[PREVIEW] Operation: Harsh Doorstop

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not your kind of people
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ESTE POST É PROVISÓRIO!
Vou editar quando possuir maiores detalhes mas queria divulgar isso aqui.

Operation: Harsh Doorstop é uma "iniciativa" de um membro relativamente conhecido do milsim que é o BlueDrake42. A ideia projeto é lançar um jogo nos moldes do Project Reality original na Unreal Engine 4 com cenários na WW1, WW2, Vietnam e Guerra Moderna, aberto a mods e TUDO DE GRAÇA! Recentemente eles se juntaram com o pessoal que fez o mod ISMC do Insurgency pra adicionar ainda mais conteúdo de qualidade. É para atrair os fãs de Project Reality, SQUAD, HLL, Post Scriptum, Red Orchestra, Insurgency, ARMA e tal

Foi um ideal do cara depois de ver tanta coisa boa sendo distribuída como mod, de graça, e principalmente as modificações de ROBLOX (wtf!?), então ele quis quebrar a industria. Não sei como vão lucrar mas a ideia é essa.

E esse projeto tomou corpo, pelas imagens e vídeos parece que faz jus ao material original. Essa semana, mais especificamente dia 22 de Agosto, vão lançar um Beta, imagino que mais para testar a estabilidade, dificilmente vai ter server Br mas eu queria compartilhar porque acho que tem futuro isso aqui como PLATAFORMA. Eu achei que seria um teste OPEN mas não tenho certeza, talvez só pra quem apoio no Patreon.

Deve liberar no Steam:




A grande maioria das mídias e imagens estão desatualizadas mas ainda assim fica a referência:





 
Boa iniciativa, mas...

UE4 com a quantidade de jogo com otimização péssima feita por "modders", é um sinal de alerta.


Sem contar a UE5.
 
Boa iniciativa, mas...

UE4 com a quantidade de jogo com otimização péssima feita por "modders", é um sinal de alerta.


Sem contar a UE5.
Então, eu não estou acompanhando tão de perto mas tem uns vídeos antigos com uma quantidade grande de gente no server. Só que está rodando só infantaria e modos simples de jogo, não sei como escala quando começarem a colocar veículos e paradas mais complexas.

Questão de serem modders... Bom, todo mundo começa em algum lugar né? Mas nesse meio aí você bem sabe que os caras são foda, desde o DC, DH, PR e outros só pra ficar no BF. Hoje em dia o negócio está tão PRO que eu nem me preocupo.

E quanto a UE5, o projeto ai tem mais de 4 anos, então começou na UE4 mas como o BlueDrake comenta muito da 5, talvez subam ela.
 
Então, eu não estou acompanhando tão de perto mas tem uns vídeos antigos com uma quantidade grande de gente no server. Só que está rodando só infantaria e modos simples de jogo, não sei como escala quando começarem a colocar veículos e paradas mais complexas.

Questão de serem modders... Bom, todo mundo começa em algum lugar né? Mas nesse meio aí você bem sabe que os caras são foda, desde o DC, DH, PR e outros só pra ficar no BF. Hoje em dia o negócio está tão PRO que eu nem me preocupo.

E quanto a UE5, o projeto ai tem mais de 4 anos, então começou na UE4 mas como o BlueDrake comenta muito da 5, talvez subam ela.
Hj rolou teste no jogo (inclusive tem uns Brs jogando)

Estou acompanhando tem um tempo
Eles possuem um jogo Warfare 1944 (acho q é esse o nome) mas tá meio parado para focar no Doorstop
 
SDK

Maps

Risala
Risala continued to receive more level design work, and attention to the environment details. In addition, the team has been playing with new lighting scenarios:

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If you have access and want to see the most current iterations of the lighting and level design, you can check it out on the Test Environment.

Argonne
Argonne was one of the least worked on maps out of the bunch, so the level design team worked on this one a lot in June testing new lighting, swapping out blockout buildings, as well as finishing up some of the remaining trench networks:

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As usual, Argonne is already much further ahead in the Test Environment, so check it out if you are curious to see where it is at now. The team has been having a lot of fun doing internal playtests on this map recently.

Monte Cassino
More lighting experimentation, this time on Monte Cassino:

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Khafji
One more for lighting experimentation, this time to our original map Khafji:

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Playtest with bots
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Playtest with bots/AI—128 players and bots (mostly bots). Performance was not the greatest as I am sure you can imagine, but there were no server crashes and things ran stable the whole time. It will only get better from here!


Animations
More gun animations!
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TriArc Glock 19, M1919A2 Browning Machine Gun, AKMN, MG42 (not final/WIP), P38


Building/Construction System
Last month we did several playtests where we tested out a prototype of the building/construction system that we have shown off in prior devblogs. We collected a good first round of bugs and feedback, and now the system is being rebuilt for a more proper implementation. One of the new features that is being worked on for that implementation is snapping:

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We hope to have another updated version soon as we push towards having a first iteration ready for a stable build.
 
Hello Drakelings!

Welcome to the twelfth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of July 2021.

Seeing as this is the twelfth devblog, this marks one whole year of monthly devblog updates! As such, here are links to all of the past devblogs for quick reference in case you want to go back and look at the entire year’s worth of work:

2020

July-August
September
October
November
December

2021

January
February
March
April
May
June
July - Current devblog


I want to take this opportunity to also repost our tentative roadmap to Steam early access release, so that we can get a snapshot of roughly where we are in relation to this:

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Source development kit is supposed to be SOFTWARE development kit (this is a typo)


At the time of this devblog, everything in the top row is available and/or in the game in a basic/first iteration state, with the exception of the construction update, which is still being prototyped and has taken a backseat to work on the mod support update now that the SDK is out.

Oh yeah, did I mention…
THE SDK IS OUT!


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If you want to get your hands on it and start experimenting with modding, you can download it here. As mentioned above, the mod support/content loading systems are not available just yet, but we wanted to get the SDK/modding tools out into the community’s hands as soon as possible so that modders could start familiarizing themselves with the tools, and potentially start building up their projects in anticipation for Steam Workshop support, and other content distribution methods. We hope that when O:HD drops into early access that there will be a variety of mod content already available for people to use day 1! Please do keep in mind that the SDK is still a WIP, so if you do run into any issues, or can’t do something that you want to do, visit us in the O:HD Discord and let us know—the more feedback we get the better!

We have also hit another major milestone internally: passing 1,000 supporters on the Patreon—a big
THANK YOU
to all of the support and everyone’s belief in the project, it goes a very long way!

Now let’s get into the updates done in July:

Expansions

Operation: Invictus
We have another round of the “Three Shot Burst” developer interviews prepared by the ISMC team:

Interview with John, a.k.a. Temptor, developer for Operation: Invictus


Operation: Invictus is the flagship expansion for the upcoming title Operation: Harsh Doorstop. It is the newest project created by the original devs of the ISMC mod.

1. What gives you the most inspiration when creating original models?


Looking at other artist's work is a massive inspiration - their techniques of sculpting and texturing fascinate me. War movies and documentaries are another big source of inspiration - to see how combatants and operators carry themselves or how a particular piece of gear sits on their body helps me to think of deep, realistic details, and helps me anticipate how they move. More abstractly, music is a major source of inspiration and motivation - and a personal necessity. I'll find inspiration with Killswitch Engage or The Contortionist.

2. What advice would you offer to someone who's interested in getting into character modeling, and potentially working on a game/mod in the future?


First, start small. Learn the fundamentals. It takes patience but will help in the long run. Second, don't go it alone. There are many like-minded people who are beginning their journey too. Join one of the many 3D modeling/3D sculpting discord groups with people willing to help and critique. Thirdly, do not give up. There were times in the beginning where I wanted to quit because it was too hard and I wasn't confident I could do it. I'm so grateful I pushed through that. Stick with it and you'll grow an understanding of the process and make massive strides forward. You'll be glad you didn't give up! And lastly, always have fun doing it!

3. You're a drummer. What are your three favorite drum beats from any song ever?


This is a hard one but if I have to choose my three favorite beats, in no particular order: The Meters "Cissy Strut", Team Sleep "Your Skull is Red" and Led Zeppelin "Fool in the Rain" because John Bonham.

Bio: John, a.k.a. Temptor, is a 3D artist and modeler for Operation: Invictus. He does most of his work in Blender, Zbrush, and Substance Painter. As a percussionist, when he's not crafting characters, he's listening to or making his own music. He loves ocean fishing with his friends, and mentoring his 5 year old nephew who wants to learn 3D art.


Here is some of the new content for Operation: Invictus that the ISMC team worked on last month:

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AK-74 Warfighter


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HK417A2 w/ Schmidt and Bender PM II optic


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SKS w/ PSO-1 optic


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CMMG MK300 Endeavor


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Another HK417A2 variant w/ a 13” barrel vs. the scoped version shown above, which is a 20” barrel


Operation: Overlord
Major progress was made on the character models for Overlord that are being developed to replace the placeholder models we were using:
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US Paratrooper


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German Paratrooper (Fallschirmjäger)


Maps

Risala
Risala received further polish, detailing, and optimization work:

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Risala also received a facelift to the map UI:

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Argonne
Argonne also received further polish, detailing, and optimization work:

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Argonne also received an update to the map UI:

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Monte Cassino
Last month a lot of work went into further detailing the Abbey for Monte Cassino, as well as more polish, detailing, and optimization passes:

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Monte Cassino also received a new map UI:

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Khafji
Khafji received an updated map UI:

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Lam Dong
And last but not least, Lam Dong also received a new image for the map UI:

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Animations

A batch of animations were completed for new weapons, and variants of past weapons:




AK-74 Warfighter, HK417A2, Chauchat, Madsen, grenadier variants for the M1 Garand and Kar98k, and a Walther P38 pistol


Objects, Models, and Textures

World Props and Environment Assets
A series of world props and environment assets were created for Operation: Overlord and Michael:

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Farmhouse buildings


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Pillbox bunker asset


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Miscellaneous props and assets


Foliage
New foliage assets were created for future maps that will be made in Western Europe:

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New trees were also made for more Mediterranean themed maps:

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Upcoming and WIP Features

Optics

We now have a first iteration/basic implementation of optics in the game. Work has begun on bringing more optic variants to many of the weapons using this system as well, so expect to start seeing more variations of weapons that you’ll be able to use with them.

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Schmidt and Bender PM II on the HK417A2, and a PSO-1 on the SKS


Eventually we plan on looking into doing picture-in-picture (PiP) optics, and having the option for players to use whichever they prefer, but for now the goal is regular optics that have a nice, large and clear sight picture. PiP optics are very taxing on performance, and require a lot more background work to get working properly, so we will get to that later after we have this first initial implementation feeling solid.

Bots/AI
More work has continued on bots and AI (mostly background coding work). Soon, the bots will be able to split up and have some move to attack the next flag, and some hang back to defend the last flag. Improvements and enhancements to their behavior will always be happening as well—we have a lot of plans for what we would like for the bots/AI to do.



I hope you enjoyed this month’s devblog, and we look forward to sharing more with you next month. A big thank you once again to all of the Patreon backers!

Make sure to join the O:HD Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time!

-
Goomes, Lead Community Manager





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Website
Discord
Youtube
Twitter


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Twitter
Discord
Website
 
Acho muito top essa parada da comunidade ter liberdade para criação de conteúdo dentro do jogo, Insurgency é um excelente exemplo.
Sim, a duvida é o quão acabado vai estar (principalmente mecânicas de gameplay)
Pq se tudo parecer mal acabado ou MODs forem ruins.... esquece





 
Development Blog #13 [August 2021]
Hello Drakelings!

Welcome to the thirteenth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of August 2021.

August marked an important milestone for O:HD, as it was the first full month that modders were able to get their hands on the OHDcore SDK and start experimenting with modding. There have already been a lot of very cool projects being made, including night vision and thermal mods, a picture-in-picture system for scopes, a handful of new maps, total conversion projects, ports of existing mods for other games, retextures of models, and so on. It’s been great to watch people show off their work, figure out challenges and learn new things together, and help each other out. Here soon it will also be possible to actually package and play these mods as well, so everybody is going to be able to enjoy and share their creations with the community.

We have also successfully contracted several members of the modding community to officially work on O:HD in order to incorporate their mods into the base game (which I will go into more detail about later in this devblog), so it’s already excellent to see cohesion and working relationships being generated between the modding scene and the official development team—this is an important part of our vision of working alongside the community to make O:HD into the framework and experiences that everybody wants to see. The support on the Patreon[www.patreon.com] has been a massive help as well, and is a big reason that we are able to do things like this with the community, so thank you to all of the Patreon backers that have been showing support!

We greatly appreciate everyone who has been active with modding so far trying out the SDK and giving us feedback! The SDK is still very much a work in progress, so all comments, critiques, questions, and so on have been extremely helpful for the team in planning future improvements and updates to the framework. If you want to chat with other modders, are looking for a place to learn more or help others out, or just want to talk about game dev and modding, be sure to join our Discord[discord.gg] and look for the modding categories!

Now onto the past month’s worth of work:


Expansions

Operation: Invictus
We have another round of the “Three Shot Burst” developer interviews prepared by the ISMC team:

Interview with Dean, a.k.a. Wolf_95, developer for Operation: Invictus

Operation: Invictus is the flagship expansion for the upcoming title Operation: Harsh Doorstop. It is the newest project created by the original devs of the ISMC mod.

1. What are the most important lessons you've learned from the games you've previously worked on?

The two most important things I've learned are these: don't be afraid to make mistakes, and use your free time wisely. on Call of Duty: Modern Warfare, I did facial animations for Cpt. Price, Alex, Farah, and Gaz - and there was a ton of "learn by doing". The crunch time was tough and I was worried I was in over my head, but I recalled my old boxing coach's advice: Pressure makes diamonds. I worked vigorously, asked questions, made mistakes, and learned from them - all of which made me better.

2. In what ways has your experience playing airsoft influenced the way you think about art in games/films?

I enjoy learning about things by stripping them apart and putting them back together - hopefully improving them as well. It's a useful perspective in 3D modeling and animation - I wanted to understand every small detail, and that gives me insight on how to improve them. Airsofting also taught me effective teamwork towards a common goal, and making that process as fun as possible. In games, I think the fun you have making it is reflected in the final product, and it's impossible to fake.

3. What franchise would be your dream to work on?

When I was two, my dad and I played Resident Evil, and I've been hooked on the series ever since. [laughs] I have the Umbrella Corporation logo tattooed on my arm/neck/shoulder/ass. The time we spent playing that game is what interested me in game development, and it'd be so fulfilling to work on the series. I'd love to help make a Resident Evil: Outbreak MMO/Survival-Horror someday - that's been a dream since I was young.

Bio: Dean, a.k.a. Wolf_95, is an experienced CG industry professional, working on The Last of Us: Part II, Call of Duty: Modern Warfare (2019), Gears of War 5, and the film IT Part 2, as well as others that are still under NDA. He creates 3D models and character art for O:HD. He's an accomplished musician, and an avid airsofter, living in Southwest Scotland.

Here is some of the new content for Operation: Invictus that the ISMC team worked on last month:

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AS VAL

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SVD/Dragunov

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New Eastern European militant model for an upcoming character pertaining to Invictus’s story/lore (and yes he will receive boots)

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Concept art for more variations of the global terrorist network that will be used in Invictus’s story/lore

Operation: Overlord
New assets for the Operation: Overlord expansion:

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M1911A1 to replace the existing one—this will of course not just be used in Operation: Overlord as this pistol was used throughout numerous wars/conflicts

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Motorola SCR-300 Radio Transceiver

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ZF39 Scope for the Kar98

Operation: Rolling Stone
The NVA character has received a new head:
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Maps

Lam Dong
Lam Dong’s jungle foliage colors were tweaked to blend together better with the environment (plus some pretty screenshots):

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Monte Cassino
Monte Cassino was finalized with tall and retaining walls, props were placed throughout the outside of the Abbey and in the Abbey courtyards for hard cover, and foliage was improved (including more natural ground clutter in certain places):

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Argonne
No updates for Argonne, just some nice screenshots of the new scoped Springfield rifle:

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Risala
No updates for Risala either, just more nice screenshots showing off the scoped SKS and some of the map’s scale:

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Khafji
The landscape materials for Khafji were tweaked for more variety of ground textures, and more ground details:

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Animations

New weapon animations were made:

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MP7, M40A1, FG42, M3A1 Grease Gun, MP40 (this one is older but never included in prior devblogs)


Objects, Models, and Textures

World Props and Environment Assets
Various props and environment assets were created for Risala and Monte Cassino:

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Gate/arches for Risala, and a fountain and statues for the Abbey in Monte Cassino

And an ammo supply crate:

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Weapon Parts
An optic was also made by a new modeler on the team:

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Colt Brownell 3-4x Optic


Upcoming and WIP Features

Community Hires
Thanks to all of the generous support we have received on the Patreon, we are pleased to announce that last month we onboarded and hired several members out of the community that started working on numerous features that we have had on the agenda, but haven’t had the time to get to: gore, vaulting and mantling, and an overhaul to our animation systems (making them more procedural and dynamic, which will be necessary for some of the other features we have planned, such as weapon customization).

In this devblog we only have previews of the gore work, created by Xorberax (the creator of the Bloodlust mod for Arma 3), to share with you:

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Next month we should have content to show off of the other systems—they are a bit too early to show off at this point, or the bulk of their work/improvements were done in September (in which case they aren’t suited for this devblog). Stay tuned!

Mod Content Loading System
The lead programmer started work on the content loading system, which includes support for creating, packaging, and running user-generated modifications from the packaged game client and server deployed on Steam. As of the time of this devblog, an update should have been pushed to the main branch of the game allowing for mods to now be loaded into the game!

In order to use a mod, place the mod folder in the following directory:

\Steam\steamapps\common\Harsh Doorstop\HarshDoorstop\Mods

Please note—if you do NOT have a Mods folder in this directory, simply create it yourself. If you have downloaded a mod and it is a zipped file, make sure that you unzip it first. Here is an example of what a proper Mods folder should look like (please note that the following file path is for the Test Environment, although it is no different for the Main Branch):

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If you are a modder and you are not sure how to create and package mods, please join the Discord[discord.gg] and look for the modding categories to seek assistance.

Bots/AI
The AI systems also received a cleanup pass which consisted of various fixes and QoL adjustments to the setup and behavior of the O:HD AI GOAP implementation. The AI can now also spawn at the forward most spawnable cap points now. More improvements to AI coming soon!

Other Fixes and Improvements
In addition, the lead programmer assisted with some refactoring and cleanup of the WIP scope/optics code, as well as implemented some fixes in the engine code for various client-side issues that players would intermittently encounter after a map change.
If you are a modder and you are not sure how to create and package mods, please join the Discord[discord.gg] and look for the modding categories to seek assistance.

Bots/AI
The AI systems also received a cleanup pass which consisted of various fixes and QoL adjustments to the setup and behavior of the O:HD AI GOAP implementation. The AI can now also spawn at the forward most spawnable cap points now. More improvements to AI coming soon!

Other Fixes and Improvements
In addition, the lead programmer assisted with some refactoring and cleanup of the WIP scope/optics code, as well as implemented some fixes in the engine code for various client-side issues that players would intermittently encounter after a map change.



That’s all for August, thank you for taking the time to read if you have gotten this far. Another big thank you to the Patreon supporters! The support has been amazing the past few months, and has been a huge help in moving things forward at a quicker pace. Your support not only contributes to getting members of the official team paid, but also allows us to put money right back into the community by hiring talented modders to officially contribute straight to the project.

Make sure to join the O:HD Discord[discord.gg], and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can always pick up a testing key for O:HD on our Patreon[www.patreon.com]! See you all next time!

-Goomes, Lead Community Manager
 
Última edição:
Gostava dos vídeos dele no project reality, foi o cara q me fez começar a gostar do gênero milsim. Hj em dia tem o moidawg, karmakut etc q eh legal tbm mas o canal do bluedrake42 me dá uma nostalgia da época que comecei a jogar PR.

Tomara q esse projeto dê certo pq a ideia é boa mas o jogo ainda tá meio cru e precisa amadurecer um pouco mais
 
Opa, vou ficar de olho!

Project Reality foi um mod sensacional. Gostei muito mais dele à época do que o Squad, por exemplo. Acho que foi o que mais joguei online, inclusive. Comprei BF2 para jogar PR haha
 
Parece promissor, aguardar...
 
Hello Drakelings!

Welcome to the fourteenth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of September 2021.

To start this one off, I would like to recap the new roadmap that we recently put out for O:HD looking at the next 6 months:

2f8e4d4c985a3ecde07b17c1d7db373269232cec.png


We are still relatively on track with the last roadmap that we put out, however, we have recently been fortunate enough to have the opportunity to onboard a few new developers that will help us complete an overhaul to the animation systems, as well as the user interface, so we have had to adjust the order in which we tackle some of these tasks and bump the timeline out a bit as a result. This means that we have unfortunately had to move our focus on getting the first implementation of vehicles back to a later date, as some of these overhauls are somewhat time sensitive due to developer availability (namely the animation overhaul system).

Fortunately, getting these tasks completed will be very important for numerous objectives/milestones that we have. The animation overhaul will open the door for some major improvements to our entire animation pipeline by allowing us to incorporate new features (like weapon resting/bipodding and canted aiming), improving the overall look and feel/quality of the animations, and requiring the animators to do less animations per weapon/item (which means they can get even more done in a shorter amount of time). The UI improvements will also be the first step in allowing players to do things like having more control over their game settings, doing things like starting matches with bots
without needing the console
, a whole new server browser experience with filter systems, mod management, and more. In addition to menu based improvements, we will be redoing the entire in-game HUD/UI with this overhaul, which will also enable us to incorporate things like damage indication, prepare for an upcoming medical overhaul, and more.

We are also currently still planning on a public playtest on Steam, and now we will be utilizing Steam's playtesting system to do so. This is something we feel will be much more ideal for us, as we want to get more people into the game while not rushing development or launching into early access prematurely (not rushing these crucial stages is very important to us). We will have more information about this in the coming weeks and months, so stay tuned for that.

Make sure you check out the rest of the roadmap to see what else we will be working on during this time. Now let’s get into the September recap:

Expansions

Operation: Invictus
We do not have a Three Round Burst interview this time around, but we do a have bunch of new gun models and parts to showcase:

d5011936d58fafe4e78a07d4a2b3c8ffd114f183.jpg
88d1843645b8f3750bec1e38f5b26c7063941d9a.jpg

Barrett M82 in black and spray painted variants


a899823753cd63759fd8f57d327c12c2106958ba.jpg
5586574c3eee21435f817acabb59347d8e235e4d.jpg

Dragunov


0b4c4cfa9b513f3dcb1f7b6c589e64885560a883.jpg
8d81a27a2b749fe16d6a13d769d4cead5eb943e3.jpg

Beretta M9 to replace existing model


6ef6c57992dfd0b936c3199e3471ef473efe667c.jpg
MP443 Grach


1952f1277f87de64390fa47c541ad3dc5ce8c2cc.jpg

Trijicon ACOG and RMR


5ca6c66ad6ac7d25e5e3da5c53466a70ad7da5e0.jpg
4925834378f41940c7999fb96834339040603e9b.jpg
b7ebcd64af0b6fd510447a79286971b898fb81d9.jpg

Aimpoint Micro T-1


b05170c6e81bb50058d663771d607fad28e15d2d.jpg
fca84ea2c5565b042c75c9a76a6e25dcae5eb080.jpg

M203


11088b533a1a82d70c5b51248b378b6f14d80b98.jpg
fc9f2b26afb99667e137387f36cc6587c1e229d6.jpg

EOTech G33 Magnifier


47dfa4988bfdc22383f74c2535b795bc0a9f5155.jpg
1d0b5f73613293056058d1dd000e50873e0b6c29.jpg
baa212edf1c4377287be498fb63d028439e452e9.jpg

RPK16 Drum Magazine


31db7dcaddccbc4952458ce5351d31cdb269da8a.jpg

Cloud Defensive OWL Light


49b70343f2707a54adcbc9383a057e74e6b376a8.jpg

b8eb41e3a8f2d7a9d58701636c3459107834b445.jpg

ZENITCO Perst 4


edac639a6833cac567dcd5a9677522bc715fcf91.jpg

ZENITCO RK-2 Handgrip


1f58cd3c13be001cb3144d03fd93324617b632fd.jpg
9f12c3da43eb4bd9d7fadb908736e955d1adea18.jpg

AKS74 Stock


7c3132ef3c827d77c1dec61a9eea83e03e533e9d.jpg
1815c432f7ad89c2b69b641bda5929124ace776a.jpg

Emissary Development Group Handstop & Witt Machine Big Body Tu-Tu-Three (WIP)


c00510f75f1b61b34c91eec508a6c91d6d784c1b.png

79d41d705d82ad23c0bd0fe4c9656f40905a3b2f.png

An example of what many of the parts above will be used for—prototyping our weapon customization systems


The character artists have also gotten close to finishing a new character model for a faction that will be used in Operation: Invictus:

12b837485ae191e19ce9aaf753f4cd36aaa270d0.png
d91a65fef47134e040365cb2468b6ec829f7655c.png

New Eastern European militant model for an upcoming character pertaining to Invictus’s story/lore


Maps

Khafji
The level designers experimented with some new lighting on Khafji, as well as made updates to the foliage:

e2c5d663f397ef90de11bf55663a583ffb4f4b71.png
dc37505037e8a0f786e4be60f7b8a52148a55c38.png

6c7f23c595f04d1e95c70cb6d3c15fbb965316b6.png

66245702f1aa016ecd4914e29f79e3cbf5b9fb1d.png


Lam Dong
Lighting on Lam Dong was experimented with as well:

9d86a524d53830f7320c9bca2832d5ab0f65f4ab.png

3fc40eceff59a6824463985b7466420f1a8f4ca5.png

56072f50adae9dc72c7c2f5488c7ce7f5bf961f3.png

89f1a2697517d9cbc866bfed510da53ae3f07bda.png


Risala
Risala also received some experimentation to its lighting:

0869af87e0db66c7842c3c3092571e7bc01e927d.png


Objects, Models, and Textures

World Props and Environment Assets
More world props and environment assets have been made to help flesh out the detailing on all of the maps:

043cbe3d64d03d901c73da558b1d0fc9ef67cccd.png

Ammo and weapon cases/containers, concrete barriers, a fuel tank, military flood lights, and a water tank


Foliage
More foliage assets were created for use on existing and upcoming maps:

19cd67436e14949ed2e9565efd6268cd9afebb5b.png

e25b0165145fa830a92c2aaccecb4067c756c853.png


Upcoming and WIP Features

Animation Overhaul
As I mentioned in the start of the devblog, we are currently working on a complete overhaul to our entire animation system and pipeline. This rework is going to allow us to make the weapon animations more dynamic/procedural, reduce the amount of animations needed per set, and open the door to many new functionalities and features that we have long planned for, such as weapon resting/bipodding, using canted and backup sights, holding the weapon in alternative forms (like braced aiming/point shooting), and more.

Here is a good video recap that Bluedrake did showing off some of these systems in their early/WIP stages:


UI Overhaul

We are also working on a complete overhaul to the UI/UX of the game, which will not only encompass what the menus will look like, but also the in-game UI.

Here are some mock-ups for the menu redesigns:

b428e78ef70bc1afcadf9c911f4588ace8b2c408.png
829f6f2d4ccc688abf3d4fc78c7cc3d935ff7464.png

da2b506f155a519bedde2863ab4b041500e64943.png
bdaf39c05439032c9066f3599f1a1e5a5ee3664f.png
a07827760c85f124c4e88af076474454bbeb5362.png


And a WIP concept of the overhaul to the in-game UI:

596f96d8a054fdfe2b122371edb4d640cbf00403.png


Please keep in mind that these images are all still
very early
, placeholder, and are subject to change. Right now, they are mostly being designed with
functionality
in mind, and once all of that is completed the art team will be redesigning the aesthetics and overlook look/feel as they see it appropriate.

Other Fixes and Improvements
The lead programmer optimized the game's file structure when packaged so that the patching process is a bit faster/more consistent for new updates on Steam, among some other miscellaneous fixes and tweaks. He also finished up the first iteration of mod support that was included in the last SDK release.



Thanks for checking out our update for September! I apologize for getting the last two devblogs out so late in the month—next month I will be aiming towards releasing the October updates during the first half of November, so I anticipate another devblog will be out not much longer after this one is posted.

Make sure to join the O:HD Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can do so on our Patreon! See you all next time!

-
Goomes, Lead Community Manager
 
usei o Chome

Abra o link no navegador:
https://store.steampowered.com/account/licenses/
Faça o login com sua conta
Aperte F12 -> Aba Console
Copie e cole -> AddFreeLicense(215168)


O jogo vai aparecer na sua lista de jogos na Steam

Lembrando o jogo esta em testes fechados, não adianta baixar achando que vai jogar todos os dias, partidas só ocorrem em datas programadas
Ainda esta BEM cru, desde parte gráfica até gameplay

Dica dada pelo @evL
 
Última edição:
usei o Chome

Abra o link no navegador:
https://store.steampowered.com/account/licenses/
Faça o login com sua conta
Aperte F12 -> Aba Console
Copie e cole -> AddFreeLicense(215168)


O jogo vai aparecer na sua lista de jogos na Steam

Lembrando o jogo esta em testes fechados, não adianta baixar achando que vai jogar todos os dias, partidas só ocorrem em datas programadas
Ainda esta BEM cru, desde parte gráfica até gameplay

Dica dada pelo @evL
Explica melhor o passo a Passo... Não entendi a parte do F12 no Console.
 
Explica melhor o passo a Passo... Não entendi a parte do F12 no Console.
Quando vc aperta F12 abre uma "aba" ferramenta de desenvolvedor
Dentro dessa aba vã aparecer outras abas, Elements, Console, Sources.....

Clica na aba console, e cola esse texto AddFreeLicense(215168) na ultima linha e aperta Enter
 
we will be escalating our internal playtesting in the coming days, as well as hosting additional community meetings. Additionally we will be changing the pricing on Patreon for playtest access, so if you are interested in joining our playtest at the current rate... I recommend getting in now. See you all soon.


ezgif-1-6233b47540cc.gif
 
Development Blog #16 [November 2021]



Hello Drakelings!

Welcome to the sixteenth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of November 2021. Happy holidays to everyone from the team!

To start things off, Bluedrake42 recently did a podcast with our good friend Controlled Pairs Gaming in which they talked a lot about the philosophies, principles, concepts, and motivations for making O:HD. You can find it across all of Controlled Pair’s podcast platforms: Spotify[open.spotify.com] | Anchor[anchor.fm] | Apple[podcasts.apple.com] | Google[podcasts.google.com]. This is a great listen if you want to learn more about what O:HD is, and what our plans are moving forward, whether you are just now learning about our project, or have been watching for awhile and just want to keep up to date and learn more. Also, if you aren’t already, make sure you are following Controlled Pairs on all of his platforms and channels for excellent tactical shooter and milsim content!

Next up, we have another updated and more simplistic roadmap to share:

6192c40e574181d273eb76319d1a0b646a9b2ef2.jpg


Most of the milestones and features/content planned in the last roadmap we showed back in devblog #14 have not changed that much (or at all)—as usual we will continue to revisit this timeline based on development progress, and when the team gets around to starting/finishing some of these tasks. As the roadmap states, all timelines are always subject to change, and our ability to accomplish these milestones are of course dependent on our available manpower, budget, and resources. That being said, we are continually getting closer to envisioning where we want O:HD to be by the time we hit our early access release window and actually feel it is the right time to go live.

Upcoming Playtest Sessions
We also want to make an updated announcement in regards to the upcoming planned playtest sessions—we are still on track for targeting a mid-to-late January window for the next big public playtest sessions of O:HD. As of the time of writing this devblog, we have just shy of 37,000 people who have signed up to participate (and growing). Once we start admitting the people who have signed up on the Steam store page, we will likely do it in waves since there is such a high volume of signups, and we will scale up server availability as is needed—how we handle admitting players is still a topic of discussion internally, and we will make this more clear as we get closer to the day that we start opening this up. Steam’s playtest system picks people who signed up at random, so if you would like a chance to participate make sure that you go to the Steam store page and sign up!

That being said, this would be a great time for those in the community who have been thinking about setting up their own servers to start experimenting with this! We will make sure that server files are available to obtain if you intend on hosting from a dedicated machine, and we are also in talks with several server hosting companies that will be able to offer server hosting solutions as well. We will make sure to put out more information on this once we lock down what the plan and options will be. Also, it’s already possible to mod the game and have servers that run mods, so this is also a great opportunity for those that have been thinking about using the SDK to put something custom together to play with their communities (want to change the recoil? Adjust the damage model? Replace the factions on a map? Alter the level to play another way or use an entirely custom/new map? Hosting a unique server the way you want will entirely be possible for this event!).

Singleplayer Demo
Last but not least, we also have a special surprise: we are planning on releasing a singleplayer demo of O:HD to coincide with the opening of the public playtests! If for some reason you do not wind up getting chosen for the multiplayer playtest, or you don’t get chosen right away, we are going to make this demo available to everybody at the same time so that you can still download and experiment with the game (you just won’t be able to join servers, but you will still be able to spawn/fight bots and check out all of the weapons and maps; disclaimer that mods might not wind up working on this build, but that is still TBD).

Moving on to the November recap:
Expansions

Operation: Invictus
The 3D modelers have been hard at work remaking and creating new weapon assets to be used in Invictus and other expansions. They are also starting to produce individual parts that will be used in our prototyping/concepting phases of weapon customization, as we plan for and design how those systems will work:
2b5ce738b6b2d91c732035fd6ed4c2f76df99d3d.jpg

c14128e11d88fc6b89a28b93dccd08c4b97e3b57.jpg


Concept of a modified AKM, and all of its individual parts—this is just an example of the sort of customization that we would like to make possible. Parts featured in order of appearance: Valday 1P87 holographic sight, Zenit B-30 w/ B-31 rail combo, Zenit Perst-4 visible/IR laser system, FAB Defense PDC dust cover, Zenit RK-2 foregrip, Zenit PT-1 stock, Magpul MOE AK pistol grip, and a Bakelite 7.62x39mm magazine


More parts not featured on the above build:

6129872c6ea9a729ff64fb13498cf41338070c4b.jpg
bfe6d441e71472fc5ac0bbfc865455cdc97b6bd3.png

Aimpoint Micro T-1 red dot sight on a Unity Tactical FAST Micro Mount


1211de9d9a6412adab1a5a23d57d231c5710d810.jpg

dcde9b9ec9ba26f4583645f68f736be5be9ce02d.jpg

1acb9428b33433032ae22e4051a9820d0ba8f089.jpg


PUFGUN 3040 and XTech Tactical MAG47 7.62x39mm magazines, and a Zenit RK-3 pistol grip


The IWI Galil ACE GEN II was made:

c7c46ae55e0e791660eec550ba4cec19bed872f8.png

3ce76f47c6858b6014ba505bec0474b60f3a30b2.png

75d7d17cdb637340eb71390956227d0ca28f056a.png


The AKM has also been updated/redone:

5ff1c662002f19b4850608bb57c18d4f296cb07c.jpg

fc832fc678974489f0ae10abbe79434770194e2c.jpg


Work in progress RPG-7:

8e66911a0b1d7ddf4fbda85494a1ed02509313b3.png


Operation: Harsh Doorstop
A boonie hat was made for the US forces on the Khafji/Gulf War era map:

49b4cbe3c4bcfbb7e0cb1903c830abafd1e5f09c.png


This faction will be the first to receive some character variety between the classes, so not everyone will look the same. We will slowly be going back and updating the factions to make similar passes as a holdover until we figure out how we want to do more thorough character customization. Next devblog we should have some more images of the altered characters, as good progress was made here during December.

Maps

Risala
Risala has continued to receive detailing passes, specifically new rocks and some crop fields have been added:

252dc4908bc67de34a98e568409bf402ec737e6b.png


In addition to these updates, the level designers have been experimenting with some new lighting layers for alternate scenarios of the map that will take place during different times and/or weather conditions:

6c514db29bad5ea545f6f06e048b630d974e5e77.png

ea2fa3adc61a23fe0f65cbeeb161bf91ed4ea517.png

Sandstorm and dawn scenarios


Argonne
Argonne received some new and updated foliage:

3763efb014b4a793f4f27c3d52c2810663c2d397.png

05ff0dc57b6b630661631b3ab89a77fb22c412b3.png

334a2e99d242ceffd88a630762d3ae0cca1a6f60.png


Objects, Models, and Textures

World Props and Environment Assets
Work continued on the updated art and optimization pass to our desert environments:

7ea7eb79901b98a01ed4bf2983437cd8a642aa00.jpg

b73cddd8a12c541c3bd76a4ec4c7671ecdc26fa9.jpg

e3b075b917fd65593409175b36f3fd8be3de270f.png


Dioramas with detailed light perspectives:

e36dd9fc2a8e7be95110008885d20bb1e55112fa.png

8db82fd5f7ebfcaf8f16385fc2967950f115d553.jpg

e311c7220cef7ebadf9912d4459d013da6488cb6.jpg

c75869ebe3e1f61d049382ee87b2998ffd0fbb70.jpg

e6209b111fff5a636a6bd8d465351e5756a87e6a.jpg

edbfed98e8c2d8129f9e41cca9d02a8b993a1fe4.jpg


More miscellaneous world props and environment assets:

d8bcc59be590a030b0cda47dee6ad1a5832bf841.jpg


Modular cliffs, a door and window variants, a satellite dish, planter boxes, utility poles, carpets (rolled/unrolled), a dumpster, and bollards


Upcoming and WIP Features

UI Overhaul

A major overhaul to the user interface and user experience of the game is currently underway. This will not only make changes to the in-game HUD/UI, but also all of the game menus. Right now, the programmer is working on initial/base implementation while the art and UI teams are finalizing a design/theme for it. We first showed this off in devblog #14, and we have a few more previews to share from November of some of the in-game UI concepts/prototypes:

b84e32d0b35d3972c8cfbca0ef3f46454b0edc36.png


Multiple variations of the in-game HUD testing out fonts, icons, sizing, placement on screen or in world, etc.—please keep in mind these are subject to change/be altered and are not fully representative of what the final HUD will look like


Here is a concept of the in-game contextual interaction menu that we will be creating (i.e. walking up to a door and being able to interact with it and perform multiple actions):

85eca94612b73089c42050d2c2850c9a1bc1ab8a.png


As you can probably tell, we had two major inspirations for this menu: ACE mod for Arma 3, and SWAT 4. The goal that we hope to achieve is making an interaction system that blends into the world in a useful and contextual manner so that your persistent on screen HUD can be kept as functionally minimalistic and immersive as possible, while your capability to manipulate and interact with the world around you stays intact when you need it most. This system probably won’t come till later on (after the initial UI overhaul), but this should hopefully shed some more light on how we plan on handling world interaction and information delivery while in-game.

Animation Overhaul
Last month the lead programmer integrated the procedural animation work into the mainline of the code, and he did a lot of additional work on replicating the weapon states of remote clients for the purpose of weapon animations (i.e. another player's weapon appears empty from the third person perspective if they are out of ammo).

At this point, the animation overhaul is more or less complete, and we have also revisited the majority of the weapons to adjust their recoil, camera shake effects, braced aim/point shooting positions, ADS camera offset, and more. As usual, this is still something we are testing and will be rebalancing overtime as needed, so please give us your feedback in the Discord if you feel certain guns may feel off, should perform another way, and so on.



Thanks for taking the time to check out our update for November! Once again, be sure to check out and give your support to Controlled Pairs Gaming on YouTube, and all of his podcast platforms—Pairs makes some of the best tactical shooter and milsim content on YouTube, so if you aren’t already subscribed to him you should be!

Make sure to join the O:HD Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can do so on our Patreon! See you all next time!

- Goomes, Lead Community Manager

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