Another week, another Update 76 Alpha. This one (aside from its toys) is really focussed on trying a new resource loading approach. The goals here are to:
Speed initial loads for HDD users
Make mid-game asset loads a bit smoother
Break the resources apart a bit more for smaller downloads with some future updates
Just a much-needed organization pass
As mentioned in the devlog, PLEASE, if you are using the Alpha, if you could try this out, then make a post in the Bug Reports section with [Alpha 3 Load Performance] in the subject line with the following info:
HMD, CPU, RAM, Windows Virtual Memory/Pagefile Size setting, EXACTLY what type of drive the game is running from, and if it is also your OS drive
How does Take & Hold feel? Is it different than before?
How does Return of the Rotwieners feel? Is it any different than before?
How does Spawning from the Item Spawner feel? Is it any different than before?
Thanks so much!!!
ALSO, here’s some links to other stuff talked about in the Devlog:
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 'Alpha1'
- Hope you all have a wonderful weekend!
Cheers, Anton
Changelog - Update 76 - Alpha 3
Additions:
Added New Firearm: AK74N (5.45 x 39mm)
Added New Firearm: RGM40 (40mm Caseless Grenade)
Added New Attachable Firearm: GP-25 (40mm Caseless Grenade) (Compatible with AKM, AKM Modern, AK74N, AK101, Kalishniluger)
Added New Attachable Firearm: GP-25 Picatinny (40mm Caseless Grenade) (Compatible with all Picatinny rails)
Added New Ammunition Type: 40mm Caseless Grenades (HE Fragmenting, HE Fragmenting ‘Jump’, Smoke, Sound&Flash, Training)
Changes:
[TENTATIVE CHANGE]: The main ‘guns’ bundle is no longer pre-loaded. It has been broken apart to aid on-demand loading, and instead only pre-loads a much smaller bundle that mostly contains ammo and some other base assets
Only one attachable melee weapon (bayonet) can be mounted to a weapon at once (due to how data is fused to enable this feature)
Added GP-25 Attachment mount to AKM, AKM Modern, AK101, Kalishniluger
Added AK Bayonet Mount to Kalishniluger
Fixes:
Fixed Gimbal-Lock spinning caused by holding a firearm two handed, but sideways (common when Arm-swinging)
Fixed Broken M79 Firing Sound
[Meat Fortress] Speedloader Now Spawns Correctly in Take & Hold with Revolver
SVT-40 Scope fixed
Fixed like a bajillion issues with attachments (that were all inter-related)
Fixed Foregrip pose offsetting to aid with close dual grabs (like p90)
Notes:
Vault is currently disabled to prevent Vault file corruption due to unfinished Item Database changes
Thown objects (shuriken/pencil) are still broken, as are Meat Fortress Syringes
Pickup/drops sounds are still firing in places they shouldn’t. This is still being worked on
YES the time is HERE. Underbarrel launchers! Finally. What a pain in the ass these were to make happen… NOW something super important, so there’s no confusion about what this _isn’t_. This is _not_ a system for connection two arbitrary guns (that’d be a perf. catastrophe). Instead, this is a framework for which I can make simply underbarrel firearms. We’re gonna start with grenade launchers, and then maybe do some unconventional/goofy stuff in the future.
As for the new Audio systems, be aware they are still VERY wip, and will end up being filled out more in variety and specificity, even past this Alpha cycle. Let me know what you think of them though!
Anywho, I will leave you with the changelong here. As always, lemme know if you have any questions about this Alpha!
Have a wonderful weekend! 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 'Alpha1'
- Hope you all have a wonderful weekend!
Cheers, Anton
Changelog - Update 76 - Alpha 2
Additions:
Added New System: Attachable Projectile Weapons
(still very limited, but framework now exists for future expansion)
These function as attachable foregrips as well
Added New Attachable Weapon: M203 Classic (40x46mm, Compatible with M16 and M4 Classic)
Added New Attachable Weapon: M203 Picatinny (40x46mm)
Added New Impact Sound Sets: Cartridge Small, Cartridge Large, Cartridge Shotgun, Cartridge Very Large, Cartridge Huge, MagGarandEnblocEmpty, CartridgeTiny
Added New Audio Feature: Impact Sound now different for cartridges based on whether they are full or spent.
Added New Audio Feature: Grab Interaction Initiation Sounds (limited set for now, will grow in the future)
Added New Audio Feature: Quickbelt Holstering Sounds (limited set for now, will grow in the future)
Added Jigglebone Foregrip to M60 and Mac-11
Added M203Native Mount to M16A1 and M4 Classic
Changes:
Made M249 Carry handle work much more like it does in RL.
Improved pose behavior for two-handed firearms when the fore is very close to the main grip
Improved attaching behavior for all muzzle devices
Pump shotguns no longer have their fores ‘jump’ to the position of your hand. This means you have more room to rack them between your controllers, so long as you grab them forward enough.
Bayonets can no longer be attached or detached when they are stabbed into something.
Fixes:
Fixed VSS Vintorez default muzzle state to ‘suppressed’
Fixed Fal, Fal Para, Galil Handles
Fixed Mac11 stock sounds not being present
Fixed M3 Greasegun stock sounds not being present
Fixed Agram2000 Muzzle attachment mount
Fixed MP5-SD models no longer being suppressed after muzzle changes
Fixed Lee-Enfield Magazine not being loadable while attached
Fixed attachable foregrips not being removeable
Speedloaders can no longer forceibly reload a revolver while its cylinder is shut
Fixed incorrect Mosin Bayonet Stab Distance
Fixed Quickbelt state not being cleared for an attachment when it is attached to something
[Meat Fortress] Fixed Demo Nades being broken in other scenes
[Meat Fortress] Fixed Sticky Bombs being broken in other scenes
Notes:
Vault is currently disabled to prevent Vault file corruption due to unfinished Item Database changes
Thown objects (shuriken/pencil) are still broken, as are Meat Fortress Syringes
Hope you’re all having a fine beginning to your weekend. We have a positively MASSIVE first Alpha for Update 76 for you today. It’s a bit glitchy. It’s super rough around the edges. But it’s PACKED with new features for you to try. The systemic highlights are as follows:
Added New System: Reactive Muzzle Effect Mixing
Firearms and Muzzle devices now define effect type and size separably so that muzzle devices can alter the shape/style of an effect, while retaining the appropriate size of effect from the firearm.
Added New System: Muzzle Brakes
New muzzle device type. Reduces muzzle rise at the cost of more prominent muzzle effects, and louder sounds (as perceived by AI system). This should make the choice between which terminal muzzle attachment you choose, based on the firearm, significantly more interesting in the long run.
Added New System: Attachable Melee Weapons
Bayonets now possible (this system still highly WIP). Most bayonets are specific to 1-2 platforms, but the Mosin and Enfield Bayonets are muzzle devices, and so can be mounted on any firearm with a muzzle attachment slot.
Added New System: Jigglebone Functional Carry Handle
Carry Handles can now be grabbed and used as an alternate foregrip, in addition to flopping around using the jigglebone system. Additional changes have been made to foregrip interaction intiation, how they interact with bipods, and generally have more stable and consistent behavior.
So for those of you who don’t mind that things aren’t quite done yet (and that they’re mostly restricted to the Proving Ground scene), hop on in! 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!
Cheers, Anton
Changelog - Update 76 - Alpha 1
Additions:
Added New Firearm: Mosin 91/30 (7.62x54mmR)
Added New Firearm: Mosin 1891 (7.62x54mmR)
Added New Firearm: Lee Enfield No. 4 Mk. 1 (.303 British) (Model Replacement/Update)
Added New Firearm: Lee Enfield Jungle Carbine (.303 British)
Added New Firearm: Lee Enfield Obrez (.303 British)
Added New Firearm: Lee Enfield H3SwedeMod (.303 British)
Added New Firearm: DeLisle Carbine (.45 ACP)
Added New Firearm: Mosin M38 (7.62x54mmR) (Model Replacement/Update)
Added New Firearm: M1903 Springfield (.30-06) (Model Replacement/Update)
Added New Bayonet: M9 Bayonet (M16A1, M4 Classic, MB590A1)
Added New Bayonet: M1 Bayonet (M1 Garand, M1903 Springfield)
Added New Bayonet: M4 Bayonet (M1 Carbine, M2 Carbine)
Added New Bayonet: AK Bayonet (AKM, G36)
Added New Bayonet: SVT40 Bayonet (SVT40)
Added New Bayonet: Mosin Bayonet (M38, M1891, M91/30)
Added New Bayonet: Lee Enfield Bayonet (Lee Enfield No.4 Mk.1)
Added New Bayonet: K98k Bayonet (K98k)
Added New Cartridge: .44-40 Winchester
Added New Attachment: K98k Scope
Added New Attachment: Enfield Scope
Added New Attachment: Mosin Scope
Added New Attachment: M1903 Scope
Added New Attachment: Maxim Silencer Small A & B (with and without mounting coupling)
Added New Attachment: Maxim Silencer Medium A & B (with and without mounting coupling)
Added New Attachment: Maxim Silencer Large A & B (with and without mounting coupling)
Added New Attachment: Muzzle Brake Bomber
Added New Attachment: Muzzle Brake Charon
Added New Attachment: Muzzle Brake Cobra
Added New Attachment: Muzzle Brake Impact
Added New Attachment: Muzzle Brake Orbit
Added New Attachment: Muzzle Brake Sledge
Added New Attachment: Muzzle Brake Triad
Added New Attachment: Muzzle Brake Truepoint
Added Functional Carry Handle to M1918BAR, Bren, M249, Galil, Fal and Fal Para, Hecate2
Added Toggleable Integrated Bayonet to SKS
Added M9Bayonet Mount to M16A1, M4 Classic and MB590A1
Added M1Bayonet Mount to M1 Garand
Added SVT40Bayonet Mount to SVT40
Added AKBayonet Mount to AKM, G36
Added LeeEnfieldBayonet Mount to Lee Enfield No4 Mk. 1
Added MAS4956Bayonet Mount to MAS 49/56
Added M4Bayonet Mount to M1 and M2 Carbines
Added Suppressor Mount to Blyskawica, MP40, StenMk2 & Mk5, M1887, 1887 Short, T2 variant, Winchester1873, Shorty, Chopshop, Winchester1894
Hope you’re all doing well! This update ended up being a little different that I orgininally intended. The plan had been to have Medic-centric Meat Fortress content ready for this update, but I ran into some performance issues with my new bot functionality for them mid-week, and course-corrected into focussing on general gameplay and pathing improvements for the mode instead!
One thing you should notice is that certain classes no longer get ‘locked down’ in skirmishing (especially the scout) but will instead continue to evade and run to their goal regardless of distance to target. Other classes do this when outside of a short range, so you should no longer see engies and pyros trying to take 100m engagements standing still with a shotgun. This should also really help the various classes feel more distinct in their combat behavior.
The addition of the ‘Play Area’ option was also a much needed refactor of how I design ‘goals’ and ‘zones’ for the agents to fight in/to/around and will enable the creation of other modes far easier. The current plan is to tackle a Capture Point mode next, as well as to get some sort of Team Scoring in as well. Those, and the Medic content, I plan to have ready for you folks sometime in August.
Anywho, that’s it for now. As i said in the devlog, there _likely_ won’t be a devlog/update next week, as I’ll be recovering from some dentist shenanigans. I’ll cya folks first Friday of August for some more Meaty good times!
Cheers, Anton
Changelog - Update 75
Additions: - Added New Firearm: Rio Big Bore Lever Action (45-70 Govt.) - Added New Firearm: Rio Big Bore Salvaged Lever Action (45-70 Govt.) - [Meat Fortress] Added New Option: TDM Play Area (Full Map, Center, Flank) - [Meat Fortress] Added New Option: Team (Red or Blue) - Added New Option: Twinstick Jump Mode (Enabled, Disabled)
Changes: - [Meat Fortress] Rebuilt entire map’s pathing network. Bots are capable of much more vertical movement now - [Meat Fortress] Sosig Classes now have even more varied movement/engagement rules. - [Meat Fortress] 18x50mm Packawhallop Cartridge given even more whallop - [Meat Fortress] Demo Nades and Sticky-bombs are now colored correctly for their given team - [Meat Fortress] Sticky-bombs and Demo Nades can now be detonanted by non-explosive damage - Sosigs moving vertically on ‘off mesh links’ (such as jumping down, ladders, etc.) now have proper speed values for that movement (still WIP, as this has to be (of course) configured manually in each scene).
Fixes: - [Meat Fortress] Fixed Sosig Nade launcher firing projectiles that don’t hurt the player - [Meat Fortress] Fixed Syringe-gun mag from being able to be normally picked up after the first time - Fixed Meatgrinder being just… completely broken. - Fixed Object Throwing Momentum Computation (especially as it interacts with teleporting) - Tweaked throw - G17/18/19/22/17custom Trigger Styles fixed - Fixed incorrect scoring on the bulls eyes in the Warehouse range - Fixed M1928 Thompson foregrip hand-target location - Fixed Disabling of Snapturning in Twinstick mode ALSO disabling jump - Fixed Twinstick Toggle when in left handed mode locking object input on wrong hand - Fixed a couple logic-errors when utilizing second 2-axis input for Index & WMR
We’ve got another ‘nuts and bolts’ kind of update for you folks this week. I’ve had more time to really play around with the recent locomotion additions on a bunch of platforms, tune things as needed, fix some oversights. We’re thankfully now at the stage where things have ‘stabilized’ again after the mess that’s always made integrating new platform logic branches and locomotion options. It’s funny, I always get SUPER self conscious about doing these types of updates (where there’s no really sexy new toy, just a lot of ‘functional’ changes. They’re very much neccesary though.
Rift S users, I’m deeply sorry it took us this long to get you controller models. Some new internal branching was needed to differentiate ‘controller display mode’ and ‘controller functional mode’, and it wasn’t ‘safe’ to do that until now, to make sure I didn’t break anything in the process with that change.
As for everyone who told me in the past ‘yo the lever action controls are whack, you should do something about it’, sooooorry it took me so long to get around to what should have been an obvious change in retrospect. To summarize the changes: The trigger on the forward hand no longer has to be held to work the action, however, the action now locks closed after the hammer is cocked. This should prevent moments where you work the action, it closes, and then _slightly_ opens before firing due to controller rotation. You can still continue to freely work the action by pressing the trigger (in the old style) if you need to empty the firearm without firing however.
As for everything else, the movement options, the throwing changes, please let me know if you folks run into any issues with it! Most of it is pure-code change, so pushing a hotfix in the event I broke something small isn’t too bad :-)
Anywho, hope y’all have a wonderful weekend!
Cheers, Anton
Changelog - Update 74
Additions: - Added [a secret. The players of Ricky may find it] - Added New Ammo SubTypes: .45ACP +PFMJ, +PJHP, +PAPI - Added New Controller Model: Rift S - Added New Control: Twin-stick mode now triggers Jump on rightstick Down-flick/Click - Added New System: Player ‘Catcher’. Player should now respawn at their starting point in a scene if they fall off the world. - Added New Option: Twinstick Left/Right Stick Handedness - Added New Option: Haptic Buzz can now be disabled (in control options) - Added New Option: Grab Style Option expanded to include overrides for both Oculus and Vive style
Changes: - Altered throwing linear velocity to utilize a weighted multi-sample average. This should improve throwing experience for all platforms (both de-noising the direction vector, and providing throwing stability) Thowing linear velocity now takes into inertia of player. - Altered and clamped Center of mass calculation for composite objects. This should prevent vibrating instability when affixing foreward/rearward attachments on small firearms. - [Proving Ground] Red Team Meat Fortress Sosigs can now be spawned from spawn panel - Lever actions no longer require trigger on forward hand to be held to cycle. - Lever actions now have their breach lock shut when hammer is cocked. - Lever actions can be freely opened/shut whehn holding down the trigger on the forward hand.
Fixes: - Fixed Wurstwurld music loading settings. This should result in _much_ faster loading times. - Fixed Ejection Distance of cartridges for all Double-Action Revolvers. Cartridges should no longer ‘explode’ out of the cylinder. - Vive and Rift in TwinStick mode now have functional ‘right stick/touchpad forward == sprint’ when enabled - Fixed Health Powerups not triggering on pickup - POSSIBLY fixed the crash that occurs sometimes shooting the Wooden hotdog targets - [Meat Fortress] Syringe Gun now (correctly) does not have a muzzle flash particle effect - [Meat Fortress] Fixed Melee Impact volume and refire time for all Meat Fortress Melee weapons - [Meat Fortress] Fixed Neglegent discharge issue with Sticky launcher being pulled from quickbelt slot - [Meat Fortress] Fixed Sniper Rifle Trigger animation offset
Just a quick patch this week (pushed to the main branch). It mainly tunes some stuff I didn't want to wait another week or so to get out to you (in a proper-size update). Hopefully the changes improve things for you folks!
Hope you all have a wonderful weekend!
Peace, Anton
Changelog Update 73 - Patch 1:
Additions:
- Added New Option: A/X Button usage (None, Snapturn, Jump [Experimental]) - Added New Option: Armswinger Snapturn Toggle (For Index/WMR) - Added New Option: Twinstick Sprint Mode: (Left stick click, Right stick forward)
Changes: - Smooth Locomotion Speed Options now have an option called 'PermaSprint'' - Wrist menu activates at a much more sane angle on index
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
GO GO GO GO GO GOOOOOOOOOOOOOOOOOOOO
Also, if you have any issues:
1. Restart Steam if you're not seeing the update
2. MAKE SURE STREAMVR IS UP TO DATE
3. If the game doesn't run the first time, Verify Game/Tools files on both the game, and SteamVR
4. The new mode is a bit on the higher-perf-cost level. TURN DOWN your quality settings to Medium if you don't get smooth play on High (it still looks great on that mode).
5. If you are still having issues, create a thread in the BUG REPORTS section of this forum ONLY, and we'll help you as best we can.
FYI, There will still be a Devlog today at 6pm.
P.S. Have fun everyone! Hope you have a WONDERFUL time with the update :-)
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
We made a big announcement this past Monday, during the UploadVR E3VR Showcase, showing off our upcoming Game Mode: Meat Fortress!
If you haven't seen it yet, make sure to start out by watching the trailer for the mode here:
https://www.youtube.com/watch?v=t6cvIT8NCXg This update will be coming at the end of this month and brings with it (with Valve's gracious permission) the entire classic arsenal of Team Fortress 2, adapted for VR, and using H3's realistic weapons and ballistics systems. Along will it will be a new sandbox scene with several play modes for deploying said arsenal on our Sosig bots taking on the roles of the TF2 classes. For more details on the mode and our approach, check out this interview/summary we did with Tyler from VNN:
https://www.youtube.com/watch?v=Q9yBHkpow2U In addition, we just released a first devlog video today showing how some of these weapons function, and our approach to adapting the original assets into a form for suited to VR. It can be found here:
Anywho! We all hope you're as excited for this update as we are. It's been a long time in the making, and is sure to be as wacky fun as it is educational as a design experiment. :-)
Hope you’re doing well! I am happy to report that was have finally reached the end of the Update 72 alpha phase, and with all limbs (mostly) intact as well!
It’s a long devlog today, so I’m not going to go over everything that was in the video again in text here. Just wanted to cover a couple quick things I forgot to fully cover.
I have _finally_ relented and gotten a twin-stick style of locomotion working (took some nasty refactoring), though please try to remember there is nothing I can do about the fact that using this mode on Vive/Rift means that you cannot access weapon/object function using that touchpad/joystick while also using it for movement. So in this way, implementing it for all platforms is a bit of a… ‘you asked for this, and I gave it to you, even though I don’t think you’re going to want it’. It does however work unquestionably great on the controller types with multiple 2-axis inputs per controller.
Anyone out there with Index Controllers should give the game a shot with them now! (though I haven’t tested it with EV3s, so I don’t know how well/if it will perform with the older prototypes).
Lastly, as I mentioned, if you are on Rift, and run into Haptics issues, please try both the release version of SteamVR and the beta, and tell me which of them works/doesn’t work. I have a line to the folk at Valve working on it, so having data/repro cases to work things out would be excellent!
Anywho, hope you enjoy the update!
Cheers, Anton
Changelog - Update 72
Additions: - Added New Firearm: M60 (original pattern) with 100 rnd Belt Box [7.62x51mm] - Added New Locomotion Mode: TwinStick (left and right hand toggled individually) - Added New Locomotion Option: Toggling A/X Button Snapturn - Added New Controller Models for WMR and Index - Added New Input Mapping for WMR (locomotion uses joytsticks) - [TNH] Added 4 New Character Loadouts: - - Onsite Procurment Patrice (Knife only, 0-token start) - - Ricky Dicky Random (Totally random item pools) - - Melee Mode Maurice (Starts with Melee weapon and shield) - - Akimbo Pistol Parker (Pistols-only item pools, starts with 2) - [TNH] Added Scoring System (uniquely generated tables based on char/level/options)
Changes: - Haptic system rewritten to support new featuresm and miore nuance/difference added between buzz types - Input System for HMD and Controller detection rewritten - Existing Locomotion System Changes - Reworked Sosig Hearing and Alertness Thresholding Systems - [TNH] Encryption Target Size Made Less Prominent
Fixes: - Fixed Broken Bot Melee Damage (they can actually hurt the player again) - Restored full changing music intensity functionality - Fixed lighting intensity in Friendly 45 range (restoring it to its original brightness) - Fixed incorrect projectile data on 7.62x38mmR Nagant cartridge
Hope you’re all doing well! We’ve got another Take & Hold Alpha for you this week, which should hopefully assuage any concerns about the difficulty of the mode (whether it be too easy or too difficult for you folks)!
For this week, the sort of feedback I am _mostly_ looking for is for people doing serious runs on Limited Ammo mode (and not using the item spawner). I’d like to know how the progression went for you, what sort of equipment you found to be useful/not useful, and how difficult you found each of the respective holds to be (1-5). I am still tweaking values and costs for this mode, so you should continue to view overall balance has being in flux.
As mentioned in the devlog, this next week is about INPUT, and I’m going to be focussing my efforts almost entirely on that. I’m going to focus first on getting input mapping up for controllers with both touchpads and joysticks, and in the process will be evaluating the feasibility of a twin-stick locomotion mode for all controller types. I should have more info for y’all next Friday.
Anywho, hope you all enjoy the new Alpha! Try not to get wrecked too hard :-P
Cheers, 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 72 - Alpha 2
Additions: - [TNH] Added New Menu Scene (with options for the mode) - [TNH] Added Equipment Mode Options (Spawnlocking vs. Limited Ammo) - [TNH] Added Health Mode Options (One Hit, Human, Armored, Meaty, Beefy) - [TNH] Added AI Projectile Speed Options (Standard, Arcade) - [TNH] Added AI Radar Mode Options (Standard, Omnipresent, Off) - [TNH] Added Item Spawner Options (Off, On) - [TNH] Added BG Audio Options (Music, Ambience Only) - [TNH] Added AI Narration Options (Default, Disabled) - [TNH] Added Radar Hand Options (Left, Right) - [TNH] Added new experimental health bar to Radar - Added New Effect: Flashbang visual and auditory effect
Changes: - Green Health Pickups now require being touched with a hand - [Sosigs] Altered Sosig Guard Behavior - [Sosigs] Can now hear each other going into Skirmish mode (assuming they are not currently Deafened) - [TNH] Eco-system costs rebalanced - [TNH] Dynamic Cover now shuffles between each Encryption Phase - [TNH] Crates Now Easier To Break - [TNH] Sosig Smoke Grenades now last less time - [TNH] Altered How Ammo-Clamping functions for Sosig Weapons - [TNH] Altered How Grenade Spawning Functions (to prevent spam during hold) - [TNH] Altered Number of Defenders that Spawn at various points - [TNH] Each Object Constructor may only spawn 1 case per level - .45 LC Projectile parameters tweaked - .50 Rem BlackPowder Projectile parameters tweaked - .455 Webley Projectile parameters tweaked - .455 Auto Projectile parameters tweaked