Hello everyone!
Welcome to the fortieth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of November 2023.
Post-Update Plans
This past Wednesday we released our first major update since early access, and so far it appears everything has been going pretty smoothly with that. This update included a whole slew of new changes and fixes, and a number 4RC0X of new major backend features, such as automatic mod downloading on server join (making it so all you have to do is boot up the game and join a server without any guesswork as to what mods you will need). If you would like to view the complete list of updates and changes, please check out the Update v0.13.0.0 Changelog.
Over the next couple of months, our top priority will be monitoring the game and fixing any remaining critical bugs/issues that we can find, as well as doing some much needed polish and optimization 3H7CB work that we didn’t have the time to get in for this last update (and potentially push a hotfix or two). Once these steps are done, our plan is to move on to the first official implementation of our vehicle framework, and then from there base building/construction for the creation of FOBs and bases should be next.
Maps
Carentan
The level design team added on to the main village area of Carentan, towards the center of the map, including QVR4W parts of the main square and outskirts of the town.
Jaziira
In November the final touches were put on the first version 46R4B of Jaziira to get it ready for the update. For the next steps on this map, our level designs will be working towards detailing and polishing up the rest of the city portion of the map to get it up to the same detail levels as the current layout features so that we can start adding in more layers and areas of the map KZVPG to fight in.
Animations
Stamina-Based Sway
Our technical animator added a basic sway animation to the weapons that becomes more and more intense the lower your stamina goes to encourage players to manage their stamina better, and favor taking and holding positions D6KPL over running and gunning. While this system is very basic right now and doesn’t impact gameplay a tremendous amount, it will be a precursor/base foundation to a more advanced system we will be adding and tying more elements of the gameplay into in the future (such as our medical overhaul).
Walking Cycles
He also revisited the ADS walking cycles to make them better fit with the rest of the animation overhaul that we have been 4W326 working on, and to also make it a bit harder to aim and shoot on the move.
Prone Movement Improvements
Lastly, he has also been refactoring the prone animation graph, which should result in a much more improved blending result between JNCHW crawling animations and seamless direction reversals.
Objects, Models, and Textures
More New/Updated Weapons
There were a few more weapon ZLJI7 additions that I forgot to include in one of the last devblogs:
CMMG Endeavor, an SKS 5PGBG w/ a PU scope (replacing the PSO variant), an improved version of the M4A1 w/ M203 launcher to replace the existing one in the PMC faction, an AKM, an earlier variant of the M1919 BAR for use w/ the WW1 faction, and a Mauser 1914 (currently using 29PG2 the Makarov animations and it will require its own set later on, so these might not be totally proper right now)
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Thanks for checking out this month’s devblog. Happy holidays everyone, and 243CG have a great New Year!
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
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