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Operation: Harsh Doorstop

 
Development Blog #44 [March 2024]Apr 29, 2024 - Community AnnouncementsHello everyone! Welcome to the forty-fourth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of March 2024. Summer Update Goals We are currently full speed ahead on the features that 5HPAF will be coming in the next major patch, which include our first iteration of our vehicle framework, a basic system for FOBs, Rally Points, construction, weapon bipods and resting/mounting, and—if all goes well—a very basic and simple revive system. Adjustments to existing AAS map layers for all maps that are meant for vehicles will also be coming with this update in order to help promote teamwork, as teams will be required to start at their respective main base flags and deploy FOBs together in order to spawn in the field, and players will benefit from sticking with their squad leader in order to place rally points 0H39I and keep the squad together as they push to attack or defend capture points (and if we can get revives in players will have a chance to keep their teammates in the fight if they go down). While all of these systems in their first form will be quite basic and still have a long way to go, this should hopefully M3YTW be the first time where O:HD will really feel like it has the complete gameplay loop that we are going for feature-wise in the base game. While we still do not have a concrete release window to announce just yet, we plan for the update to come this summer (sometime within the next 2-3 months if I had to give a rough 5H70C estimate). Vehicles Nothing too exciting to show with vehicles for this devblog, but during March our lead programmer worked on resolving some issues with a pre-existing vehicle implementation involving players P509E entering/exiting the seats of a vehicle, as well as a player's view angle being constrained while inside a vehicle. In addition he also fixed up functionality for showing/hiding or enabling/disabling a player's weapon while in a vehicle when appropriate (such as when they enter a seat in which they should be able to shoot out of). He should be getting very close to having something available for testing in 2T3MJ the Developer Build of the game, and we will be sure to announce when Supporters can begin to check this out. Maps Our lead generalist 5I4E5 began working on new variants of our existing desert-themed buildings to not only bring more variety to the structures used in the maps, but also enhance our building development workflow and further improve XZL9G optimization altogether: {STEAM_CLAN_IMAGE}/37287773/6a40be55e4d981b9cb559b338a0c3b22909da907.jpg {STEAM_CLAN_IMAGE}/37287773/742a225c123ff576d6808d66cd2c7330e0f9156a.jpg {STEAM_CLAN_IMAGE}/37287773/563b568b0af0d72e86b9084b046cf7d0efc67c2c.png {STEAM_CLAN_IMAGE}/37287773/0fcefda017146b06615a3125ebae10d84c38a95f.png {STEAM_CLAN_IMAGE}/37287773/a41ddd540774c7a60664166cf9bab356a98bb372.png {STEAM_CLAN_IMAGE}/37287773/2dbac11c7b2adbd47b68f34b51ab5a37b1a3b749.png {STEAM_CLAN_IMAGE}...Development Blog #43 [February 2024]Mar 28, 2024 - Community AnnouncementsHello everyone! Welcome to the forty-third devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of February 2024. As mentioned in the last devblog, January and February were pretty much exclusively focused on bug fixing, polish, discussing design/prototyping systems, and a lot of internal housekeeping and file cleanup after our last major patch in December. That said, there isn’t a whole lot of new stuff to go 5H93Y over this time around, so let’s jump straight into it: Vehicles Our lead programmer is now completely focused on officially implementing the first iteration of the vehicle framework F6EJL into the project. This will be a major feature addition to our codebase that will allow fully functional, fully networked vehicles to be brought into the game. The first vehicles that we plan on implementing will be very basic ground transport vehicles—we have decided 5DV6Y to start with the following transport trucks to keep it simple (as seen in our roadmap) and allow us to focus on performance, optimization, base functionality, and so on: {STEAM_CLAN_IMAGE}/37287773/e3e30972991a083d42950d77ce15a09c5749cb08.png {STEAM_CLAN_IMAGE}/37287773/24db3ed5b20c54e42a59a0c5304475c800ea8c15.png M923 and KamAZ-6350 5HWAG transport trucks As usual, the first version of this will be accessible for testing on the Developer Build of the game when it is ready. We will be sure to make corresponding posts and announcements once they are 8CK66 ready for testing. Upcoming and WIP Features Bipods and Weapon Resting Our technical animator 4EKH9 is making progress on setting up the animation systems necessary for our mounting and bipods prototype. He has already set up the camera and arms lerp to the desired 6ABF0 surface height, as well as the state machines and animation graph for playing animations to enter and exit the mounted state. These state XZH7G machines are currently utilizing placeholder animations which will be replaced with dedicated mounting entrance C30X4 and exit animations next (and we will be showcasing these as soon as they are ready/available). Once the systems are complete and animations are made, we will move onto general polish and implementation of procedural 6GJXI offsets for the weapon to better align with surfaces, as well as tying the mounting to other animation blueprint systems for added utility/function BB6WD (such as our weapon sway and visual recoil in order to give extra stability to the weapon when in a mounted state so that this isn’t a purely visual feature). — That’s it for this month, thank KLNNC you for reading! 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 {STEAM_CLAN_IMAGE}/37287773/ba7666ced30a2f85bcf2f0af2bd46e4f3b8c6efd.png Website Discord Youtube Twitter {STEAM_CLAN_IMAGE}/37287773/ff7a30c7857a1e3df0ca82ab974ac5233e388fb0.png Twitter Discord WebsiteSpring Sale is HERE!Mar 15, 2024 - Community AnnouncementsHello everyone! Today Steam's spring sale has started, and all of our bundles (including our "Donator" packages) are heavily on sale! This means that not only can you get "Donator" status for a discount, but everyone who already has "Donator" status can also get games from our partners for up to 50% OFF! Here are some of the most popular games that we're lucky to be partnered with! Get these while you can! https://store.steampowered.com/bundle/31004/Zero_Hour__Operation_Harsh_Doorstop_30_OFF/ https://store.steampowered.com/bundle/32906/World_of_Guns_Full_Access_50_OFF/ https://store.steampowered.com/bundle/31347/Battlebit__Operation_Harsh_Doorstop/ https://store.steampowered.com/bundle/35675/Military_Conflict_Vietnam__Operation_Harsh_Doorstop/ https://store.steampowered.com/bundle/37997/Contain__Operation_Harsh_Doorstop/ https://store.steampowered.com/bundle/31763/Black_One_Blood_Brothers__Operation_Harsh_Doorstop/ https://store.steampowered.com/bundle/29860/Operation_Harsh_Doorstop__Complete_Pack_10_OFF/ Thank you all SO MUCH for your support! As you all know, our game is funded PURELY through your donations! So every dollar spent helps us make the game better! We have lots of HUGE updates coming to Operation: Harsh Doorstop in the coming months, including the official release of vehicles, outpost construction, and much more! Also, if you've already donated to the project, make sure you join our "Attack Helicopter" playtests which are going on now! https://store.steampowered.com/app/1517200/Donate_to_Operation_Harsh_Doorstop/ I look forward to seeing you on the Battlefield!Attack Helicopter PlaytestMar 12, 2024 - Community AnnouncementsHello everyone, we've been playtesting many experimental features (such as helicopters) in our donator playtest servers, and I wanted to share some footage of those playtests with you here today. Here is footage of some of the new features we've been working on! If you would like to join these playtests and support development of our free game, consider becoming a donator. Donators get early access to features like this, as well as access to many of our beta playtests. https://store.steampowered.com/bundle/29860/Operation_Harsh_Doorstop__Complete_Pack_10_OFF/ The playtest server with attack helicopters will be available over the next week. If you'd like to try them out, simply filter by "Supporter Only" servers in the server browser! More updates coming soon. Stay tuned! - Bluedrake42Hotfix v0.13.0.1 ChangelogMar 4, 2024 - Community AnnouncementsMultiplayer Fixed inability to issue commands to the server while in-game as an admin Fixed intermittent client disconnects during a map transition on high population servers Improved accuracy, consistency of player 'Use' interactions when playing on a server Miscellaneous Decreased default value of global mouse sensitivity setting from 70 to 20 Added "Buy Our Merch" button to main menu Allow startup map URL to be specified over the command line in release builds, which enables the user to launch the game client directly into a specific map or scenario SDK Fixed issue where, upon initial upload of a newly created mod, "A valid preview image for X must be defined before it can be published." error dialog was presented despite the user having chosen a valid preview image file just before uploading BP-exposed members of character and weapon sound collection structs Added BP write access to allow direct modification of character jump and sprint stamina values Development Blog #42 [January 2024]Feb 28, 2024 - Community AnnouncementsHello everyone! Welcome to the forty-second devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of January 2024. For the months of January and February our core focus has been on cleaning the entire project and its codebase up in preparation for our push into Q2 2024 4CW8A, where we will be refocusing our priorities towards new major systems for the framework, namely vehicles and construction mechanics. As such, this month’s (and likely next/February’s) devblog will be pretty short as January FIFE9 was almost exclusively focused on bug fixing, polish, discussing design/prototyping systems, and a lot of internal housekeeping and file cleanup after our last major patch. This includes, but is not limited to, a solution to in-game admin functionality sometimes not properly syncing on server join with Steam’s API to validate admins (which is what would allow them to push commands using the in-game console instead of having to rely on an RCON), as well resolving the intermittent client disconnection issue that would occur after a map change on high player pop servers. In addition, all maps have received tweaks and adjustments to improve performance, we completed weapon and character migrations to the base HDAssets folder to further clean up and streamline our file structure, a variety of Simple Collision issues on numerous ZCN2C props were fixed, and we included several Marketplace asset packs into the Marketplace folder for modders to take advantage of in their mods. Q1-Q2 2024 Focus Our current plans to close out Q1 and moving into Q2 is to get the first basic implementation of ground vehicles in (specifically transport 494N5 capabilities) so that not only will the base game now be able to feature simple vehicles for map traversal, but also so that modders can start getting their hands on the beginnings of the foundation of our official vehicle systems, which should open up a lot of doors in regards to modding vehicles. The tentative goal for this update will be 44GMP to release it sometime this summer, and of course the first previews of them will be available in the dev build prior to the update to the main game. After we get these base systems into the main build of the game, the next step will be to further expand on them and implement turrets and other on-board weapons systems for vehicles so that not only will they be usable for transport, but they will also have offensive capabilities (depending on the vehicle of course). In addition, as mentioned in last month’s devblog, we are now working on the first version of our bipod and weapon rest systems, which we hope to be getting the first versions of into the dev build in the coming months. If everything goes according to plan and progress permits, we would like to also release this in the same main game update that the first version of vehicles will be in as well. We will of course include previews of this in upcoming devblogs...Development Blog #41 [December 2023]Jan 28, 2024 - Community AnnouncementsHello everyone! Welcome to the forty-first devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of December 2023. This will be a lighter devblog in terms of content as December 2023 was the month that we released our latest update, and the team was in a lockdown phase during this month so that our leads could prepare the update and make sure there were no last minute curveballs that could jeopardize it (plus it was the 5H868 holidays). Otherwise, it’s still business as usual for the team at the moment, and as mentioned in the last devblog, our top priority right now is monitoring the game and fixing any remaining critical bugs/issues that we can find, as well as doing some much needed polish and optimization work that we didn’t have the time to get in for this last update. 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 ARP9Q should be next. Before we jump into it, Bluedrake also just recently released his January 2024 Mod Spotlight video which showcases a handful of awesome mods that the modding community has been working on: https://www.youtube.com/watch?v=mTPnEqknhQU I highly recommend giving that a watch and checking out the mods over on our Steam Workshop! There’s a lot of really great content being uploaded there on a regular basis, so it’s always worth going to look periodically. Expansions As the currently available WIP AVPLW expansions are almost entirely level design-oriented at this stage, part of the team has started to work on some of our other planned/upcoming faction-based content that we will be introducing into the game: Operation: Hyrcania Operation: Hyrcania is an expansion that will be adding a variety of new modern factions to the game, namely modern US Army and Russian Marines. Both factions will feature modern weaponry, including but not limited to the M4A1, M249 SAW, M110 Marksman Rifle, and SCAR-H 5HGHK on the US side, and the AK12, PKP Y4474, and AS VAL on the Russian side. While the US Army faction will only feature the standard Multicam uniforms and gear, the Russian Marines will be available in both forest and desert EMR camo patterns. {STEAM_CLAN_IMAGE}/37287773/e3d2174cfdbb20d6f6001361a334090ee73f8950.jpg {STEAM_CLAN_IMAGE}/37287773/5debf67c44aecc807d833aa3114b2761cf15d86d.jpg {STEAM_CLAN_IMAGE}/37287773/93a497e71bad8a0cacb302e561889084cf000582.jpg {STEAM_CLAN_IMAGE}/37287773/383a6ca944339570d5161e028b26d9fd652a0272.jpg {STEAM_CLAN_IMAGE}/37287773/a8c694f09f2452661a4001769d05fc85c6acd67b.jpg {STEAM_CLAN_IMAGE}/37287773/1084e1e706b205eb201104cc9092c98be003a45f.jpg {STEAM_CLAN_IMAGE}/37287773/bc2c7bb92c0abd0ebded9bd5210ae955ec9c4620.jpg We have gone ahead and released a preview build of these factions on Steam Workshop BIEJQ if you want to check them out now! Operation: Invictus Operation: Invictus consist...Development Blog #40 [November 2023]Dec 28, 2023 - Community AnnouncementsHello 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. {STEAM_CLAN_IMAGE}/37287773/5821ad9e435502f67995dfdf1b3b0d53b536d9d2.png {STEAM_CLAN_IMAGE}/37287773/27f5bde2d36751b12bc48dfa80fa854eeef4c9d3.png {STEAM_CLAN_IMAGE}/37287773/1c39594b5fced17499a7adeb1590defd28867e4e.png {STEAM_CLAN_IMAGE}/37287773/0eee66ab01176d47cfaab9830ab343224d63478e.png 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. {STEAM_CLAN_IMAGE}/37287773/7a2e9e49d3ed7422b7013b3f665fe86b536fbf5f.png {STEAM_CLAN_IMAGE}/37287773/d802989740f98b40d5258b2a82d4f188428e33f6.png {STEAM_CLAN_IMAGE}/37287773/4eb35d70f89909b8b64d2e05887bcb94c044668f.png {STEAM_CLAN_IMAGE}/37287773/7c09db1edebf2cc3f794675e981fa168f8d2d519.png {STEAM_CLAN_IMAGE}/37287773/1d95e9924578be3b6c0869d068c1035fda815d56.png {STEAM_CLAN_IMAGE}/37287773/961590d5eb9a59e9cd1993a55f71fadcd38e0b1b.png {STEAM_CLAN_IMAGE}/37287773/d5d424f381dce73401aad72f482b9ee885857992.png 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 does...Update v0.13.0.0 ChangelogDec 20, 2023 - Community AnnouncementsAdministration Added player voting system with votekick feature Added player filtration/access control system, allowing server owners to deny player entry based on a variety of criteria such as VAC/Game ban count or date issued, account age, and playtime hours. Animations New Prone Animations New Stance Transition Animations Weapon-World Collision Weapon Sway Fixed issue where FP camera could get stuck off screen (part way through a camera animation) if there was a network correction while the player was in the middle of a vault Fixed issue where a player's leaning state, from the perspective of other players, could go out of sync on the server Audio Replaced far sounds with better-quality sounds Reduced footstep sounds by 20% Decreased volume on all Close Echo sounds as they were overpowering the main gunshot Adjusted ricochet, suppression, and bullet crack sounds, making them louder Buildings Added many new props, replaced placeholder assets Added lights to all enterable buildings, set low culling distances for better performance Set lights to not cast dynamic shadows for better performance Characters Rebaked all character LODs, adjusted LOD materials to blend better as you move away from other characters US, RU, PMC, Insurgent, USMC, and NVA characters have new additions, backpacks removed, new faces, and material optimizations Fixed death timer handle reset that was preventing death animations from playing, if configured Cleanup Fixed misspelling of Wehrmacht assets Removed several Textures, Meshes, Materials, and Blueprints that were no longer being used Updated M203GL Launcher Moved all buildings, props, and blueprints out of the Operation folders and into HDAssets Credits Added several Developer, Contributor, and Supporter names to the credits list DLC Maps Replaced Ultra Dynamic Sky lighting with new Lighting system All DLC maps are still Work In Progress, performance varies Gameplay Major improvements to AI, including new mechanics for dynamic cover and more cautious advancement on objectives Re-enabled collision between players Adjusted movement speeds Implemented "interaction sphere" for dropped kits, making them easier to interact with and to pick up off the ground. Resolved an issue with players talking over voip that were not able to be heard if there were several players talking simultaneously Tuned removal behavior of shot tracking to enhance server stability Implement prone "hold" input behavior for crouch toggle on gamepad Game Servers/Multiplayer Additional security improvements and enhancements Added server auto-mod download feature where joining clients will download the mods deemed necessary by the server before loading into the map Introduced the ability for mod authors to mark select modifications as "server-only" and not required for clients to download Omit non-essential server tags from GameTags section to prevent overflow Enabled steam rich presence, allowing for server connection info to be provided via the "Game Info...Development Blog #39 [October 2023]Nov 28, 2023 - Community AnnouncementsHello everyone! Welcome to the thirty-ninth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of October 2023. Next Update Plans (continued) To start I want to give another brief update/reminder that our planned release window for this next update will be next month, sometime in mid-December. We will announce a more precise date when 4TFHI we get a bit closer to it, but that is the planned timeline. The team plans on initiating a work lockdown in the beginning of December (approximately 1 week from the release of this devblog), at which time the update will be finalized for release, patch notes will be made, any finishing touches will be worked on, and so on. Maps Carentan The level design team continues working on detailing and building out Carentan for the Operation: WWHB5 Overlord expansion: {STEAM_CLAN_IMAGE}/37287773/e69da2d7fe15d3c47bcc5eafa6bdfc26814c27b9.png {STEAM_CLAN_IMAGE}/37287773/be0ccd5690951ba13b563e73d627f6e69869737a.png {STEAM_CLAN_IMAGE}/37287773/96c1a39e3eee3f93875ae71cbd9478a18d4dce13.png {STEAM_CLAN_IMAGE}/37287773/d82e44641c48d7956cfc4f7ba442c1c6607b2f2c.png {STEAM_CLAN_IMAGE}/37287773/5c3dd2fcd8f66f3ec020332cbd37de70f3971a8b.png {STEAM_CLAN_IMAGE}/37287773/aaa4592e1311591c7d2352ce73e224196f04e785.png {STEAM_CLAN_IMAGE}/37287773/5b2052bd325844dfd663bdf1129368fdff5fa520.png {STEAM_CLAN_IMAGE}/37287773/b5c57144cea7fa4bb39f0950b13f7545b3999ad3.png {STEAM_CLAN_IMAGE}/37287773/d25d80c079cca5ed0379cec95a07be979e0d2507.png Jaziira A lot of work went into Jaziira 5VZK6 to get the first route ready for the update, and many props, walls, foliage, landscape work and more were introduced and polished up. After the update in December, we plan on doing further passes on this map to incorporate more routes, more details, 577PL and so on. {STEAM_CLAN_IMAGE}/37287773/6faebc5e259fd7027859b241464b5e9f3e73bfe3.png {STEAM_CLAN_IMAGE}/37287773/a1c4996e70aa831b9cb8a32323e936cf4965b446.png {STEAM_CLAN_IMAGE}/37287773/02f5eff1b63fcf73868795b92006f555bf28469f.png {STEAM_CLAN_IMAGE}/37287773/a74adfa534667458cb57c0c09da49e038dae132b.png {STEAM_CLAN_IMAGE}/37287773/676376166dd4af6acda5542fde5c963d1e0cb124.png {STEAM_CLAN_IMAGE}/37287773/0e21d266d88396a155fd1430602ae5ea2339077d.png {STEAM_CLAN_IMAGE}/37287773/c5bc63a7368374fded8926be7b3df41ef6313565.png Animations Jumping and Landing Our technical animator has been working on getting the 2GETF last few core systems ready for the next update, including a new camera effects/animation system for jumping, falling, and landing. All of these smaller subsystems work together to achieve a more polished feel to the animations, RTDYQ which should help make our overall movement feel less “floaty”, which is a common piece of feedback that we tend to see. https://media.giphy.com/media/c96vzsU4u0DM4zqCyj/giphy.gif Vaulting Improvements In addition, he has also revisited the vaulting 4C0B2 animations to further polish them up, and as a part of tha...Operation: Harsh Doorstop is proud to be nominated for the Steam Awards!Nov 22, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/37287773/74c451aac7365a489b8f113876ef4aea56f82c74.jpg Nominate Operation: Harsh Doorstop in the "Best Game You Suck At" category! This is an absolutely surreal moment for us. We've been working on Operation: Harsh Doorstop for years, and to now be nominated for a Steam award is an absolute life achievement. As many of you know, we still have a long road ahead of us, but we're incredibly excited about what is coming next. In a few mere weeks we'll be launching the biggest update to our game that we've ever launched, and we still have much more planned after that. Our team is dedicated and full of loyal members who dedicate their time to building our ultimate vision together. A completely free, community developed, tactical shooter for the entire world to enjoy. If you also believe in that vision, please consider supporting our nomination by voting for us in the 2023 Steam Awards! You can also become a supporter for 10% OFF during the ENTIRE STEAM AWARDS EVENT! https://store.steampowered.com/bundle/29860/Operation_Harsh_Doorstop__Complete_Pack_10_OFF/ This means that you can also GET ALL OUR PARTNER BUNDLES FOR 10% OFF TOO! This includes our official partners like Battlebit, World of Guns, Zero Hour, and more! https://store.steampowered.com/bundle/31347/Battlebit__Operation_Harsh_Doorstop/ https://store.steampowered.com/bundle/31004/Zero_Hour__Operation_Harsh_Doorstop_30_OFF/ https://store.steampowered.com/bundle/32906/World_of_Guns_Full_Access_50_OFF/ Trust me when I say, this is still only the beginning. Huge things are coming. Just wait. - Bluedrake42 OHDCorp CEODevelopment Blog #38 [September 2023]Oct 28, 2023 - Community AnnouncementsHello everyone! Welcome to the thirty-eighth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of September 2023. Next Update Plans (continued) In the last devblog, we discussed the target release window for this next update being in early November, however, upon further discussion with the team and after reviewing some of the tasks that we wanted to finish for this update 4TQBM we decided that it would be better to take the extra time and push this window back a bit further. We are now looking at sometime in late November to mid-December. We want to get this update out to everyone as soon as possible, but we also want to make sure that we aren’t rushing any of these last minute tasks that we want to get done to ensure that this next patch goes as smoothly as possible! Moving M38L9 onto September’s recap: Character Model Updates Further improvements have been made to the Operation: Rolling Stone character models, specifically the combat fatigues for the USMC characters: {STEAM_CLAN_IMAGE}/37287773/38f71c200453ceb77213fc2535cee82b76c1acaf.png Maps Carentan Carentan received further detailing work and other improvements, and the team is working towards LVCTD getting it to its first playable state: {STEAM_CLAN_IMAGE}/37287773/ee5df9abd2c75b425690c78121b4a8fbd99fc31e.png {STEAM_CLAN_IMAGE}/37287773/82c45215bd4f49eba1f9afffa489424fcebefab5.png {STEAM_CLAN_IMAGE}/37287773/e9573b5793b6280fd35d7ee4ec34c87d80f88f64.jpg {STEAM_CLAN_IMAGE}/37287773/534de5e5e477ecef4ea59a99eb1a681809e4c718.jpg {STEAM_CLAN_IMAGE}/37287773/120765841025d7a3a8fd59a153ac01d58e12184e.png {STEAM_CLAN_IMAGE}/37287773/559151ecc859e37262564c2180fd17a086a688f3.png {STEAM_CLAN_IMAGE}/37287773/2ee26a85e78c3f3ea0dbfb4541c4bfa94dcd88c5.jpg {STEAM_CLAN_IMAGE}/37287773/6bd19eef06407e07bfe1d20af1aec1827bfc5269.jpg Jaziira All buildings and major points of interest for Jaziira have been placed, along with a pass on the foliage. The next step will be to place down walls and other large hard cover positions so it’s in a basic first playable 4ZB38 state for this upcoming update. {STEAM_CLAN_IMAGE}/37287773/d5012d9572dd82c8d5864702abca87d02a3272f3.png {STEAM_CLAN_IMAGE}/37287773/cdd3eb6bd045d15ef5f8003528846d40c3ae7d73.png {STEAM_CLAN_IMAGE}/37287773/1bf86e6565e9f6308a6e8e243595a71ecd77c373.png {STEAM_CLAN_IMAGE}/37287773/ac1ff54e832838e0c2c40638919b293348a279e7.png {STEAM_CLAN_IMAGE}/37287773/da3405f95cddc454fbaa2674fd0e63b54e67d61f.png {STEAM_CLAN_IMAGE}/37287773/2da9c7139ef0f451387a581a9a00921ca16361e2.png {STEAM_CLAN_IMAGE}/37287773/e0bb063000b9deb7e414888bd48389ef7d1bd6b0.png Animations The technical animator has been wrapping up the camera animation system, which recently underwent a large refactor to provide a smoother P5CMP workflow and implementation of camera animations for all weapons and items. The GIFs shown below are some of the remaining weapons that he had to finish, and every faction kit is just about complete...Development Blog #37 [August 2023]Sep 27, 2023 - Community AnnouncementsHello everyone! Welcome to the thirty-seventh devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of August 2023. Next Update Plans We are now approaching the release window for our next major update! At the time of this devblog, we are looking at early November as the targeted timeline for this update. During the month of October we will be finalizing the automatic mod downloading system for server joins, and 5BKFQ getting in as much polish and bug fixing as we can. Our goal for this update is to address as many of the recurring bugs and issues that we have seen raised within the community as we can in order to pave the way for the team to start actually being able to focus on the major gameplay features and content updates that we plan to bring to the game in the future. This update will include, but is not limited to: automatic mod downloading for servers, more robust server security systems/options T3N3D for server owners to prevent cheaters and other bad actors from playing on their servers, an overhaul to the AI framework/behaviors, an overhaul to our first person camera animation systems, further updates, improvements, and exposal requests to the mod tools, and more. With the exception of vehicles, everything that we have been showcasing in the past few months of devblogs since our last update is just about completed and ready for the next build. On the topic of vehicles, we are going to continue pushing our work on these to the mod 7IQH0 that we have been using for testing purposes, and once the lead programmer is ready to begin prioritizing and focusing on the vehicle system it will then begin to be rebuilt and merged into the base game (our goal is that vehicles will ready for the next major update after this one). This is also why we are currently focusing much more on getting our larger maps ready in preparation for this. While this won’t be the most “sexy” update in terms of flashy new content, and all the bells and whistles that we know people would like to see in the base game, this is going to really reinforce all of our existing systems, as well as put 5GVAP us (and the modding and server hosting communities) in a really solid position to begin iterating on all of those things moving forward. Maps Jaziira The level design team has now started work on our newest map: Jaziira. Jaziira is a 2x2km map inspired by the popular Project Reality map “Ramiel”, which is based on a coastal region of Mogadishu, Somalia. QM3HB This map will feature a main city composed of tall buildings, some smaller villages on the outskirts, and some farmland with a variety of vegetation, bodies of water, and tall hills. {STEAM_CLAN_IMAGE}/37287773/faf6569d4d381501d4c8627068d156841df55cf6.png {STEAM_CLAN_IMAGE}/37287773/3485c0d1269cce60efc67394644a7fdd73c00051.png{STEAM_CLAN_IMAGE}/37287773/34ea980a86297c2357721fb1ecca81a5388de08c.png{STEAM_CLAN_IMAGE}/37287773/1c4a12d633ea3df43340fc36ec44...Partnering with Battlebit: Remastered and moreSep 12, 2023 - Community AnnouncementsToday I'm excited to announce our partnership with another incredible game, Battlebit: Remastered. https://store.steampowered.com/bundle/31347/Battlebit__Operation_Harsh_Doorstop/ Anyone who has ever donated to Operation: Harsh Doorstop on Steam can now get Battlebit: Remastered for 5% off. This bundle discount also stacks with other discounts, including their currently running sale! That means that our donators can currently purchase Battlebit for 25% off! Our developers helped to animate a number of weapons used in Battlebit during their early development phase, and we're excited to continue supporting SgtOkiDoki and his team after their launch! In addition to our partnership with Battlebit, our team has also partnered with a number of other incredible indie studios that we feel strongly deserve your support. If you want to support both our studio, and other passionate indie studios... consider buying these games from our partners at a discount! https://store.steampowered.com/bundle/32906/World_of_Guns_Full_Access_50_OFF/ https://store.steampowered.com/bundle/31004/Zero_Hour__Operation_Harsh_Doorstop_30_OFF/ https://store.steampowered.com/bundle/33339/Due_Process__Operation_Harsh_Doorstop/ https://store.steampowered.com/bundle/31005/WWII_Online_and_Operation_Harsh_Doorstop/ https://store.steampowered.com/bundle/31763/Black_One_Blood_Brothers__Operation_Harsh_Doorstop/ https://store.steampowered.com/bundle/33695/Gunsmith_Simulator__Operation_Harsh_Doorstop/ Thank you so much for your continued support, and we're excited to show you what we have in store for our upcoming updates to Operation: Harsh Doorstop soon! We hope that by continuing to support other indie projects, we can continue to grow alongside other talented studios making incredible games. We've loved being a part of the supportive indie FPS community, and we can't wait to continue helping others to succeed as they help us to succeed. See you on the battlefield soon! - Bluedrake42Development Blog #36 [July 2023]Aug 26, 2023 - Community AnnouncementsHello 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. {STEAM_CLAN_IMAGE}/37287773/99bee5f15302ba34feeae82813613c1e80c968a0.png {STEAM_CLAN_IMAGE}/37287773/8ef1781d8c7849b360cbe7c5f37d8e921a78a6d6.png {STEAM_CLAN_IMAGE}/37287773/a60593e563a1bc1fbcfe22e3f821894beb046831.png {STEAM_CLAN_IMAGE}/37287773/9402af2c35c77ce899f654b5c179211e7cf17cd2.png {STEAM_CLAN_IMAGE}/37287773/386b32c06a3f105100eb0ae0628add5874c5207a.png 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. {STEAM_CLAN_IMAGE}/37287773/3918ce9828a4d15f9e13cb75198f0bb4bbb7a655.png {STEAM_CLAN_IMAGE}/37287773/31e1c5eaf8e4a9675e4a7ac3e1509bcb3e6d9d58.png {STEAM_CLAN_IMAGE}/37287773/122e30ff5c84b1e1c0950ae499d32d56bec58384.png {STEAM_CLAN_IMAGE}/37287773/8bc6c746816c7c07a3030898308df6520208e0a6.png {STEAM_CLAN_IMAGE}/37287773/4c7c5703aa7c6bb34b383c281632ddb26b35d75e.png {STEAM_CLAN_IMAGE}/37287773/8d9a23f69930908f095bbc1cab0f7ce957fd6a87.png 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. {STEAM_CLAN_IMAGE}/37287773/5d0b538b62906a1ea9fb6cda10f4b19486e444cb.png {...Development Blog #35 [June 2023]Jul 26, 2023 - Community AnnouncementsHello everyone! Welcome to the thirty-fifth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of June 2023. This will be another shorter one as we don’t have a whole lot to share this month due to most of the work going on 59XWR behind the scenes being pretty rigorous programming work that doesn’t have much to show here in a devblog (more on that in the Upcoming and WIP Features section towards the end), so let’s just jump straight into it: Voting Systems We have now implemented a voting system into the game. This not only includes the capability for server owners to set up vote kicking on their servers (and configure what it takes to initiate a kick, how long kicked FG3W8 players must wait before rejoining, and so on), but this system will also be capable of facilitating other types of votes as well. This will also be something that modders will be able to tap into for their own creations. Vote kick and other voting issue types will be configurable by server owners through K4AW7 an INI file. As a general reminder, and for the sake of clarity, things like vote kicking will be optional and up to the server owner to determine if they want to use it. This will simply be yet another measure at server owner’s/admin’s disposal to have as an option to help with potential trouble making players, whether that be cheating, griefing, and so on (most likely this will be a great option for people who wish to run servers but do not have a full admin team and/or cannot be around all the time). Maps Saint Quentin Work continued on Saint Quentin, 67R9C and the level designer anticipates that this map will be in its first real playable state sometime towards the end of July/early August. {STEAM_CLAN_IMAGE}/37287773/9a48da14842f485957b8d064447b1a6c63183f2c.png{STEAM_CLAN_IMAGE}/37287773/de8f48ba89a26166159798a6b19a01e75d9e0d16.png {STEAM_CLAN_IMAGE}/37287773/38f869e1c138a124db9ede78c6a79efb7404e373.png {STEAM_CLAN_IMAGE}/37287773/5cf307fb01cb62e5d99765af0894120cbb015048.png {STEAM_CLAN_IMAGE}/37287773/0464f5207724dbf38b91f5edfcc325b4f7d450c2.png {STEAM_CLAN_IMAGE}/37287773/efc9c33b597a76cb9e309efacabfad3c9a5ed4e6.png Vehicles Most of the previously shown vehicle animations have now been implemented and replicated for the vehicle system prototype, which will be EKQZT featured in the format of a mod for initial testing. There are still a few that need to be put in, and as you can see in the GIF below some of them still have some camera based issues (such as the camera not following the player when they lean out of the window to fire), but we are getting pretty close to having this ready for testing and tweaking prior to being added to the lead programmers plate for official implementation 45YTK into the base game when he has the time. https://media.giphy.com/media/kpnuBjgoAtA3FLWBiz/giphy.gif Animations Stance Transitions The goal of our animation team for the next coming months is to improve the...Development Blog #34 [May 2023]Jun 26, 2023 - Community AnnouncementsHello everyone! Welcome to the thirty-fourth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of May 2023. Maps Map Redesigns We have no images to share for these just yet, but currently the maps Lam Dong and Khafji are receiving some redesigns and tweaks. Khafji is starting to be expanded back up towards its original size (4x4km) in anticipation 5AE9N of being a testing ground for the future vehicle framework update. Lam Dong is having portions of the map completely redesigned to better improve the overall flow of the map, and take advantage of some of the spaces that have not been utilized very well in prior versions (in other words, there will be more playable space and should be less flag QFLAM layers that devolve into the frequent choke points that are commonly seen). Saint Quentin Saint Quentin continues to receive further detailing and expansion. Support trenches in the back were widened with the grassy fields and communication trenches leading towards the fire trenches at the front towards no RPNIZ man’s land, and forested areas will provide cover for advancing infantry in some places (tanks should work well in these fields). {STEAM_CLAN_IMAGE}/37287773/0d49f14514c145692d2074aa4a09570d7e3046d8.png {STEAM_CLAN_IMAGE}/37287773/445c10c69b82c38737c3842b4a42b211f137fd0c.png {STEAM_CLAN_IMAGE}/37287773/5a84d3f13e70216bd338cdf2ba2a63536d1890d1.png {STEAM_CLAN_IMAGE}/37287773/870d2682859ea003d2dbe79e45154ae98f22288b.png {STEAM_CLAN_IMAGE}/37287773/c64275442db7607c7edffe07fe6dc317c947c86f.png Vehicles Last month the 54VXR team pushed more heavily into developing the vehicle framework prototype by creating several armored fighting and transport vehicles with basic functionality. The GIF displayed below shows a ricochet mechanic that some of the vehicles will have when shooting each other in specific locations and angles, and also demonstrates that all players that are inside of the vehicle will die once it is 7QCVM blown up (which then spawns a wrecked version of the vehicle in its place). https://media.giphy.com/media/lw4UdcyNrVjykYybjb/giphy.gif Animations Stance Transitions (Crouch) We have now MZH99 started to work on animations for stance transitions. To start, we are working on crouching: https://media.giphy.com/media/OnXdo2hhlvebbLHx1v/giphy.gif https://media.giphy.com/media/GAGEone3kJf9gARp0r/giphy.gif Next up will be prone. First Person Movement Cycle Improvements Additionally, we're 55AVR working on improving the first person movement cycles with a new blendspace that allows us to seamlessly blend multiple looping animations together to produce more fluid and dynamic 4Z7H0 movements: https://media.giphy.com/media/NwQsrZnXW4JlnYSukr/giphy.gif Upcoming and WIP Features Bots/AI The overhaul to our bots/AI is now more or less completed and can be fully tested on the developer build of the game. All of their past behaviors—the ability to use frag and smoke grenades, shoul...Hotfix v0.12.0.1 ChangelogJun 6, 2023 - Community AnnouncementsMultiplayer Fix "+connect " command line arg not working (used by steam to cold start the game into a server from the command line) Security fixes to client authentication procedure when joining a server Fixed player name/score stats (steam server info) not getting updated initially for a newly connected player Preserve in-game player stats (kills, deaths, etc) for players that disconnect from and subsequently reconnect to a server within the inactivity threshold established by the game mode (5 minutes by default) Fix issue with character movement replication breaking the intended send rates for client moves when game time was dilated Miscellaneous Update Steamworks SDK to version 1.57 SDK Fix "X imported Y, but it was never saved as an export." log warning spam (that was benign) when packaging or otherwise cooking content for a mod Change Impact FX "DecalMaterial" property type from a material to a material interface to allow for decals to utilize material instances for impact fx Join the vehicle playtest...May 28, 2023 - Community AnnouncementsPlease watch this video for all relevant information: You can download all the required files here: https://steamcommunity.com/sharedfiles/filedetails/?id=2981595791 You can get information on the playtest server here: Vehicle Playtest Server Once vehicles are added to the base game, supporters will be able to playtest them prior to release. If you are not yet a supporter, please consider becoming one here: https://store.steampowered.com/bundle/29860/Operation_Harsh_Doorstop__Supporter_Bundle/ See you on the battlefield.Development Blog #33 [April 2023]May 25, 2023 - Community AnnouncementsHello everyone! Welcome to the thirty-third devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of April 2023. Let’s get straight into it: New Lighting System The new lighting system has now been integrated into all of the currently existing maps, and nearly all of our existing materials and textures have been updated to better fit into this new system. More specifically, the lighting system 5FWQB blueprint was updated to add more user friendly features to it so it is more of a drag and drop experience for our level design team (as well as modders), and requires fewer tweaks that have to be made to be implemented. In addition, lighting and fog cubemaps can also now be baked—a PDF explaining how to do all of this will be distributed when this next patch goes live on the main build. All of our materials have been updated for the new lighting system as well. We adjusted all material specular, metallic, and roughness values closer to the proper PBR settings, and parameters and nodes were added to the master materials that should help metallic and specular values look proper under the new lighting. We are also preparing further optimizations to all material and texture sets as well. Last but not least, all of the lighting layers/levels for all of our currently existing maps have now been updated to use the new lighting system, and multiple lighting layers have been created: Dawn, YPLFM Morning, Mid Day, Afternoon, Sunset, Overcast, Heavy Overcast. {STEAM_CLAN_IMAGE}/37287773/bf99a6628885efa134109caf2f54b638dcbe7d21.png {STEAM_CLAN_IMAGE}/37287773/786b01ccdeb9f6eb750ec7b17af3cfadad736a9f.png {STEAM_CLAN_IMAGE}/37287773/27423c08eb06c8a69bc1feeea0946571112518c1.png {STEAM_CLAN_IMAGE}/37287773/0c02bda5364bfa016b6fb4ccaa3ff1a49d2ad76a.png {STEAM_CLAN_IMAGE}/37287773/02dc59832d65755d940e8a7ade1b78b061d24c46.png {STEAM_CLAN_IMAGE}/37287773/85342e2da71d5f16f883003ae0f095b76c4ddcea.png {STEAM_CLAN_IMAGE}/37287773/6351ec31f806cfa4786745e4053a7e6c0b1f8d4d.png {STEAM_CLAN_IMAGE}/37287773/954511b8e453e0a602600fdcbbfa46d47b262d83.png {STEAM_CLAN_IMAGE}/37287773/30f1ce1f45d1649c6ad66f4c741771ec21a37e16.png {STEAM_CLAN_IMAGE}/37287773/d3be10c6c63245a4aeff8ee6a29de3a97dd52909.png {STEAM_CLAN_IMAGE}/37287773/6d79be369d7fe4314cbd9461acf6abe176e1ae54.png {STEAM_CLAN_IMAGE}/37287773/34a2b9acbb040600643dd5b7a4e4f279e5281f75.png {STEAM_CLAN_IMAGE}/37287773/07f51b6a0935d8fb03a69ccbed9ceabdb7526041.png {STEAM_CLAN_IMAGE}/37287773/4b1b84cf1b6a88978e11d7f754e5af363f4e382f.png {STEAM_CLAN_IMAGE}/37287773/7756632c40fbb8002028d5ce9ffbdd44da2755af.png {STEAM_CLAN_IMAGE}/37287773/035ea1a3bdbb0568c1f1381b5c72aaade3990b91.png {STEAM_CLAN_IMAGE}/37287773/9da76f5360f922fbce9513bb76c4b4b6a5a055ba.png {STEAM_CLAN_IMAGE}/37287773/3e45582f817f506bf57437668b190ab7a4c6b078.png {STEAM_CLAN_IMAGE}/37287773/26b54499f8a7af6ba42db10e767a991e3e4bd658.png {STEAM_CLAN_IMAGE}/37287773/0199a01414e710bc8763b99aac850482956c1bac.png {ST...