@@digwere_wolf4133 VR controllers are not precise enough to simulate actual Lockpicking (movements too small, hands too close together, lots of analog feel/feed back required) . But could certainly simulate a lockpick gun...
Or, a gambling game. You can choose to bank your score at ANY time, and return to a store to load up. Can you make it through the next room with just the ammo you have?
@@Hebdomad7 Indeed - I think many people underestimate the significance of proper doors. They express certain behaviours that we expect them to - for example which way they will open, how they can opened etc. There's the concept of so called "Norman doors" - basically any door that confuses people. Think of a door that has a big push handle one either side with no clear indication of which side is to be pushed and which side is to be pulled. Some fancy glass doors are particularly guilty of this. Many glass double doors can for example be pushed both ways - it's what you'd expect if there are push handles on both sides. Some however can't - and it leads to people slamming into them and potentially breaking them.
the fact that you've designed an accurate door with latch and all in likely *the* most accurate firearm simulator humanity has seen so far is a testament to your devotion, truly inspiring mr hand. some fun ideas would be a breach charge or adding a sticky grenade designed to bust down doors
Anton, it'd be really cool if we got a "funny bugs" section at the end of the devlog, bugs which resulted in funny results. The door fragments one was cool.
If possible, maybe peep holes? Also I love the idea of adding doors to T&H Maps. Like maybe there's locked store-rooms that act as additional unmarked supply rooms. Maybe not hold the full suite of supply room panels, but maybe sometimes hold some attachments or spare mags. Also I really hope we'll be able to sledge-hammer down doors as well, at least the wooden ones anyway.
"Very impressive, Fed Boy. It is a shame you fail with such disgrace at your pitiful attempt to prove your sorry and feeble effort at becoming an Urban Ranger"
I can imagine making a makeshift breaching charge and charging in after the blast and flash, so yeah looking like new mechanics and scenarios are gonna be super fun
As a fan of doors. Things I'd like to see. 1. Lockpicking gun 2. Door Chain 3. J - Tool 4. Door stops 5. Under door camera 6. Battering ram 7. Door cross bar 8. Under door tools. 9. Door jacks. 10. Motion sensor doors and other electronic security and things to defeat them... God damn I could go on. You could literally have a VR game dedicated to door opening simulation!
That's what I was hoping for, something like the SPAM we have ingame that can attach to the door and blow it in, or at least blow the door into shards and into the room, letting us blow it and hot-breach.
@@ThePhengophobe I would really like to see the SPAM given some love, since the only use I see in it is when I want to play funny isis baseball because of its tiny blast radius
I can't believe you're getting me hyped over doors lol, I'm EXTREMELY looking forward to the unnannounced gamemode (might be breaching proto 2/t&h hybrid 🤔) I'm looking forward to practicing my breaches!
This is the most exited ive been for a new update in H3VR in a long time. I have been anticipating the agent, love the idea of breaching, and when you said "door gadgets" I lit up. I would love to see R6 Siege style breach charges for doors(and walls too anton please), Kapkan traps, ect. I cant wait!
Funny how doors are also one of the most difficult things to get right in real life in construction because it’s the intersection of a lot of perfect right angles al la carpentry, framing, trim, structural support, locksmithing, (oh and don’t even get me started on the co-writer of automatic door closers and automated doors) and all of these things have to come together with a perfect fit… it’s only fitting that they would also be incredibly difficult to get right in VR
As much of a nightmare as I'm sure this is going to be, I'm excited for some door breaching puzzle speedruns and browsing realfakedoors with various shotguns and ammo types.
I got way to hyped in the first 17 minutes, hearing they are not in the game yet, and we will probably just get one door on the proving ground next week physically hurt. But I guess good things take time, its nice to see how enthusiastic you are about them.
@@capt_nugget ikr, i stick to 1.7 Its ridiculous how they bait and switched for facebook money. Those "devs" or i like to call, scammers, should be the main example of what not to do.
One of the first cool experiences I had in VR was actually walking through a doorway. I remember it was that first hallway in Half Life: Alyx and I'd set up my guardian so I could naturally open the door and walk through and something about starting in one space and going into another completely different space and having that visceral feedback of actually opening the door and the light coming off of the picture frames made my brain go like "This is real. This is real. This is real." Now am I going to have that experience with a game about shooting six-foot tall hotdogs? Nah, probably not. Is it still going to be cool? Yes.
I loved all the micro updates on Twitter! Kind of like watching a friend solve a math problem in school. Can't wait to get the chance to test these doors!
It's really cool to see you working on the breaching scene or just props in general, I love realism and I hope one day we'll have a fully-fledged breaching/hostage game mode. Nice work Anthill.
Anton holy crap, those door sounds are absolutely amazing and your attention to detail with the bolt and latch is absolutely jaw dropping. Keep it up, please! Your advancements in VR tech for games fills me with far too much hope!
Me early in the video: Wow Anton is really good at this, these doors are great. Me as soon as Anton mentions AI interaction : Oh.. oh no... Let's hope its not months of reworking and can be door centric!
I don't think I've ever been this excited about a door before. Love the vlog as usual Anton, super interesting hearing some of the thought processes behind these ideas. I for one am excited to see what you do with them.
DOOOOOOORS Also, I hope you might consider adding more pieces to the fractured doors! More pieces would be more interesting than about 6 large chunks, in my opinion.
Man, every time we get something new, its like way over industry standard. Those are the best videogame doors i have seen so far and... damn, never knew i wanted doors.
I’m hoping possibly hitting the door with the edge of the gun could also work in taking it down or possibly just slamming I don’t know, a medieval shield against it. Never did I think I’d be hyped for doors, keep up the good work!
A type of breaching round i've seen is essentially a slug made of ceramic with steel powder in it. The steel adds mass to make the breaching possible, while the ceramic disintegrates on impact to avoid overpenetration or dangerous ricocheting that could be possible with a solid slug or buckshot.
Exciting work! The unity engine is a pain to work in (I’m using LTS 2019.4.x) and physics related errors are the worst to debug. This is fantastic! Small suggestion, if I may? Lock picks for the stealthy operator.
Hell yeah, I think my first post on the subreddit was asking for doors in the game, and now here we are. I'm really excited for this, especially with some of the other stuff you mentioned. Having to loot keys and/or bulky tools for circumventing doors that you can't just bash in, or making the decision to expend ammunition to get through them opens up some really cool gameplay opportunities, especially with scenes like rotweiners.
I love how active Anton is with his fans, like this dev log is a really good way to keep the community interested. Some devs just do half-assed updates once every year if we’re lucky (looking at you Pavlov devs).
I build exterior doors for a living and this looks very good. You are right about the spacing between the slab and the jambs. That spacing is needed for your door to operate properly.
Woah! I've got to say I really admire not only your attention to detail but also your philosophy of game design, you really understand interactivity. The world needs more devs with your insight!
I'm so glad you got to say "Here's Anton!" I was waiting for it on the first door axing. But seriously this system is so damn exciting! How many doors are possible before a machine starts chugging?
I'm hyped for a more full-body controller eventually. Either just IR deals you strap to your ankles or even a full suit, maybe eventually with good haptics. That'd be really pricey though.
Anton set out to just make the new space feel more lived-in and ended up making the Dwarf Fortress of doors. I can’t wait to see a sosig squish himself trying to open a door and walk through it. Bless your crazy enthusiasm for the nitty-gritty in the funny meat game.
The word you're looking for with the sizes of the door frames is allowance, not tolerance. Tolerance is the amount of acceptable unintentional deviation from a specific dimension that will still allow a part to remain functional, ie. a part might need to be 2 inches wide with a tolerance of ±0.2 inches, meaning that anywhere between 1.8 and 2.2 inches will be good enough. In contrast, allowance is a planned deviation in dimensions that allows parts to correctly interface with each other, ie. a 2-inch diameter hole and a 1.9-inch diameter pin, so that the smaller pin will fit in the larger hole. (I'm a machinist so I hear both of these terms on the daily, usually dealing with much more precise dimensions though). Pedantry aside, this looks awesome! Can't wait to actually breach & clear in VR.
I love this game. Every bit of it has noticeable work to be as realistic as possible. However, personally, one tweak that I would make to the doors would have the destruction be more like the weiner targets, with smaller parts destructible and the entire thing not becoming fractured. It could add more tactical feel to the game, like blasting a window into the door with a shotgun to throw a flash bang through.
"This is the Lockpicking Lawyer, and today, we're going to use a directly targeted attack on these hinges, using 00 Buckshot."
Maybe we can even get an actual lockpick to more silently open doors
@@digwere_wolf4133 VR controllers are not precise enough to simulate actual Lockpicking (movements too small, hands too close together, lots of analog feel/feed back required) . But could certainly simulate a lockpick gun...
"Binding on three... but for much longer"
@@Hebdomad7 yes I do realise that but an animation that plays when you put the lockpick next to the door perhaps
Love LPL’s picking videos but his lock shooting vids are great too!
Options Panel > Enable Clown Doors: [X] Yes [ ] No
doorknob that honks
Big, red, honking, nose doorhandles
Are you going to add this game to the quests platform or is that possible in the games current state.
@@jindosh111 Not coming to Quest for several reasons, one of them being the hardware can't handle the physics simulation
@@jeditobiwan ok, I was just curious if that was at all possible. The game looks amazing by the way.
This is really opening a new door for gameplay scenarios
Waow 🤣
I hope this unlocks some opportunities for the game!
Boo 0/10 bad joke go get a new one man ( I AM NOT MAKING FUN OF HIM I AM JUST MAKING A JOKE GET OFF OF ME)
@VaDR3d No you
@VaDR3d Parry that you filthy casual
When I heard ‘door gadgets’ my mind immediately went to a battering ram shaped like a hotdog bun
Anton better be taking notes lmao...
Bro what if he adds termite charges for blowing open metal doors.
@@jacobkrakowski and he makes it a ketchup packet
@@jacobkrakowski or vegemite charges
I'm all for it
Imagine Take and Hold but just a series of endlessly breaching rooms, not knowing if the next breach could be a new store or a worse enemy
Or, a gambling game. You can choose to bank your score at ANY time, and return to a store to load up. Can you make it through the next room with just the ammo you have?
Imagine you're in a limited ammo run and you use your final shell to breach a room and you accidentally tough the system node
@@davidwinburn3875 I was just gonna spend hours fucking with the doors but these ideas sound way more fun
Fuck take and hold its breach and hold
@@timetravelerdmc9809 breach and take ?
I was waiting for the shining reference. Not disapointed.
Wow je m'attendais pas à vous voir ici, j'adore votre chaîne :)
Not surprising to see our dear astronogeek is interested in a game about guns
@@gateausalaire1872 it's the game I stream the most on twitch... So...
And now for Tobiwan to set that as a sound bit
11:02 😂😂😂
The amount of work Anton puts into something like a door is heart warming.
But doors are stupidly complicated and very meaningful things to humans. Anton is just doing doors justice.
No but seriously its seems so simple but its one of the best doors if not the best door ive ever seen in a game. Its insanely functional.
His excitement is pretty adoorable
@@Hebdomad7 Indeed - I think many people underestimate the significance of proper doors. They express certain behaviours that we expect them to - for example which way they will open, how they can opened etc. There's the concept of so called "Norman doors" - basically any door that confuses people. Think of a door that has a big push handle one either side with no clear indication of which side is to be pushed and which side is to be pulled.
Some fancy glass doors are particularly guilty of this. Many glass double doors can for example be pushed both ways - it's what you'd expect if there are push handles on both sides. Some however can't - and it leads to people slamming into them and potentially breaking them.
you could say its ADOORable
Anton: "Doors are difficult."
Also Anton: "I'm going to make the most realistic doors ever seen in a game."
And that's exactly why it was difficult for him 😏
how do you spawn it
honestly this could be a new era for h3 with all these new objects. hopefully the C7A1 and C7A2 canadian rifles will be part of it
they apologize at everything they shoot at
We can hope, eh?
You already have them. Its called the M4 and M16
@@MrFalloutforlife with full auto and green
@@MrFalloutforlife it would be really easy to make though, just change some small bits of the original m16, m4 models and change the texture to green
the fact that you've designed an accurate door with latch and all in likely *the* most accurate firearm simulator humanity has seen so far is a testament to your devotion, truly inspiring mr hand.
some fun ideas would be a breach charge or adding a sticky grenade designed to bust down doors
the Anton Loadout
Primary: multi-purpose shotgun
Secondary: Audio 1911
Melee: Ancient Viking Testing Axe
Needs to be in take and hold: “the Anton”
@@TastyBaconBitz start with a 1911
Start with the soundcheck pistol in meat fortress
I’m using this in T&H
As a locksmith, this makes me irrationally happy. You have made the coolest doors in VR, hands down.
Anton, it'd be really cool if we got a "funny bugs" section at the end of the devlog, bugs which resulted in funny results. The door fragments one was cool.
I agree, this would be a lot of fun
I wholeheartedly agree
Yes please!
Omg, just when you think h3vr has everything, you add these very well made realistic door mechanics! You are one talented dude, Anton.
Will we ever get a remake of the “Anton’s Apartment” scene with all the new props?
Hopefully we will also have the doors
Yeah breaching proto is my favorite scene but it feels a little small and empty now
When I saw "Door Breaching" in the title and I see Anton waving an axe around I was hoping for a "Here's Anton!".
Anton never disappoints
If possible, maybe peep holes? Also I love the idea of adding doors to T&H Maps. Like maybe there's locked store-rooms that act as additional unmarked supply rooms. Maybe not hold the full suite of supply room panels, but maybe sometimes hold some attachments or spare mags. Also I really hope we'll be able to sledge-hammer down doors as well, at least the wooden ones anyway.
Doors in take and hold will be sick
At this rate, H3VR will be more realistic than real life itself, my goodness! Great job!
“These are remarkably stable”
*door handle falls off*
Oh no, doors with working deadbolts. I’m starting to fear the next Halloween update, the possibilities frighten me.
"LIFE HAS MANY DOORS, FED BOY."
"Very impressive, Fed Boy. It is a shame you fail with such disgrace at your pitiful attempt to prove your sorry and feeble effort at becoming an Urban Ranger"
UNFORTUNATELY FED BOY, MY G36 HAS OPENED YOUR LAST
I can imagine making a makeshift breaching charge and charging in after the blast and flash, so yeah looking like new mechanics and scenarios are gonna be super fun
Now we can recreate the "FBI OPEN UP!" meme
With sausage launchers
Hell yeah
XD THISSSS!!! FBI OPEN UP XDD
Or HERE’S JOHNY!!!!
Now we need deployable grappling hooks/rappelling ropes.
As a fan of doors. Things I'd like to see.
1. Lockpicking gun
2. Door Chain
3. J - Tool
4. Door stops
5. Under door camera
6. Battering ram
7. Door cross bar
8. Under door tools.
9. Door jacks.
10. Motion sensor doors and other electronic security and things to defeat them...
God damn I could go on. You could literally have a VR game dedicated to door opening simulation!
Now we need doorkicker charges for blowing the door out
That's what I was hoping for, something like the SPAM we have ingame that can attach to the door and blow it in, or at least blow the door into shards and into the room, letting us blow it and hot-breach.
@@ThePhengophobe
I would really like to see the SPAM given some love, since the only use I see in it is when I want to play funny isis baseball because of its tiny blast radius
In real life you could use just detcord or sheet explosive
@@ThePhengophobe if SPAM are SLAM mines then yes, they could use some love if they're lacking
As a commercial door guy/finish carpenter I appreciate this more than average. This is amazing. Thank you Anton.
He’s going to be the forerunner of VR setting the standards
Him and stress level zero are going to carve the path for the future of vr gaming
@@chunt3862 they will all unite along with valve to make half life 3
Oh I know you
Cool and all, but a grenade batting cage with automated pitching when?
You do realize that you’re far too good to us, don’t you?
“Nooo you have to add new guns and items!!”
“This door is cool”
I can't believe you're getting me hyped over doors lol, I'm EXTREMELY looking forward to the unnannounced gamemode (might be breaching proto 2/t&h hybrid 🤔) I'm looking forward to practicing my breaches!
"Testing Hatchet" is the greatest term I've ever heard.
not often i look at doors and think "wow that's cool"
This is the most exited ive been for a new update in H3VR in a long time. I have been anticipating the agent, love the idea of breaching, and when you said "door gadgets" I lit up. I would love to see R6 Siege style breach charges for doors(and walls too anton please), Kapkan traps, ect. I cant wait!
The SPAAM are already sort of a kapkan trap
Now I can be spec ops brutally eradicating every door
I can barely put into words how impressive this is. I truly cannot wait to see how it's further expanded upon and implemented into game modes!
Can’t wait to see people recreate memes and movie scenes with these on the subreddit.
"Heeere's Johny"
"Oh no."
"Oh no!"
"OHHHHH YEEEEEEEAAAAAHHHH"
Some-
...
...
...
...
-BODY ONCE TOLD ME
So much progress in your development. Said "wow" out loud at those door pieces moving so smoothly together. I think you are official a unity GOD.
Anton knowing how to make a VR game.
Anton now learning how door actually work and made in real life and how they should be in game.
These are some of the best, if not the best, doors I've ever seen in VR. Awesome Anton! Really awesome. Can't wait to see the level they're in.
10/10 for "Hereeeeee's Anton!"
I was waiting for that. So happy I wasn’t disappointed.
This is why i'm getting the valve index for H3VR
that was my first thought when i saw a breakable door and an axe. im so glad he had the same thought!
HOLY CRAP ANTON THIS IS INSANE I NEVER THOUGHT ID BE THIS PUMPED ABOUT DOORS
When Anton does the sound check and your speakers actually ARE too high:
_eeeeeeeeeeeeeeeee_
Yup
Funny how doors are also one of the most difficult things to get right in real life in construction because it’s the intersection of a lot of perfect right angles al la carpentry, framing, trim, structural support, locksmithing, (oh and don’t even get me started on the co-writer of automatic door closers and automated doors) and all of these things have to come together with a perfect fit… it’s only fitting that they would also be incredibly difficult to get right in VR
Literally took the words out of my mind
As much of a nightmare as I'm sure this is going to be, I'm excited for some door breaching puzzle speedruns and browsing realfakedoors with various shotguns and ammo types.
i was thinking about realfakedoors watching this too lmao
I got way to hyped in the first 17 minutes, hearing they are not in the game yet, and we will probably just get one door on the proving ground next week physically hurt. But I guess good things take time, its nice to see how enthusiastic you are about them.
Wow, when a VR-Shooty-Shooty-Game has more depth in its door mechanics than most shooter have in their whole gunplay...
Then there is onward, a game that has gone more backwards than forward in its development.
@@sqlevolicious Shut up, don't make me think about what they've done to Onward! :'(
@@sqlevolicious the name of the game gets more ironic by the day
@@capt_nugget ikr, i stick to 1.7
Its ridiculous how they bait and switched for facebook money. Those "devs" or i like to call, scammers, should be the main example of what not to do.
@@sqlevolicious I'm finding videos of onward having bugs, but a lot of stuff that has remarked on it being a great game recently
Holy shit, the way that these are implemented and the attention to detail is legitimately impressive. There was so much care put into it
I had no idea how much I needed breakable doors until now
One of the first cool experiences I had in VR was actually walking through a doorway. I remember it was that first hallway in Half Life: Alyx and I'd set up my guardian so I could naturally open the door and walk through and something about starting in one space and going into another completely different space and having that visceral feedback of actually opening the door and the light coming off of the picture frames made my brain go like "This is real. This is real. This is real." Now am I going to have that experience with a game about shooting six-foot tall hotdogs? Nah, probably not. Is it still going to be cool? Yes.
My goodness, I love the way your mind works.
i absolutely love how much detail you put into this game its amazing
Really good stuff every week. He has so much love for this game and it shows.
I loved all the micro updates on Twitter! Kind of like watching a friend solve a math problem in school. Can't wait to get the chance to test these doors!
what about a battering ram to go with this?
It's called a shotgun
Or at least let the sledgehammer bust it down with a few swings or something.
Isn't there a crowbar already in the game as well?
I can't even play the game but I love watching the product of the love and time that Anton puts in his game!
This is something that has never been done before, awesome stuff!
@Jeff Bezos Official UA-cam Channel agreed, Jeff Bezos
Can't wait for Jedi to use Here's anton as a stream sound
Bro I'm hyped about doors. What a life
It's really cool to see you working on the breaching scene or just props in general, I love realism and I hope one day we'll have a fully-fledged breaching/hostage game mode.
Nice work Anthill.
Amazing stuff! Can’t wait to see the scenes these doors are for
Anton holy crap, those door sounds are absolutely amazing and your attention to detail with the bolt and latch is absolutely jaw dropping. Keep it up, please! Your advancements in VR tech for games fills me with far too much hope!
Question
For a more, explosive entry, could an explosive (demos stickies, a S.P.A.M cartridge etc) blow the door off the hinges.
What if it flies off the hinges and break apart into fragments when it lands
Impressive doors! Wow. Much more than I expected. Good job Anton!
"This is the Lock Picking Lawyer and today we will break into a door in VR"
this is one of the few vr gun games ive seen that have good physics, detail and collision
Me early in the video: Wow Anton is really good at this, these doors are great.
Me as soon as Anton mentions AI interaction : Oh.. oh no...
Let's hope its not months of reworking and can be door centric!
This is the best door design I've seen in game history. Well done!
I've always seen doors as a great area to introduce a bunch of mechanics, glad more people are taking advantage of that in VR
I don't think I've ever been this excited about a door before. Love the vlog as usual Anton, super interesting hearing some of the thought processes behind these ideas. I for one am excited to see what you do with them.
DOOOOOOORS
Also, I hope you might consider adding more pieces to the fractured doors! More pieces would be more interesting than about 6 large chunks, in my opinion.
You are so talented man, such quality in your work. Thank you for the update.
Now all we need is a Breaching Charge.
Spam charge
@@Enderbro3300 not the same. We need a directional breaching charge
Thank you for putting so much work into everything! It’s amazing!
Man, every time we get something new, its like way over industry standard.
Those are the best videogame doors i have seen so far and... damn, never knew i wanted doors.
I’m hoping possibly hitting the door with the edge of the gun could also work in taking it down or possibly just slamming I don’t know, a medieval shield against it. Never did I think I’d be hyped for doors, keep up the good work!
absolutely here for door simulation gameplay
I love how enthusiastic this guy sounds about his own game! Shows how much passion he has for the development of this game.
11:05 We all knew this was coming, and even still, it was amazing
A type of breaching round i've seen is essentially a slug made of ceramic with steel powder in it. The steel adds mass to make the breaching possible, while the ceramic disintegrates on impact to avoid overpenetration or dangerous ricocheting that could be possible with a solid slug or buckshot.
Exciting work! The unity engine is a pain to work in (I’m using LTS 2019.4.x) and physics related errors are the worst to debug. This is fantastic! Small suggestion, if I may? Lock picks for the stealthy operator.
Hell yeah, I think my first post on the subreddit was asking for doors in the game, and now here we are. I'm really excited for this, especially with some of the other stuff you mentioned. Having to loot keys and/or bulky tools for circumventing doors that you can't just bash in, or making the decision to expend ammunition to get through them opens up some really cool gameplay opportunities, especially with scenes like rotweiners.
Those are some realistic-looking/ working doors.
I love how active Anton is with his fans, like this dev log is a really good way to keep the community interested. Some devs just do half-assed updates once every year if we’re lucky (looking at you Pavlov devs).
Door puzzles! Door puzzles that we solve with guns! Yaaay!
Leave it to Anton to make the make the most realistic and in depth depiction of a freaking DOOR that I've ever seen in a game.
Come for the update, stay for the "Wonderful." Love ya man, keep up with the amazing work.
You're such an amazing developer it's crazy. The amount of craft and detail you put into your work is mind boggling.
can’t wait to try it out!
I build exterior doors for a living and this looks very good. You are right about the spacing between the slab and the jambs. That spacing is needed for your door to operate properly.
wow that door is SO impressive
Woah! I've got to say I really admire not only your attention to detail but also your philosophy of game design, you really understand interactivity. The world needs more devs with your insight!
I'm so glad you got to say "Here's Anton!" I was waiting for it on the first door axing.
But seriously this system is so damn exciting! How many doors are possible before a machine starts chugging?
Doors here in Austria have ramp shaped latches, so when you push them closed the frame pushes the latch in
Now i want my feet to be able to work in the game. Kick the door open.
I'm hyped for a more full-body controller eventually. Either just IR deals you strap to your ankles or even a full suit, maybe eventually with good haptics. That'd be really pricey though.
Anton set out to just make the new space feel more lived-in and ended up making the Dwarf Fortress of doors. I can’t wait to see a sosig squish himself trying to open a door and walk through it. Bless your crazy enthusiasm for the nitty-gritty in the funny meat game.
Oh well, now my neighbors will think I always slam doors, I'll direct them to you if they complain!
The word you're looking for with the sizes of the door frames is allowance, not tolerance. Tolerance is the amount of acceptable unintentional deviation from a specific dimension that will still allow a part to remain functional, ie. a part might need to be 2 inches wide with a tolerance of ±0.2 inches, meaning that anywhere between 1.8 and 2.2 inches will be good enough. In contrast, allowance is a planned deviation in dimensions that allows parts to correctly interface with each other, ie. a 2-inch diameter hole and a 1.9-inch diameter pin, so that the smaller pin will fit in the larger hole. (I'm a machinist so I hear both of these terms on the daily, usually dealing with much more precise dimensions though).
Pedantry aside, this looks awesome! Can't wait to actually breach & clear in VR.
Thanks for the terminology lesson. Mental model updated!
Anton, the absolute god
I love this game. Every bit of it has noticeable work to be as realistic as possible. However, personally, one tweak that I would make to the doors would have the destruction be more like the weiner targets, with smaller parts destructible and the entire thing not becoming fractured. It could add more tactical feel to the game, like blasting a window into the door with a shotgun to throw a flash bang through.