Hello everyone!
Welcome to the thirty-sixth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of July 2023.
Automatic Mod Downloading
We are now nearing completion of our first 5C0B0 iteration of the automatic mod downloading system that will be coming with the next update, and internal testing will begin soon. This system will allow players to join modded servers without requiring them to obtain the necessary mods beforehand, making running and playing on modded servers much more viable and streamlined. It will still be ideal/recommended that players subscribe to the proper mods first for the smoothest user experience due to how the system will work, however, it will now not be necessary once it’s in.
We will be sure to update the server hosting guide for server owners explaining how they need to set up their servers to best facilitate this once the update comes out. For players, all they will need to do is join a server from the in-game browser and wait for the mod(s) that they don’t have to V3QQ7 download.
Character Model Updates
Further improvements have been made to some of the character models, and the overall character creation/setup process. More material slots have been added to all characters to allow for increased texture fidelity. In addition, body proportions and weight painting has been improved, and IRJHB more soldier heads have now been swapped to MetaHuman heads. Finally, more components were added to some of the character models to flesh out some of their designs.
Maps
Saint Quentin
Saint Quentin’s trench network is now completed, and the map is now officially in its first playable state. More landscape 6FMGJ and foliage detailing was also done throughout the landscape.
The map is not completed yet, however, and the level design team is going to continue detailing and fleshing out the 6HFE2 remainder of the map in the coming month(s).
Vehicles
Some more work was put into the vehicle testing mod, including better spawning conditions for the vehicles, as well as an MRAP YW85B and a BRDM being added.
Please note that these models are from the marketplace and are placeholder until we wind up having our own 669QH made from scratch.
Animations
The technical animator has continued focusing on improving our animation systems for the next major update. One such A6ANB system introduced recently in our development build is the addition of animated stance transitions for first person. This system utilizes curves instead of a flat interpolation to and from different stances, meaning you can expect the act of going in and out of stances (especially prone) to take longer and have a more “weighted” feeling to them. In addition, he has also further iterated on the previous crawling locomotion systems we showed off in previous devblogs to add a bit Y6NRF more variety.
These various improvements should add a much more polished feel to our animation systems, and we hope 5HIE8 everyone will enjoy them when our next update goes live!
Upcoming and WIP Features
General Optimizations and File Cleanup
The lead generalist has PATDB been doing a lot of work the past few weeks doing general optimization work, and continuing to clean up the entire project. This includes but is not limited to optimizing maps and assets, centralizing assets and folders within the game project and SDK, removing whatever excess bloat that he can find (such as old unused files and assets that have become useless overtime), and so on.
—
That’s it for this month, thanks DT3B4 for checking out the devblog!
Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!
-Goomes, Lead Community Manager
Website
Discord
Youtube
Discord
Website