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

Just a quick announcement for you folks regarding our Meatmas Holiday Advent Calendar Event coming to a close, and when to expect the final builds to go live.

There will NOT be an update today at 7pm PST. Basically I we had to add a new ammo type for Box 24 as well as some code changes, and it would spoil that surprise to release a full Main Branch bundle update (as it's a fairly unique ammo type).

SO the next update on ALL branches will be at 12:05am PST 12/24 (about 5 hours from now).

The Meatmas Day Update will be at a different time as the Advent Boxes, as well... I'd like to actually be awake as folks are opening their presents instead of setting it alive and going to bed.

The Meatmas Day Update will be 8am PST, 11am EST, 4PM GMT, 12/25. You'll be able to find all the Meatmas Day Gifts in the SnowGlobe Scene, right under the tree.

Some folks won't be able to check the update immediately so we politely ask for y'all to keep respecting spoilers policy (No spoilers in Steam forum posts, use spoiler tags, etc.) on the community here until year's end. Thanks much :-)

Anywho, hope you're all managing to stay warm wherever you are in the world, and all of us at RUST LTD. wish you Happy Holidays and Meeeeerry Meatmas!

-Anton
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!

It's almost time for our Meatmas Holiday Advent Calendar to begin, so we've gotten one last bit patch for the Snowglobe in beforehand. The Train can be ridden now! There's some ambient villagers, and just a bunch of final touches and polish we wanted in and hadn't gotten quite ready for last Friday.

If you haven't been with us for a Meatmas Advent Calendar before, this is how it works: each day between 12:01am and 1am PST, the Meatmas branch of H3VR will get a small update. If you download that and go into the Snowglobe, a new Advent Calendar box will be hidden SOMEWHERE in the scene. Find it, open it, and enjoy your new toy! Note that Advent toys aren't fully 'integrated' into the game until each Friday Main branch update, so they will not appear in the Item Spawner, or be available in other scenes until then.

REMEMBER, if you want to get the DAILY holiday updates this year, you MUST switch to the MEATMAS branch using the steps below.

Hope y'all have a Wonderful week!
Cheers,
All of us here at RUST LTD.

TO SWITCH TO THE MEATMAS BRANCH FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Meatmas!

Full Changelog - Update 106 - Holiday Release 1
Additions:
  • Added Sosig Villagers to the Meatmas Snowglobe (with options to reset/despawn them on Sosig Panel)
  • Added History of Meatmas Display to Snowglobe
  • Added Soft-shadow casting light to Snowglobe (disable shadows if this hits your perf hard on low spec machines)
  • Added New Sosig Template ID: Meatmas Civvie
  • Added New Sosig Clothing Group: Hoodie
  • Added New Sosig Clothing Group: Puffy Winter Jackets
  • Added New Sosig Clothing Group: Turtleneck Sweaters
  • Added New Sosig Clothing Group: Slouchy Knit Cap
  • Added New Sosig Clothing Group: Bucket Hat
  • Added New Sosig Clothing Group: Holiday Scarves and Earmuffs
  • Added New Sosig Clothing Group: Absurd number of Sunglasses
Changes:
  • Choo Choo Train can now be ridden (in smooth locomotion mode) and has a setting panel
Fixes:
  • Fixed a bunch of pathing and collision issues
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

It is TIME. The Meatmas Holiday season begins today. We've got a fresh version of the Meatmas Snowglobe for you, where we'll be hosting a bunch of fun new activities and toys and such this year.

For those of you new to our Advent Calendar shenanigans, this is how it works. If you switch to the 'Meatmas' Branch in Steam (under Properties -> Betas) you'll get Daily Updates from December 1st through the 24th (usually going live around 1am PST)! Search around the scene to find each day's Advent Calendar Box and open it to find new toys!

If you don't want to deal with a Steam download every day though, you can just stay on the Main Branch and we'll be updating the game every Friday with the prior week's Advent Content as well as some other fun surprises to this scene over the month.

Lastly, on Meatmas day, there'll be a whole mess of gifts under the tree in the scene, so do make sure to take a break from tearing open your RL presents to jump in game and open your digital ones from us :-)

Hope y'all have yourselves a wondeful weekend, and we'll be seeing you on December 1st as we kick off our marathon of Advent Calendar Updates!

Peace,
-Anton

TO SWITCH TO THE MEATMAS BRANCH FOLLOW THESE STEPS:
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Meatmas!


Full Changelog - Update 106 -
Additions:
  • Added New Scene: Meatmas Snowglobe
  • Added New Cartridge Type: .410 Bore (for future content)
Changes:
  • Rebuilt Sound Profile for R1022
  • ClosedBoltReceiver Prefire sound only played when hammer is being cocked from manual bolt manipulation
Fixes:
  • Fixed HH9 magazine capacity issues
Removed:
  • Removed previous meatmas Snowglobe scene (goodbye old friend. Will miss you but BOY HOWDY you ran terribly)
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

We did it. Finally a main branch update. I know this has taken quite a while, far longer than I originally anticipated, but here we are. With Update 105 we now have a solid foundation for Scenario Saving and Loading, which is the bedrock of Gameplanner that we intend to build on next year.

I know the game is in a somewhat awkward mid-point atm, with the Old and New Itemspawners existing in different halves of the game. We're gonna do our best to get that transition completed as quickly and cleanly as possible now that the new Saving systems are working reliably though.

One thing that's SUPER IMPORTANT if you play H3 modded, is that major code changes did occur in U105, so if you haven't been playing on the Alpha, you will almost certainly have to update a bunch of your mods. Additionally, some mod frameworks are still being rebuilt to match new features in game (like the exchanged Wrist menu), so plz try to be patient with the authors of said systems.

Anywho, I hope you folks enjoy the new update and are looking forward to our upcoming Meatmas holiday hijinks, the most exhausting festive time of the year!

Peace,
-Anton

Full Changelog - Update 105
Additions:
  • Added New Firearm: HH9 Pistol (9x19mm)
  • Added New Firearm: G41 (.45acP) with 13 rnd Magazine (compatible with Vector45)
  • Added New Prop: Folding Table (should be locked in place using Locker Pistool when used)
  • Added New Prop: Destructobin
  • Added New Destructible Target: Exploding Barrel (from the warehouse range)
  • Added New Prop Set: Horseshoe Stand Red & Blue
  • Added The Following Scenes Fully To The Gameplanner Scenario System and configured a ‘Default Scenario’: Indoor Range, Arizona, Arizona at Night, Sniper Range, Warehouse Range, GP_Hangar, Friendly 45
  • Added New Firearm: Pentagun (12 gauge)
  • Added New Wrist Menu Functionality: Toolbox & Ammo Panel availability in Wrist menu (coming in other scenes soon)
  • Added New Pistools: Measurizer and NoClipper (available in the Toolbox)
  • Added New Toolbox System: Tool Panels (top drawer)
  • Added New Tool Panels: Info & Metadata Panel, Portable Item Spawner
  • Added New Sosigguns (for future T&H stuff): Rhino 40DS, R1022, DT11, M1014
  • Added New Firearm: Mammonth (from Prodeus, firing .666cal Infernal)
  • Added New Speedloader: .666cal Infernal
  • Added New Firearm Set: R1022 in Classic and Sport configurations (22lr)
  • Added New Magazine Set (for R1022): 50 and 110 rnd drum magazines
  • Added New Attachment Set: Picatinny Anti-air Iron Sights
  • Added New Firearm: HS10 (12 gauge)
  • Added New Firearm: M1907 Roth (8mm Roth)
  • Added New Firearm: Cobb Pistol (.32 acp)
  • Added New Firearm: Sharps Pepperbox Derringer (.22 Short)
  • Added New Firearm: S9R Derringer (.32 ACP)
  • Added New Firearm: Model 6 Derringer (.357 Magnum)
  • Added New Firearm: Model 6 XL Derringer (.45-70 Govt.)
  • Added New Firearm: Asp Pistol (9x19mm)
  • Added New Firearm: Blondie Derringer (.22lr)
  • Added New Firearm: HS22 Derringer (.22 WMR)
  • Added New Firearm: M1951 (9x19mm)
  • Added New Attachable Firearm: M870 Picatinny (12 gauge)
  • Added New Attachable Firearm: KWG Picatinny (12 gauge)
  • Added New Ammo Types: .22 Short and .22 Long
  • Added New Magazine: Vector-45 40rnd Drum (.45 ACP)
  • Added New Speedloader: 12gauge 5-shot
  • Added New Attachment: Rail Adapter Flat Extender Short
  • Added New Prop Set: Competition Barriers (Low, Med, Med Window, Narrow, Narrow Window, Wide, Wide Window, Board 2, 4, 8 foot, Nine Hold Barriers, Blue Barrels)
  • Added New Prop Set: Destructible Wood Crates (Big Ply, Cubic, Framed Plywood, Solid Boards Long)
  • Added New Destructible Prop Set: Glass Bottles (Amphetamade, Gutshot, Sugar)
  • Added New Static Target Set: Blue/Red versions of IPSC standing steel
  • Added New Ammo Type: .69cal CashMoney (for future Gameplanner stuff, not fully implemented yet)
  • Added New Utility Item: Wallet (for .69 cal cash money)
  • Added New Utility Item Set: Gun Case Saveable Large/Small (experimental)
  • Added New Locomotion Tool: HandCopter
  • Added Functionality to Attachable Weapons system that supports weapons with magazines (integrated and removable), muzzle devices, and a host of other little things
  • Added Functionality to Base firearm classes to accommodate secondary magazine slots (though specific implementation/usage of these slots is up to a firearm derived class to do something with (which currently non of them do, though this will change in the future)

Changes:
  • Rebuilt Main Menu first-run Panel, including Control Option setting, Quickstart Tips and News.
  • Rebuilt Handling and Mecha sound set for FiveSeven
  • Rebuilt Handling and Mecha sound set for G36
  • Rebuilt Handling and Mecha sound set for Mp7
  • Rebuilt Handling and Mecha sound set for P90
  • Rebuilt Handling and Mecha sound set for USAS
  • Tweaked a bunch of button sizes and placement in New Item Spawner
  • Main Menu Scene tiles rearranged and conceptually sorted better.
  • Added Muzzle Attachment points to Sjogren shotguns
  • Changed Mesh on .357 Speedloader
  • Rebuilt and Optimized all collision in Sniper Range
  • Rebuilt and Optimized all collision in Warehouse Range
  • Tidied up the Main Menu scene
  • IPSC course in GP_Hangar converted to a default scenario, available in the Scenario Wrist menu section
  • Changes some subtle things about saving/loading to make them more robust
  • Secondary magazines are now correctly saved and loaded for firearms
  • Wrist Menu System Entirely Rebuilt For Functionality & Modability - Now functions using ‘Sections’
  • Rebuilt Scenario Saving & Loading Pipeline. Is now in the (new) Wrist Menu.
  • Schofield Revolver can (correctly) no longer be hammer cocked while holding trigger
  • Competition Barriers should no longer send you shooting into the sky when held
  • Vector45 and Vector45 Carbine now have QuickmagEject (you can press touchpad down/AX to eject mag while holding)
  • Rebuilt Smooth Locomotion Kernels to unify their flow, fix bugs, and allow for future stuff.
  • Rebuilt Banger System to be saveable, spawnlockable
  • Arizona Targets scene is in process of being cleaned up. Arizona at Night will be modified to match when this is done.
  • Banger Detonators are no longer paired to Whizzbangadinger and function independantly
  • Retuned Interaction volume size and placement on Vector45 and Vector45 carbine to make fore grabbing more reliable and just generally improve UX.
  • DP-28 Drum magazine top now spins as ammo count changes
  • .22LR ballistics relative to barrel length adjusted
  • .22WMR and .22LR models swapped
  • Ladies Home Companion rechambered into its correct cartridge (.22 Short)
  • Tweaked Sound Profile on Model 95 Derringer
  • DP-28 Pan magazine top now correctly rotates as ammo is removed from it, and its sling ring jiggles
  • Rebuilt muzzle effects for all suppressed Sosigguns
  • Rebuilt sound for all suppressed Sosigguns
  • Sosigguns that would logically require a 2nd hand to cycle (pumps, bolts, etc.) must be held by their fore to cycle
  • Replaced Tec9 model with a more accurate one
  • Rebuilt Tec9 SuperDuperIllegalMod model to be accurate dimensions
  • Rebuilt chambering setup on all Bolt Action weapons so that round being chambered moves 1:1 with bolt face
  • Derringer animation reworked to be smoother, and includes ejector movement now
  • Flaregun script class adjusted to have open/shut animation easing similar to derringer class
  • Rangefinder how uses maximum filtering when holding by default
  • Scout Rifle now has functional second magazine slot

Fixes:
  • Rebuilt Scenario Loading Behavior to Async-preload all needed assets first before spawning begins, show a loading ring to inform the player this is happening, then Instantiate all objects once this is complete. This is to prevent objects stacked on each other from loading in the wrong order and exploding, or objects contained in other objects to spawn and be interactable prior to them being stowed.
  • Fixed long-running bug where the wrong boltslideback sound was playing when manipulating a gun via its charging handle. Note this may change the way all ClosedBoltReceiver guns sound when being racked back.
  • Fixed Mp7 casing ejection direction
  • Fixed broken metadata preventing Ricky Dicky Random from loading
  • Fixed wrist menu not correctly grabbing the Ammo Panel
  • Fixed Steel targets of several varieties failing to configure themselves properly when loaded from a Scenario
  • Fixed Black IPSC targets not spawning from Scenarios
  • Fixed issue with Portable Item Spawner Tool Panel from causing a scenario load when instantiated.
  • G41 Magazine pose fixed
  • Fixed time delta issue for Quest 2 when playing above 90hz
  • Fixed metadata issue with 22 Long
  • Removed unwanted incomplete ammo references
  • Fixed Pentagun Suppressor mount
  • Fixed Pentagun Metadata
  • Fixed cartridge scaling issue on .357 magnum speedloader
  • Fixed Issue with Small Saveable Gun case ‘grabbing’ items outside itself when saving. Note prior saved small guncases will be be fixed by this, and should be deleted from your vault.
  • Fixed issue where secondary magazines weren’t being set to non-physical when in quickbelt slots
  • Fixes issue where attachable weapon magazines weren’t being set to non-physical when in quickbelt slots
  • ItemSpawner ‘objects added in Update X’ manifest updated for Update 104 content
  • Fixes smooth locomotion bug that was preventing killing movement velocity when disabling input on a controller.
  • Fixes issue with Wrist Menu nuking magazines out of attachable weapons
  • Fixed Issue with TNH ammo reloader not reloading attachable weapon magazines
  • Fixed Attachable weapon magazines not spawning in Take & Hold
  • Fixed M870 Attachment direction flag
  • Fixed a bunch of missing ammunition from item spawner (that was also preventing them from saving)
  • FIxed issue with Vector45
  • Meat Fortress Rivet ammo no longer errantly floats
  • Fixed round ejection point on M4 Lefthook and Marshall Ultrasort
  • Long gun revolvers like the MTS255 that have hunting style grip angles now correctly point forward in gun rig mode
  • Fixed issue with code for wall handling accidentally triggering when playing with non-smooth locomotion styles
  • Fixed some state issues related to hammers in Revolver code
  • M1951 and Magazine now correctly appear in Item Spawner
  • Fixed Item Spawner Item ‘Queue insertion’ so that going back, and then selecting a new item has the correct effect
  • Fixed major physics destructible collider handing bug that had bork bork borken doors
  • Mag palming now properly works on an attachable firearm held on its own
  • Fixed issues with AX button smooth turning not being available
  • Fixed Wrist menu being functionally unusable while moving at high velocities
  • Fixed incorrectly set recoil profiles on some guns
  • Fixed slide and safety behavior on ASP
  • Fixed recoil on blondie
  • Fixed M870 Muzzle position
  • Fixed 12 gauge Shotgun Speedloader
  • Spaams, C4s and Bangers are now correctly only detonated when active.
  • Fixed borken metadata for Tec9
  • Fixed broken metadata for Ladies Pepperbox
  • Fixed Handcopter not turning off when dropped
  • Fixed mesh game in M397 40x46mm grenade
  • Fixed vertical alignment issues pervasive in picatinny rail adapters
  • Deleted leftover debug sphere from Lee Enfield No 4
  • Fixed missing sight baseplate on American90
  • Fixed flashlight muzzle smoke interaction to prevent glow blowout
  • Fixed missing grab and drop sounds from all Sosigguns
  • Fixed ejection direction on rio bigbore tactical
  • Fixed incorrect geo hierarchy on Hunter 44
  • Fixed Tank Gewehr chambering behavior
  • Fixed Muzzle effects on Scout rifle
  • Fixed broken recoil on attachable weapons

Removed:
  • Removed Old Takedown 10/22 model & mags
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

It's been a bit since our last release, but we're firmly back in action. Those of you who follow the devlogs know that I've been in poor health this past month (had a dental emergency that needed taking care of), so some things got delayed, but we're back to trying to get Update 105 buttoned up. This -should- be the last Alpha in this cycle. Just need to ensure that the save/load system is again working as expected now that it has been fully re-enabled, and we'll be ready to release to main branch next week.

Our goal is to get the rest of the Sandbox scene converted over to Scenario Saving/Loading by next week, and well as adding some helpers/instructions and some new included scenarios. Once that milestone is hit, we're going to shift gears for the Holiday season, as this year is a Meatmas Advent Calendar year.

Once the holidays are concluded, we'll move back to Gameplanner, with the next big push on that front being a new scene or two, new locomotion toys, and the first tools for setting up Sosig Oriented combat. More details on that in January when we put together the next roadmap.

Anywho, thanks for being patient with us(me) while I've been derailed this past month or so. Schedule is a bit delayed, rearranged but largely unchanged in terms of overall goals. Hope y'all have a wonderful weekend and we'll cya next 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 105 - Alpha 2
Additions:
  • Added New Firearm: G41 (.45acP) with 13 rnd Magazine (compatible with Vector45)
  • Added New Prop: Folding Table (should be locked in place using Locker Pistool when used)
  • Added New Prop: Destructobin
  • Added New Destructible Target: Exploding Barrel (from the warehouse range)
  • Added New Prop Set: Horseshoe Stand Red & Blue
  • Added The Following Scenes Fully To The Gameplanner Scenario System and configured a ‘Default Scenario’: Indoor Range, Arizona, Arizona at Night, Sniper Range, Warehouse Range, GP_Hangar

Changes:
  • Main Menu Scene tiles rearranged and conceptually sorted better.
  • Added Muzzle Attachment points to Sjogren shotguns
  • Changed Mesh on .357 Speedloader
  • Rebuilt and Optimized all collision in Sniper Range
  • Rebuilt and Optimized all collision in Warehouse Range
  • Tidied up the Main Menu scene
  • IPSC course in GP_Hangar converted to a default scenario, available in the Scenario Wrist menu section

Fixes:
  • Fixed metadata issue with 22 Long
  • Removed unwanted incomplete ammo references
  • Fixed Pentagun Suppressor mount
  • Fixed Pentagun Metadata
  • Fixed cartridge scaling issue on .357 magnum speedloader
  • Fixed Issue with Small Saveable Gun case ‘grabbing’ items outside itself when saving. Note prior saved small guncases will be be fixed by this, and should be deleted from your vault.
  • Fixed issue where secondary magazines weren’t being set to non-physical when in quickbelt slots
  • Fixes issue where attachable weapon magazines weren’t being set to non-physical when in quickbelt slots
  • ItemSpawner ‘objects added in Update X’ manifest updated for Update 104 content
  • Fixes smooth locomotion bug that was preventing killing movement velocity when disabling input on a controller.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

Major milestone reached this week with Update 105! We've got saving and loading re-enabled after some of the huge changes that have happened during this cycle (attachable weapon magazines and such). There's still a ways to go and some extensive testing needed, but it's about time we rip the band-aid off and have y'all start test-saving scenarios with the new Gameplanner tools so we can see what explodes!

We've got the first of

Hope y'all have a WONDERFUL weekend!

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 105 - Alpha 1
Additions:
  • Added New Firearm: Pentagun (12 gauge)
  • Added New Wrist Menu Functionality: Toolbox & Ammo Panel availability in Wrist menu (coming in other scenes soon)
  • Added New Pistools: Measurizer and NoClipper (available in the Toolbox)
  • Added New Toolbox System: Tool Panels (top drawer)
  • Added New Tool Panels: Info & Metadata Panel, Portable Item Spawner
  • Added New Sosigguns (for future T&H stuff): Rhino 40DS, R1022, DT11, M1014
Changes:
  • Changes some subtle things about saving/loading to make them more robust
  • Secondary magazines are now correctly saved and loaded for firearms
Fixes:
  • Fixes issue with Wrist Menu nuking magazines out of attachable weapons
  • Fixed Issue with TNH ammo reloader not reloading attachable weapon magazines
  • Fixed Attachable weapon magazines not spawning in Take & Hold
  • Fixed M870 Attachment direction flag
  • Fixed a bunch of missing ammunition from item spawner (that was also preventing them from saving)
  • FIxed issue with Vector45
  • Meat Fortress Rivet ammo no longer errantly floats
  • Fixed round ejection point on M4 Lefthook and Marshall Ultrasort
  • Long gun revolvers like the MTS255 that have hunting style grip angles now correctly point forward in gun rig mode
  • Fixed issue with code for wall handling accidentally triggering when playing with non-smooth locomotion styles
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Fixes:
  • Fixed broken 'Scene' section of new Wrist Menu
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

The grind on Update 105 keeps on going. This week we've got an extra special Crossover Toy from the game Prodeus (Leaving Early Access Today!!!) as well as a rebuild of the Wrist Menu system that will allow for convenient access to Scenario Loading and Saving, as well as making the Wrist Menu more modding friendly for the future.

Hope y'all have a WONDERFUL weekend!

Peace,

Anton

Full Changelog - Update 105 - Experimental 3
Additions:
  • Added New Firearm: Mammonth (from Prodeus, firing .666cal Infernal)
  • Added New Speedloader: .666cal Infernal
Changes:
  • Wrist Menu System Entirely Rebuilt For Functionality & Modability - Now functions using ‘Sections’
  • Rebuilt Scenario Saving & Loading Pipeline. Is now in the (new) Wrist Menu.
  • Schofield Revolver can (correctly) no longer be hammer cocked while holding trigger
  • Competition Barriers should no longer send you shooting into the sky when held
Fixes:
  • Fixed some state issues related to hammers in Revolver code
  • M1951 and Magazine now correctly appear in Item Spawner
  • Fixed Item Spawner Item ‘Queue insertion’ so that going back, and then selecting a new item has the correct effect
  • Fixed major physics destructible collider handing bug that had bork bork borken doors
  • Mag palming now properly works on an attachable firearm held on its own
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

We've got another experimental build for you this week. Mooooostly to fix things that were broken or unfinished in the prior build, but we also took some time to get a few new toys in there for y'all. Check out the devlog above if you'd like the low-down.

Peace,

Anton

Full Changelog - Update 105 - Experimental 2
Additions:
  • Added New Firearm Set: R1022 in Classic and Sport configurations (22lr)
  • Added New Magazine Set (for R1022): 50 and 110 rnd drum magazines
  • Added New Attachment Set: Picatinny Anti-air Iron Sights
  • Added Itemspawner Metadata for all added items in prior experimental build.
Changes:
  • Vector45 and Vector45 Carbine now have QuickmagEject (you can press touchpad down/AX to eject mag while holding)
Fixes:
  • Fixed issues with AX button smooth turning not being available
  • Fixed Wrist menu being functionally unusable while moving at high velocities
  • Fixed incorrectly set recoil profiles on some guns
  • Fixed slide and safety behavior on ASP
  • Fixed recoil on blondie
  • Fixed M870 Muzzle position
  • Fixed 12 gauge Shotgun Speedloader
  • Spaams, C4s and Bangers are now correctly only detonated when active.
  • Fixed borken metadata for Tec9
  • Fixed broken metadata for Ladies Pepperbox
  • Fixed Handcopter not turning off when dropped
Removed:
  • Removed Old Takedown 10/22 model & mags
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy folks!

I know it's been QUITE A WHILE, but we finally have a public build for y'all to play. We've got a couple things to cover here so lets dive right in! First off, we've had to cut Update 105 in half, as it quickly grew to the point where so many changes were happening that it going to become a mess to test all at once. Moreover, we have a bit of a rough August, and a bunch of things we wanted to get to playable slipped, and we didn't want to leave you all waiting a month to play with new toys, so we've triaged things a bit to make this build. Here's a summary of what's in it!


For those of you following the development of Gameplanner, we have a first, super narrow test of some of the systems for it, namely the Toolbox and a rack of the new Pistools. These can we found EXCLUSIVELY in a new scene, called GP_Hangar. An IMPORTANT NOTE: Saving / Loading is 100% disabled in this current build. We're in the middle of some serialization rewrites and we don't want folk generating broken data, so we've turn those systems off entirely. They will return in the next build.


While hanging out in GP_Hanger, you'll also note we've setup a little IPSC style course to show off a new prop set that's in the game; a Competition Barrier set. One of the things we want to enable with Gameplanner is folks building structured scored challenges, so we have a bunch of prop back, an scoring doohikies planned for the future to support that.


While working on the Saving/Loading Systems for the game, the critical core of Gameplanner, we've taken a bunch of time to finally get to some long requested functionality for the firearm systems, namely the ability to guns to have multiple magazines, attachable weapons with magazines, and even a Gun Case that can close and save its contents until you open it again. Update 105 is in large part about testing all of these changes and making sure they're all working 100% as intended before we open the flood gates of custom scenario sharing.


And of course it wouldn't be a big H3 update without a bunch more GUNS. A dozen in all, including 2 new attachable ones for field testing new systems for attachable firearms with internal and external magazines. This code still needs a whole bunch of spit n polish but we're excited to see what it enables, both for our internal development, and the wild stuff I'm sure the modder folk will make too.

Well that's it for the summary. There's a whole bunch more things worth checking out, so do make sure to give the changlog below (or past devlogs a watch) if you're curious. Remember, THIS IS AN EXPERIMENTAL BUILD, which means there are significant code changes that WILL break certain mods. Unless you are a mod author working to build compatibility for U105, it is STRONGLY recommended that you launch this branch in Vanilla mode only.

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 105 - Experimental 1

Major WIP Previews:
  • Toolbox with Base Pistool Set (available in GP_Hangar scene)
  • Unified Locomotion Backend work (nothing SHOULD be different, aside from no longer falling through walls easily). Note all Locomotion centric mods had been broken by these changes and must be updated.
  • More Complex Attachable Weapons that support magazines and muzzle devices
Additions:
  • Added New Firearm: HS10 (12 gauge)
  • Added New Firearm: M1907 Roth (8mm Roth)
  • Added New Firearm: Cobb Pistol (.32 acp)
  • Added New Firearm: Sharps Pepperbox Derringer (.22 Short)
  • Added New Firearm: S9R Derringer (.32 ACP)
  • Added New Firearm: Model 6 Derringer (.357 Magnum)
  • Added New Firearm: Model 6 XL Derringer (.45-70 Govt.)
  • Added New Firearm: Asp Pistol (9x19mm)
  • Added New Firearm: Blondie Derringer (.22lr)
  • Added New Firearm: HS22 Derringer (.22 WMR)
  • Added New Firearm: M1951 (9x19mm)
  • Added New Attachable Firearm: M870 Picatinny (12 gauge)
  • Added New Attachable Firearm: KWG Picatinny (12 gauge)
  • Added New Ammo Types: .22 Short and .22 Long
  • Added New Magazine: Vector-45 40rnd Drum (.45 ACP)
  • Added New Speedloader: 12gauge 5-shot
  • Added New Attachment: Rail Adapter Flat Extender Short
  • Added New Prop Set: Competition Barriers (Low, Med, Med Window, Narrow, Narrow Window, Wide, Wide Window, Board 2, 4, 8 foot, Nine Hold Barriers, Blue Barrels)
  • Added New Prop Set: Destructible Wood Crates (Big Ply, Cubic, Framed Plywood, Solid Boards Long)
  • Added New Destructible Prop Set: Glass Bottles (Amphetamade, Gutshot, Sugar)
  • Added New Static Target Set: Blue/Red versions of IPSC standing steel
  • Added New Ammo Type: .69cal CashMoney (for future Gameplanner stuff, not fully implemented yet)
  • Added New Utility Item: Wallet (for .69 cal cash money)
  • Added New Utility Item Set: Gun Case Saveable Large/Small (experimental)
  • Added New Locomotion Tool: HandCopter
  • Added Functionality to Attachable Weapons system that supports weapons with magazines (integrated and removable), muzzle devices, and a host of other little things
  • Added Functionality to Base firearm classes to accommodate secondary magazine slots (though specific implementation/usage of these slots is up to a firearm derived class to do something with (which currently non of them do, though this will change in the future)
Changes:
  • Rebuilt Smooth Locomotion Kernels to unify their flow, fix bugs, and allow for future stuff.
  • Rebuilt Banger System to be saveable, spawnlockable
  • Arizona Targets scene is in process of being cleaned up. Arizona at Night will be modified to match when this is done.
  • Banger Detonators are no longer paired to Whizzbangadinger and function independantly
  • Retuned Interaction volume size and placement on Vector45 and Vector45 carbine to make fore grabbing more reliable and just generally improve UX.
  • DP-28 Drum magazine top now spins as ammo count changes
  • .22LR ballistics relative to barrel length adjusted
  • .22WMR and .22LR models swapped
  • Ladies Home Companion rechambered into its correct cartridge (.22 Short)
  • Tweaked Sound Profile on Model 95 Derringer
  • DP-28 Pan magazine top now correctly rotates as ammo is removed from it, and its sling ring jiggles
  • Rebuilt muzzle effects for all suppressed Sosigguns
  • Rebuilt sound for all suppressed Sosigguns
  • Sosigguns that would logically require a 2nd hand to cycle (pumps, bolts, etc.) must be held by their fore to cycle
  • Replaced Tec9 model with a more accurate one
  • Rebuilt Tec9 SuperDuperIllegalMod model to be accurate dimensions
  • Rebuilt chambering setup on all Bolt Action weapons so that round being chambered moves 1:1 with bolt face
  • Derringer animation reworked to be smoother, and includes ejector movement now
  • Flaregun script class adjusted to have open/shut animation easing similar to derringer class
  • Rangefinder how uses maximum filtering when holding by default
  • Scout Rifle now has functional second magazine slot
Fixes:
  • Fixed mesh game in M397 40x46mm grenade
  • Fixed vertical alignment issues pervasive in picatinny rail adapters
  • Deleted leftover debug sphere from Lee Enfield No 4
  • Fixed missing sight baseplate on American90
  • Fixed flashlight muzzle smoke interaction to prevent glow blowout
  • Fixed missing grab and drop sounds from all Sosigguns
  • Fixed ejection direction on rio bigbore tactical
  • Fixed incorrect geo hierarchy on Hunter 44
  • Fixed Tank Gewehr chambering behavior
  • Fixed Muzzle effects on Scout rifle
  • Fixed broken recoil on attachable weapons
...

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