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Operation: Harsh DoorstopNewsDevelopment Blog #49 [August 2024]
Community

Development Blog #49 [August 2024]

Operation: Harsh Doorstop · published 29 Sep 2024, 17:38 UTC

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Hello everyone!

Welcome to the forty-ninth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of August 2024.

Character and Weapon Model Updates


Several of the 3CZ4V existing factions received a variety of new weapons and kits: the Gulf War US soldiers received an M249 SAW (which is currently using WIP/placeholder animations), an M14 w/ Redfield scope, a CAR15, and 7CCJN the MP5A3,


the Insurgents QKT0D received an AKMS,


and the WW1 Germans 3YL7J received a G98 w/ a Luxor scope. Each faction also received distinct Marksman and Sniper kits with the associated weapons being moved into each.


Last but not least, XB38L we are working on incorporating the M240B:


Vehicles


18 additional vehicles (including 2 tanks) have T3JZD been incorporated and setup for driving:


In addition, our lead programmer also took 45L5L the time to refactor several components of the vehicle framework in order to make it more forward-looking and modder-friendly. This includes the “scaffolding” for different types of vehicles to be implemented in the future, including 4-wheeled, N-wheeled (separate from 4-Wheeled as it excludes features like Ackermann steering correction), tracked vehicles, fixed A9FCL and rotary winged aerial vehicles, and boats. Please note that this does not necessarily mean that all of these types of vehicles will automatically work out of the box, but rather that it will be possible for us (and modders) to be able to distinguish and differentiate between 2X69X these types of vehicles so that they do not conflict and/or overlap with one another—the actual physics, mechanics, functionality, and so on (beyond just the basic transport ground vehicles that we are bringing in initially) would still need to be developed if someone wanted to bring in another type of vehicle in this list.

Animations


More unarmed animations were created, and are 55ACT beginning to be implemented:

Objects, Models, and Textures

Foliage


We also created some new foliage and vegetation for use on our Normandy-based maps, such as Omaha Beach and Carentan:


Upcoming and WIP Features

Medical System


There is not a whole lot to share here at the moment, but the team is currently discussing internally how we want to approach a first revision of the existing placeholder medical system (which right now only 0EYA9 involves bandages and a basic med bag that both restore HP). Features/mechanics currently being discussed include but are not limited to bleeding, downed states/going unconscious, how we want to handle a basic revive system, drugs such as morphine and epinephrine, and more. On the topic of revives, please keep in mind that because this system will inevitably involve many technical aspects like networking and replication, physics, ragdolls, and so on, that the very first iteration of the revive system will probably be quite basic while we get those systems 36YV4 working properly from a technical perspective (for instance mechanics like dragging probably won’t be in right away, and the actual process for getting up a downed/unconscious soldier will likely be a simple system such as walking up and holding F, or walking up and using a bandage). That being said, just the basic feature of being able to administer buddy aid and bring back downed friendlies we feel will be a huge advancement for the overall gameplay loop, and so we would like to get something like this into the game sooner rather than later.

—

Thank you for reading this month’s devblog!

Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!

-Goomes, Lead Community Manager

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