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)
It is with our deep regret that we must delay the WWII update from its original announced release date for Summer. We owe you an explanation for this delay. We are still hard at work to make this update as fruitful for the player base as possible.
When can we expect the update?
We are aiming for the end of November. This may be subject to change, but we are hoping for sooner rather than later.
Why the delay?
Many of the new WWII weapons are in a very good state, minus a few balancing tweaks and slight adjustments. Some players have played the steam beta versions that include the WWII weapons and have provided very valuable feedback on what you like and dislike about the guns and we have iterated from those impressions accordingly, but this isn't enough. We want to replace the UI.
User Interface
For the new weapons to work in the update, other pieces of the puzzle need to fall in place. Instead of spending the time to update the current UI to fit the new WWII weapons, we would rather overhaul the UI that we had planned now, instead of later. We would want to offer a more complete solution then slap a bandage and patch up something that will be replaced anyway.
We recognize the need for the UI to be improved with Pavlov in its current state. From the voting system, to the scoreboard, all the way down to the server browser. We want to make it easier for players to find the game they want to play. We also want to condense and display more useful information to make it easier for the player to scan around quickly with their eyes. We also want to include some long requested features players have been suggesting. Here is a concept of our main menu for what we have in mind for the new UI:
Please note that this concept is subject to change for the final version
New Master Server Backend
For a long time now, lobby hosts have been running into the dreaded "finding game server" bug. Getting stuck in a loading state and never starting the match, leading to everyone to quit the lobby and the host having to close Pavlov entirely. This was one of the most painful bugs we have dealt with. We have ended up completely changing the back end and our master server list. Most if this is behind the scenes, so will not be noticeable to the plaver. However, lobby leaders will be able to breathe a sigh of relief that they are not going to get stuck in a loop in the future. We have also added more visual feedback to showing the progress while the lobby server remotely downloads the map. This change will also open up opportunities we have planned for the long term that we are not ready to announce yet at this time.
Patreon Going Public
We have opened up our Patreon page to have all the older posts unlocked and set to public. This will allow everyone to read some of the behind-the-scenes material that has been dispensed to Patreon supporters over time. Patreon is not something we want to lock exclusive content behind, nor has it ever intended to be, so we have made a correction to address this. The Patreon page was originally started after many requests from community members who simply wanted to contribute to Pavlov more. It has since morphed into a monthly dev blog as Vankrupt was formed and grown with more on staff. We still plan to provide delayed exclusive posts for Patreon supports in the future.
World War II era weapons have been in the pipeline for a long time now. Each weapon modeled from scratch to bring high fidelity versions of weapons to Pavlov. Please see the list below of nearly all the weapons. You can now test them out for yourself in the Pavlov beta on Steam. At this moment in time, we are asking our community to place them in their maps for experimentation and testing. Maps will have the guns implemented soon as time goes on.
If you would like to test online or offline and play with them now, here is a few of the maps from our community members that currently supports the weapons: Berlin WW2 Guns Snow Trail (Rush Mod)
Here is how to access the beta on steam: 1. Right click Pavlov VR in Steam 2. Go to properties 3. Click Betas Tab 4. Select "beta-" from the drop down
Keep in mind these weapons are still in beta, so balance and functions are subject to change. We look forward to your feedback!
New Official Maps
We now have the new official maps on the beta build of Pavlov VR for playtesting and feedback! We have rigorously been testing them every week to make sure they are properly balanced for our hardcore search and destroy players. These maps have seen drastic changes and iteration during their development to make sure the play flow for Search and Destroy feels fine tuned. We have also completely remade our classic Bridge map from the ground up. Try them out in the beta and let us know what you think!
Today we are launching a small update for Pavlov VR. We hope everyone out there is staying healthy and safe. The current epidemic the world is currently experiencing has affected personal lives in various aspects. Vankrupt Games is no different and has caused some delays in our production. We are humbled by the outpour of support from our community and appreciate your patience in these trying times. We are still laboring away working on our biggest update ever for Pavlov currently set to release later this summer.
We wanted to get some of these new features out the door to help server admins and workshop creators hit the ground running with these new functions to better serve their communities.
We feel that user-generated content is one of the most impactful forces in our community, and we’ve expanded our tools as a result. We made character replacements easier and included a set of premade ones to choose from. We also have created custom item interaction and limited ammo functionality in the kit. You can see all the latest tools and functions with examples when you download the latest repro from Github. Check out our wiki to get started with map building.
Adding RCON for community servers helps hosts administer their servers with more control. Some of the long-requested features include persistent bans, ability to whitelist players, add moderators without restarting the server, give item/cash to the player, inspect player info, team switching, return server information, and more. If you are currently hosting or looking to host a community server you can read more about it on our wiki.
We have enhanced the way attachments can be handled in real-time. Simply rotate the gun to be parallel with your chest to highlight the attachments and use the trigger to remove them. There is a slight delay before the weapon will be highlighted to prevent accidentally grabbing in high-stress situations or normal reloading. You do not need to enter the blue highlighted removal mode in order to place an attachment. Attachments can be placed at any time. Attachment interactions can be disabled by mapmakers for custom game modes if needed.
You can also slide the sight and scope attachment back and forth on the Picatinny rail when placing them on the weapon. You simply need to hold the trigger when placing on the weapon to adjust, then release the trigger when you want to lock it in place.
Quality of Life Improvements
Community servers are now mixed in with your region by default when you start the game. This will allow the community servers to receive more visibility. Better sorting options have been added as well. The UI and menu will be receiving a complete overhaul in the future but we wanted to get these minor improvements out the door to help the community servers see more traffic and engagement.
The microphone has also been addressed. There is now an in-game menu option to choose your microphone hardware. There is also an activity indicator to make testing the microphone more easily than before.
For proper balance, the knife now sticks to a body when you stab or throw at someone. When you stab someone the knife is taken out of your hands and dropped for balance. The knife will then be able to be picked up again by the player.
Revolver cylinder now spins for random duration when flipping the cylinder back in place. You can hold the magazine release bind to replace the cylinder without spinning.
Future Content Coming This Summer
These new features being shipped today may not immediately be felt by the core player base, but we have been hard at work on our next major content release which has been a massive undertaking and we would like to show everyone a little sneak peek of what we are working on.
New Official Maps
World War II
Many of you may already be aware of our plans for World War II content. A lot of time and effort has been put into designing a large number of high-quality historic weapons. We’re creating content for Russian, US, and German powers set in the early to mid-1940s.
Thank you everyone for your support ːsteamhappyː Stay tuned for summer!
Patch Notes
- Expanded blueprint functions for custom game modes for workshop creators. - Added RCON logic to community server tools - Added ability to edit balance table on community servers - Added toggle-able skin pack (clown, prisoner, naked, farmer) for map makers and community servers - Added new ability to remove and stow attachments - Added ability to move attachment sights/scope forward and backward - Added limited ammo enabled by map makers or community server console command (cannot force on custom game modes) - Added more audio options addressing the microphone - Added splash screen when switching maps - Added Knife sticking in enemy body on kill - Added Revolver cylinder spinning mechanic when flicked back into place. - Enhanced how community servers and lobbies are viewed. They are now mixed together by default. - Fixed community servers not cleaning up bodies - Fixed random damage in zombies game mode - Fixed glitch that allowed players to walk through walls with the menu open - Fixed glitch that prevented gunshots from being heard by other players - Fixed sawed off shotgun and revolver getting stuck open - Fixed LGMA being able to fire with feed tray latch open - Fixed bullet penetration in certain circumstances that would cause it to bypass or not pass through an object - Fixed an instance of a client side bug that would automatically fire after reloading in burst mode - Fixed ability to fully load the pump-action shotgun with a single shell - Fixed glitch that allowed any round to be placed in Anti-tank rifle - Fixed issue with placing magazines on chest when using Index or Oculus controllers - Fixed watch being backwards for lefties - Fixed buy menu tutorial with SteamVR default bindings in left hand mode - Fixed gun selection bug where a player could pick up a dropped weapon from any distance - ForceTube VR support added - ːcsgo_chickenː
Hot fix is now available for testing, opt in in game properties -> betas if you are having issues running the game.
Will go live on monday if everything goes alright. ːsteamhappyː
Patch Notes
0.60.12
- Upgraded SteamVR Input - Support for HTC Cosmos - Added network failure message box
- Fixed custom mode filtering - Fixed random lag spikes - Fixed occlusion issues - Fixed server crashes - Fixed menu grab exploit - Potentially fixed black screen at startup
Finally after couple of years of missed deadlines, we were able to bring zombies to Pavlov, you can play offline or coop online. We'll keep updating this mode on a regular basis.
Killhouse
Try your skills to climb the global leader-board or just a quick warm up run, it's up to you.
Start Map
Now by default you start the game into the menu mode (forced), this is to make it easier for newbies to grasp the menu system, you can however set either the killhouse or shooting range as start map in the settings so it works like before.
New Maps
Siberia (Jail)
Container Yard
We will bring new maps on a regular basis from now on and until release date in Feb 27 2021 this is just the beginning.
Price Increase is now effective
As mentioned two months ago, the game has moved into a more competitive price to allow us to keep expanding the team and bringing more stuff to Pavlov.
Per faction characters, with eye and mouth animations, high resolution textures, finger tracking and optimized for VR.
Gore
With the new characters there a full gore system with hit blood stains to full dismembering. This can be disabled in the settings under general
New Guns!
Snapturn
Snap turn is enabled and binded by default on Vive, this caused many issues and confusion. If you don't want snap turn disable in the settings.
Index Controllers potential issues
I've added a more comfortable input scheme that relies on the grip force to grab items, this makes avoiding unintentional grabs while keeping the curl for releases.
if you can't grab any weapon please either:
Reset to the default binding
Bind GripForceLeft/Right
Disable Use Grip Force under Input settings
Price Increase
TLD; The game is not longer a solo-dev project, we're a dozen developers working on this full time. This will happen on the next update, the biggest to date on November 1st. In the mean time grab it for cheap if you haven't already ːsteamhappyː
Patch Notes
- added AntiTank rifle - added new pistols - added new rifle-smg - added new characters - added Gore System - added third person finger tracking - added several surface hit sounds - added Eye and Mouth dynamic animations - added snapturn checkbox and default on Vive - added Russian Grenades - added cocking hand animation/poses - added pooled corpses with permanent blood decals - added official left handed steamvr bindings - balancing tweaks
- fixed Pavlov TV bindings - fixed hit vector replication - fixed scopes/sights - fixed bomb receiving decals - fixed crooked arms - fixed inconsistent leg IK - fixed inconsistent handle grabbing (noticeable in bolt action)
We've been busy implementing SteamVR Input to allow full support for Index Controllers and Windows Mixed Reality, basically finger tracking and input mapping.
This update might be quite disrupting to left handed players as we've removed all related settings - with the exception of the dominant hand checkbox for weapon spawning purposes.
However, i'm confident that allowing full input remapping is the best choice in the long term including remapping for left handed players.
If you happen to have your Index already, WMR or just interesting in remapping your controllers, please try the beta and let us know what you think in steam discussions or discord
Update 1 of 2
You might notice there's two new pair of hands, this is because there's something else cooking up in the oven so expect the other half of the update later in July.
Oculus Native
There's no remapping if you run the game with native oculus however, Oculus support is now also available in SteamVR with full remapping features.
This update has taken more time than expected, from upgrading the engine to implementing Steam Audio with a complete sound revamp, it's been a challenge to get to this point.
Aside from that we got features that have been getting requested for a while like better workshop support for custom game modes, attachments, shooting range, etc, etc.
Steam Audio & AMD FX processors
Sadly this update is not compatible with AMD FX processor line, however we added sound quality settings to mitigate the effect this might cause.
Note that if you stream or have a lot of background processes, the sound settings might come handy as well.
Complete Weapon Model Revamp
A huge effort has been put into replacing old weapons with high quality vr-ready models, i hope you guys enjoy them as we did adding them.
Workshop Nuke
A byproduct of this update is that all maps not packaged with Unreal 4.21 are not compatible now. However there's been an active effort to get new maps and game modes for this update by the community. ːsteamhappyː
Community Servers
Community servers are exactly that, servers hosted and managed by the community allowing more than 10 players per server. This will be available soon as a small update, in the meantime try the battle royale testing server.
Join the discord: http://discord.gg/pavlov-vr and follow me on twitter @davevillz for updates. If you believe on what we are doing and wanna go the extra mile to support the developing effort take a look here https://patreon.com/davevillz ːsteamhappyː
Thank you everyone for the support! ːsteamhappyː
Patch Notes
0.50.0
- Upgraded Engine to 4.21 - Implemented Steam Audio - Added Gun Handling sound replication - Added attachments - Added shooting range - Added community servers - Added overheating LMG - Added new weapon models - Added tactical ak - Added menu as - Improved high caliber handgun recoil - Improved S&D economy balancing - Improved weapon and scope shader - New flash, smoke, and frag effects - Workshop API
- Fixed joining private games - Fixed AMD sound issues - Fixed several weapon exploits
Hello Guys ːsteamhappyː is been a while since last update but we've been busy.
In the last 4 months, Pavlov VR development team has grown from 1 person (and part-time 3d Artist) to have 5 people working full time on the game.
This has been extremely hard for me, as before Pavlov i was just a guy freelancing to get by. And it's been a learning experience, trial and error for most of it.
And i'm really excited to show what we've been working on and i'm proud of the team for pulling this up. We hope to have some time to have a more formal introduction for the new team members, but we want to focus on the game first and most.
What's in the beta?
- New Audio & SteamAudio Implementation - All guns revamped with new VR-Ready models - Attachments - Community Servers (with no player limit) - Shooting Range - New workshop API for custom game modes - Latest Unreal Engine with performance improvements and fixes
Community Servers
Shortly after the update goes live you'll able to host your own server that runs 24/7 with map rotations. This server can be configured for more than 10 people. In fact we have a testing 50 player server running the Battle Royale mod made by the community (thanks to BeanSeller (BOT Dean), Maverick and Brainslug).
How to get into the beta build
In the game properties, go to betas and choose "beta" no code needed. There might not be enough servers.
We are on the final stage of testing and adding the last bits of content.
Join the forums or discord http://discord.gg/pavlov-vr if you find issues or you wanna give feedback, it's really appreciated.
Thank you everyone for the support for the last 2 years. A new chapter for Pavlov and myself is now begun and i'm glad to have you all along the ride. ːsteamhappyː
Long overdue QOL update. Make sure to check all the new settings that were introduced to customize this additions, for example do you want the killfeed always visible in your arm?
New Recoil and Damage Model
New recoil expands upon the artificial spray mechanic. This artificial spread have been removed in favor of visually accurate spraying, burst is now your best friend.
New damage model closes the gap between hand guns, smgs and rifles and should bring a more balanced experience to the game.
Pavlov TV
Aside from the new spectator system, there's a new non-vr replay viewer which is aimed to be helpful for content creators and the competitive community. More improvements on this will come in the future, in the meantime let me know what you think about this new feature in Pavlov.
How do you launch it?
Create a Pavlov shortcut in your desktop and add -tv 1 -vrruntime none