hitpoint can now be shot to set it off - Whizzbanger now has Stock and Suppressor mount *snort* - [Cappocolloseum] Newer Sosigguns now appear in various modes - [Cappocolloseum] Sosiggrenades can now spawn in Battle Petite
Fixes: - MGL now has proper usagle cylinder ejector - Fixed MGL firing incorrect chamber in cylinder - Fixed Striker-fired pistols spawned from Vault (including their assembly) - Backpack Quickbelt slots can now be used when held but holstered - Classic M4A1 virtual stock point fixed - Fixed bug with Sosig Weapons and player quickbelt slots - Fixed geo hole in Mp5-10A5, mp5-40A5, Mp5A5, Mp5SD6 - SRS2 is now the correct size (thanks Stefan!!!) - All Magazines should be perceptible to Agents when they impact other surfaces/objects now - Fixed lowest joint break killing Sosigs when it shouldn’t - Fixed math errors that caused the player to be barely visible in indoor situations. Note this means that stealthiness is a little more difficult now. - Fixed H51 series not having chamber state saved correctly in Vault Susat Scope, Stand Foregrip and Uzi Suppressor now have correct item spawner picture - Simple launchers (like the Flaregun, H69) how flick open/shut correctly when player rig is rotated - Fixed incorrect Webley revolver picture in Vault - 1887 model shotguns no longer have their hammer pieces overrotate. - Fixed a bunch of Vault specific bugs that only occured in the M.E.A.T.S. scene - Laser mines in T&H containment damage the player again - Fixed issue where it was possible to grab a harnessed item out of the other hand by grabbing its quickbelt slot - [MeatGrinder] Laser mines now damage the player again - [MeatGrinder] HotDog Swarms can be destroyed now - [MeatGrinder] Spinjack Meat Now no longer auto-explodes - [MeatGrinder] Tried to physics-laminate floors better to prevent fall-through (other than in boiler) - [MeatGrinder] Fixed meat piles in starting room auto-exploding
Hope you’re all doing well. I’ve had a bit of a torturous week of bug hunting, but at the very least was able to sneak in some time for implementing new toys. I know it’s taken me a downright silly amount of time to get a classic M4 back in the game, but I finally did (after some delicate model surgery). Hope you enjoy it!
As for the loading bug I discuss in the devlog. If you have it, PLEASE tell me the results of testing the force-load. The more info I have, the better, and I want to make sure this ‘fix’ doesn’t actually make things work, or cause crashes!
Anywho, here’s this week’s changelog!
Peace, Anton
Remember, to switch to the Alpha Branch: - Right Click H3VR in Steam and go to 'Properties' - Click on the 'Betas' tab - Click the dropdown and select 'Alpha 1' - Hope you all have a wonderful weekend!
Update 70 - Alpha 4
Additions: - Added New Firearm: M4 Classic (5.56x45mm) - Added New Firearm: Phantom 9 (9x19mm, compatible with G17/18/19 magazines)
Changes: - Changed Model (and physics geo) for Sosig Melee Weapons (Tanto, Tomahawk, Crowbar) - Changed Mk18 name to ‘Mk 18 Custom’ - Changed Mk18 Trigger group to Safe-Fire-Auto - Added a ‘force load’ button that appears in the main menu scene when async load hangs on 99% longer than a couple seconds. You can also force a synchronous load using ‘L’ on the keyboard. Note this may kick you out to the compositor briefly.
Fixes: - Fixed Python revolver doubled cylinder - Fixed issue where firing Swag-12 shells would alter the volume of pistol shots thereafter - Fixed Quickbelt Changes not saving in the main menu - Fixed Infinite Sosig Grenade Pin Issue - Fixed Some issues related to pathfinding failures (i think)
Hope you’re all doing well. I juuuuuuuuust managed to get this week’s new systems working well enough for a little Alpha fun today. They’re quite EXPLOSIVE hee hee. Seriously the Sosigs will blow you up with their explosives now. And themselves. A lot. It is hilarious. The devlog covers most of what’s important this week. As always, if you run into any issues with the Alpha you think should have my attention, make a post in the bug reports section of the forum!
Remember, to switch to the Alpha Branch: - Right Click H3VR in Steam and go to 'Properties' - Click on the 'Betas' tab - Click the dropdown and select 'Alpha 1' - Hope you all have a wonderful weekend!
Update 70 - Alpha 3
Additions: - Added New System: Sosig AI Grenade Handling and Throwing - Added New Sosig Firearm: M60 - Added New Sosig Firearm: AA12 - Added New Sosig Firearm: Magnum - Added New Sosig Firearm: Snub Revolver - Added New Sosig Grenade: Frag - Added New Sosig Grenade: Incendiary - Added New Sosig Grenade: Flash - Added New Sosig Grenade: Smoke
Changes: - Altered some Sosig Pathing behavior
Fixes: - Fixed Python revolver doubled cylinder - Fixed issue where firing Swag-12 shells would alter the volume of pistol shots thereafter
Hope you're all doing well this week. This week's Alpha was a bit of a photo finish (still fighting little bugs all over the place), but it thankfully staaaaable enoooough? for y'all to play with. This has been the culmination of lots of research, scary math, diagrams in my notebooks, swearing a lot, and generally fighting to become a better programmer.
For those who haven't been following my streams, or seen the other recent video on the Sosig AI upgrades, they are loosely based on the approach of the team behind Killzone 2. The sosigs now pick significantly more intelligent places to move to during firefights, taking into account line of sight, coverage, linear distance, distance along navmesh, distance to assault points, and dominant direction of incoming fire when suppressed.
They're the most sophisticated... anything I've ever made, between their sensory loops, core thinking processes, working memory, body complexity, ability to use objects, and with this Alpha they got smarter, more nuanced, and hopefully, a lot more fun to fight across a variety of contexts.
I hope you all enjoy!
Peace, Anton
Remember, to switch to the Alpha Branch: - Right Click H3VR in Steam and go to 'Properties' - Click on the 'Betas' tab - Click the dropdown and select 'Alpha 1' - Hope you all have a wonderful weekend!
Update 70 Alpha 2 Changelog:
Additions: - Added New System: AI Tactical Cover Points (used by Sosig-style Agents) - AI Cover Points System Added To Proving Ground, Breaching Proto, Cappocolosseum
Changes: - [Player] Made player ‘danger/target priority’ calculation identical to Sosigs - [AI] - Sosigs can now be suppressed by nearby projectile impacts and explosions. They accrue suppression, which effects stance, combat behavior, accuracy, reaction time, and how they utlize cover points - [AI] - Sosigs can now hold their weapons in variety of poses to get a viable firing angle - [AI] - Sosigs now use a variable firearm stability system based on posture and suppression. Stability functions in inverse to felt muzzle rise. - [AI] - Sosigs can now clutch on their triggers when maximally suppressed as a panic response - [AI] - Sosigs now have simulated reaction time for aiming at fresh targets. This is influenced by range to target and other factors. - [AI] - Sosigs that are currently set to ‘guard’, ‘patrol’ or ‘investigate’ are now not ‘alerted’ by default. They accrue alertness from hearing sonic events and witnessing targets (based on range to target and sustained viewing). This change makes various forms of stealth more viable. Note: It is still unknown the full extent of this change on Pacification squads in Rotwieners, so this system will still likely be adjusted in the coming weeks. - [AI] - Sosig aim is now more realistically imperfect. They still try to fire perfectly but firing stability, reaction time, movement speed and direction and a number of other factors now interfere. - [AI] - Sosig Melee Pathing system completely rebuilt. It is not terrible now. - [AI] - Sosig Target prioritization system rebuilt. Significantly more reliable now. - [AI] - Sosig body poses slightly different now. Prone stance now has upper two links in more upright position for better fighting in this stance. - [Breaching Proto] Navmesh Rebuilt - [Proving Ground] Altered Navmesh and AI goal points - [Proving Ground] Changed Barrier layout and materials
Fixes: - [Breaching Proto] Fixed Sosig Spawn Points - [Breaching Proto] Removed Glass bottles that would break half the time on outside box - [Breaching Proto] Fixed Sosigs Wandering outside after spawning for no reason
Hope you’re all doing well and staying warm! We’ve got an Alpha update this week (the first of several for Update 70), with this week’s build being moooostly focused on some Vault improvements, but also has a new toy thrown in.
I want to re-iterate that if you experience any unusual Vault behavior, including but not limited to: crashing, the wrong gun spawning/getting deleted, long hangs, or pieces being attached wrong, PLEASE make a post in the bug reports section of the Steam Community Forum for the game. Thanks so much!
Peace, Anton
Remember, to switch to the Alpha Branch: - Right Click H3VR in Steam and go to 'Properties' - Click on the 'Betas' tab - Click the dropdown and select 'Alpha 1' - Hope you all have a wonderful weekend!
Changelog - Update 70 - Alpha 1
Additions: - Added New Firearm: Python Revolver (.357 Magnum) - Added New Attachment: Python Scope (2x Fixed Magnification)
Changes: - Ejection Pattern of Ak5 Changed - [Vault] Automatic Handgun Safety/Selector/Hammer State Now Saved - [Vault] Break Action Weapon Hammer State Now Saved - [Vault] Closed Bolt Weapon Hammer And Fire Selector State Now Saved - [Vault] Tube Fed Shotgun Hammer And Safety State Now Saved - [Vault] Bolt Action Weapon Hammer And Fire Selector State Now Saved - [Vault] Vault will now save a Speedloader, Stripper Clip or Single Round for guns that lack a removeable magazine.
Fixes: - H69A1 Virtual Stock Fixed - Right side indicator on fire selector for G3/H51 Series fixed - FIxed incorrect rear bolt handle positions on H51 Series - Fixed FiveSeven chamber designation - Germanic Axes can now be harnessed
It’s time for a groan-worthy numbered update! I must admit I spent a good amount of time considering just jumping to Update 70 and just pretending this one didn’t exist, but thankfully I remembered there was at least one more numbered firearm to use for this occasion (truthfully I just couldn’t come up with a non-juevenille joke of appropriate quality).
ANYWAY, thanks to Patrick we’ve got a long-requested and simply gorgeous rendition of the the USP 45. Two in fact! So you can go with the very classic Tactical or the more Cinematic Match. I’ve added a bit more heat to the .45’s ballistic table (and by that I mean actually dragged the correct profile onto those projectiles WHOOPS), so they should make a fine sidearm indeed.
The Vault is now finally in a state where I feel comfy returning it to mainline. PLEASE NOTE there still make be scattered broken references, or incorrectly configured asset profiles, so if anything spawns from it not quite how you put it in there, PLEASE let me know in the _Bug Reports_ section of the Steam Forum here: https://steamcommunity.com/app/450540/discussions/1/
Anywho! Enjoy the new toys, and have a wonderful weekend!
Peace, Anton
Update 69 Changelog:
Additions: - Added New Firearm: H69A1 Launcher (40x46mm Grenade).... Nice - Added New Firearm: USP Tactical (.45 ACP) - Added New Firearm: USP Match (.45 ACP) - Added New Attachment: Rail Adapter Axis Tilt
Changes: - 12 gauge Break Action Now has stock mount - Trash Can added to Arena Proto scene - Many Medieval Weapons can now be placed in large belt-side quickbelt slots - [Vault] Saved Firearms are now seperate files (and can be shared manually) - [Vault] You can now filter vault entries by their Item Spanwer Subcategory (series of buttons along the top) - [Vault] Most firearms now have their chamber contents saved - [Vault] File format has been futureproofed (I’ve added in a bunch of fields for future use) so that future wipes SHOULD be unneccesary
Fixes: - P250 hammer now moves correctly with slide - Quickbelt can no longer be activated in main menu scene, which allowed for system-crashing resource requests during load - Degle Rail Mount internal connections fixed - Attachments affixed to SG foregrip now serialize correctly - Malyuk Safety now properly animates - Malyuk now serializes correctly - KS-23 now reads correctly in Vault - 1911 Dillinger now serializes correctly - M1 Garand attachment mount serialization fixed - M9 Cleric now serializes properly - Super Shorty/Tactical now both have correct profile connections - Express 870/CQB 870 now both have correct profile connections - DT11 Shotguns now have correct profile connections - Model 70 now serializes properly - Nagant Revolver’s Ejector now works - Attachable foregrips now work correctly on VP9 - Fixed incorrect ballistic data on .45 ACP round (should be punchier now) - Attachments which hide part of a firearm will now function correctly when spawned from the Vault
Hope you’re all doing well! We’ve got a Alpha Build release for this week, for testing the return of a feature I know many of you have been practically banging down my door for, namely THE VAULT.
For those of you who are newer to the game, the Vault is a function withing the Item Spawner for ‘scanning’ a firearm with magazine and attachments on it, to be able to duplicate/retrieve later. I had gotten this working last year for a while, bunch changes to my attachment system to accomodate rails on certain moving parts as well as the barrel extenders broke its functionality. The process of fixing it revealed even more issues (broken math) that became evident on guns using rail adapters aaaaaaaaand it was just terrible to work on, so I avoided it… until now.
SO, please put it through its paces this week. If all is well, it will be pushed to the main branch in the next update.
TO ACCESS THE ALPHA (after 7pm PST tonight): 1. Right click the game in Steam 2. Click Properties 3. Click Betas 4. Select Alpha1 from the Dropdown
Peace, Anton
Current Alpha Build Changelog
Additions: - Added THE DARN VAULT BACK TO THE ITEM SPAWNER!!!!
Changes: - Item Spawner now remembers which page you were last on for each SubCategory Independantly - Item Spawner Vault item deletion now has a ‘Confirm’ button. - G19 Glowsights Now Actually Glow - G19 Muzzle Device Location Fixed - MP9 and Corded Suppressors are now in the Item Spawner
Fixes: - Fixed Vault not re-assembling guns correctly - Fixed Assorted Issues with gun serialization - APC9 and APC45 Bolt Release Physical Buttons Now Work - 40mm Grenades are Visible Again - Nagant Revolver now correctly has a suppressed firing sound - Katana can now stab properly - M4 Lefthook Bolt fixed - TOZ 106 Now has safety sound - Fixed Missing Geo on M200 - Fixed Missing Cobray Suppressor from item spawner
Hope you’re all doing well! I have _finally_ gotten over the Bronchitis that’s been trying to murder me most of this month, and so I have a first, small update for you folks this week.
The focus this week was on getting the melee functionality (stabbing and lodging) that I got working over the holidays migrated to the rest of the Melee Weapon collection. So now, everything that should stab, will, and anything that should lodge in its target, will also do so.
I also decided to alter the way that spawn-duplicateable melee weapons work on Vive/WMR, in that they are now hold-to-grab instead of grab-toggle, which should make them significantly easier to throw. And just for funsies, I gave the shovel the same treatment (you can even spawn lock it), so you can get all the shovel-spearing satisfaction you might need in your life.
Beyond the melee stuff, this is the first in what will be a series of updates where I attempt to restructure how some of the game’s assets are packaged, to make loading smoother. HOPEFULLY I didn’t mess anything up *crosses fingers*, so please let me know if there’s any oddities with things.
Anywho, I have to say it feels great to be back at work. I’ve got a whole bunch of tuning planned, and February is going to be pretty focused on building the next module for Rotwieners alongside improving Sosig AI. Hope ya’ll are excited too :-)
Have a wonderful weekend!
Peace, Anton
Update 68 Changelog:
Additions: - Added 4 New Melee Weapons (Longsword 1-4) - Added All Medieval Weapons to the Item Spawner Including: ArmingSword, Bardiche, BastardSword, Cutlass, DaggerElegant, DaggerFootsmas, DaggerHorned, DaggerSwordHilt, Espadon, Estoc, Falchion, Flamberg, GermanicAxe1-4, Gladius, Grossmesser, Katzbalger, LongSword1-4, Pilum1-2, Rapier, Zwiehander, HandGrenadeShield
Changes: - IMPORTANT: Game no longer launches full-screen on some versions of Win dows by default. Hit Alt+Enter to make it fullscreen. - MAJOR internal reorganization of asset files in bundles to speed up loading of secondary assets - Cleanup of unneccesary texture usage in some bundles - Sickle now has stabbing functionality - Trowel now has stabbing functionality - Hand Rake now has lodging functionality - Wood Axe now has lodging functionality - Hoe now has lodging functionality - Garden Shovel now has piercing and inertial throwing (like a spear) functionality - Rake now has lodging funtionality - Saw Bar now has lodging functionality - Pickaxe now has lodging functionality - Machete now has stabbing functionality - Fire Axe now has lodging functionality - Crowbar now has lodging and stabbing functionality - Utility Knife now has stabbing functionality - HandAxe now has lodging functionality - Screwdriver now has stabbing functionality - Combat Knifte now has stabbing functionality - D80 now has stabbing functionality - Karambit now has stabbing functionality - Kukri now has stabbing functionality - MX8 now has stabbing functionality - Survival Knife now has stabbing functionality - Tactical Knife now has stabbing functionality - Tomahawk now has lodging functionality
Fixes: - Fixed VP9 Magazine Capacity’ - Fixed a number of assets being errantly included in bundles
Hope you folks are doing well and aren’t all like “O DOGE ITS 4 DAYS TIL MEATMAS AND I HAVE SO MUCH SHOPPING TO DO” *cough* <.< >.>. Anyhow, it’s friday, which means it’s time for another update!
This one brings the final Hungry Game of our Cappocolosseum Series, and it’s a doozy! The Gronch is back, and he’s pilotting something far more fearsome than his old spinny-bug-ridden-spaceship. I hope you’re all ready to fight MEATAL GEAR RONCH!
Ol’ Ronchy here is one of the most complex agents I’ve ever put together. I am… very much not an animator, so getting his legs to move entirely through horrifying applications of bogus math was quite a challenge. He works much like the original version of his namesake (Rex) in that initially he only has one weak point, his Raydome, which must be destroyed before the Gronch will open his cockpit, which becomes the next weakpoint. Do note that you will need some heavy weaponry to damage him. All projectiles can do _some_ damage to him, but they are very very weak, especially against the Raydome.
Anywhoozles, I’m going to run back to work. Have the next Meatmas goody to prep for tonight (which I think you’ll find quite exciting, even in the company of a wild boss battle).
Hope you all have a WONDERFUL holidays! I’ll see you all on Meatmas day!