News Liste Operation: Harsh Doorstop

Development Blog #47 [June 2024]
Operation: Harsh Doorstop
28.07.24 21:10 Community Announcements

Hello everyone!



Welcome to the forty-seventh devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of June 2024.

A quick note on the update release window: we had previously announced that it would come sometime this summer, and that is still our goal, but we still have quite a bit of work to complete that could potentially 544PC see that getting pushed back a bit. No guarantees either way, but I just wanted to make a quick note on that as I have seen more questions popping up about this in the community in the past week or so. We will do our best to still hit this window, but we want to make sure that all of the major features we plan on bringing in with this update hit a certain standard, so if more time is needed then we will be taking it (and we will be sure to let everyone know if that winds up being the case, or if we are still on track for a summer release with more precise RL3H0 dates/timeframes).

Gun Audio Overhaul


We have recently undergone a rather substantial overhaul to the gun audio:

[previewyoutube=VIm_h4N_FiI;full][/previewyoutube]
While the sound files themselves are still largely the same, the way that they have been modified and reproduced in-engine has been updated/improved considerably, so the weapons overall should sound a lot better now (which we know has been one of the primary complaints about the game).

This will also apply to the mid and far sounds as well—the video below is an example, but please keep in mind that we are still making a lot of changes and adjustments to the mid and far audio, so this is still very much a WIP (for instance DY2XB there are still some guns that have that “popcorn” effect at distance, which is something that in the future will mainly be coming from things like smaller caliber pistols, and thus you will hear a lot less of it in the mixture of all of the other weaponry):

[previewyoutube=Ltuy1JgCWlU;full][/previewyoutube]
We still do not, however, have sound switchers for moving in/out of various environments, so these sounds are all still considered “open field sound cues” 4WBZC. This is something that we are currently investigating now though, so hopefully soon we will also have unique audio for things like firing weapons indoors vs outdoors.

Vehicles


The vehicle spawner system has now been implemented in the Developer Build. This is the system that will handle how vehicles get spawned on any given map, which ones are chosen to be spawned, how long it takes for them to respawn, and other variables such as global spawn limits that restrict how many of a particular vehicle type can be spawned on the map before the spawner is able to create a new one (so players can’t just take a vehicle, drive it off the spot, and infinitely create new ones).

Factions will now have their own pool of vehicles that can be contained within them, and that can be selected from based on the spawner that is used on a map (for example, a faction can contain vehicles tagged as heavy, medium, light, etc. which is what will appear in their respective heavy and light vehicle spawners that are placed down on the map). Additionally, it will also be possible for vehicles to be contained within a map file itself, allowing for maps to have specific TBGT5 custom and unique vehicles on it (for example, if there was something like a go kart map which contained its own go kart models, it would be possible to have spawners in place that always and only spawned the go karts included within the map regardless of the factions that may be chosen to play as).

It will also be possible for maps to have persistent vehicle spawn locations (such as what you’d find or expect at a main base spawn), as well as conditional spawns (such as vehicles that spawn in on flags only after they are captured).


Upcoming and WIP Features


Building/Construction System


As promised in the last devblog we now have some showcases of the basic building/construction systems in game.

First up is rally points:




Squad Leaders will be able to place RPs FTK4J when another squadmate is nearby, and when an enemy gets close enough the RP will be destroyed and disappear. RPs will last for 60 seconds by default, allowing squad members to spawn in where it is placed during that window of time.

With two squadmates nearby, SLs will be able to place down a FOB, which will allow for the whole team to spawn where it is placed. FOBs will last indefinitely, or until they are either dug down or destroyed. FOBs will 5T624 also create areas where a team will be able to build up utilities such as ammo/supply crates, and various other buildable fortifications and structures:






To start, buildables will be fairly basic—players will be able to place and build sandbags, hesco barriers, ladders, and so on. This system ultimately allows for whatever type of object to be placed, however, so this list RJDVN will only continue to grow, and modders will easily be able to add or modify this system however they desire.

All build pieces will also decay if the bottom/foundation piece that they are built upon gets removed, so it will not be possible to do things like build floating structures:



The May 2024 devblog goes more in depth on how some of the specific mechanics of this system will work, and what the initial values will be for the first release of this system (more or less—we are still playtesting this internally), so I recommend checking that one out if you wish to learn more. As usual, this entire feature will be completely modifiable in the SDK, so it will be possible to change everything shown here.

Bipods and Weapon Resting


The bipod and weapon mounting/resting system now properly impacts all of the weapons in the game, and it is now possible for every single weapon to individually be configured to utilize these mechanics. This means WNNKH that weapons with bipods can have their own unique values attributed to their use of bipods, whereas weapons that lack a bipod will instead be mounted/rested and have their performance be impacted in different ways.

Weapons will now have unmounted stability and recoil:




Passive stability and recoil (meaning when you are nearby an object in the world but have not physically mounted to it):




And mounted/bipodded stability and recoil (6H0CD meaning you have physically mounted/bipodded to an object in the world using the hotkey):




Some weapons will be able to do all three of these scenarios, whereas some will only be able to take advantage of one or two. For example, it will be possible to bipod a weapon like the PKM, however, players will not be able to also mount it to a wall, or gain any sort of passive bonus just for being near an object—this means EZAKW players must deliberately select and fix themselves into a position to gain the unique advantage that the bipod will bring to reducing recoil and increasing stability. In contrast, a weapon like the Mk18 has no bipod, but it is smaller, and much lighter/more ergonomic compared to a weapon like the PKM, so players will be able to gain a passive bonus for being near objects like walls, and they will be able to physically mount the weapon to vertical and horizontal surfaces to reduce recoil and increase stability (just not as much as the PKM would receive when taking advantage of its bipod).

At the time of this devblog, while all of the weapons will now properly work with this system, we have not yet begun to configure them so expect recoil and stability, visual mount points, and so on to change between 9BDCZ now and when the official patch goes live on the main branch.



Thanks 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



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Release:15.02.2023 Genre: Multiplayer-Shooter Entwickler: Drakeling Labs Vertrieb: Drakeling Labs Engine: Unreal Engine 4 Kopierschutz:keine Infos Franchise:keine Infos
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