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


Howdy all!

Have a quick patch for y'all in this week in advance of the First2Wurst Take & Hold tournament starting tonight! As always let me know if you run into any problems!

Peace,
Anton

Full Changelog - Update 117 - Patch 4
Changes:
  • Sosig Grenade Damage buffed
Fixes:
  • Fixed a number of Sosig Pathing issues in the Qualification Range
  • Fixed broken Door Resets in Grillhouse Night
  • Fixed incorrect metadata on P90s
  • Fixed collision on Sterling Bullpup Mockup
  • Fixed broken pose on HR Handygun
  • Fixed some assorted metadata issues
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

I've got a small patch for y'all this week. (Sorry for the large download, I had to change files in a whole bunch of bundles in the game). This week's work was mainly about doing a bunch of tuneups, fixing assorted bugs, and tweaking some things in advance of a Take & Hold tournament being run by the WONDERFUL First2Wurst Community.

As always, if you run into any issues with the update, make sure to post in our Bug Reports section!

Cheers,
Anton

Full Changelog - Update 117 - Patch 2
Additions
  • Added New Magazine: Mac 11 72rnd Drum
Changes:
  • Major Balance Change: Kinetic Damage hits of 100 and fewer points are now discarded. In a sense these now bounce off your casing without concern. This is partially to prevent folks losing 1-hit bonuses from trivial energy ricochets that can sometimes happen, as well as super-low velocity melee weapon collisions when items are falling off a Sosig in a chaotic situation. Feedback is welcomed from the T&H tourney community on this change.
  • All Sosig Grenades have been updated to the more modern explosion system, damage should now no longer occur through
  • Mac11 Ripcord now can fire an entire drum on a single pull
  • Mac11 Ripcord now only baaaarely retracts when the player is impacted by infinite ammo (yup)
Fixes:
  • Fixed misc issues with Mac 11 Ripcord
  • [T&H] RPC7615 can no longer appear in pool choices it shouldn’t have (metadata error)
  • Fixed Mk23 safety behavior (no longer auto-decocks)
  • Fixed incorrect 1873 itemspawner image
  • Fixed physics geometry on Ferryman Magazine to allow it to actually be reloaded
  • Fixed Quickbelt pose for Quackenbush Rifle
  • Fixed Civilian ARs not having proper Picatinny flag set for T&H spawning
  • Fixed Tactical Super Shorty Shotgun not having proper Picatinny flag set for T&H spawning
  • Fixed New Item Manifest to correctly contain Sterling Bullpup Mockup
  • Fixed fire selector trigger volume on BP15 so it works on both sides of the rifle
  • Fixed Sling Swivel behavior (broken pivot) on the EM-5
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


HOWDY FOLKS,

It's that special time of the year, once again, April Fools' Day, and what would that day be without some UTTERLY CURSED for H3. It's almost Meatmas 2 for us in fact. I have for y'all today a bunch of utterly cursed Bullpupped AND Unbullpupped firearms for y'all. A mixture of model kitbashes and totally original models for you.

In addition to that, we've implemented a bunch of community fixes related to serialization (gun cases) as well as making the process of loading vault files a bit more forgiving for modders.

While the Qualification Range scene is in the update, please note that it's still Work in Progress! I still have work to do on it, but wanted to go main branch with today's update so everyone could experience the Holiday nonsense :-) I'll have more info next week on what we're doing next!

Hope you all have a WONDERFUL day of Foolery.

Peace,
Anton

REMEMBER! IF YOU ARE RUNNING MODDED AND HAVE INCOMPATIBILITIES WITH THIS VERSION, YOU CAN SET YOUR INSTALL TO U116 (or older) IN THE BETAS TAB UNDER PROPERTIES IN STEAM. We keep fully compatible versions available going back to U110.

Full Changelog - Update 117

Additions
  • Added New Firearm: BP15 (Bullpup AR-15)
  • Added New Firearm: Sterling Bullpup Mockup (5.56x45mm)
  • Added New Firearm: Cursed L85A2 (5.56x45mm)
  • Added New Firearm: EM-5 “Ferguson” (.280 British)
  • Added New Firearm: Quadruple Tap Derringer (Thanks for the sick model Coin!)
  • Added Functionality to Item Spawner: Functional Favorites Buttons (finally)
  • Added New WIP Scene: Qualification Range
  • Added New Melee Weapon: Brown Bess Bayonet
  • Added 8 Door Keys to the Item Spawner
  • Added the last six Dynamic Furniture items that’d been in the queue (Clothesracks, Shopping Cart, Table with Casters)
  • (re)Added Over 60 Destructible pieces of Furniture

Changes:
  • Mac11 Ripcord now fires when not held
  • Mac11 Ripcord switched to ‘Grab Hold’ type so it is easier to throw on some controllers (as it doesn’t need the trigger lol)
  • H51k can now mount the Mp5k Prototype Foregrip
  • Options Panel, Ammo Panel, Scene Fight Panel and Outdoor Sosig Fight Panel all now have visually toggling lock/unlock buttons
  • Destructible Doors now spawn Initialized to a set of lock-key types determined by the scene (4 currently in Grillhouse 2 Story)
  • Sosigs Set to Guard & Patrol in a scene that uses the ScenePointController now randomly drop valid door keys when their torso links are popped.
  • Sosigs in “Idle” and “Pathto” states will now actually talk.
  • All Pipscope internal settings are now serialized when saving them as attachments.
  • Changed Hierarchy handling for attachments that SHOULD increase performance in some cases for large numbers of attachments.
  • Reset Windows & Doors buttons are back on the Scene Fight Panel!
  • When a door initializes, it now initializes to a random key-type if it has a lock
  • Stevens 124c now has a suppressor mount.
  • Brown Bess now has bespoke mount for its Bayonet
  • Brown Bess now has large foregrip volume allowing for grabbing it closer to the muzzle
  • Ammo Boxes now have their type property serialized, and are now configured at the correct moment (hopefully) in the load process to make them spawn correctly. PLEASE LET ME KNOW IF THEY BREAK FOR YOU

Fixes:
  • Fixed chamber positions on Doubledown Derringer
  • Fixed SaveableGunCases getting bricked when saved when open (Thanks Dr. Dog!)
  • Fixed broken T&H laser proc-gen tables
  • Fixed M16a2 and a3 rear sights not being elevation adjustable
  • Fixed Brown Bess Bayonet so it doesn’t block the barrel
  • Fixed some other Brown Bess Bayonet issues
  • Fixed Breadcrab IFF issues (i think)
  • Flintlocks now properly detach their attachments when they explode
  • Fixed incorrect generation params for Laser attachments in Take & Hold. Those pools will now only return picatinny attachments.
  • Fixed edge-cases where a held object in a Slingshot could become invalid and break the slingshot.
  • Fixed Point To Teleport map on Scene Panel (i think?)
  • Fixed some oddities with serialization order

Modding Notes:
  • Implemented a Community fix designed to -try- to make vault files load even when the content saved in them is no longer found. NOTE that this fix necessarily scrambles indices when objects/elements are removed, and thus can/will bork containers and attachments. User beware.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

At long last we have another Experimental Build for the Update 117 cycle. This Update introduces a new (WIP) scene called the Qualification Range. This Sandbox scene differs from most of H3's other Sandbox scenes in that there are ambient Sosigs that have a multi-state behavior scheme. The first behaviors we've gotten working are a loop between grabbing a lane to shoot at, and returning to an Ammo station when they run out of ammo. The plan is to add a few more to these to create a more organic and lively range simulation.

Beyond that, this update includes a bunch of enhancement to the Destructible door system designed to generalize their behavior. Patrols spawned in the Grillhouse scene drop keys for the doors, the reset buttons are back, and a bunch of things are moving into place that will allow modders to start adding Destructible door to their maps (starting next week).

Anywho, if you'd like to see what else has changed check out the devlog above. As always, leave a bug report in the bug reports section of the forum or discord if you run into issues!

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 117 Experimental 2
Additions
  • Added New WIP Scene: Qualification Range
  • Added New Melee Weapon: Brown Bess Bayonet
  • Added 8 Door Keys to the Item Spawner
  • Added the last six Dynamic Furniture items that’d been in the queue (Clothesracks, Shopping Cart, Table with Casters)
Changes:
  • Options Panel, Ammo Panel, Scene Fight Panel and Outdoor Sosig Fight Panel all now have visually toggling lock/unlock buttons
  • Destructible Doors now spawn Initialized to a set of lock-key types determined by the scene (4 currently in Grillhouse 2 Story)
  • Sosigs Set to Guard & Patrol in a scene that uses the ScenePointController now randomly drop valid door keys when their torso links are popped.
  • Sosigs in “Idle” and “Pathto” states will now actually talk.
  • All Pipscope internal settings are now serialized when saving them as attachments.
  • Changed Hierarchy handling for attachments that SHOULD increase performance in some cases for large numbers of attachments.
  • Reset Windows & Doors buttons are back on the Scene Fight Panel!
  • When a door initializes, it now initializes to a random key-type if it has a lock
  • Stevens 124c now has a suppressor mount.
  • Brown Bess now has bespoke mount for its Bayonet
  • Brown Bess now has large foregrip volume allowing for grabbing it closer to the muzzle
Fixes:
  • Fixed incorrect generation params for Laser attachments in Take & Hold. Those pools will now only return picatinny attachments.
  • Fixed edge-cases where a held object in a Slingshot could become invalid and break the slingshot.
  • Fixed Point To Teleport map on Scene Panel (i think?)
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy all!

Have a slightly earlier in the day Devlog and Update for y'all today, as we've got another great VR Dev friend in town from the other side of the world, and we're goin Shootin!

For this week's update we've got the return of some destructible furniture I'd be playing with ages ago and never finished. There's still a bunch of tuning to be done with their physics behavior, but they are now actually fully integrated with the game's item database and spawner (I royal pain in the meat for 60+ objects). You should expect the grab/movement feel of these to continue to change as I dial them in and experiment.

Anywho, I wish you all a WONDERFUL weekend. We'll be back next week with more work being done to finish and fix save/load of complex object types.

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 117 Experimental 1
Additions
  • (re)Added Over 60 Destructible pieces of Furniture
Changes:
  • Ammo Boxes now have their type property serialized, and are now configured at the correct moment (hopefully) in the load process to make them spawn correctly. PLEASE LET ME KNOW IF THEY BREAK FOR YOU
Fixes:
  • Fixed some oddities with serialization order
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy All!

Have a proper build for you folks this week. My main focus was on clearly most of the bugs out of the backlogs that had accrued since the beginning of the year, but circled back to an item I'd started implementing last November, an Object Slingshot! This device is SUPER openly implemented, meaning basically any physics-active object that you can pickup can be fired from it, at the cost of that looking a bit janky. Shurikens, grenades, tippy toys, swords, guns, a sosig head, anything really!

I'm still tweaking some things on it, and I'm sure y'all will find a couple ways to totally break it that will need fixing next month. Hope you enjoy :-)

Peace,
Anton

Full Changelog - Update 116 Patch 2
Additions
  • Added New Weapon: Slingshot (Found under Exotic Weapons)
Changes:
  • The Mortar Now Provokes full sonic/visual explosive reaction effects if the player fires it while their head is above the plane defined by the muzzle.
  • [Bullshoot] Added ‘Go Back One Room’ button to Scoreboard to prevent soft locks on some difficulties
  • Updated the Item Manifest for the Item Spawner for the “new in X Update for U113-U116
Fixes:
  • Fixed missing Audio Impact Controller on Shuriken
  • Fixed horizontal alignment on BOYS AT rifle
  • Fixed M203 mount geo on XM177e2
  • Fixed orientation calculation for Mortar concussion effect on firing
  • Fixed Arbiter 2 not having all hammers cocked in Streamline Control Mode. Note that if you are running a mod that touches the BreakActionWeapon.cs file and replaces the UpdateInputAndAnimate method, that mod will need to be updated to contain this fix.
  • Fixed broken metadata reference on Sosiggun PSG1
  • RGO impact fuse now correctly ticks down after lever is released, even when held. Note this makes an RGO (correctly) MUCH more dangerous to cook before throwing
  • [Boomskee] Fixed incorrect metadata for description of some grenades, and the multiplier display not updating until a score occurs after’
  • Fixed CZ52 Safety Orientation
  • Fixed broken NTW20 scope menu trigger (it is now correctly layered, and larger)
  • Fixed metadata on 1891 mosin
  • Fixed slide trigger collider on CZ52
  • Fixed piece alignment on Twelve Glouge
  • Fixed M1900 last round behavior
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy All!

Hope you've all had a pleasant holiday! I am still very much recovering from mine, but decided it would be fun to toss y'all a couple UTTERLY CURSED STUPID GUNS to start off 2025 RIGHT (to go with all the little bug fixes that were needed for this year's Meatmas guns).

I hope you all enjoy/loathe these as much as I have. Cy'all next week!
Peace,
Anton

Full Changelog - Update 116 Patch 1
Additions
  • Added New Firearm: Glem 1 Glarand [9x19mm]
  • Added New Firearm: Mac 11 Ripcord [.380Auto]
Changes:
  • The Mortar Now Provokes full sonic/visual explosive reaction effects if the player fires it while their head is above the plane defined by the muzzle.
  • [Bullshoot] Added ‘Go Back One Room’ button to Scoreboard to prevent soft locks on some difficulties
Fixes:
  • Fixed broken piece in HR Handy Gun
  • Fixed P12 Virtual Stock point
  • Fixed M1900 hammer animation
  • Fixed BoysAT ejection direction
  • Fixed Popgun being missing from item spawner
  • Fixed Popgun gravity setting
  • Fixed metadata on KS23
  • Fixed metadata on PVS-2
  • Fixed broken P12 rails
  • Fixed collision on barrel of XM177e2
  • [Bullshoot] Fixed a number of UI display and sequencing bugs
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy All!

It's THAT TIME OF YEAR AGAIN. That's right. The Meatmas Day update is now LIVE. Jump on into the Meatmas Snowglobe scene and unbox your toys! We're happy to have an upgraded unboxing experience this year, as the gifts can be found wrapped in our new Item boxes, complete with cardboard pull-tabs and packing peanuts :-)

As for the gifts themselves, please note that a few were SO UTTERLY CURSED that they were SHUNNED by the tree itself, and have been hidden around the scene instead. You have to go find them :-)

Anywho, It is almost 2am, and I've been working away on this update since I woke up yesterday, so I will leave you to your presents. All of us at RUST LTD. wish you and yours a Meeeeeeeerrry Meatmas and a Happy New Year!

Peace,
-Anton

Full Changelog - Update 116
Additions:
  • Added A Whole Bunch of Gifts To Unbox In The Meatmas Snowglobe Scene!
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


HOWDY folks!

Have a quick patch build for y'all today, adding some extra mode options to BULLSHOOT, as well as the vaunted TWELVE GLOUGE.

REMEMBER, that Meatmas is almost upon us. The Meatmas Day build of H3VR will go LIVE on Dec 25th, sometime around 1am-2am PST. Your presents will be located in the MEATMAS SNOWGLOBE scene. Please note this will be a sizeable download due to the asset bundles being updated, and the Meatmas goodies spanning many weapon types. So make sure to leave your Steam open overnight set to automatically download updates!

All of us wish you a WONDERFUL Meatmas, a happy, healthy, hearty holidays, and hope you all enjoy this year's toys :-)

Cheers,
Anton

Full Changelog - Update 115 Patch 2

Additions
  • Added New Firearm: Twelve Glouge 17 [12 gauge] with 17 rnd Mag & 50 rnd Drum
  • [Bullshoot] Added New Run Options: Failure Mode, Timer Mode, Sequence Mode, Narrator Mode
Changes:
  • [Bullshoot] End Run Screens now display mode options
Fixes:
  • Fixed a couple small Bullshoot Glitches
  • Fixed Lee Enfield Mk Ruined grip trigger
  • Fixed speeling error in Bullshoot Endgame menu
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


HOWDY FOLKS,

I hope you're all well rested, stretched, limbered up, and ready to GO because BULLSHOOT, our latest Horrible Wonderful Game Mode is now fully released. It's 15 Chapters of devilishly constructed challenges that will test your Firearm Knowledge, Operational Agility, Problem Solving, Fitness, and pure patience.

You can think of it as like drinking H3VR, and all its wacky weaponry, everything it asks from you, from a firehose. I look forward to seeing if anyone manages to speedrun it (and not just fall over and expire in the process).

ANYWHO, we hope you enjoy this latest torture session Game Mode, and will now return to prepping for MEATMAS festivities. We still have an update planned for December 25th, a whole pile of goodies that will be under the tree in the Meatmas Holiday Snowglobe scene. Until then!

Peace,
Anton


PLEASE NOTE: If anything broke with your mods due to last minute changes by myself, you can REVERT TO UPDATE 114 by selecting it under the 'betas' tab in properties in Steam, and run that branch until any necessary fixes/updates are made

Full Changelog - Update 115

Additions
  • Added New Game Mode: BULLSHOOT - 15 Chapters of Shooting Challenges, Puzzles and Rage!
Changes:
  • Added SosigEnemyConfig IgnoreWeaponNecessity toggle in for making easier Civvie Sosigs (mostly for modder)
  • Tweaked Melee damage on an assortment of objects
  • M76 now realistically drops bolt when empty magazine removed and bolt is locked to the rear.
  • Fired Rounds in Chambers now glow under thermal vision
Fixes:
  • Fixed a whole bunch of (very old) materials
  • Fixed and tweaked a few things about Random Gun Spawning Button
  • Fixed Incorrect quickbelt orientation for Airgun and Jackhammer
  • Affixment point for attachments on A4 Carryhandle Sight and Canadian Carryhandle Sight corrected
  • Fixed Medigun no longer healing sosigs after recent Meat Fortress IFF changes
  • Fixed Display Name for .38 special speedloader
  • Fixed Color on F1 Grenade Icon
  • Fixed missing damage on MK211
  • Fixed LC22R being able to be manually cocked
  • Changed Round Cookoff behavior
  • Fixed Ferryman mag identifier
...

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