Update 24 - WWII
Author: Junt,
published 3 years ago,
Hello everyone! ːsteamhappyː
After a LONG development time (and a few delays), today we are shipping our biggest update yet. This update has been in development for over a year, and has been a long time coming.
Making assets from scratch is a very labor intensive venture. We were incredibly overjoyed with the amount of support the community has shown during this arduous journey. It's been keeping us focused as we kept our heads down and worked hard at delivering this update to you all today.
[h1]World War II[/h1]
In this update, we're shipping 3 faction-based weapons: Axis, Allied, and Soviet as we progress the game to faction-based weapons we're starting with our WWII update. We are also introducing a new weapon category, rockets. 18 new guns, 6 grenade variations, and 3 launchers.
[img]https://media.giphy.com/media/Q18xWLUUEP0y9BQiRl/giphy.gif[/img]
[h3]Soviet Weapons[/h3]
Tokarev, PPSH, DP27, SVT40, Mosin–Nagant, RGD-33 Grenade, RGD-2 Smoke
[h3]US & British Weapons[/h3]
Webley, M1 Garand, Sten, Bren, BAR, Thompson, Springfield, Lee-Enfield, M-18 Smoke, MK2 Grenades, PIAT, Bazooka
[h3]Axis Weapons[/h3]
Luger, MP 40, StG 44, MG 42, G43, Stielhandgranate M24, Stielhandgranate M24 smoke, Panzerschreck
[h3]Player Models[/h3]
To accompany the WWII update we are also shipping new player models fit for the WWII era.
[img]https://clan.cloudflare.steamstatic.com/images//27034643/3a3968e619bc939209a9fffaa273b96d86e8a7ed.jpg[/img]
[h3]Tanks![/h3]
For the first time, we're shipping vehicles in Pavlov of the multi crew, treaded variety. Each tank will be have a 3 crew setup for driver, gunner, and commander. Tanks can be placed in maps by mapmakers with the recently updated modkit to place vehicle spawners on the map as needed. Vehicles can be entered by gripping on their step ladders which will glow blue when your hand is near them. You may not be able to enter an enemy tank unless otherwise allowed by the map maker. To exit the vehicle, grip the hatch above your head.
The [b]Commander[/b] is in charge of the main gun and responsible for loading the shells, aiming, and firing. Make sure the breach is open before putting in a shell. Grab a shell from the rack and place it behind the barrel. Shove the shell into the gun and close the breech. Grip the bottom of the sight to adjust zoom length. grip and turn the elevating and turning wheels to adjust the gun's aim. Place your hand on the fire and press trigger to fire the gun.
[url=https://i.imgur.com/AkLYGEL.jpg][img]https://i.imgur.com/VVTZzib.jpg[/img][/url]
[url=https://i.imgur.com/JOu5scL.jpg][img]https://i.imgur.com/1DpuX7Q.jpg[/img][/url]
[img]https://media.giphy.com/media/D2eoO3sT3hZ6GSVpAa/giphy.gif[/img]
The [b]Driver[/b], steers and accelerates the tank. Enter the tank and grip the forward two levers presented in front of you, each lever controls the corresponding tread on the left or right. Push both forward to traverse forwards and pull back to reverse. Feather a turn by reducing the actuation of a lever on a particular side. To turn in place, come to a complete stop, then pull one side fully back while the other side is pushed all the way forward. To reset your view in the tank simply open the scoreboard.
[img]https://media0.giphy.com/media/yCHKX7moyFpLbbhtBt/giphy.gif[/img]
The [b]Gunner[/b] will have control of an unlimited ammo machine gun with a cooldown. This gun comes with a bit of recoil and can be further controlled by placing a second hand on the gun.
[img]https://media3.giphy.com/media/Tsb2i4ap2rItm3JTTu/giphy.gif[/img]
[h3]Game Modes[/h3]
With the new tanks, there is a need for a new game mode. To test the waters we're launching a new game mode called Tank TDM. Featuring a 20 player 10v10 game mode intended for large maps to fit the travel lanes for the tanks to navigate.
In Tank TDM, There is a special class that will spawn with a blowtorch in their utility for [b]Tank repairing.[/b] To repair a tank, activate the gas by pressing trigger on the black knob and making contact with the flame to the tank to weld repairs.
[img]https://media3.giphy.com/media/Aqh9IvuLQbQwQNa6L9/giphy.gif[/img]
Gun game is additionally getting a WWII variant. Starting the game off on the right foot with an explosion-filled rocket fest for the first couple of tiers then moving slowly from the automatic to the semi will be a fun way to familiarize yourself with the new weapon set.
We have additionally added a King of the Hill game mode. This mode will also be supported by custom maps by default using dynamic points that are generated on the fly. Mapmakers can also use the modkit to use manually placed KOTH points instead of using the dynamic points. Check out our [url=http://wiki.pavlov-vr.com/index.php?title=Getting_Started#Mandatory_Entities_and_their_Configuration]wiki [/url]for more information.
[h3]How to play WWII content[/h3]
We are going to be hosting 24/7 10 v 10 servers for players to play Tank TDM on our Stalingrad map.
Additionally, some of our community members have already added WWII content to their maps for use. You can subscribe to the collection of maps here: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2307636100]World War II Enabled Maps[/url]
[h1]Official Maps[/h1]
We know many of our fans for Pavlov come for the Search and Destroy, We’re shipping two new maps and remastering two of the classic maps that have been in Pavlov for years.
[h3]Santorini[/h3]
Set in the Greek Island of the Aegean Sea, Santorini is an inclined map in a lovely blue and white color tones with the traditional 3 lanes of movement the Search and Destroy is known for. Come to the market and buy some fish!
[url=https://i.imgur.com/7GNh4aX.png][img]https://i.imgur.com/CtkvjbH.png[/img][/url]
[h3]Station[/h3]
Station is an underground map set in a US subway station. With 3 layers of movement and a risk of dying from falling in the train tracks, This closed transit system with a cold atmosphere is a different change-up from a normal flat structure to a layered system we hope to give a nice change of pace for players fight to in.
[url=https://i.imgur.com/aERfq2X.png][img]https://i.imgur.com/N1oZwEv.png[/img][/url]
[h3]Bridge[/h3]
Bridge is back and looking better than ever. Set in a canal-heavy city in Europe, this narrow battleground has been taken to the highest level in quality while maintaining the identity of the original that players have come to know and love.
[url=https://i.imgur.com/B2rhLEd.png][img]https://i.imgur.com/Mnd3nle.png[/img][/url]
[h3]Datacenter[/h3]
Datacenter, has been enhanced with new props, lighting updates, and a fresh new cityscape background without touching the original layout. However, there may be a new way to traverse from the pillar bombsite to the lower hallway
[img]https://media.giphy.com/media/gcDErCg08gBtLjnqYJ/giphy.gif[/img]
[h3]Stalingrad[/h3]
Named after Pavlov VRs namesake, the battle of Stalingrad laid host to Sergeant Yakov Pavlov's fortified defense from the German Wehrmacht during the fall season of 1942. Intended to provide wide lands of traversal for tanks to navigate and various demolished buildings to have close combat with that we hope will provide many hours for our first 15 v 15 map. This is our biggest map yet.
[url=https://i.imgur.com/c9IoiDn.png][img]https://i.imgur.com/FeH6kif.png[/img][/url]
[h1]User Interface[/h1]
In order to add the WWII features in the UI menu, it was necessary for us to fast track the UI revamping to meet the same deadline for WWII. Information should be denser while also being more visually pleasing. We intend to expose the buy menu to be editable by the modkit for mapmakers to implement for their custom game modes in the future. We aren't finished with the UI yet either! we're leaving room for much-desired improvements and features players have been clamoring for since Pavlov first started such as stats and player customization.
[img]https://media.giphy.com/media/rrPJB2OdgvNWS6Or39/giphy.gif[/img]
[h1]bHaptics[/h1]
We've been in close touch with bHaptics to implement support for their haptic vest into Pavlov VR. Pre-orders for their haptic suit have already started and will support Pavlov VR out of the box. Simply enable the check box in the settings menu.
[h1]New Master Server Backend[/h1]
We have merged over to a new back end and ditching our previous one. Our server deployment system has been completely overhauled to be more efficient and reliable. This means goodbye to the stuck lobbies "finding game server". It will not be missed. Custom maps can also be cached in our lobby system which lends to faster launch times.
Additionally, with these new back end changes we have also extended the maximum time a lobby can be in-game from 1 hour to 4 hours. This affects many custom/co-op oriented maps that are played in our lobby system. No more connection lost messages after 60 minutes of play.
[h1]$10,000 Mapmaking Competition[/h1]
Vankrupt Games has partnered with ArcticVR to host a mapmaking competition for competitively viable S&D maps. This is free to enter and open to everyone. More information and how to submit your map can be found on ArcticVR's website here: [url=https://www.arctic-vr.com/mapmakingcontest]Arctic VR Map Making Contest[/url]
[h1]Fixes and Enhancements[/h1]
We have added a variety of enhancements, bug fixes, and patched exploits. Most notably after much feedback, we have decided to change the AUG from full auto to 3 round burst to improve SnD economy. We’ve also prevented pins on grenades from being pulled to prevent pre-round start grenade spamming.
We have added volume sliders for voice and game audio. This can be used in conjunction with the headset runtime audio for proper balancing.
The dreaded bolt action spam bug has been eliminated once and for all, and players can no longer exploit walls reaching past the collision threshold. For a full list of our fixes and enhancements, check out the changelog below.
[h1]Troubleshooting the Update[/h1]
If you encounter any issues with launching this update, you can follow our help thread here: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2353856428]Troubleshooting Update 24[/url]
[h3]Known Issues intended for hotfix[/h3]
[list]
[*] Lobbies pins may be unreliable
[*] Server options missing
[*] New scoreboard disabled temporarily
[*] Community server admin menu not present
[*] Steam avatars not currently showing
[*] Missing lobby map thumbnails for uninstalled maps
[*] Customize and Stats features are not currently present
[/list]
[h1]The Future[/h1]
We’re still not done yet. We have more work to do with the UI such as finish our stats and ranking system, Refresh the scoreboard and new by menu. New unique modern weapons are planned for faction-based.
We plan to split the modern weapon base according to faction or team and introduce more
change to faction-based weapon sets in the buy menu for the respective team.
New maps that are currently in the design phase to add even more search and destroy base maps to the fans, and bring a community classic map as official. We hope to ship smaller updates in the year 2021 going forward instead of large ones that build up over time to keep a more iterative update cycle for the Pavlov.
We could not have done this without the support of all the players who play Pavlov, report bugs, and discuss suggestions on how to improve the game. Looking at the daily player counts keeps us motivated to make a quality product for you that just gets better with time. Please let us know what you think about the update in the comments below or in our discord! We would love to hear your thoughts.
[url=https://discord.gg/pavlov-vr]Pavlov VR Discord[/url]
[h1]Patch Notes[/h1]
-Added new official maps
-Added WWII weapons
-Added WWII characters (skin ID: german, soviet, us)
-Added new ammo pouches for the WWII characters
-Added bhaptics support
-Added tanks
-Added new grenade spoon animation
-Added new rotation animation for grenades when thrown
-Added mechanic where dropped or thrown unreachable SnD bombs will teleport back to map navmesh
-Added all diagetic sounds to be influenceable by audio volumes/ambient zones (Modkit/Workshop)
-Expanded CTF mod kit options (adjust cooldown timers, round time, spawn time, disable touch return)
-Added new infrastructure for master server (end of "finding gamer server" bug)
-Added Volume sliders for voice and master audio in menu
-Added extended json returns from rcon to show context as to which thing was acted on during successful/failed rather than just a generic pass/fail for the command type
-Added bind when dominant hand is switched in game user settings for tutorial
-Added volume and microphone slider in audio settings
-Added new voice communication codec
-Added bind when dominant hand is switched in game user settings for tutorial
-Adjusted muzzle flashes to be more performant
-Adjusted bullet tracer rounds to be more performant
-Adjusted dead body physics to react more realistically
-Adjusted LMGA belt from physics to animation for easier reloading
-Adjusted M4 brass eject flap to be locked open
-Adjusted Uzi to be open bolt
-Adjusted Uzi magazine placement in gun
-Adjusted AUG to be 3 round burst instead of automatic
-Adjusted AK12 to price of $2300, and increased damage slightly.
-Adjusted Anti-Tank rifle to not longer be able to use red dot, holo, or acog
-Adjusted In-game admin menu to writes ban to blacklist.txt
-Adjusted knife and frag throwing physics
-Adjusted UZI unfold animation
-Adjusted following hand poses: sawed off shotgun shell, M4 magazine, beretta magazine, LMGA bolt
-Adjusted Pistol hammers to show if the chamber is loaded or not
-Fixed rare custom item bug that would crash the game on custom game modes
-Fixed 8x / 4x scope x-ray wall exploit
-Fixed an exploit where player had the ability to fire past wall threshold
-Fixed bomb arm timer delay exploit
-Fixed Famas, Glock, and AK family of weapons fire select switch
-Fixed attaching scope with LMG feed tray open
-Fixed one way physmats with small caliber weapons
-Fixed sight attachment exploit
-Fixed gun teleporting exploit
-Fixed revolver rounds disappearing when reloading
-Fixed LMGA overheat when a player died holding the trigger
-Fixed LMGA overheating when colliding with object/blocking volume
-Fixed decals bleeding into the scoreboard and nametags
-Fixed sawed off / revolved ammo floor hit sounds
-Fixed Uzi stock clipping through hand when unfolding
-Fixed for semi auto sound spam glitch with bolt actions half closed
-Fixed custom server prices carrying over to next joined lobby
-Fixed issue with bomb prime light not turning off after code input expires
-Fixed not being able to switch teams in preround SnD
-Fixed tutorial audio attenuation issues
-Fixed issue with AK-12 recoil
-Fixed rare issue with spawning with an unprimed gun
-Fixed SND bug where trading while the bombs planted would cause the round not to end