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


Howdy all!

Our (seemingly endless) march through Update 114 continues, and this week we've got the Laser and Light attachment UI/UX process completed. The big control change is that now the button you'd have used in the past for toggling the laser and light on and off has two functions. A quick press toggles the device whereas a press-hold of about half a second will not open the full settings menu. This allows you to configure the attachment how you want in terms of intensity/color/etc. and then be able toggle it on/off without using the menu at all. Hopefully this and other changes this week ameliorate any usability concerns that have arisen from folks testing these the past couple weeks.

As always let us know if you run into any problems right here in the Bug Reports section of the forum!

Hope y'all have a WONDERFUL weekend!
-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 114 - Experimental Build 7
Additions:
  • Added New Firearm: M231 Firing Port Weapon
Changes:
  • Laser Attachment 1-5 now use latest systems
  • Compact Flashlight 1&2, Kleshflashlight, Scout Flashlight, Sureglow Flashlight & Tactical Flashlight now use latest systems.
  • Changed LaserLight Attachment System Controls. Short press now cycles mode. Long press toggles the menu.
  • Changed LaserLight Menu structure to be square format, to accommodate rotation.
  • Changed LaserLight Menu to auto-orient when enabled
  • Changed Standalone Flashlight Controls. Short Press Toggles it on and off. Long Press cycles intensity.
Fixes:
  • Fixed NVscope visibility in spectator cam (i think)
  • Fixed various things being incorrectly visible in the NV scopes
  • Fixed sights not spawning in T&H with DMR15
  • Fixed broken 2x50mm projectile (for Hiro-Enki Railgun)
  • Fixed incorrect shader on Flashlight
  • Fixed W330 physical scope manipulation being broken
Known Issues:
  • NOT ALL FLASHLIGHTS AND LASERS ARE MIGRATED TO NEW SYSTEMS! This is a Work in Progress. Please consult the Devlog to know which pieces of equipment can be used for feature testing.
API Changes:
  • Added functionality for Open Bolt Dust Cover to play audio events
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy all!

Have another quick Experimental Build for y'all this week. Continuing work on Night Vision, Flashlights & Lasers, this time roping in our favorite AI Wieners into the fray with updated light perception. Check out the Devlog for more info!

-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 114 - Experimental Build 6
Additions:
  • Added New AI System: Perceptibility from Luminance (Distance visibility limited by darkness)
  • Added New AI System: Night Vision. Sosigs wearing Night Vision granting gear can see in darkness. Some ‘monstrous’ Sosigs (Zosigs) also see in the dark
  • Added New AI System: Blinding: Sosigs can be blinded by (properly registered) spot lights, such as from Flashlights with their brightness turned up at close range. Sosigs with Nightvision are more prone to this effect. PLEASE NOTE THAT BLINDING FROM FLASHLIGHTS DOES NOT STACK. IF YOU AFFIX MULTIPLE FLASHLIGHTS TO YOUR GUN THE ONLY THING YOU WILL DO IS NUKE PERFORMANCE AND GLITCH THE RENDERING OUT. PLEASE ONLY USE ONE FLASHLIGHT AT A TIME.
Changes:
  • Friendly45 and Spooky45 scenes now have Navmesh and an AI Manager
  • Updated Glowstick to use slightly more modern coding, and be ‘AI perceptible’
  • Player’s Visibility in darkness is impacted by whether they have an active flashlight in their hand, or an activated flashlight on a gun.
Fixes:
  • Sosigs missing their head link can no longer be blinded
  • Fixed detached Night Vision headsets spawning at scene origin before moving to hand (sometimes getting stuck along the way)
  • Fixed close frustum culling in Scope Cameras
  • Fixed Having a scope visible in one eye and a NV monocular in the other
  • Fixed missing Reverb Zones spamming errors in some scenes
Known Issues:
  • NOT ALL FLASHLIGHTS AND LASERS ARE MIGRATED TO NEW SYSTEMS! This is a Work in Progress. Please consult the Devlog to know which pieces of equipment can be used for feature testing.
API Changes:
  • Added color filter for NVGs (to simulate wavelength filters on aviation NVGs)
  • Added feature to have renderers only show in thermal
  • Added camera relative rendering support to thermal shader
  • Fixed scaling/aspect ratio for thermals (I hope)
  • Fixed instancing for lit particle shader (maybe)
  • Might have fixed spectator camera issues for camera relative scopes?
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

We have another Experimental Build for you in our current Night Vision / Thermal Vision / Lasers / Lights adventure. The focus this week was in fixing some major issues we ran into with Floating point precision and jittering of the Night Vision view. Now that that's fixed, we were able to do a scene that was both huge, and relied on Night Vision to see!

All of the features we're working on here are still very WIP (especially the new Laser/Light UI), so do please report any problems you run into. We're aware of some HMD-specific rendering issues with the NVGs as well that we're still trying to figure what on earth is causing. Your patience is appreciated :-)

-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 114 - Experimental Build 5
Additions:
  • Added New Scene: Spooky 45
  • Added New Scene: Dark Duney Range
  • Added New Options Page: Scope & Night Vision Settings
  • Added Light Switch to Indoor Range, allowing Light toggling
  • Added System for NightVision Rendering Material Overrides (so certain components don’t blow out auto-gain)
  • Added System for NightVision Sky Override to model how visible the Stars can be under NV even when not apparent at visible light levels.
  • Added New Functionality to Flashlights, including Intensity Cycling, and a seperate interaction for Light Width.
Changes:
  • Rebuilt Laser Attachments 1-5 to use new system
  • Rebuilt Tactical Flashlight
  • Rebuilt Standalone Flashlight
  • Muzzle Smoke Particles are now once again lit by flashlights, but correctly now.
  • Controller Models & Quickbelt Slots given alternate Night Vision materials (so they aren’t super bright)
  • Quickbelt Slots now no longer render under thermal vision
  • Replaced Materials on Many Impact and Smoke Particle Systems for better lit behavior
Fixes:
  • Fixed Bubble Level Shader being broken
  • Fixed Spotlight Rendering and light falloff on some shaders
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

IT'S NIGHTVISION TIME! We've got a super fun Experimental build for y'all this week, to put some of the upcoming Nightvision and Thermal Scope functionality through its paces. We've added a bunch of testing scopes and testing head mounts to the game with a variety of settings. Note that these aren't final geometry, but we didn't want to wait until models were done to have you folks play with these and get feedback.

If you're having trouble finding the Head-mount goggles, they are under a new Category under Toys & Tools called "Head Mounted".

Anywho I hope y'all have an enjoyable weekend!

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 114e4
Additions:
  • Added 3 Testing Night Vision Head Mounted Optics (PVS14, PVS14, GPNVGs)
  • Added 4 Testing Night Vision Picatinny Scopes (using GhostDR bodies)
  • Added 5 Testing Thermal Picatinny Scopes (using GhostDR bodies)
  • Added new parameters to scope cam system.
Changes:
  • Edited some Metadata to accommodate NVG goggles
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

HAPPY (early) 4TH OF JULY! We've got an out of schedule update for y'all this week, to make sure you have SUFFICIENT EXPLOSIVE HIJINKS on this long weekend. That's right, we've finally got a full-size cannon in the game (an 1841 6 pounder field gun). Make sure to check out the devlog above to see the full manual of arms for the weapon (and all the stupid things you can do with it).

Anywho I hope y'all have a happy, safe and enjoyable holiday weekend.

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 114e3
Additions:
  • Added New Weapon: 6 Pounder Field Cannon
  • Added New Melee Weapons: Cannon Spongeram & Scraper
  • Added Testing NV and Thermals to Arizona and Night Scene
  • Added a bunch of Thermal Tagging to tons and tons and tons and tons of prefabs.

Changes:
  • Changed a bunch of internal stuff with FVRFirearm rounds to enable cannon Hijinks.
  • Made Arizona at Night Scene SIGNIFICANTLY darker
  • A whole bunch of things I didn't think to keep track of.....
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin

Howdy Folks!

Have a fun little bite size update for y'all this week. This has been player requested for a couple years now, but only now FINALLY got around to, which is a custom tracer color override. Was a huge pain as it involved injecting new logic into 3 different visual effects system written at 3 different moments in H3's life, and given how old some of that was, you can imagine juuuuuuuuuuuust how terribly written the code was :-)

Anywho, that's set now, along with a few bug fixes.

Hope y'all enjoy!

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 114e2
Additions:
  • Added New Option: Tracer Color Override with 16 presets
Changes:
  • Rewrote (made an unholy mess) a bunch of the impact fx system to allow synced override of impact spark effect to a custom color, to enable Tracer color overriding. Apologies to any modders who were calling this method directly from anything as the method signature has been changed. To get ‘default’ behavior simply append ‘false’ and ‘Color.white’ to your method call and behavior should return to what you expect.
  • Adjusted 30 carbine ballistics to make default scope zeroing more accurate
Fixes:
  • Fixed missing ‘Beep’ Sound when spawning Ammo Panel from Item Spawner
  • Fixed placeable Barriers that have an environment-layer subpiece permanently losing that layer association upon moving them with your hand.
  • Fixed clipping on Charcoal bag
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

We're starting off the Update 114 cycle this week with a new little toy, and some maintenance stuff mostly. Bug fixes, some QOL improvements and such. For those of you who use the Pistool system for laying out ranges and such, I'd love some feedback on the new clipping behaviour (covered in the Devlog) for the Tractor tool. I think it's far more usable now for placing walls. Many thanks to 42nfl19 for hounding me to fix it :-)

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 114e1
Additions:
  • Added New Firearm: Big Franking Fifty (.50 BMG)

Changes:
  • Altered Center of Mass of Comp Barrier Set to make them harder to accidentally knock over
  • Tractor Pistool now only regards static environment objects when doing placement casting. This allows for clipping physics-locked objects into each other more easily.
  • Refactored mag ejection on Bolt Action weapons to prevent errant magazine drops when laser grabbing them.

Fixes:
  • Fixed issue where laser-grabbing Comp Barrier Objects would permanently make them no longer block player navigation
  • Fixed Carl Gustaf being able to be operated and fired by its fore handle
  • Fixed Bubble Level Shader lighting and normals
  • Fixed Bolt Action weapon chambered round catching grabbing empties
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Greetings!

Hope you're all having a WONDERFUL Friday. We sure are as we've finally finished the Update 113 development cycle, and H3's beautiful new Magnified Optics system, along with a fully rebuilt suite of magnifiers, is now in game and on the Main Branch.

If you haven't been playing around on the Alpha/Experimental Branches the past 2 months, I HIGHLY recommend you dive right in the new Duney Range scene, grab your favorite Sniper Rifle, and try out some scoped shooting.

Everything about the experience has been reconsidered and refined. Rendering, Stabilization, Zeroing, Interactions, & UI. I feel comfortable saying that this is the biggest upgrade distance shooting in H3VR has ever gotten, and I'm simply delighted by it.

If you want more details about everything that's been packed into this one, make sure to peruse the Devlogs from the Update 113 cycle to see all the nuances. Thanks again to all our loyal community members who've been invaluable in testing these systems as they've been worked on, and helping us to bring them to their full potential.

Hope you all have a blast playing Update 113!

Peace,
Anton

Update 113 Full Changelog:
Additions:
  • Added New Scope System (the focus of this entire Update Cycle)
  • Added New Attachment: KCD Bubble Level
  • Added New Attachment: Periscopescope
  • Added New Utility Object: RulerLevel
  • Added New PipScope Subsystem: Laser hit point plus auto reticle zero to laser hit point
  • Added New Option: Scope Dial Auto Menu Open
  • Added New Gameplay Panel: Sosig Outdoor Combat Panel (WIP) to Duney Range
  • Added New Firearm: P90 USG (Yes, it’s that one)
  • Added New Attachment Set: GhostDR in Black and FDE
  • Added New Attachment: Mile High Riser (thanks Meat Banana lol)
  • Added New Firearm: P90 (with fancy shmancy transparent magazine)
  • Added New Attachment: Classic 3-12x42mm Scope
  • Added New Level: Duney Range
  • Added New Option: Scope Recursive Rendering (very expensive)
  • 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
  • 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
  • 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:
  • Both 3x Magnifiers have been migrated to new Scope System
  • Scope UI now has functionality for Flipping Magnifiers (including new quick interaction)
  • Added Ladder to roof of shooting tower in Duney Range
  • Migrated Meat Fortress Sniper Rifle to new Scope System
  • Added Sosig Teams Page to Outdoor Sosig Fight Panel with a bunch of new Spawn Options
  • Rebuilt Scope Magnification Control to be continuous instead of quantized, using a correctly nonlinear curve.
  • Grabbing any physical scope control now automatically opens the Scope menu, set to the control being changed.
  • P90 renamed to ‘P90 Tactical”
  • Material Parameters and Textures of P90 Magazine tweaked to give more ‘solid’ opacity
  • Altered internal Scope interaction system to allow for behavior overrides (needed on some advanced optics)
  • 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)
  • 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)
  • 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
  • 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 a bunch of null equipment references in Spawn Tables in Return of the Rotwieners that could break spawning
  • Fixed a bunch of null equipment references in Spawn Tables in Cappocolloseum that could break spawning
  • VRZ, LT 3x9 and Classic 3-12 scopes re-pivotted to allow them to connect to short rails on bolt action scopes more reliably
  • Fixed 5.8x42mm incendiary projectiles not igniting things
  • Ammo Panel now properly reloads minigun box
  • Fixed Meat Fortress Smoke Grenade smoke prefab connections
  • Fixed Freedom smoke grenade prefab connections
  • Fixed Attachable Bipod H separation behavior
  • Fixed 1 Charge Mortar Shell velocity
  • Fixed M1903 Springfield tagging
  • Fixed Breadcrabs spawning from dead breadcrabzombies not having the correct IFF
  • Fixed broken outfit metadata for desert camo sosigs
  • Fixed missing Item Spawner Entries for the following Sosigguns: M17, M17 Suppressed, Rhino 40DS, DT11, M1014, PP19, Black Mamba, MK47, R1022, XM5, XM250
  • Fixed floating point precision display error with scope UI
  • Fixed NonFunctional Interaction Points on weapons with integrated Scopes
  • 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’)
  • Fixed scope zeroing math to properly take into account lateral offsets and rotation
  • 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
  • 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
  • Fixed view jittering in scopes
  • Scope settings changes in the Options panel are now immediately represented in spawned scopes
Removed:
  • Removed Flamenco 1-6x LPVO (this will be replaced in Update 114)
  • Removed ANCIENT 2x Magnifier (will be replaced with something modern in Update 114)
  • Removed old GhostDR model
  • Removed Old P90 model & Magazine
  • 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 Folks!

We've got what should be the last Alpha of the U113 cycle today, featuring a Work in Progress Sosig Outdoor Assault Panel in the Duney Range. This panel allows you to spawn Sosigs in a bunch of configurations with automation settings for spawning. So whether you're looking for endless targets for sniping, or some Team Vs Team combat in any outdoor scene, this system is for you! We're testing it in the Duney Range this week, while filling out all its options, and it'll be available in the Item Spawner to use in the rest of the game next week!

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 113a3
Additions:
  • Added New Gameplay Panel: Sosig Outdoor Combat Panel (WIP) to Duney Range
  • Added New Firearm: P90 USG (Yes, it’s that one)
  • Added New Attachment Set: GhostDR in Black and FDE
  • Added New Attachment: Mile High Riser (thanks Meat Banana lol)
Changes:
  • Rebuilt Scope Magnification Control to be continuous instead of quantized, using a correctly nonlinear curve.
  • Grabbing any physical scope control now automatically opens the Scope menu, set to the control being changed.
  • P90 renamed to ‘P90 Tactical”
  • Material Parameters and Textures of P90 Magazine tweaked to give more ‘solid’ opacity
  • Altered internal Scope interaction system to allow for behavior overrides (needed on some advanced optics)
Fixes:
  • Fixed missing Item Spawner Entries for the following Sosigguns: M17, M17 Suppressed, Rhino 40DS, DT11, M1014, PP19, Black Mamba, MK47, R1022, XM5, XM250
  • Fixed floating point precision display error with scope UI
  • Fixed NonFunctional Interaction Points on weapons with integrated Scopes
Removed:
  • Removed old GhostDR model
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
...

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