I know we had an update (and a bunch of patches) last week, but we’re doing another small one now to shift where on the calendar updates fall, and because one of my primary goals with patch 2 (improving touch poses) failed.
Where things are at now though, in terms of pose offsets for the touch controllers, should be a huge improvement. They were work-shopped with some of the most… productively particular members of the community and are I feel, the best compromise of firing angle, consistency, controller placement for two-hand actions, and physics. During the work on this, I noticed a number of things that are also still sub-standard in regards to touch-configuration (such as angle and placement of grab laser, etc.), and those have been added to the task list to be dealt with soon.
In terms of other things coming soon, we’ve just brought in a composer/sound designer who is going to co-designing a new sound system for H3 with me. It will be a long process that will touch nearly every object in the game, but is critical for scalability, performance, and enabling more dynamic soundscapes and effects (can you say tinnitus effects and simulated hearing protection?) I’ll be keeping you folks posted as that work progresses over the coming months.
As for long-term graphical improvements, I’m still in a wait-and-see place when it comes to upgrading to Unity 5.6.x. The current version is still…. Non-optimal in far too many ways to be worth the risk of an upgrade. Once that’s possible though, I should be able to add more ‘tiers’ of visual quality settings, and finally do some proper darn tonemapping :-)
Anywho, that’s all for now. I hope you all have a wonder week, and enjoy continuing to mercilessly crush our M.E.A.T.S. scores.
I know we had an update (and a bunch of patches) last week, but we’re doing another small one now to shift where on the calendar updates fall, and because one of my primary goals with patch 2 (improving touch poses) failed.
Where things are at now though, in terms of pose offsets for the touch controllers, should be a huge improvement. They were work-shopped with some of the most… productively particular members of the community and are I feel, the best compromise of firing angle, consistency, controller placement for two-hand actions, and physics. During the work on this, I noticed a number of things that are also still sub-standard in regards to touch-configuration (such as angle and placement of grab laser, etc.), and those have been added to the task list to be dealt with soon.
In terms of other things coming soon, we’ve just brought in a composer/sound designer who is going to co-designing a new sound system for H3 with me. It will be a long process that will touch nearly every object in the game, but is critical for scalability, performance, and enabling more dynamic soundscapes and effects (can you say tinnitus effects and simulated hearing protection?) I’ll be keeping you folks posted as that work progresses over the coming months.
As for long-term graphical improvements, I’m still in a wait-and-see place when it comes to upgrading to Unity 5.6.x. The current version is still…. Non-optimal in far too many ways to be worth the risk of an upgrade. Once that’s possible though, I should be able to add more ‘tiers’ of visual quality settings, and finally do some proper darn tonemapping :-)
Anywho, that’s all for now. I hope you all have a wonder week, and enjoy continuing to mercilessly crush our M.E.A.T.S. scores.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
I've got one more patch for you all, fixing a couple things, adding a requested alternate configuration for the Vector45, and SUPER
*edit* The pose offset mentioned below had ramifications I didn't expect that made interactions on other objects worse. I am not investigating a different approach.
IMPORTANTLY, adding an experimental new pose offset for Touch users that should be far more natural.
To try out the new pose offset (touch users only), Open the Options Panel, go to input options, and set 'Use Experimental Touch Pose Offset (WIP) to true. Please let me know what you think on the /r/H3VR subreddit, or the touch thread on the forums here.
Additions:
Added New Option - Input - Use Experimental Touch Controller Offset (TOUCH USERS, try this out, tell me if this feels better).
Added New Firearm - Un-shrouded Vector 45 SMG with suppressor mount
Changes:
(M.E.A.T.S.) Rail Adapters and Suppressors are now allowed in all sequences
Changed current Vector45 to be called ‘Vector45 w. Shroud”
Fixes:
Fixed mis-scaled physics colliders (which were causing stalls for some users) on SKS, Tec9, Tec9FullAutoMod, MTS 255 Shorty, and some assorted environment geo.
Fixed mis-scaled physics colliders (which were causing stalls for some users) on Magazines for TTgun, Mk3, PX4, P250, m1911, m9a1, g22, cyber handgun, CX4, Desert Eagle, BrowningHP, CZ75, Jetfire950, PPK, P7M8
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
I've got one more patch for you all, fixing a couple things, adding a requested alternate configuration for the Vector45, and SUPER
*edit* The pose offset mentioned below had ramifications I didn't expect that made interactions on other objects worse. I am not investigating a different approach.
IMPORTANTLY, adding an experimental new pose offset for Touch users that should be far more natural.
To try out the new pose offset (touch users only), Open the Options Panel, go to input options, and set 'Use Experimental Touch Pose Offset (WIP) to true. Please let me know what you think on the /r/H3VR subreddit, or the touch thread on the forums here.
Additions:
Added New Option - Input - Use Experimental Touch Controller Offset (TOUCH USERS, try this out, tell me if this feels better).
Added New Firearm - Un-shrouded Vector 45 SMG with suppressor mount
Changes:
(M.E.A.T.S.) Rail Adapters and Suppressors are now allowed in all sequences
Changed current Vector45 to be called ‘Vector45 w. Shroud”
Fixes:
Fixed mis-scaled physics colliders (which were causing stalls for some users) on SKS, Tec9, Tec9FullAutoMod, MTS 255 Shorty, and some assorted environment geo.
Fixed mis-scaled physics colliders (which were causing stalls for some users) on Magazines for TTgun, Mk3, PX4, P250, m1911, m9a1, g22, cyber handgun, CX4, Desert Eagle, BrowningHP, CZ75, Jetfire950, PPK, P7M8
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Hi Folks!
Super quick patch for you all this morning! So glad to see all the great high score competition going on with the new M.E.A.T.S. sequences! I wanted to get this one out fast for those of you spending your Saturday plinkin' away.
Fixes:
(M.E.A.T.S.) Fixed incorrect grid pattern in Math Blastin’ 2
(M.E.A.T.S.) Fixed Incorrect global rank display for scores below 3rd place. The global rank for your score should now display accurately.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Hi Folks!
Super quick patch for you all this morning! So glad to see all the great high score competition going on with the new M.E.A.T.S. sequences! I wanted to get this one out fast for those of you spending your Saturday plinkin' away.
Fixes:
(M.E.A.T.S.) Fixed incorrect grid pattern in Math Blastin’ 2
(M.E.A.T.S.) Fixed Incorrect global rank display for scores below 3rd place. The global rank for your score should now display accurately.
Got a crazy big update for y'all this week. Some new toys to shoot with, a new super dynamic mode for target shooting, and (finally) some filled out sequence categories for M.E.A.T.S.
The Cleric Trainer/Battle sequences are really an incredible workout. Just making those has inspired me such that I think I'm going to add a new top-level category called 'Fitness' or 'Deez Guns' or something to that effect, that's just based around sequences designed to make you move a lot, transition from ground to standing, etc. Might actually shave off a few pounds myself in the process. (a man can dream eh?)
I can't wait to see you folks up on the global leaderboards for the sequences. A note about how they display. Basically the top 3 scores are always shown, as are the score above yours, yours, and the score below yours. Only one score per Steam account can be present on the global boards, to prevent one/a couple people from flooding them. I'm super curious to see if folks manage a gold score in a few of the sequences, as I've made some of the high-level one's devilishly difficult.
As I mention in the video, if you play through the sequences, PLEASE let me know on this thread what your favorites end up being, especially if you'd like more of them. It will seriously impact the order that I fill them out further.
Got a crazy big update for y'all this week. Some new toys to shoot with, a new super dynamic mode for target shooting, and (finally) some filled out sequence categories for M.E.A.T.S.
The Cleric Trainer/Battle sequences are really an incredible workout. Just making those has inspired me such that I think I'm going to add a new top-level category called 'Fitness' or 'Deez Guns' or something to that effect, that's just based around sequences designed to make you move a lot, transition from ground to standing, etc. Might actually shave off a few pounds myself in the process. (a man can dream eh?)
I can't wait to see you folks up on the global leaderboards for the sequences. A note about how they display. Basically the top 3 scores are always shown, as are the score above yours, yours, and the score below yours. Only one score per Steam account can be present on the global boards, to prevent one/a couple people from flooding them. I'm super curious to see if folks manage a gold score in a few of the sequences, as I've made some of the high-level one's devilishly difficult.
As I mention in the video, if you play through the sequences, PLEASE let me know on this thread what your favorites end up being, especially if you'd like more of them. It will seriously impact the order that I fill them out further.