Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

Have a quick Alpha build this week, mainly fixing some continuing Scope Math headaches, fixing some rendering, and remaking a few tools and toys.

Hope you have fun with it!

Cheers,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Alpha!

Full Changelog - Update 113a2
Additions:
  • Added New Firearm: P90 (with fancy shmancy transparent magazine)
  • Added New Attachment: Classic 3-12x42mm Scope
Changes:
  • Rangefinder Rebuilt to use new Scope System, with accurate HUD for range and angle (Ole dragged me kicking and screaming through implementing this and I’m glad he did)
  • Rebuilt Internal Transform Handling in Scope System to allow for other component orientations (this will make sense next week lololol)
Fixes:
  • Fixed backwards scope rendering
  • Fixed missing chromatic aberration and distortion on scope rendering
  • Fixed Scope UI to properly display Scope and Reticle Windage and Elevation Adjustment in proper units (instead of ‘ticks’)
Removed:
  • Removed Old P90 model & Magazine
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

As we move towards the main branch release for Update 113, we're happy to drop on you a level that has taken.... far too long to make it into the game in some form. Originally called Sand Trap, this new Duney Range is designed for those of you who enjoy Ultra Long Range Shooting, but has some other uses as well. You can think of it as a modern multi-purpose outdoor range for the game, and has challenges out to (an utterly absurd and quite possibly impossible) 4000 meters. As this level is HUGE, honestly past the point of what is generally considered 'smart' to do in Unity, there is probably some odd behavior with physics and lighting when approaching the periphery of it, just be aware.

We'll be continuing to refine it this week, with the aim of having a panel for easy Sosig Fighting by the time we hit main branch next week.

I look forward to seeing the videos on the subreddit when some of you invariably prove me wrong and blast away the targets from 4 kilometers away.

Hope you have fun with it!

Cheers,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Alpha!


Full Changelog - Update 113a1
Additions:
  • Added New Level: Duney Range
  • Added New Option: Scope Recursive Rendering (very expensive)
Changes:
  • Gong Steel Target sound shifted to “Very Long Range” pool, allowing it to be heard from as far away as 3000m (hopefully this isn’t too loud up close)
Fixes:
  • Fixed scope zeroing math to properly take into account lateral offsets and rotation
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

We're finally back to updates after a bit of a hiatus there. This week's build is mainly bug fixes and the (almost) end of the Scope migration process. We've got a few Magnifiers still to do, the Meat fortress rifle, the Range Finder, and a few more Scopes we want to put in, and then this project will be DONE, and ready for the main branch.

As always if you run into any bugs while playing with the scopes please let us know! Just FYI we'll probably be pushing a build mid-week next week as we continue to tinker with the zeroing math to make things work for rotationall offset scopes, so if you're on this branch you should expect a patch or two.

Cheers!
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!

Full Changelog - Update 113e4
Additions:
  • Added New Firearm Set: Mk12 Mod 0 SPR, Mk12 Mod 1
  • Added New Attachment: Mk12 Suppressor
  • Added New Attachment: Attachable Bipod H
  • Rebuilt and Migrated Scopes To New System: AugA1, CAWS, G11, M40A1, NTW-20, Panzerfaust 3, PSG1
Changes:
  • Added Scope Render Distance param, defaults to 3500m currently. Will eventually make this a quality setting
  • Added Functionality and Option for Recursive Scope rendering (very expensive)
  • Adjusted virtual stock distance for G11, CAWs, PSG1 and NTW20 to better accommodate their integrated scope’s eye boxes
Fixes:
  • Fixed Null references for deleted scopes that were causing certain ItemSpawner Entries to error when displayed
  • Fixed SVT40 coloration
  • G3SG1 scope correctly reclassified as bespoke mount
  • Yolographic optic and Telescopescope correctly reclassified as ‘meme’ set
  • G36 Comboscope and Scope now can be interacted with once attached
  • Fixed Incorrect Metadata on EC79A2
  • Fixed broken material on Wurstwurld ammo (will fully update models later)
  • Fixed ACOS carryhandle version being present in the item system
  • Fixed unreliable disconnection of EVU 1-10 and LT 3-9x scopes on short pic rails
  • Tweaked Pic rail sizes on Model 70 Bolt Action to prevent issues
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

Have another Experimental Build for the Update 113 cycle for y'all, this time a day late (was busy paying someone to drill into my teeth). This build has a bunch more new converted scopes, and a few brand new scopes for y'all to try out! Hope you enjoy :-)

Peace,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!

Full Changelog - Update 113e3
Additions:
  • Added New Scope: ACOS TA01 in Picatinny and Handle Mount configuration (with SO many reticle options)
  • Added New Scope: VRZ 6-36 x 56mm. This scope replaces a number of high magnification scopes in game.
  • Rebuilt and Migrated Scopes To New System: AR18, G3SG1, HamScope4x24, K98k, Lee Enfield, M1D, M1 Garand Prototype Optic, M76, M88 for M1 Carbine, M1903, MAS 4956, Python, QLB06
Fixes:
  • Fixed G36 Scope and Comboscope missing interactions
  • Fixed handling of scopes with no options
  • Fixed Reticle DIsplayNames on EVU 1-10
  • Fixed LT3-9x turret rotation
  • Fixed PSO-1 Scope menu position
  • Fixed PU scope controls

Removed:
  • Removed Old/Inaccurate/Bad Scopes: 3-12x, 1-24x, 8-32x, 12-60x, VD1-6x, M145. FVRObjectIDs for these have been ‘rerouted’ to new/replaced scopes, so previous saved guns SHOULD still load with these substituted components instead. Don't worry, some of these will get 1:1 replacements.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy All!

Our Scope-venture continues this week with a whole bunch of new features, Physical controls for all the rebuilt scopes (yes that was as time consuming to implement as you might imagine), and 20 of the game's scopes migrated over to the new systems for y'all to try! We're going to be continuing the manual (and painful) migration of the game's optics to this system over the coming weeks, so we as always welcome your feedback on how they feel!

Hope you have fun playing with them!

Peace,
Anton


TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!

Full Changelog - Update 113 Experimental 2
Additions:
  • Added New System: Physical Scope Manipulation
  • Added New System: Scope Lateral View Parallax Simulation (toggleable in Options)
  • Rebuilt the following optics to use New Scope Systems: C79, C79A2, BR4, Susat, WA2000 Scope, G36 Scope, G36 Comboscope, Telescopescope, C601 Scope, Art 3-9x40 Scope, Deagle Scope, Lion 2.5x, C3x20 Scope, PSO-1, EVU 1-10x28mm, W330, Mosin PU Scope, SVT40 PU Scope, TS30A2 3-9x36 Scope, VS Prism 1x Scope
  • Rebuilt the following rifle integrated Optics: EM2, G36, FRF2
Changes:
  • Modified Internal Scope Placement on some LPVOs to prevent clipping
  • Changed Scope System UI Text scaling and placement
  • Scope UI now has specific names for Reticles and Reticle Colors rather than auto-generated indices
  • Scope Rendering and Culling can now be configured to allow multiple scopes to draw, in parallel, and recursively. This has not been wired up to Quality settings yet, but will be in a future update.
  • Scope view now has anti-aliasing if AA is enabled in currently active quality setting
Fixes:
  • Fixed view jittering in scopes
  • Scope settings changes in the Options panel are now immediately represented in spawned scopes
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy All!

We have an exciting new Experimental Build for y'all this week, kicking off another Update Cycle. The focus of this cycle is Magnified Optics, something that's been lacking in h3 for a long time (for a host of reasons). Thanks to a collaborator of ours, Ole, we have some huge improvements.

New Magnified Optics System Features:
  • Enables correct magnification and field of view for all scopes; Allows for true 1x scopes
  • Enables correct reticles with accurate holds and drop compensation
  • Correct Front Focal Plane (FFP) vs Second Focal Plane (SFP) behavior
  • Approximately physically accurate exit pupil/"eyebox" behavior and eye relief, with optional settings for easier usage
  • Allows for 2-eye aiming (ie. ACOG's "Bindon aiming concept" for finding targets at high magnification, or red-dot like behavior with 1x scopes)
  • Accurate zeroing using real world units, with moving turrets when applicable
  • Adjustable illumination and reticle color with moving turrets when applicable, swappable reticles
  • Ability to look through both ends of scopes (though probably not 100% optically correct lol)
  • Ability to simulate odd scope behaviors to better emulate certain scopes (lens distortion, chromatic aberration, FOV tunneling, exit pupil offset)
  • Is fully Data driven, deriving behavior from the accurate 3d model of the scope and known specs
  • Animated physical components on scope models when certain parameters change
  • Brand new clean interface that's more legible in all environments
We'd love it if those of you into distance shooting could jump over to the Experimental build and give these a shot! They are present in the Item Spawner (but will not appear in Take & Hold), and we're really curious how these work for folks, and what their performance characteristics are compared to the existing scopes.

Hope you have fun playing with them!

Peace,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!

Full Changelog - Update 113 Experimental 1
Additions:
  • Added New Experimental Magnified Optics System
  • Added Testing Optic: EVU 1-10x28mm Scope
  • Added Testing Optic: LT 3x9 Scope
  • Added Testing Optic: Telescopescope
  • Added Testing Optic: VSPrism 1x Scope
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

We're finally back onto the Main Branch again with a full release. This week's devlog covers not just the new toys (PKM!!!!! and AVT-40), but the WONDERFUL H3 community Meetup we did in Vegas last week. Many thanks to all of you who made the trip out. The response exceeded my expectations, especially on such short notice. We'll deffo try to do another of these in the future.

NOTE TO MODDERS: We have removed the 'priormainversion' beta branch and replaced it with explicit beta branch options for Update 110 and 111, if you're still waiting for mods you use to be fully updated.

Anywho, hope y'all enjoy and we'll be back as always next week with the beginning of our next experimental cycle!

Peace,
Anton


Full Changelog - Update 112

Additions:
  • Added New Firearm: PKM (7.62x54mmR) with 200 rnd Belt Box
  • Added New Firearm: AVT-40 (7.62x54mmR) With 15rnd Magazine and 20rnd Drum
  • Added New Firearm: DMR15 [5.56x45mm]
  • Added New Firearm: FP15 [5.56x45mm]
  • Added New Firearm: MP15 [5.56x45mm]
  • Added New Firearm: PDC15 [5.56x45mm]
  • Added New Firearm: PEN15 [5.56x45mm]
  • Added New Attachment Rail Type: MLok (this will be backported onto existing H3 guns that have it in a future update)
  • Added New Attachment Set: MLok To Pic Rail Adapters (1, 1.5, 2, 2.5, 3 Slot)
  • Added New Attachment: ARM Rear Sight
  • Added New Attachment: MT Rear Sight
  • Added New Attachment: AM4 Suppressor
  • Added New Attachment: Canadian Carry Handle Sight
  • Added New Attachment Set: BWarriorLok Foregrip in Black & FDE
  • Added New Attachment Set: MPLokAngled Foregrip in Black & FDE
  • Added New Attachment Set: MPLokVert Foregrip in Black & FDE
  • Added New Attachment Set: KAGLok Handstop in Black & FDE
  • Added New Attachment Set: Knight Ironsight 300 in Black & FDE
  • Added New Attachment Set: Knight Ironsight 600 in Black & FDE
  • Added New Attachment Set: Knight Micro Ironsight 300 in Black & FDE
  • Added New Attachment Set: Knight Micro Ironsight 600 in Black & FDE
  • Added New Attachment Set: MP Iron Sights in FDE
  • Added New Attachment Set: TFolding Iron Sights
  • Added MLok rail support to SCR AR15 Pistol, MX410, Mk 12, M2 Tactical, AKM Tactical, P762, Sport ACR, Evo3 Stealth, Evo3 S1 Carbine, Evo3 S2 Micro
  • Added New System: Gas Solid Status Effects. Allows gas spheroids (from smoke grenades, gas grenades, etc. to cause blind, confusion, stunning, unconsciousness and buffs/debuffs to Sosigs.
  • Added New Functionality to Sosig Nades relating to sound, visual effects
  • Added New SubCategory to Item Spawner: Sosig Grenades
  • Added 5 Sosig Grenades (Frag, Old Frag, Smoke, Incen, Flash) to Itemspawner
  • Added New Option Toggle: BreakactionMultiChambering (where if holding 2 rounds, and chambering one in a double-barrel, it chambers them all) - defaulted to on

Changes:
  • Pen15 now spawns with a Picatinny Optic in Take & Hold
  • ItemSpawner Manifest Updated to contain objects added through U112 Cycle
  • Replaced Assets for MP Iron Sights in Black
  • Replaced Assets for A2 Iron Sights in Black
  • [TNH] Refractive Encryption now teleports and fires its weapon after 0.1 seconds instead of instantly, allowing all multi-projectile shots to strike it reliably (such as shotgun shells).
  • Adjusted HK-style weapon sound event logic (thanks to Jack Foxtrot for the suggestion)
  • [Sound] G-Series Handguns now all use the Handling audio that was authored when the G41 was released (more modern/accurate)
  • [Sound] Deagle pistols outside of the .50 series now have upgraded/matched audio to match the .50 series
  • [Sound] G36 Bolt forward sound adjusted
  • [Sound] Hammerless 520 Shotgun racking sound replaced
  • Thanks to jexjhuy for the detailed sound notes
  • [TNH] Orthogonal Encryption now rotates 180 degrees each time, instead of 90, which -should- ensure un-hit faces don’t get ‘stuck’ facing away from you
  • Changed Physics collision logic for gas spheroids for White smoke grenades (still experimenting with performance). They should more consistently block line of sight now.
  • Changed Mustard and Toxic Squarrels to emit gas spheroids that cause knockout and vomitting damage over time respectively.
  • Changed texture on Toxic Squarrel
  • Changed explosion behavior on TurboBangsnap
  • Optimized some explosion damage sampling intersection logic.
  • Replaced the 5 Primary Sosig Grenades with better more interactive models
  • Improved Audio Legibility of Sosig Grenades being used against player
  • Upgraded all in-game Smoke solids to use new dual collision later system for better obscurance, coverage and clumping.
  • All standard smoke now Blinds for 2 seconds, and Confuses for 1 second on Sosig Head Intersection
  • All CS-Gas smoke now Stuns for 1 second and Confuses for 5 seconds

Fixes:
  • Fixed missing base class update call in Flaregun.cs
  • Fixed missing base class Awake calls in CarlGustav, Girandoni, GrappleGun, MeatNailer and RemoteMissileLauncher classes
  • Fixed missing base class configuration call for FVRFirearmAttachment
  • Fixed 2x50mm rail projectile
  • Fixed MX410 Item Spawner categorization
  • Fixed Girandoni Air Rifle pump not pumping enough air into gas canister
  • Fixed Missing Panzerfaust 3 entry
  • Fixed Muzzle Effects not being properly cleaned up when swapping Muzzle Devices
  • Fixed SW41 12 rnd Magazine only spawning with 10 rounds in it
  • Fixed missing Itemspawner reference on Angled MLok foregrips
  • Fixed missing flipping behavior on MP Ironsights
  • IPSICK2011 Breach rotation when open increased to improve ejection
  • Fixed E79 scopes not being able to be picked up
  • Fixed .32 ACP Tracer round shell being invisible
  • Fixed Rail Tater not being able to be sling-locked
  • Properly filled out ObjectID substitution registers to ‘reroute’ old objects to new ones
  • Fixed missing sound events on Mp5SD and Mp5k sets
  • Fixed incorrect sound profile set for Sustenance Mp7 (wasn’t migrated to new one when original Mp7 was upgraded)
  • Improved Rendering performance of all smoke solids by disabling unnecessary shader features, and reflection probe lookups.
  • Added some better error-case handling in Sosig Grenade code
  • Fixed metadata on all recently added MLok attachments
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

Have another small update for y'all this week to wrap up work on the game's Smoke systems. Hope y'all have a wonderful week!

Peace,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Alpha!

Full Changelog - Update 112 Alpha 4
Additions:
  • Added New Functionality to Sosig Nades relating to sound, visual effects
  • Added New SubCategory to Item Spawner: Sosig Grenades
  • Added 5 Sosig Grenades (Frag, Old Frag, Smoke, Incen, Flash) to Itemspawner
  • Added New Option Toggle: BreakactionMultiChambering (where if holding 2 rounds, and chambering one in a double-barrel, it chambers them all) - defaulted to on
Changes:
  • Replaced the 5 Primary Sosig Grenades with better more interactive models
  • Improved Audio Legibility of Sosig Grenades being used against player
  • Upgraded all in-game Smoke solids to use new dual collision later system for better obscurance, coverage and clumping.
  • All standard smoke now Blinds for 2 seconds, and Confuses for 1 second on Sosig Head Intersection
  • All CS-Gas smoke now Stuns for 1 second and Confuses for 5 seconds
Fixes:
  • Fixed missing sound events on Mp5SD and Mp5k sets
  • Fixed incorrect sound profile set for Sustenance Mp7 (wasn’t migrated to new one when original Mp7 was upgraded)
  • Improved Rendering performance of all smoke solids by disabling unnecessary shader features, and reflection probe lookups.
  • Added some better error-case handling in Sosig Grenade code
  • Fixed metadata on all recently added MLok attachments
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!
Have a small system test update for y'all this week. We're trying to make the tactical smoke systems in H3 function more reliably in terms of blocking line of sight, and correctly disabling and impairing sosigs when they're intersected by smoke. Check the devlog for more details on what's being tested. Assuming this isn't a performance disaster, these changes will be rolled out to the remainder of the smoke-emitting objects in game, and an API will be finalized to make it easier for Modders to play with this new functionality :-)

Hope y'all have a wonderful weekend!

Peace,
Anton

Full Changelog - Update 112 Alpha 3
Additions:
  • Added New System: Gas Solid Status Effects. Allows gas spheroids (from smoke grenades, gas grenades, etc. to cause blind, confusion, stunning, unconsciousness and buffs/debuffs to Sosigs.

Changes:
  • Changed Physics collision logic for gas spheroids for White smoke grenades (still experimenting with performance). They should more consistently block line of sight now.
  • Changed Mustard and Toxic Squarrels to emit gas spheroids that cause knockout and vomitting damage over time respectively.
  • Changed texture on Toxic Squarrel
  • Changed explosion behavior on TurboBangsnap
  • Optimized some explosion damage sampling intersection logic.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!
Have a bite-sized update for y'all this week. Mainly fixes and tweaks to test out my new build pipeline now that I've migrated development setups for the first time in almost 7 years. Will have something hopefully more exciting for you next week!

Peace,
Anton

Full Changelog - Update 112 Alpha 2
Additions:
  • Added MLok rail support to SCR AR15 Pistol, MX410, Mk 12, M2 Tactical, AKM Tactical, P762, Sport ACR, Evo3 Stealth, Evo3 S1 Carbine, Evo3 S2 Micro
Changes:
  • [TNH] Refractive Encryption now teleports and fires its weapon after 0.1 seconds instead of instantly, allowing all multi-projectile shots to strike it reliably (such as shotgun shells).
  • Adjusted HK-style weapon sound event logic (thanks to Jack Foxtrot for the suggestion)
  • [Sound] G-Series Handguns now all use the Handling audio that was authored when the G41 was released (more modern/accurate)
  • [Sound] Deagle pistols outside of the .50 series now have upgraded/matched audio to match the .50 series
  • [Sound] G36 Bolt forward sound adjusted
  • [Sound] Hammerless 520 Shotgun racking sound replaced
  • Thanks to jexjhuy for the detailed sound notes
  • [TNH] Orthogonal Encryption now rotates 180 degrees each time, instead of 90, which -should- ensure un-hit faces don’t get ‘stuck’ facing away from you
Fixes:
  • Fixed Muzzle Effects not being properly cleaned up when swapping Muzzle Devices
  • Fixed SW41 12 rnd Magazine only spawning with 10 rounds in it
  • Fixed missing Itemspawner reference on Angled MLok foregrips
  • Fixed missing flipping behavior on MP Ironsights
  • IPSICK2011 Breach rotation when open increased to improve ejection
  • Fixed E79 scopes not being able to be picked up
  • Fixed .32 ACP Tracer round shell being invisible
  • Fixed Rail Tater not being able to be sling-locked
  • Properly filled out ObjectID substitution registers to ‘reroute’ old objects to new ones
Removed:
  • Bling/Bubba15 removed (replaced by PEN15)
  • AR15SBR removed (replaced by PDC15)


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