update 30

Pavlov

Pavlov vr is a multiplayer shooter in VR with heavy focus on community features. Realistic reloading features and fast paced combat as part of the core experience. Play the #1 most popular VR shooter on PC today.

Hey Folks, This update has been coming for a long time! Let's get started on what's included in this update. [h2]Autumn[/h2] [img]https://media2.giphy.com/media/v1.Y2lkPTc5MGI3NjExb200ZWRpeWg2amc5ZWQ0M3M3a2prM2d1ZncxbmI4eWJ1aW5lamJnYSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/uUV6ujTzMkDcwsN4rX/giphy.gif[/img] War is brought to Scotland's doorstep in the most peculiar of cities. Autumn is loosely based on the capital city of Edinburgh. The citizens quickly evacuated as the insurgent forces descended into the town square to set up a base. The eerie feeling of an empty major city without its home residents provides a haunting reminder of the cost of war. [h2]Carnival[/h2] [img]https://media2.giphy.com/media/v1.Y2lkPTc5MGI3NjExMmxubTI1YmNxMXIwaW51djFwNzNoaHI4amFjZnlxcjZjbGR6YmF0bCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/RbiO22KwWGLx52W3Wv/giphy.gif[/img] Carnival is an abandoned amusement park in Macedonia. The company hired thrill ride partners from North America to expand quickly, but due to the licensing structure of these partnerships and poor financial planning, the park was doomed to return to nature. The park eventually folded to become an occupied zone for a military forward operating base for special forces. [h2]Modkit[/h2] We have now shipped the newest iteration of our modkit with many new features that we’re particularly excited about. We created the new modkit to give the modding community even more control and make collaboration between multiple authors easier and more straightforward. This is done through the mod.io dependencies feature. Content mods are a form of dependencies we have set up to automatically download if a custom game mode, map, or community server calls for them. You cannot run content mods directly in a lobby, but if you have a custom game mode that calls these mods, you can hot-load them in lobbies through this method. This means cross-functional mods from different authors run at the same time. Authors no longer need to share their mods by creating plug-ins or zipping up project files and manually exporting/importing them back into the engine. Someone made a jump mod, and you want to use it? Add it as a dependency, and you're done. There is no limit to the number of dependencies you can have, but we recommend taking care not to overload your server or content with dependencies. [url=https://mod.io/g/pavlov/r/modkit-30-faq-and-best-practices]Please read our guide on Mod.io for more information on how dependencies work.[/url] Separating content mods from maps also has another added benefit. If you place all of your map assets into a content mod and create a map that calls the content dependency, you can now compile your map and upload it without uploading your assets all over again. This can make lighting builds and map adjustments much more rapid. Dependencies aren't the only thing we have added; custom items and weapons can now be added to the buy menu. We have also exposed more variables to the game logic to open the game up to modders and content creators. See the full patch notes below for details. We have been working with prominent and talented mod developers in a closed beta to add enhancements and features to the modkit that are needed the most. The result of this has cultivated content that is ready to go right out of the gate. A great example of this is VoidVibrato's full conversion Sigma Fury Mod: [previewyoutube=IVj3BRJWzfM;full][/previewyoutube] You can find the new modkit on Github: [url=https://github.com/vankruptgames/PavlovVR-ModKit]https://github.com/vankruptgames/PavlovVR-ModKit[/url] [h2]TTT[/h2] [img]{STEAM_CLAN_IMAGE}/27034643/7de615358f85fddb9df8f93f13cf868acc6428db.png[/img] A new stealth device has been added to TTT. We have also added other helpful enhancements, such as the role information screen, which allows you to glance at all the available roles and their goals quickly. Shooting a held riot shield with a Newton launcher will force the player to drop it. [h2]Status of PS5 and Mods[/h2] Due to circumstances beyond our control, we could not work out a viable pipeline for delivering mods to PS5. Vankrupt Games is no longer pursuing UGC on the PSVR2. [h2]Next Update: Weapon Cosmetics [/h2] We intended for this update to include our new weapon cosmetics system. We decided to delay the feature until it's ready to get this update out sooner rather than later, as all the backend work is taking longer than expected. [h2]Patch Notes[/h2] [b]Core[/b] -Added new maps Autumn and Carnival -Added many useful optimizations stemming from Shack release -Adjusted MP5 to use sniper scopes -Adjusted automatic height calibration -Adjusted Santorini awnings to address cheeky grenades -Fixed a smoke grenade exploit that abused lighting conditions -Fixed joining community servers while downloading not waiting the proper amount of time, will now display a popup notifying the user (with the option to cancel) and will retry -Increased network timeout by 5 seconds -Fixed switching to ww2 skin changing the radio sounds until you respawn -Fixed Bhaptics -Fixed an exploit related to the tranq gun. -Removed air control when hit with discombobulator [b]UI[/b] -Added pages to mod browser to help with performance -Added push to lobby game mode selection -Adjusted game mode menu to now allow custom game modes from Mod.io -Adjusted game mode label TANK TDM to now appear as WW2 TDM in server browser -Adjusted server browser to no longer push full servers to the end, can be hidden w/ HideFull -Adjusted buy menu to grey out empty categories (mods) -Fixed long map/gamemode names with long character counters that are not displaying correctly. -Fixed server browser custom gamemodes not showing the gamemode label -Fixed audio sliders not saving in the settings menu (PSVR2) [b]TTT[/b] -Added TTT Radar as a physical item (ID: radar) -Added Stealth Device gadget for Traitors and Mercenary (ID: stealthdevice) -Added TTT role info screen -Added TTT buy menu item credit cost if >1 credit -Added Jester to modern TTT -Added Psychopath role to heal over time when out of combat -Added tttgoldengun variant -Added WW2 load-outs for WW2 maps -Added Newton Launcher logic force ballistics shields to drop on direct hit -Adjusted TTT role selection algorithm -Adjusted Ballistics shield to drop when direct hit by Concussion Blaster(Newton Launcher) -Adjusted Hypnotizer to revive players where the body is instead of where the player died -Adjusted Golden Gun logic to no longer kill-then-revive victim -Adjusted the Soulmate role to be more enjoyable to play -Adjusted physics of holiday knives (Halloween/April Fools) to closely match base knife -Fixed scoreboard ping in pre-round -Fixed mercenary gadgets -Fixed karma not updating on the end screen -Fixed Monocular UI sorting issue [b]Killhouse[/b] -Fixed a buy menu issue -Fixed RPG counting as a grenade explosion [b]Community Servers / Admin Menu / RCON [/b] -Increased max players count. Use at your own risk, as this can invariably cause performance issues using player-concentrated maps, primarily useful for MMO maps that cull players at a distance. (e.g. Resurgence mod) -Added "ClearEmptyVehicles" RCON function -Added function to change the map/gamemode via the admin view -Added missing hypnotist role to admin menu TTTSetRole -Adjusted item selection to stay when command executed -Renamed containeryardnight to containeryard_night -Fixed ability to remove the last mod in the rotation w/ RCON [b]Search and Destroy[/b] -Added hunting rifle + awp to both teams in SND -Added logic to prevent knife damage in the first 4.5 seconds of an SND match; this should allow players to get off spawn without having a knife thrown at them from across the map [b]Modkit[/b] -Added new types of custom content categories, Maps, Gamemodes, and Mods -Added mod dependency system -Added method to disable default push bomb explosion fx for modders -Allowed gamelogic functions:SetBuyingEnabled,GiveEveryoneCash,GiveTeamCash,GivePlayerCash,SetEveryoneCash, SetTeamCash, SetPlayerCash, SetPlayerVitality, GetPlayerHand, SetPlayerTeam, GetSpawnTransform, SpawnVehicle to work in vanilla game modes -Added delegates to the gamelogic to allow Mods to use them since they will not be able to specify a gamelogic class -Exposed avatar skin class + the flying helmet class -Added ability to spawn Chickens -Added ability to spawn zombies (does not work in ZWV game mode) -Added some vehicle sound examples -Modkit decoupled from Steam (no longer shows you playing Pavlov with it open) -Added ability to add custom item icon in buy wheel -Added custom weapon icon support for killfeed -Removed exposed var bDisableDefaultExplosionFX in pushbombobjective, instead, it'll be hidden by default if the objective is available. If the tag UseExplosion is used, then it will show the default explosion -Fixed push custom voice lines -Changed knife so it no longer uses line traces but instead uses blade proxy shape to make it easier to setup for modders -Adjusted push lockers to now show custom items -If the map doesn't have bCustom enabled and gamemode is vanilla, will check if the user-supplied custom and swap it to TDM -Added ability to add custom gadgets to TTT (traitor/detective) buy menu. -Added ability to add regular buy menu items to TTT loadouts (circular buy menu) -IsShack function to check if its shack/pc (works on client + server) -Comments on gamelogic functions that are only available in custom GM -UseCustomTracer function you can override and set to true in bullets to prevent the bullets from getting hidden/changed -Fixed up some animations referencing the wrong skeleton in the content folder -Added in-editor recoil simulator -Fixed modkit issue where you couldn't use grip on a VRHandle -Fixed issue w/ playerproxy attaching to avatar. Now that the avatar is pooled, this will no longer work properly