#Operation: Desert Storm Faction Pack (ODSFP)
1 messages · Page 4 of 1
Thanks for the Intel. Good work on the mod, I look forward to the updates
i misplaced my landmine, if any dies to this mine i will ban them lmao (just jokes)
I think if you gave Ponchovie the source files and he started implementing his own era vehicles that would be cool
I'd rather wait for vanilla, that way there isn't feature or polish split between the two version iof vehicles
check the loyal games servers
There is one with the vehicles and ponchovies factions
that's the game mode. Join the server that has "Desert Storm" in it
Ponchovies factions aren’t a gamemode
lmao toxic
this is tragic
I dont want it but thanks 👍
too bad i already sent it in the mail
i got 8 kills
damn
nice
it
first match today i got 7 from an airstrike
i wish i could drone attack
Finaly done with the fotage https://youtu.be/h5LPgtBYuIU
Operation: Harsh Doorstop is an Unreal Engine powered shooter sandbox similar to mod-friendly games like Ravenfield and Garry's Mod but with roots in tactical shooters like Squad and Arma III. The game is entirely donation funded, completely free, and has full Steam workshop support
Big boi
Im curious if the Teaser filming session happend?
i forgot about it tbh
You didnt tease me?
Why cant we stack objects anymore : (
You had your fun while it lasted 😄 but
What map?

Doing lag testing right now, but atm looking good but just started the test. People are loving the Mortars
Ponchovie
I encountered issues with mortars
Exactly what they behave like sometimes
Certain objects like sandbags and roof pieces can be stacked, ladders, hesco walls, ammo crates, and the radio cannot
Yeh I've been noticing that too, gonna rewrite the mortars to use the construction tool to place
Unable to send gif 5hey just fall from where I shoot
Don’t aim for spawn

It means you are aiming at a non active flag
Major bug btw, not sure what is causing it, but when the server gets ready to change map and changes a bunch of players crash their entire game. I have had that happen to me as well. Doesnt happen to everyone just a little random its weird
It crashes while changing or shortly after changing?
So once the game ended and the map was changing during loading, however I have also had multiple crashes shortly after joining the server maybe like 5 minutes after first joining the server I just freeze and have to restart.
Does this freeze happen with other factions when using the ohd overhaul mod?
Nope yesterday 72 players using Warrior US VS RU never ever had a freeze like this
i tried placing sandbags on the roof
it seemed a little bit too much to not be able to
maybe it was a bug
Shit aight
there was a hesco block infront of it
@nocturne glen we found the source of the freezes
idk if it maybe clipped by a pixel
Can you explain a little further?
Pretty much I placed two hescos, and a roof behind it, with a ladder going up. I tried to place a sandbag on the roof and it said something about not being able to
We're you crouching?
I've had it too on our previous playtests. Seemed super random idk. Spite and I got it while we were in the middle of flying.
i believe I was prone
Yeah the construction system and shovels really don't like being used with ohd overhaul when crouch or prone
rightt
see I thought it was all worked out caues shovel prone was being super consistent
Yeah if you are close enough to an object, the shovels will work when crouched or prone
Lol. I thought it was obvious
I don't play much multi-player right now so I couldn't tell
Yeah, I know. I was kind of joke.
multiplayer gets me tilted lol, btr 80 across the map shooting at the spawn, at4 with tiny optic trying to hit it with insane drop
lmao
@peak bridge I noticed the most crashes when zooming or Apollo.
Someone has to be cannon fodder. lol
yes lol
Ads zooming?
Or zooming in in a vehicle
Vics and apollo
Aight, I'll see what I can do. Thank yall for reporting these crashes
I don't know if I told you before, but it seems to happen when VRAM is loading intensively
also when changing the map
but it's hard for me to say whether it depends on a given map or something else
Has the crashing ever occured when playing vanilla AAS with the faction?
Or has it only happened when both the faction and vic mod are active?
Yea I had to shut server down, I dont want players to go through that, 76 players and after map change 26 players remaining the rest crashed
I don't even remember when we tested Desert Storm without vics
exactly
I can make server without vics to check that
@peak bridge ?
or I'll keep on, ppl like to play that, even when is crashing.
We should try to isolate what's causing the crashes
ok, I'll prepare new mapcycle but I need take the smaller maps and non vehicles layouts
even if they don't fit to desert factions. lol
yeah, do whatever you need to to get proper testing done
ok, server up, all that was left was to wait for people.
o shit
forgot remove vehicles from config string
@peak bridge Game crash on two PC's when loading the next map, from Jaziira to Loomix forest
were any build pieces placed down? was the mortar used at all?
do you mean an ammo bag?
nothing, just i skipped to next map to check if mapcycle is correct
hmmm, odd
server is up whole time in case
So it seems like Crashes after map change for some people. Also If I leave my server and join my other one the moment I load in I will also crash quickly.
leave a desert storm server and join some other one? or leave some other one and load into desert storm
either way i'll consult pooky and donkey today at the dev meeting, see if they have any insight for me
cuz im scratching my head at what could be causing this
Like my US VS RU then join Desert Storm
aight
its so odd, since it is also happening with nothing being placed down
I assumed at first it was being caused by loading too many of my custom things at once, but now im not too sure
Poncohivie can u remove restrictions on placing sticky rc bombs
which restrictions
I was unable to place it on my team member
Things were going pretty tense so few mechanic decided to put explosive on one guy
But I didn't work
It would be a cool feature making it close to squad
odd, it should already be able to do that, ill look into it
Nobody asked but I suggest to diversify the camouflage of the Iraqi for more historical accuracy and to give them that mismatched look they had, therefore I recommend to make models with the classic green monocromatic uniforms and some with the british DPM camouflage
That is sick a full on base on Train Station with a HAB in the middle
Sorry to interupt you but i just had a full PC crash while trying to load the Grozny map
yes that is a bug withj the Desert Storm mod, sorry have to Task Manager close or Steam Stop your game and rejoin then you should be alright. It happens when a map changes/shortly after you join sometimes
Ehm, sorry to be rude but i said full PC crash like Steam stop/ Task Manager did f* all
Oh erm sorry just get a better PC 4Head EZ Clap
Ok fair enough
can there be an option for single player matches where you can customize the airstrike cooldowns?
this would obviously be limited to single player
not really, working on a solution to allow the player to use the Slomo command to speed it up tho
after i fix the freezes tho
ok
looking into running out of texture memory as a possibility, and ive discovered so many 4k textures that werent needed
the A10 has 3 4k textures
you cant even see that detail from how far away it is
so ive downgraded all the jets' textures from 4k to 480x480
so hurray for file size reduction
Running a patch to reduce file size on character and core textures, to see if that improves anything (Total file size reduced by 121 MB)
@digital socket @gentle sail since I know you two have at one point ran servers for this I'm letting y'all know to update
I may reduce weapon textures as well down to 2k from 4k if I don't see any noticeable quality loss
it did not improve anything, at least from my testing.
Servertravel without fail causes myself to go into an infinite loading screen that I cannot alt-tab out of and have to close via task manager or restarting PC
nextmap command is the same thing
matching ending naturally is also the same thing
Hello. MrPonchovie
I saw a bug in the new Borealis map
With binoculars
There may be something else wrong with this map
I'll check first on test server.
Sometimes the bags may fall through, or the mortar itself

Yeah the bags are glitchy, they are using a system to place them evenly on the floor, but if the map maker doesn't set their collision correctly it will just not work
I'll look into it
Anymore ideas on the crashing issue, I havent pushed that server crazy yet since I dont want a repeat of last time, I had 2 50 player crashes sadly and some people wouldn't open OHD again because of it.
I have an idea
Get a better pc
I'm working as hard as I can to try and figure this out, for the time being I wouldn't host the mod
Copy ill keep it up as some people still like to play it but I just increased match length so less map switching and it doesnt crash every map change tho
Trying another round of file optimizations, I also brought some materials mentioned in the logs as problematic to load from the base game into the mod folder. @digital socket @gentle sail is this an opportune moment to update or do I need to postpone?
Good for me
Doesnt seem like any server that has it has players on it atm so seems good to me
very nice
Mod update is live, don't have a lot of time to test stuff, so i will test it this weekend
dropped the file size from 1gb (two days ago) to 582mb (now)
So I just did some testing by force skipping some maps, I crash on Boreal OilFields twice while my friend only crashed 1/2 times but it seems to be an issue with that map. I removed it and tested again and every map besides that map no crashes/freezes at all. So we are going to try to get some players in it maybe tomorrow and test again but seems pretty decent so well done.
yeah from my limited testing, I still freeze 100% without fail when using admin nextmap, lemme know of your results for tomorrow
Yea I used admin nextmap like 15 times and only crashed my full game NO FREEZE on the Oilfields map, I removed it and everything was fine
interesting, i'm still flabbergasted by this issue but ill keep cracking away at it
Yea I want to get the server filled and test some more and see if we still have that issue at all, but will fully test next time its full.
I did like 30 hops to the next map and it's ok
We'll see what happens when the servers are full
Did you play it? How did it go?
I sweep
It’s joever :(
Dang man keep updating and I didn’t know it updated
Skill issue
Unlucky
tf was that bug
i cant re locate distance
And the tuning bags are disappearing on the grass again
In general, the map is not fixed for this mod yet
Try when standing still dont crouch,
Ok
Oh
Wow
It's worked
It turns out that it is fixed on growth
Got it, thank you very much
And... About this finger
xd
Perfectly normal thats how human fingers work

But what's still interesting is that I can't customize the mortar
Literally writes: None
your finger isnt like that?


Still can't
Even on the next map
Strange
I can customize degrees
But distance

Yeah today I'll get the mortar ported over to the construction system so that stops happening
So does this mean there wont be a Mortarman kit then?
No, mortarman kit will remain, just changing how it functions behind the scenes so that issues with the bags disappearing stop happening and you can get more consistent placing
Oh I see also can we increase the health of everything maybe? A vehicle just destroyed out base from a distance in like 1 second. I think they need way more health honestly
#1110291763941355691 i did buff the AT weapons though, like the RPG and AT4, maybe a little too zealously then
Yea I built a nice base and it died instantly in 1 second also I am getting shot through the Hasco walls so not sure if they are not rendering at distance but they are not blocking the bullets
Also the Range on the top of the Mortar is bugged and doesnt show properly anymore
Also in certain spots the Mortars despawn also if they dont despawn they dont shoot sometimes, but not sure if its related to the map or not
lemme fix this issue, and see if this other issue is resolved by that
Copy that also 84 players playing it right now 😄
yeah its working very well!
less frequent freezing?
not frozen yet but havent been on for a map change
one thing, french marksman kit places a claymore in a kit that says trip mine
yeah, i need to model the tripwire since right now it uses a laser instead of the advertised tripwire, which is not balanced at all
can't detect the damn thing
Welp server changed map and a bunch of people froze again... RIP
Maybe 40 people
So about the same honestly
aight well thats annoying
I was thinking what if.....
If........
If
If we could use our team members instead of mortars ?
I mean just launch them into the attack point
Sea of thieves style
Is that black white cottonish fluffy stuff Mr ponchovie?
I have a problem, I can’t configure the admin panel
I did everything according to the instructions, but there are no admin rights
id ask this in #serverhost_chat
Yes this is me, i am a cat

New patch is live! (Still trying to figure out what's causing the freezes, so nothing new on that front)
- Fixed hesco walls and other build pieces not being replicated properly and allowing late joined players to shoot and see through them
- Refactored mortars to use the construction system for placement, leading to more consistent behavior
- Reworked M18 Claymores to have a visible tripwire like the OZM-72, for fairness sake
- Increased maximum carried OZM-72 trip mines to 3 from 2
- Increased HESCO Walls from 1000 health to 4500 health
- Increased HESCO Walls blast resistance
known issue, the mortar tube in the inventory has a bunch of other unusable construction things, don't worry about it, just a whoopsie on my end
will patch it out next update, not today tho since its a low priority

THANK you thank you thank you
Now his name will be "Senior Ponchovie"
did some gameplay testing, mortars being in the actual wrench is genuinly huge,
because usually the mortar would spawn maybe 180 degrees behind where you want it to be
so you'd be stuck making those huge adjustments for maybe a minute
now you can actually point it in the direction of your objective
Distance custom fixed?
you mean reading the distance on the mortar?
Yeah
Yup that works now
as for claymore changes thats def good balancing
yesterday i was able to place maybe 25 claymores in 2 minutes
I noticed one funny thing here
Video is loading
Lmao
It's like that meme with the mortar
It was the same bug with a section of the map, but everything is fine if you put it on a hard surface
Or even on the grass
Yes, everything seems fine both on the ground and on concrete
It seems that section of the map was a little “broken”
this happens when aiming the mortar at a spawn point
Ooooh
I shot at the point of attack
But it seems
There was already spawn in front while I was recording
Ratatatatata
mg emplacement when?
I wanna make emplacement mg so badly, but pawn possession BP deletes my brain cells
Does Yoshi have that down now though? Maybe he could send you the blueprint stuff you need to make it happen
Maybe, i don't wanna pester him for code if I can learn it myself
Is he/ will he be still mortaring around 1 h later?
pickle
It looks like Mr ponchivie was watching a bird
I love pickle
i love that cat sooo much
just fixed the bug where construction previews would randomly flash green even when the selected spot was not valid, should prevent some small annoyances while I continue to investigate the freezes
will release the patch when yuppy is on to update
I also fixed the bug that caused shovels to incorrectly display build piece health values on high-ping
so now building shit should feel quicker since you aren't hitting the object that last one time to make sure its on full health
HOLY SHIT I ACCIDENTALLY FIXED THE SHOVELS
THEY WORK WITH OHD OVERHAUL PROPERLY NOW
(this still needs to be verified on a server)
heres the changelog planned for tomorrow
- Fixed mortar placement tools having dummy build piece options
- Reduced RPG-7 HEAT and AT4 base damage from 650 to 450, to help it be less oppressive to vehicles
- Repivoted mortars to make previews better line up with the actual placed tube
- "slomo" command now affects cooldown speeds for airstrikes and radio placements
- Fixed construction preview flashing green occasionally when build place was not valid anyways
- Added dynamic despawn timer to build pieces. Build pieces not interacted with after 7.5 minutes will despawn. Interacting with them (shooting, digging, building, etc) will reset this timer.
- Shovels now properly display the health of build pieces they are interacting with under heavy lag conditions
- HESCO Double Walls and Sandbag Walls now take explosive damage as intended (May have been fixed in a previous patch, but I only just now confirmed it)
- M18 Claymore (2m cable) no longer appears as an OZM-72 when interacting with a shovel
- Fixed compatability issue between shovels and the OHD overhaul mod

we'll just have to see how the build despawn timer feels in gameplay
hopefully not too intrusive
7.5mins is too fast imo
i feel its more about the enforcements
shooting digging building, theres achance none of those happen
but its still necessary to have those walls around the fob
maybe some visual cue like making it take some damage after the 7.5 minutes?
Yeah, I'm hoping to get on yuppys server today to test it out see how it feels
Maybe I can also do player proximity, so if X amount of players are near it it will reset the timer
Im ready whenever you are
Yea I am worried about the 7.5m timer too
Aight then let's try 10 minutes then
I won't add in player proximity checks just yet though, that will take more time than I have available
Maybe I can just have the radio and the engineer buildables check for players, that way I don't have that many things getting player collisions per match
And then the radio will reset the timer of all its influences
if you want you can make it INI tweakable
it's a checkbox on the var
idk if it's in onceplace or not idk what your BP looks like
Yo what
That's a thing?
Where would the INI file be?
ithink it's like game.ini or something idk
if you look at toggle in details panel for var it will tell everythig
Cool, I'll look into that today
MrGoatchovie
Let me know when you do
I think 7.5m will be too fast too without those extra things added in, at the end of the day this whole system of lasting a really long time will work fine, if the server has kit restrictions on honestly
ok, the player detection was simpler than expected, so along side the 10 minute timer, player proximity to the radio (not engineer buildables though for now), will continually reset the timer, the proximity range is the same size as the build range for simplicity's sake
Dose stuff that just get placed down and not built despawn faster? For example i see alot of people that place down a sandbag wall or tripwire then die straight away, then those sandbags and mines just stay unbuilt for like 10 mins sitting there
the build status doesn't affect the timer right now, so an unbuilt and fully built piece would have the same timer, if not interacted with
- Fixed mortar placement tools having dummy build piece options
- Reduced RPG-7 HEAT and AT4 base damage from 650 to 450, to help it be less oppressive to vehicles
- Repivoted mortars to make previews better line up with the actual placed tube
- "slomo" command now affects cooldown speeds for airstrikes and radio placements
- Fixed construction preview flashing green occasionally when build place was not valid anyways
- Added dynamic despawn timer to build pieces. Build pieces not interacted with after 10 minutes will despawn. Interacting with them (shooting, digging, [*]building, standing near their owning radio, etc) will reset this timer.
- Shovels now properly display the health of build pieces they are interacting with under heavy lag conditions
- HESCO Double Walls and Sandbag Walls now take explosive damage as intended (May have been fixed in a previous patch, but I only just now confirmed it)
- M18 Claymore (2m cable) no longer appears as "OZM-72 (2m)" when interacting with a shovel
- Fixed compatability issue between shovels and the OHD overhaul mod
new patch
If you are seeing this message, Ponchovie forgot the edit the mod description after a recent patch. Go bully him about it on Discord or in the Steam comments!
@peak bridge 🙂
thank you yuppy, editing it now
fixed
Hello. I think I have a small temporary solution to the Desert storm mod. If I run with -force-vulkan in steam lunch options, I don't crash. Maybe this will help others too.
maybe its a problem whit dx 11 and 12.. i tryed both dx and crash
edit.. no not the problem get freez again
I think to isolate the freezes I'll release a testing version that doesn't have any gadgets, and if I don't crash with that, I slowly add gadgets back until freezes start
Yeah, Is the good idea
@peak bridge Can you relase just the pure faction so that we have more choice of factions, yours weapons are great.
@gentle sail pretty sure theres a version without the building
there are faction variations to disable the gadgets
yeah, completely without anything
yeah ive got that for the US, and im slowly getting it ready for the other factions
oh, nice
btw, the test was without airstrikes
ohh nice hope find the problem.. Great mod
ty
I honestly think it has something to do with construction so potentially faction that has no Cons or Airstrike or just a variety of Factions to choose from for testing?
I am attempting to upload to a testing branch for the mod similar to how yoshi did his branch. I may fuck it up, so be prepared for the live branch to update and murder servers
lets go i didnt fuck it up
testing branch
okay
as expected, the freezes dont happen when the gadgets are removed from the code base. I was able to "admin nextmap" 10 times without a single freeze, with my maximum load time taking 15 seconds between entering the command and loading into the map.
tomorrows work will involve swapping out features one by one, from smallest to largest to see what causes the freezes
if nothing causes the freezes individually, then I will begin combining features until the game freezes
all this testing is done without the "-force-vulkan" bandaid fix that branti found
have you found which gadget causes the most crash?
Can we test this on server?
im ready to test this with the Desert Storm factions hehe
I can upload on server, just wonder the faction names are same or not. I nothigh in description. lol
I guess there is another name
Yes. Same names. Just Uninstall the old version just like with yoshis mod
No, all I had time for last night was a control run with no gadgets
ah alr
ok, you mean this "BP_DSFactionInfo_UnitedStates"
Yes, you can check the names on the main branch of the mod
Disclaimer: as we gradually add back gadgets to the test branch, it's a good idea to play this game with the log enabled so you can easily close the game if it freezes
If you alt-tab but don't release alt, you can keep the menu open and close the log for ohd, which will close the game
packaging the testing version for adding back airstrikes (really hoping its this one, but i got a feeling its construction)
Operation begin
airstrikes more than doubled the maximum time it took to load into the next map, peaking at 32 seconds, averaging at 8 seconds, but no freezes
man i hope its not construction, but i know it is, it has to be
could you isolate subsystems within it maybe
yeah, im gonna drop in the whole thing and everything dependent on it (landmines, mortars, etc), and then gradually remove subsystems
Any progress with this or still messing around with testing?
Juggling a lot of things at once, it's coming along but everything OHD-related from me is gonna be slow until the end of May
All good man take your time we will be eagerly waiting
update on progress:
still nothing, tonight i was combing through each dependent system of the construction system (mortars, mines, ammo bags, c4, etc) and so far nothing has come back as definitively causing the freezes, tomorrow will be checking the main construction system
🙏
Happen to check more into this lately?
Blimps?
no, about to enter finals week and im too exhausted to do much on it
june will be my month

uinvaonxzoivubhdn
imagine being celebrated for standing up in a funny way
meow
Yeees
i wanna be fertilized
lol
Excuse me
We have a new currency (kittens) and Yoshi is going to make riches
update mod 20 kittens, new mod 40-50 kittens
Can't wait till we start getting silly factions
Imagine battles between cats and anime characters
Anyways, I'm excited for Ponchovie to be to figure out the freezing. This mod really has the potential to be in the top servers 24/7
Yea I'll be team cat
imagine being ableto combine factions together
so it's not faction a vs b
its factions A and B vs C and D
like anime girs and modern RUS vs ww2 brits and star wars troops
like imagine
desert storm france + us vs saudi + iraq idk if is realistc but is cool
i really need to make it clearer that the saudi arabian faction is a blufor faction
or add a second iraqi faction so people have some options for opfor
im ignorant so idk shit
no its not just you, a lot of folks dont know that
Yeah that would be dope
fedayeen saddam?
lmao yes
Saudi Arabia has been a long-time US ally, even though it sometimes quarrels there. To my logic it's Blufor.
Hard when it's memed as the biggest 1v10000 conflict after the Kosovo War
so what the fuck did I just watch
a file called "this_is_the_day.mp4"
dont feed this to AI
yeah just finishing my contract for blue then gonna work "full time" on the mod
-3 weeks now

i use quotation marks cuz i have other duties i gotta do so its as full time as i can get for OHD stuff
and then after that
we start doing weird experimental shit
cuz im tired of the baggage of real world mods
lol 100%
anime femboy mods
i would be so fuckin
happy
exactly
im thinking im going to do something less focused on tactical shooter stuff, show people just how flexible this SDK is
like a 4 person roguelike co-op mode
medieval shit
what about lethal company
maybe
yesssssssss
yes please
silly car
is yours
squish and give big hug
yos
is this english
yesh. choyche ish yorrz.
Chineglish
don't stress yourself son. this is not a priority you are <kiss>

@peak bridge
That is the closest I could build a HAB from the oposite team.
My hab for my team is on the right dot, the enemy hab is on the left and we have no other HAB on the map.
I tried about 7 times in different spots around the map to place a HAB and that was the closest I could get
yeah minimum distance between outposts is 250m, ill disable enemy outposts blocking friendly ones for next test
holdover from the mod version when minimum distance was much lower
Gotcha
M.I.L.F.
Man
I
Love
F4 Phantom
wooooooooo

Would be incredible to get that Yuppy Desert Storm experience again
going to be adding the outposts and rallies from the construction prototype as well
i will ATTEMPT to make them work with the vehicles mod, but if I can't, I will have a gamemode dependent faction set, and a non-gamemode dependent faction set
still going to keep the cycle sights to switch mode/buildable instead of right click, since it functions smoother in MP
its gonna have to be gamemode dependent and non-gamemode dependent sets 
so far so good, just got mortars and landmines updated to the prototype standard, at this rate we will be at prototype standard in full by monday ish
once that is done, I am going back on the hunt for this damn freezing bug
updated the mod, no fix for the freezing, but the rallies and outposts are in, I also changed the faction asset file names, and they are available on the workshop page
i dont mean to alarm anyone
but i THINK i have fixed the freezing
id need more people in a server to know for certain, but in my limited testing just now, i servertravelled 17 times in a row and didnt crash or freeze once
Remy
Amazing will have to test it
cat
the car is silly
zesty ahh car 😭🙏
any results?
Havent tested anything with players yet as that is hard but I also havent tested myself so none yet sorry
nw
just ask Blue to ping everyone
ez/s
honestly speaking I thinks it's kind of the only way to get a lot of players on a server that's not US vs RU or VDV vs UA
cat
kart
only way to get a full server on-demand is to have a scheduled playtest
not blue pinging everyone at 3am for some random-ass playtest only for like 15 people to show up.
why not
honestly if I can get at least 10 people into a server to test it, I think it would be enough
I'll set up an event for this sunday
I'll beautify it later
💀
Finally got the server setup tho, got all the vehicles with more maps and all that. So who knows maybe can get some players.
@peak bridge Server is up with 9 people in it right now. 😄
LETS GET IT
joining rn
i cant stay much longer, too tired, lemme know how it goes
go bed we play good tomorrow 😈
ITSSS FIXEEEEEDDDD
mod is updated with fixes to the
- ammo bags only having 1 ammo pip
- engineer tools not having any real build pieces
- Iraqi construction tool not checking for squad members correctly
- fixed a bug with the Saudi GMD faction disorganizing the kits list
i shall now update the server and relaunch it
Hug
Please repeat the following numerals to me: 7 3 5 9.
You have three minutes to prove your human.
cause your bio is not inspiring a lot of trust
Alright good, at least you're not a script
<ED209 voice> Thank you for your compliance, citizen.
What is Operation: Harsh Doorstop?Operation: Harsh Doorstop is the ultimate, free to play, tactical sandbox. Our game has full support for modifications, single-player play, co-operative play, competitive multiplayer play, and Steam workshop! Our game is similar to other mod-friendly games like Ravenfield and Garry's Mod but with roots in milita...
Commander cant build because he needs to be a squad leader, but i dont know how
create a squad in the deploy menu
still said the same thing
funky, lemme double check
commander on which faction? cuz it works on france
US
just tested it, its working as normal with US
Left image is what you should see if you are the squad leader, where your name is at the top
the right image is what might be happening
The 2nd thing happens
And if i create a squad it says that i need two or more members.
ah gotcha, in the console (tilde by default) use the commands
removeallbots and create your squad (so that its first in the order) and then addbots 32 to add back the bots to both teams
okay, thanks.
ayyyyy, now that construction is gonna be base game i can get rid of these annoying duplicates. no more "GMI" or "GMD", there are just the faction settings now
come the next game update, every faction can have airstrikes, mortars, construction, or all three disabled
fixed the tutorial map too, i removed the building restrictions like needing a logistical vehicle, needing to be a squad leader, etc, so that you can play it like it was intended
mod update is probably gonna go live late tonight or tomorrow Saturday cuz I'm gonna be playing live branch for a bit
How dare you have fun
godfather,chill,let him have fun
Heretic, seize him
aight, seems to work well enough
packaging rn
heres the (mostly full, i forgot a bunch of shit cuz ive been working on this without writing notes for the past 6 months) patchnotes
- Improved construction UI for better information display to the squadleader
- improved a whole bunch of weapon models and handling
- fixed a bunch of bugs related to missing magazines and ammo
- got rid of the GMD and GMI variants, all the factions should work with custom gamemodes without issue
- Added faction variants to disable various parts of the mod, such as mortars, construction, airstrikes, or all three
- rebalanced all anti tank weapons to the new vehicle standards
- fixed a bunch of UI related issues with the airstrikes and construction tools
- fixed up and redid some of the tutorial (still not done mind you, cuz i apparently never finish what i start lol)
basically a bunch of under the hood stuff, and then hopefully ill actually get around to doing brits
nice
aight
we updated gang
yall know the deal, blow up the forum post with bug reports, im heading to bed
Long live the emperor, but low-key sad it's limited to desert storm
yaaayyyy
cold.
famas is on the server for a couple maps
I need to get an admin list and some proper maps lined up
rn it's just random skirmish layers for coop
I wanna do pvp stuff
we need on loyal
true true
sly said he was waiting on some hot fixes b4 he was gonna try a server with it
yar
omg vehicle mod with desert boi onlyfans collab collab?
we could even have kit restrictions on with your mod right? cuz you gave lots of people AT
Yeah, we gonna try your stuff after hotfix
some people missing mortars for sure
and mid-east factions
yea lol some of my friends been pestering the shit outta me when we play asking when they get to play with mortars again 🤣
Dude I'd love to drive an m113 out to the far east/west side of a map and just shell the crap out of a point. Hoping this mod makes it to a server eventually.
mines are fixed, just waiting for server to die down to update
soon you will be able to build OPs using team mates instead of only squad members
and you wont be able to make rallies using the corpses of your allies
which was a bug in this mod, and also in base game
soon™️
Literally 
ONLY 7? ARE YOU JOKING? LET ME UPDATE 
ive been given the green light to nuke the server
aight, update is live and so is the server
The M249 doesn't have a Bipod, or it might be buged idk
@peak bridge accidentally added Serbia strong to OHD
This happens when mortarman is holding a shovel
oh funky, I'll have to fix that after work lol thanks for reporting
solid, I'll get to that after work as well
can the keybinds for building/destroying be the same as basegame cuz right now they dont line up which is a bit confusing
good mod
once the base game shovels get fixed, i will, but right now its that way to avoid the right click bug where it will lock you in deconstruct mode
Oh I didn’t realize there was a bug with them
yeah sometimes it will either lock you for deconstruct or just forget you were deconstructing and just drop the input
its scuffed but its a known bug so its ok
I think airstrike cooldown is to long
some game are just 30 min long
is 13 min now
13 minutes damn, I thought I had it universal at 3 minutes
I'll fix that when I get home
Btw, your ATkit is vanilla?
I was playing a bit last evening my heli was destroyed after one RPG hit
the rockets should be identical to vanilla, the mines and other stuff is mod tho
I got yeeted in my mi8 by a GL that hit me it qas hilarious
I just tested again, heli dead after one hit
funky, il look into it
@peak bridge People says is no gun sound on french marskman
oh funky, added to my todo when I get home
sure, this is just real time bug report 😉
yall are live savers fr for reporting this stuff
the fastest bug tracking ever
Blue says is something wrong put a rally sometimes
take a look when you gonna mess there
new patch out gang
Fixed United States not having any transport trucks
Fixed French Marksman Mini 14 not having any firing audio
All airstrikes cooldowns reduced from 13 minutes to 3 minutes
Fixed mortar tool third person animations being bugged
Does the medic still use the WIP medbag for the US? @peak bridge
When I was playing medic, it was using the Hold left click and Right click to heal medbag @peak bridge
for the US
While Iraq uses the normal one
ooooooo
thats not intentional I guess I messed that up when I was going through the kits
added to my todo for tomorrow
Airstrikes are not working, but this is not big deal
yeah it'll have to wait until tomorrow sadly
relax
People love your mod, we can restart the server 3 times a day if it needs.
@peak bridge I have an idea for another faction, perfect time frame. We have the US M81 woodland camo faction now, would be a great addition to the mod, would go perfectly in Tan Binh as like a Panama map
Plus 1
plus 2
Problem. Mortars calibration doesn't line up with the sandbags
are you crouching and playing the OHD overhaul mod when this happens?
Yeah, do you have to be standing?
yeah ohd overhaul messes with the traces to do the shovel, for some reason it only affects it when crouched or prone
so standing works the best
Cheers, thanks mate
ye nw*
american medics now have the proper medic bags
ive checked the airstrike issue reported by @gentle sail and the fob issues reported by @junior dew and i cant seem to get them to replicate, other than the french airstrike having a 15 min cooldown and not the intended 3 min
could you elaborate what you mean by not working? do they not call in the smoke, does the airstrike land not where it was called in, etc
i think what was going on with the fob and rally point issues, unless im misunderstanding what the issue itself was, is that when combined with #1110291763941355691 this mod desyncs the position of the preview on the client and on the server when crouched or prone, leading to it being placed a couple feet in front of where the preview is on the client unless you are standing up
aight ill give this patch until tomorrow to get some more info on the bugs, but heres the tentative patch notes
----CHANGELOG----
- Fixed French airstrike having a 15 minute cooldown instead of the intended 3 minute
- Fixed US Medic kits having the experimental medical bag instead of the vanilla version
I just couldn't call airstrike when I was alone on a server with kit restriction off, US team. I'll try to replicate that again.
Don’t you need 5 teammembers for that
nothing yet, been too busy with my new job to really get anything done other than minor bugfixes, so likely no Brits for a while
Medbag fix is enough 😄
yeah, since nobody has reported anything else I'll release patch when I get home
Its legit impossible to do logi without this mod, the QOL is incredible. I spent all day building FOB's and it was a blast
I'd love to suggest some further improvements, I do wanna ask tho: how to build HAB's and how are they different from FOB's?
HABs are part of #1110291763941355691, and they are for repairing and rearming the vehicles in that mod
FOBs are team wide spawns
Also, the mortars give logi guys another purpose needing ammo boxes, its really really fun
HABs also function that way too
How are they built?
eventually i wanna do artillery, with logi crews needing to resupply the artillery positions, but still figuring out how i wanna go about that and actually getting the time to do so
im a sucker for arty
HABs are built using the radial menu (hold down the bipod keybind) with a couple teammates nearby and one of the modded vehicles
FOBs are built with the construction tool, 2 teammates naerby, and a logi truck
So a hab is just better?
lol good to know
Ah okay thats a big one, i like the building aspect especially
so FOBs are more useful to infantry, HABs are more useful to vehicles
Do you have any plans for addressing logi vehicle theft/dumping? Its been my biggest fustration, aside from trying to get 2 squad members near my vehicle before dying.
I'd also like to suggest an increase in sandbag roofs, usually end up needing either a few or a shit ton. They're really useful when you have buildings around you
yea i'll prolly up that
what i might end up doing is more UI and QOL stuff for the construction like a full blown menu with tabs if im smart enough to figure out how to do that
so no promises but its on the wishlist
no solutions yet, havent had the time to be able to play enough matches to figure out how id even go about it
might do a commander ability like in HLL to drop supplies to build an outpost
but thats more of a bandaid fix to a larger issue
maybe an "if left unattended an more than x meters away from a friendly unit for y ammount of time, destroy and respawn vic after z time?"
just a though, I dont code or game build much
yea, thats what the team's been thinking as well, its an option
If it was up to me:
- I'd like to see SL be given the ability to lock the driver seat of his logi truck. This would still allow poeple to use the logi truck, unless a logi is using one
- Logi trucks should agressively despawn when not close to a FOB. Contantly running around to find logi trucks is really fustrating
that second point especially
theyre logi trucks not assault vics
hate having to try and fight through enemy lines to just get the team out from under the steam roller
I don't know how to convince Little Timmy and Carl that you can get shot while sitting in the logi truck and that we should not pedal to the metal into the enemy hab
Oh also a big thumbs up about this mod: having multiple FUN squad leader kits. Its amazing vietnam sl gets a china lake etc.
Can actually do something as SL
fr that was a huge thing i hated when playing other games like HLL is the SL is just the fob bitch, no fun gadgets or things
Oh and lastly; why the toggle build mode feature? Its annoying when you'vve left your shovel on damage mode and you end up accidentally destroying all your blueprints
probably would do something like a claim system, so if a person other than a squad leader tries to get into a vehicle, then a vote would be sent to the SL of that person to claim for the squad, then only another SL or that squad could drive it around
"it was the easiest way to duct-tape-and-bailing-wire it for the game update."
icic
the base game shovels will sometimes lock you onto deconstruct without your knowledge
or drop your input
this solves that mostly
once that bug is fixed in base game i will get rid of this tho
i dont like it either
likewise, yoshi hotfixed the radial menu by setting "press T to mount", "Hold T for radial"
okay cool cool, thank you so much. Just wanted to get the feedback out there, looking forward to see what the future updates hold
not permanant but restores the mod functionality while it's being rebalanced
yeah np, you actually brought up some great points for me to think about so i appreciate that
I honestly hope your logi features get put into the base game, its a life saver
wellllllllll
warrior and i worked last night on it, so it may just make it into hotfix but we'll see
aight im outta here
peace ❤️
forgot about this my b yall
tomorrow after work fs
odd request but can you make the mortar be placed on a moving platform?
Omg mortar carrier wen
MORTAR ON BACK OF TRUCK
Thats fuckin
Dude we love self prop mortars. Has anyone tried slapping on atop a humvee?
yeah I could try that
patch coming tonight, gonna put it out b4 bed
----CHANGELOG----
- Fixed French airstrike having a 15 minute cooldown instead of the intended 3 minute
- Fixed US Medic kits having the experimental medical bag instead of the vanilla version
- Increased build limits for HESCO walls, sandbag walls, and sandbag roofs
Nice. I actually found the expiramental healing rather fun. Albeit a little confusing at first but actually requires the medical to be attentive to their patient. Any plans on adding it back in the future?
maybe when it's a little firther along
IS MOD UPDATED ARE MORTARS ADDED
mortars are not able to be placed on moving objects yet
still working on that
Sunday eta if I lock tf in
but once I do, I'll let Iraq place sheet metal on vehicles to make technicals
for no historical reason other than its cool and I would have made that possible
/j
probably wouldn't add much to gameplay
without like weeks of rnd
happy pi day
cute seal
the vehicle stealing has gotten completely out of hand now, I cant even leave my vehicle to build a FOB anymore :(
Amazing
don't worry gang, I'm working on a solution
and by working on a solution I mean I'm eating strawberry pancakes
and thinking
Hey, can't come up with good ideas without good food right?
Good stuff from the past few days. Scoreboard is still screwy but I think we killed some people with out 4 mortar barage
I would try have one guy as a driver until update but this can be hard, who like to sit in truck whole time.
Oddly enough turning the engine off fools a lot of people
good memory never lasts.
Oh boy oh boy
give me that,i will need that to gatolize the world
@nocturne glen
yes isee
THATS what my explosives do to vehicles? god damn @nocturne glen why didnt you ever tell me /j
yeah physics on the explosives will no longer affect vehicles
hahahahahahaha ragdolling helicopter
this also makes what sly was saying about the AT weapons one shotting helicopters make sense, cuz it wasnt one shotting them, it was just knocking them out of the sky lol
Lmfao
Im sure we told you about "friendly fire" vehicles 🙂
oh yeah you definitely did, I just didn't understand what you meant, I thought you were talking about damage values not the physics stuff
I didn't even consider it cuz I thought the vehicles would be too heavy to be affected much at all
They have irl mass
o
How r u doin ur catulations for force boi
Vanilla vics are actually artifically low, mine are all mostly irl
I just threw a value in a year ago and went fuck it that seems good
Yup that will do it
Yar
If u wanna do math stuff
All forces are in centinewtons (cN) and torque is centinewton meters (cNm)
Basically .01 newtons
Thats why everything seems to need massive numbers
==Artillery Gun==
- Buildable by the commander
- Maximum 3 guns per team*
- Requires a nearby OP, 1 nearby teammate, and leader of the squad
- Requires special ammo pallets that deplete as shells are fired, also placed by the commander
- Members in the commander's squad can manipulate the howitzers' elevation, azimuth, ammunition, etc and fire, but no other players can affect them to avoid griefing
- The shovel is only used for building the guns, changing the settings of the howitzer are interacted with by simply using the interact keybind
- The rounds have extremely high damage and large range, but damage drops over distance rapidly
- The howitzers will be rigged + animated with reloads happening automatically
==Artillery Ammo Pallet==
- Buildable by the commander
- Maximum 4 pallets per team*
- Requires a nearby logi and an nearby OP
- Each pallet holds 15 or so shells for a total of 60 shells*
- The pallets physically show how many shells you have left
- Ammo pallets are refilled by the logi truck, which then has to be refilled by going to the vehicle spawner
- Ammo pallets start as 1/4 or 1/3 full*, and must be filled by a logi truck
==Changes to Logistical Trucks==
- UI inside the truck tells you how much artillery ammo you got left in the truck
- On game start, the logi trucks will spawn a "logi depot" thing near the spawner so that people know where to go
- The logi truck can hold 4 pallets of ammo* per trip to main base, which refills the pallets automatically when nearby, making a noise each tick
==Other things planned after construction upgrade V2==
- Multiple ammo type pallets (Smoke, Illumination, etc)
-# *subject to change, actual values will be up in the air until the system is finalized for the next major patch
fucking
HOWITZER
thoughts? i wanna hear peoples opinions and concerns before i even start prototyping this
yeah and also UI for the construction tool
straight up
a menu
no more right click spamming until you find what you want
literally this is what im going for
just smaller n shit
cuz less stuff
but who knows, maybe once this hits i go crazy with the build pieces
so is done or is idea
i did a little bit of testing before hand
not enough to show, but enough to know i can do this
but ye
howitzers and construction UI is on the docket for the next major patch
i like interact thing instead of hit the text
yea
itll still be hitting text, just you dont do it with the shovel
maybe
if i can get a better solution working i will do that
can we have friendly fire
haha
is deadly but like foreveryone because suffering
amazing idea mmm yes

can the logis like detonate if they have a lot of artillery shells and get hit
to make the drivers suffer
yes son


