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)


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


Howdy Folks!

We've got a first content update for you folks for 2024 this week! Included in this week's alpha build is a suite of Civilian AR-15 rifles in a variety of configurations, from utilitarian to intentionall ridiculous. Coming with these is (finally) support for MLok style rail affixments, which will be back-ported to existing guns in H3 with MLok slots next week. We've got a set of initial attachments of this type, and MLok to Picatinny Adapters that should allow you to make good use of them. We've still got some design work to do to make sure these are all correctly available in Take & Hold, will likely need to generate some new object categories, but most of these will show up in that mode now.

Anywho, that's all for now. Hope you folks enjoy playing with the new kit, as we slowly spool back up to work for the new year. See you all next week!

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 112a1
Additions:
  • 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
Changes:
  • Replaced Assets for MP Iron Sights in Black
  • Replaced Assets for A2 Iron Sights in Black
Fixes:
  • 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
Soon To Be Removed:
  • Bling 15
  • AR15 SBR
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Greetings!

It is officially MEATMAS DAY, which means we've pushed a little holiday update for you folks, as is tradition for H3. If you'd like to jump in and open ALL YOUR PRESENTS, just make sure the game is up to date (this might require you restart Steam), and jump into the Meatmas SnowGlobe.

You'll know you're actually running that latest update because the Snowglobe scene tile will be at the top center and there'll be 'MERRY MEATMAS' text above it. If you DON'T see that, close the game, restart steam, and failing that, right click the game in steam, go to properties, local files, and click Verify Game Cache. That SHOULD kick it in the butt and make sure it downloads for you.

There's no changelog for this update as well.. it would be silly to spoil the surprises with that.

PLEASE NOTE, that you should NOT talk about the contents of the gifts in the comments of this post, and if you need to report a bug please, or want to chat about them, do NOT name any items in the Post title. Instead type "Bug with item, or "OMG I love and detail things inside the post. Any offending comments or posts that fail to follow these guidelines will be deleted. This spoiler policy is in place until the end of the month. Let's try to give folks time to log in and be surprised :-)

ANYWHO, enough rambling. GO ENJOY THE NEW TOYS.

From all of here as RUST LTD., have a Merry Meatmas, and a Healthy and Happy Holidays.

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


Greetings!

Have a quick update for y'all this week. Mostly fixes and tweaks for the Institution level, but also a long awaited replacement toy. Check out the devlog for more info.

Hope y'all have a wonderful weekend!

Cheers,
Anton

Changelog: Update 111 - Patch 1
Added:
  • Added New Firearm H416 (Yes, FINALLY replaced this with a High Quality, Dimensionally accurate one)
  • Added All Update 111 objects to Recent objects Manifest for Item Spawner
  • Added Encryption Variants for Complex Multi-hit Types for Limited Ammo Mode
Changed:
  • Improved Sentinel Construct ability to detect player body intersections
  • Ammo Panel Spawn Round Button can now be held down to repeat cartridge spawn
  • Iris Construct now has ‘targeting laser’ that
  • Made Iris Construct Center chunk less durable
  • Sentinel Construct now drops health when destroyed
  • Sentinel Construct will now ‘chase’ the player within a limited bounds when it detects them
  • Adjusted Polymorphic Encryption Ballistic Params to prevent overPen
  • Adjusted Polymorphic & Recursive Encryption Materials to aid visual legibility
  • Adjusted Orthogonal Encryption Materials to aid visual legibility
  • Rebaked Occlusion Culling
Fixes
  • Fixed Sosig Ladder Distances
  • Added System to try to reconnect Sosig with its correct position in a bunch of cases that they can get separated
  • Fixed player indicator orientation on map kiosks that are not Identity aligned
  • Fixed missing collision in Hydro
  • Fixed Lower Area in Hydro being a dead end by adding an extra pair of powered ziplines
  • Ammo Panel now recognizes round types from integrated attachment weapons, like the Mp7 Lambda
  • Ammo Panel now properly recognizes last selected round class for a type
  • Ammo Panel now properly handles edge case of weapon that isn’t part of a T&H character’s ‘valid’ era set actually being able to at least spawn default ammo, instead of doing weird things like showing a random ammo class each time you place the item on it (wow that was a weird one to untangle)
  • Attachable Firearms can now properly be recycled
  • Fixed ammo class name display
  • Fixed a number of Occlusion Culling Issues
  • Fixed embarrassing grammatical typo
  • Added missing sound effect for a special friend
  • Made Iris Construct Properly disable its AI Entity
  • Lion 2-5x scope save/load fixed
  • Fixed issue where Boxes could sometimes spawn in Supply Points in weird orientations, topple over as a pile, and break
...

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