Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
https://www.youtube.com/watch?v=lcvkj-mPWeU Another friday, another update, this one finally getting some single-action fan-firin'-fun into your hands. Hope y'all have a blast with it! The SingleActionArmy fires a .45 Colt, so it's got basically the same anti-robit bunch as the lever action, with a significantly faster fire rate. I think this makes 'em excellent side-arms, allowing you to drop a bot that's surprise flanked ya (also, its not like fan-firing is the most accurate mode of operation, so it's a mostly in-your-face-distance kind of technique). At some point I'm going to add a little competition in to see whose fastest on the draw :-)
As for the clip system, I'm still working on a few things for it. Clips can't eject or accept individual rounds yet, but they'll be able to soon. Also still need to plug in a better sound set for them (the samples are actually done, just need to rewire some things before I can use them). BUT, they're still good for general use.
Anywho, without further ado, here's the full changelong. Update will push at 7pm PST as usual.
Peace!
-Anton
Additions:
Added New Firearm: Single Action Army (.45 colt)
Added New Firearm: Remington Model 8 (.35 Remington, clip-fed)
Added Stripper Clip support to SKS Modern
Added Stripper Clip support to M14
Added Stripper Clip support to MAS 49/56
Added SAA and Model 8 to Wurstwurld scene, including ammo spawners for them
Added New Ammunition Type: 7.5x54mm French
Added New Ammunition Type (for the future): 7.62x38mm
Added New Ammunition Type (for the future): 10.6x25mmR
Added New Ammunition Type (for the future): 7.63x25mmMauser
Added New Ammunition Type (for the future): 7.92x57mmMauser
Added New Ammunition Type (for the future): .30 Carbine
Added New Ammunition Type (for the future): .30-06 Springfield
Changes:
Scene cleanup button in Wrist menu now removes empty clips
MAS 49/56 rechambered to 7.5 French
SKS Magazine Properly re-scaled to its proper capacity (10 rounds)
Altered MAS 49/56 Coloration
Tweaked grab zones for MAS 49/56, SKS Modern, M14
Fixes:
Fixed incorrect interaction trigger setup for SKS Magazine
Fixed missing serialization references for Saiga12k breaking it in the vault.
(WW) Fixed incorrect display of target puzzle completion (was showing checkmark on reveal of sequence, now shows completion checkmark when sequence has been shot).
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
https://www.youtube.com/watch?v=lcvkj-mPWeU Another friday, another update, this one finally getting some single-action fan-firin'-fun into your hands. Hope y'all have a blast with it! The SingleActionArmy fires a .45 Colt, so it's got basically the same anti-robit bunch as the lever action, with a significantly faster fire rate. I think this makes 'em excellent side-arms, allowing you to drop a bot that's surprise flanked ya (also, its not like fan-firing is the most accurate mode of operation, so it's a mostly in-your-face-distance kind of technique). At some point I'm going to add a little competition in to see whose fastest on the draw :-)
As for the clip system, I'm still working on a few things for it. Clips can't eject or accept individual rounds yet, but they'll be able to soon. Also still need to plug in a better sound set for them (the samples are actually done, just need to rewire some things before I can use them). BUT, they're still good for general use.
Anywho, without further ado, here's the full changelong. Update will push at 7pm PST as usual.
Peace!
-Anton
Additions:
Added New Firearm: Single Action Army (.45 colt)
Added New Firearm: Remington Model 8 (.35 Remington, clip-fed)
Added Stripper Clip support to SKS Modern
Added Stripper Clip support to M14
Added Stripper Clip support to MAS 49/56
Added SAA and Model 8 to Wurstwurld scene, including ammo spawners for them
Added New Ammunition Type: 7.5x54mm French
Added New Ammunition Type (for the future): 7.62x38mm
Added New Ammunition Type (for the future): 10.6x25mmR
Added New Ammunition Type (for the future): 7.63x25mmMauser
Added New Ammunition Type (for the future): 7.92x57mmMauser
Added New Ammunition Type (for the future): .30 Carbine
Added New Ammunition Type (for the future): .30-06 Springfield
Changes:
Scene cleanup button in Wrist menu now removes empty clips
MAS 49/56 rechambered to 7.5 French
SKS Magazine Properly re-scaled to its proper capacity (10 rounds)
Altered MAS 49/56 Coloration
Tweaked grab zones for MAS 49/56, SKS Modern, M14
Fixes:
Fixed incorrect interaction trigger setup for SKS Magazine
Fixed missing serialization references for Saiga12k breaking it in the vault.
(WW) Fixed incorrect display of target puzzle completion (was showing checkmark on reveal of sequence, now shows completion checkmark when sequence has been shot).
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Hope y'all have been having a fine ol' time in Wurstwurld. I wanted to get out a quick patch to solve some common issues, and help with some corner cases.
*please note steam is getting bogged down w. the holiday traffic it seems, so it might take a bit for this patch to actually land*
Patch Notes follow:
Additions:
(WW) Added Buttons for returning badge and eSlab to their plinth if you lost em.
Changes:
(WW) Sick of piano music? You can now blast the PA Speakers away (they respawn on level reload)
Fixes:
Fixed incorrect scaling on 1873 Rifle and Carbine
(WW) Fixed Incorrect Puzzle Serialization for spinney puzzles
(WW) Re-enabled a certain old-timey reward functionality. Should be safe to put em on now.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Hope y'all have been having a fine ol' time in Wurstwurld. I wanted to get out a quick patch to solve some common issues, and help with some corner cases.
*please note steam is getting bogged down w. the holiday traffic it seems, so it might take a bit for this patch to actually land*
Patch Notes follow:
Additions:
(WW) Added Buttons for returning badge and eSlab to their plinth if you lost em.
Changes:
(WW) Sick of piano music? You can now blast the PA Speakers away (they respawn on level reload)
Fixes:
Fixed incorrect scaling on 1873 Rifle and Carbine
(WW) Fixed Incorrect Puzzle Serialization for spinney puzzles
(WW) Re-enabled a certain old-timey reward functionality. Should be safe to put em on now.
Hope you’re all gettin’ all them meats together for 4th o’ July weekend (or just a fine summer day of grilling). After close to a month of blood, sweat, tears, and far too much butter (Luuuucaaaas) we have a very special update for y’all. Introducing..
WURST WURLD
The finest Meat-Themed Attraction ever built. Constructed in now-desertified Western Kansas along the ruins of highway I-70, Wurstwurld was envisioned as the perfect union of all that is ‘Murican; Grilled Meats, Classic Firearms, and Frontier Spirit. Sadly the park was a dismal financial failure, and closed shortly after its grand opening, due to avalanche of wrongful death lawsuits and impatient creditors. You, fine adventurer, stumble upon what remains some years later, in search of its Meaty secrets.
Wurstwurld as a mode grew out of an initial idea to create a themed shooting gallery style environment to go with a pack of Wild West era firearms. As most things I work on though, it quickly scope-creeped several times, as the environment came together, and it felt more appropriate to create something more ‘alive’, layered, and thematically coherent. The result is another sort of ‘game within the game’ of H3, with around 3-4 hours of content, multiple types of activities and challenges, and more voice acting, sound, and environment assets than we’ve ever put into a scene. It is in many ways the most ‘traditionally game-ee’ scene in H3, and we’ve endeavoured to have something there for everyone, no matter what it is in H3 that you enjoy.
NEW MECHANICS
First off, Wurstwurld has puzzles to be solved that reveal sequences of targets that need to precisely shot to unlock bank safes. Solve all of these puzzles and you’ll receive a reward that’s wonderfully Old-Timey. In addition, there are several ‘one off’ puzzles with playful audio-log hints scattered around the park.
If you’ve been following the game for a while, you might have noticed that we’ve been heavy on the Hot Dogs, and perhaps a bit light on the Horseshoes so far. This update aims to remedy this with a full 14-post horseshoe course. You’ll have to platform around the environment to find them all, and some of the throws are devilishly hard. Ring all 14 horseshoe posts and you’ll get a reward that’s certainly Shiny!
Make sure you know where you TV, Monitor, Ceiling and anything else shatterable (or capable of shattering your hand) is when doing these! Adam already put a dent in my ceiling testing them (though he asserts that it was there the whole time of course).
NEW BOTS
In addition to the adventure-gamey aspects of the scene, we’ve built a system for those of you who want some more COMBAT play. The Bandit Bot system is easy to jump into and out of any time you want while playing. Simply take the Deputy badge from the Sheriff’s office and place it in a quick-belt slot. This will turn the level into bandit-mode, causing a Bandit and his Posse to spawn somewhere in the level (never in the starting area though). You then must hunt them down, and grab the Hat of the leader, and return it to the Sheriff’s office. Doing so will give you some S.A.U.C.E. and advance to the next bandit.
Collect the bounty on all 10 bandits and you’ll get a reward that’s Bad to the Bone! If you haven’t gotten enough bandit blastin’ by then, after the 10th bounty is collected, the game enters ‘Bandit Bonanza’ mode, where larger posses of bots continue to spawn in random places around the level. If you enjoy just arm-swingin’ around with your six shooters, you can keep dueling them to your heart’s content. You can also bail out of combat-mode any time instantly by simply removing your Sheriff’s badge from your quick-belt slot.
NEW WEAPONS
Of course a Wild West themed environment in H3 wouldn’t be complete without a bunch of new WILD WEST GUNS, so we’ve got a whole buncha those for ya partner. These are include 3 new ‘classes’ of firearm, namely Lever Action Pistols, Shotguns and Rifles.
M1887 Shotgun in Full Length and Shorty (Mare’s Leg) - Model by Stefan Engdahl, Sound by Patrick Sutton
1873 Repeater Lever Action Rifle in Full Length and Carbine - Model by Stefan Engdahl, Sound by Patrick Sutton
Volcanic Lever Action Pistol - Model by Mario Dalla Bona
Bergmann Simplex Pocket Pistol - Model by Darren Harrison
S&W Model 10 - Model by Stefan Engdahl, Sound by Patrick Sutton
MORE COMING SOON
So despite how MASSIVE this update is, there were a few things I didn’t manage to get to in the month-long-mad-dash to completion (seriously I want to just sleep for a week right now). A few of these elements will be snuck in just before the 4th, so expect a tiny update before then. The rest (like single-action revolvers) proved to be too complex to do rapidly, so will make their appearance later. In addition, this scene will now be ‘home’ to any 1800s firearms that get added from now on, as the challenges and space have been built around their constraints and affordances. Don’t worry, they’ll be in the item spawner as well, so you can use them anywhere. Wurstwurld though, will remain a Wild-West firearms only space though going forward.
CONCLUSION
In closing, I want to give a huge shout-out to everyone else at RUST (Lucas, Adam, Luke), our respective significant others, Marc Destefano, Patrick Sutton, Stefan Engdahl, Joe Kataldo, and everyone else who made this update possible. I am exceedingly fortunate to be surrounded by artists as talented as they are patient, who rallied to my Meaty flag when I came up with this nutty idea and then went “But it needs to be done in 4 weeks!!!”. Wurstwurld’s particular flavor is the result of the input, effort, and unfiltered zaniness of all of us. We hope you enjoy it!
Peace,
Anton
Additions:
Added New Scene: WURSTWURLD, A Point And Shoot Adventure Game
Added New Firearm: M1887 Shotgun, in full length and mare’s leg (12 gauge)
Added New Firearm: 1873 Lever Action Rifle in full length and carbine (.45 Long Colt)
Added New Firearm: S&W Model 10 Revolver (.38 Special)
Added New Firearm: Volcanic Lever Action Pistol (.41 Volcanic)
Added New Firearm: Bergmann Simplex Pocket Pistol (8mm Bergmann)
Added New Ammo Type: 8mm Bergmann
Added --REDACTED--USER-MUST-UNLOCK--
Changes:
Changed size of PSO-1 scope reticle to make it more legible and accurate to the RL model
Indoor Range current firearm’s out by default are this Update’s Western Guns
Main Menu scene tiles rearranged to emphasize new content
Fixes:
Removed errant geo from PSO-1 scope
Fixed incorrect round ejection point for Union French Magazine
Hope you’re all gettin’ all them meats together for 4th o’ July weekend (or just a fine summer day of grilling). After close to a month of blood, sweat, tears, and far too much butter (Luuuucaaaas) we have a very special update for y’all. Introducing..
WURST WURLD
The finest Meat-Themed Attraction ever built. Constructed in now-desertified Western Kansas along the ruins of highway I-70, Wurstwurld was envisioned as the perfect union of all that is ‘Murican; Grilled Meats, Classic Firearms, and Frontier Spirit. Sadly the park was a dismal financial failure, and closed shortly after its grand opening, due to avalanche of wrongful death lawsuits and impatient creditors. You, fine adventurer, stumble upon what remains some years later, in search of its Meaty secrets.
Wurstwurld as a mode grew out of an initial idea to create a themed shooting gallery style environment to go with a pack of Wild West era firearms. As most things I work on though, it quickly scope-creeped several times, as the environment came together, and it felt more appropriate to create something more ‘alive’, layered, and thematically coherent. The result is another sort of ‘game within the game’ of H3, with around 3-4 hours of content, multiple types of activities and challenges, and more voice acting, sound, and environment assets than we’ve ever put into a scene. It is in many ways the most ‘traditionally game-ee’ scene in H3, and we’ve endeavoured to have something there for everyone, no matter what it is in H3 that you enjoy.
NEW MECHANICS
First off, Wurstwurld has puzzles to be solved that reveal sequences of targets that need to precisely shot to unlock bank safes. Solve all of these puzzles and you’ll receive a reward that’s wonderfully Old-Timey. In addition, there are several ‘one off’ puzzles with playful audio-log hints scattered around the park.
If you’ve been following the game for a while, you might have noticed that we’ve been heavy on the Hot Dogs, and perhaps a bit light on the Horseshoes so far. This update aims to remedy this with a full 14-post horseshoe course. You’ll have to platform around the environment to find them all, and some of the throws are devilishly hard. Ring all 14 horseshoe posts and you’ll get a reward that’s certainly Shiny!
Make sure you know where you TV, Monitor, Ceiling and anything else shatterable (or capable of shattering your hand) is when doing these! Adam already put a dent in my ceiling testing them (though he asserts that it was there the whole time of course).
NEW BOTS
In addition to the adventure-gamey aspects of the scene, we’ve built a system for those of you who want some more COMBAT play. The Bandit Bot system is easy to jump into and out of any time you want while playing. Simply take the Deputy badge from the Sheriff’s office and place it in a quick-belt slot. This will turn the level into bandit-mode, causing a Bandit and his Posse to spawn somewhere in the level (never in the starting area though). You then must hunt them down, and grab the Hat of the leader, and return it to the Sheriff’s office. Doing so will give you some S.A.U.C.E. and advance to the next bandit.
Collect the bounty on all 10 bandits and you’ll get a reward that’s Bad to the Bone! If you haven’t gotten enough bandit blastin’ by then, after the 10th bounty is collected, the game enters ‘Bandit Bonanza’ mode, where larger posses of bots continue to spawn in random places around the level. If you enjoy just arm-swingin’ around with your six shooters, you can keep dueling them to your heart’s content. You can also bail out of combat-mode any time instantly by simply removing your Sheriff’s badge from your quick-belt slot.
NEW WEAPONS
Of course a Wild West themed environment in H3 wouldn’t be complete without a bunch of new WILD WEST GUNS, so we’ve got a whole buncha those for ya partner. These are include 3 new ‘classes’ of firearm, namely Lever Action Pistols, Shotguns and Rifles.
M1887 Shotgun in Full Length and Shorty (Mare’s Leg) - Model by Stefan Engdahl, Sound by Patrick Sutton
1873 Repeater Lever Action Rifle in Full Length and Carbine - Model by Stefan Engdahl, Sound by Patrick Sutton
Volcanic Lever Action Pistol - Model by Mario Dalla Bona
Bergmann Simplex Pocket Pistol - Model by Darren Harrison
S&W Model 10 - Model by Stefan Engdahl, Sound by Patrick Sutton
MORE COMING SOON
So despite how MASSIVE this update is, there were a few things I didn’t manage to get to in the month-long-mad-dash to completion (seriously I want to just sleep for a week right now). A few of these elements will be snuck in just before the 4th, so expect a tiny update before then. The rest (like single-action revolvers) proved to be too complex to do rapidly, so will make their appearance later. In addition, this scene will now be ‘home’ to any 1800s firearms that get added from now on, as the challenges and space have been built around their constraints and affordances. Don’t worry, they’ll be in the item spawner as well, so you can use them anywhere. Wurstwurld though, will remain a Wild-West firearms only space though going forward.
CONCLUSION
In closing, I want to give a huge shout-out to everyone else at RUST (Lucas, Adam, Luke), our respective significant others, Marc Destefano, Patrick Sutton, Stefan Engdahl, Joe Kataldo, and everyone else who made this update possible. I am exceedingly fortunate to be surrounded by artists as talented as they are patient, who rallied to my Meaty flag when I came up with this nutty idea and then went “But it needs to be done in 4 weeks!!!”. Wurstwurld’s particular flavor is the result of the input, effort, and unfiltered zaniness of all of us. We hope you enjoy it!
Peace,
Anton
Additions:
Added New Scene: WURSTWURLD, A Point And Shoot Adventure Game
Added New Firearm: M1887 Shotgun, in full length and mare’s leg (12 gauge)
Added New Firearm: 1873 Lever Action Rifle in full length and carbine (.45 Long Colt)
Added New Firearm: S&W Model 10 Revolver (.38 Special)
Added New Firearm: Volcanic Lever Action Pistol (.41 Volcanic)
Added New Firearm: Bergmann Simplex Pocket Pistol (8mm Bergmann)
Added New Ammo Type: 8mm Bergmann
Added --REDACTED--USER-MUST-UNLOCK--
Changes:
Changed size of PSO-1 scope reticle to make it more legible and accurate to the RL model
Indoor Range current firearm’s out by default are this Update’s Western Guns
Main Menu scene tiles rearranged to emphasize new content
Fixes:
Removed errant geo from PSO-1 scope
Fixed incorrect round ejection point for Union French Magazine
Hope you’re all having an enjoyable start to the Summer! We’ve got some truly special new toys for you this update. The addition of the Saiga-12 shotgun gives us a proper two-hand magazine fed combat shotgun, including a monstrous 20 round drum, and a punchy sound set to match.
Rail Systems: The new Russian Rail system is a long-awaited solution to the problem of having many folks prefer their AKs with and without rail setups. Rather than having to manage two sets of these firearms, we now have a proper rail type for them, including a Russian-to-Picatinny adapter. Note this does mean that anytime you spawn something like Dragonuv, you will need to mount a PSO-1 on it, or drop the adapter on to mount another scope. With the item-spawner’s vault system though, this should be something you only need to do once. In reality, there are two different types of russian side mounts (AK and SVD), but I’ve simplified this to a single universal russian mount for play convenience (otherwise I would need to have duplicates of every type of russian optic like the Kobra, PK01VS, etc., and it would have simply been too obtuse for folks not familiar with these systems).
The russian rail mounts now exist on the AKM, AK-101, Bizon, Dragonuv and RPG-7. The AKS74u will eventually get one, I just have to make/add a mounting bracket to its receiver. All future Russian long-arms that would normall have this sort of mounting bracket will have them going forward.
Sound Updates: You’ll notice that a new firearms got replaced sound samples this update (Imbel A2, Revolvers). This was done as a temporary measure to remove some of the egregiously bad samples I had in place. A far more extensive sound replacement is planned eventually (possibly late summer, still planning things). That system will eventually take into account more environmentally accurate reverb, either through a sample + tail system or IR reverb. Still need to benchmark some things to decide. I’ll have more info on this as I make system decisions.
M.E.A.T.S: For those of you who’ve been enjoying M.E.A.T.S., I wanted to let you know that there’ll be another batch of sequences in the next update. I’ve got them mostly authored, just have to figure out good scoring thresholds (as I was pretty off the mark with a bunch of them the first time around). I’ve got plans for new modes and target types that will be being filled in through-out the summer, along with a bunch of polish for this mode including some music, better sound effects, and most likely a re-do of the core environment.
4th Of July As I mentioned in the devlog, we’re working on something reeeeally special for this 4th of July. As the holiday falls awkwardly on a mid-week of this year, the update will be dropping as usual on a friday preceding it, the 30th of June. There will then be a minor update pushing the night before the 4th, for those of you without a BBQ or Oh-god-i’ve-lit-the-house-on-fire-AGAIN event to attend. I’m tremendously excited about this update, and if you’d like to keep tabs on it, I’ll begin teasing some elements of it next week on /r/H3VR.
Finally, special thanks go out to “Patrick Scope-Creep Sutton” who has been invaluable in providing exquisitely detailed accurate models as well as bangin’ sounds for them. He has roundly been a bad influence on me in terms of getting things done that aren’t Russian firearms and accessories :-)
Anywho, I hope you all have an enjoyable and 12-gauge-drum-mag-tastic weekend!
Peace, Anton
Update Notes:
Additions:
Added New Firearm: Saiga 12 Mag-fed Shotgun (12 gauge) w. 5, 12, 20 round Magazines
Added New Attachment Type: Russian (a modular mounting type encompassing AK and SVD mounting brackets)
Added New Attachment: Russian To Picatinny Adapter
Added New Attachment: Kobra Reflex Sight w. 4 reticle selection (Russian Attachment style)
Added New Attachment: PK01VS RedDot Sight (Russian Attachment style)
Added New Attachment: PSO-1 4x24 Scope w. Illuminated Reticle switch (Russian Attachment style)
Added New Attachment: Salvo Suppressor
Added new Item Spawner Functionality: Rounds stored in firearm magazine are now saved (not chambers tho)
Added new Cartridge Type: 38 Special in JHP, FMJ, Tracer
Added new Cartridge Type: .41 Black Powder Caseless in SP
Added new Cartridge Type: 45 Long Colt in SP, Tracer
NOTE: Data-structure of Item Spawner Vault was changed. Past saved guns have been cleared. (apologies)
Changes:
“Simple Interactions” (like lever switches) now use the trigger, even on Touch (this was intended initially but a bug was preventing it from working as intended)
Firing Sounds for SW29 Revolver Replaced, made more consistent with newer revolver sounds
Firing Sounds for SW686 Revolver Replaced, made more consistent with newer revolver sounds
Firing Sounds for R8 Revolver Replaced, made more consistent with newer revolver sounds
.44 Magnum & .357 Magnum Speedloaders all upgraded to the successful change that Rhino Speedloader had
AKM no longer has built-in Picatinny Rail System. You must now attach a Russian-style attachment or adapter.
AK101 no longer has built-in Picatinny Rail System. You must now attach a Russian-style attachment or adapter.
Bizon SMG no longer has built-in Picatinny Rail System. You must now attach a Russian-style attachment or adapter.
Dragonuv Sniper Rifle now longer has built-in Picatinny Rail System. You must now attach a Russian-style attachment or adapter.
Russian-Style Rail Adapter added to RPG-7
Gamepoint RDS Reticle Size adjusted
Imbel A2 sound set modified
ItemSpawner Images updated for AKM, AK101, Bizon, Dragonuv
Fixes:
Fixed broken destination selection for Dash/Slide locomotion modes
Fixed a bunch of logic issue corner cases in Revolver Base Class
Fixed Commando 552 Trigger not animating
Fixed R8 Revolver having broken top rail mount
Item spawner and table positioned swapped in Breaching Prototype scene to prevent score panel from being blocked
Added extra ID verification steps to Item Spawner Vault Scan system to prevent serialization of invalid objects
Fixed wonky folding stock on UMP45 by upgrading to the more up to date script
VZ64 Skorpion bolt now properly holds open after last shot
Suppressors on Commando 552 now save to the vault correctly! (please delete older entries of it)
Made Commando 552 Bolt release triggerable by tapping it
Fixed Commando 552 Magazine Mount Position
Suppressors recalled from Vault are now scaled correctly to their firearm
Fixed corrupted material map texture on Imbel A2. Its ambient lighting should now look correct.
Fixed incorrect mounting position for Mp5a2 magazine
Grenade exploding in hand that currently has controller model hidden now correctly re-enables hand model.
Hope you’re all having an enjoyable start to the Summer! We’ve got some truly special new toys for you this update. The addition of the Saiga-12 shotgun gives us a proper two-hand magazine fed combat shotgun, including a monstrous 20 round drum, and a punchy sound set to match.
Rail Systems: The new Russian Rail system is a long-awaited solution to the problem of having many folks prefer their AKs with and without rail setups. Rather than having to manage two sets of these firearms, we now have a proper rail type for them, including a Russian-to-Picatinny adapter. Note this does mean that anytime you spawn something like Dragonuv, you will need to mount a PSO-1 on it, or drop the adapter on to mount another scope. With the item-spawner’s vault system though, this should be something you only need to do once. In reality, there are two different types of russian side mounts (AK and SVD), but I’ve simplified this to a single universal russian mount for play convenience (otherwise I would need to have duplicates of every type of russian optic like the Kobra, PK01VS, etc., and it would have simply been too obtuse for folks not familiar with these systems).
The russian rail mounts now exist on the AKM, AK-101, Bizon, Dragonuv and RPG-7. The AKS74u will eventually get one, I just have to make/add a mounting bracket to its receiver. All future Russian long-arms that would normall have this sort of mounting bracket will have them going forward.
Sound Updates: You’ll notice that a new firearms got replaced sound samples this update (Imbel A2, Revolvers). This was done as a temporary measure to remove some of the egregiously bad samples I had in place. A far more extensive sound replacement is planned eventually (possibly late summer, still planning things). That system will eventually take into account more environmentally accurate reverb, either through a sample + tail system or IR reverb. Still need to benchmark some things to decide. I’ll have more info on this as I make system decisions.
M.E.A.T.S: For those of you who’ve been enjoying M.E.A.T.S., I wanted to let you know that there’ll be another batch of sequences in the next update. I’ve got them mostly authored, just have to figure out good scoring thresholds (as I was pretty off the mark with a bunch of them the first time around). I’ve got plans for new modes and target types that will be being filled in through-out the summer, along with a bunch of polish for this mode including some music, better sound effects, and most likely a re-do of the core environment.
4th Of July As I mentioned in the devlog, we’re working on something reeeeally special for this 4th of July. As the holiday falls awkwardly on a mid-week of this year, the update will be dropping as usual on a friday preceding it, the 30th of June. There will then be a minor update pushing the night before the 4th, for those of you without a BBQ or Oh-god-i’ve-lit-the-house-on-fire-AGAIN event to attend. I’m tremendously excited about this update, and if you’d like to keep tabs on it, I’ll begin teasing some elements of it next week on /r/H3VR.
Finally, special thanks go out to “Patrick Scope-Creep Sutton” who has been invaluable in providing exquisitely detailed accurate models as well as bangin’ sounds for them. He has roundly been a bad influence on me in terms of getting things done that aren’t Russian firearms and accessories :-)
Anywho, I hope you all have an enjoyable and 12-gauge-drum-mag-tastic weekend!
Peace, Anton
Update Notes:
Additions:
Added New Firearm: Saiga 12 Mag-fed Shotgun (12 gauge) w. 5, 12, 20 round Magazines
Added New Attachment Type: Russian (a modular mounting type encompassing AK and SVD mounting brackets)
Added New Attachment: Russian To Picatinny Adapter
Added New Attachment: Kobra Reflex Sight w. 4 reticle selection (Russian Attachment style)
Added New Attachment: PK01VS RedDot Sight (Russian Attachment style)
Added New Attachment: PSO-1 4x24 Scope w. Illuminated Reticle switch (Russian Attachment style)
Added New Attachment: Salvo Suppressor
Added new Item Spawner Functionality: Rounds stored in firearm magazine are now saved (not chambers tho)
Added new Cartridge Type: 38 Special in JHP, FMJ, Tracer
Added new Cartridge Type: .41 Black Powder Caseless in SP
Added new Cartridge Type: 45 Long Colt in SP, Tracer
NOTE: Data-structure of Item Spawner Vault was changed. Past saved guns have been cleared. (apologies)
Changes:
“Simple Interactions” (like lever switches) now use the trigger, even on Touch (this was intended initially but a bug was preventing it from working as intended)
Firing Sounds for SW29 Revolver Replaced, made more consistent with newer revolver sounds
Firing Sounds for SW686 Revolver Replaced, made more consistent with newer revolver sounds
Firing Sounds for R8 Revolver Replaced, made more consistent with newer revolver sounds
.44 Magnum & .357 Magnum Speedloaders all upgraded to the successful change that Rhino Speedloader had
AKM no longer has built-in Picatinny Rail System. You must now attach a Russian-style attachment or adapter.
AK101 no longer has built-in Picatinny Rail System. You must now attach a Russian-style attachment or adapter.
Bizon SMG no longer has built-in Picatinny Rail System. You must now attach a Russian-style attachment or adapter.
Dragonuv Sniper Rifle now longer has built-in Picatinny Rail System. You must now attach a Russian-style attachment or adapter.
Russian-Style Rail Adapter added to RPG-7
Gamepoint RDS Reticle Size adjusted
Imbel A2 sound set modified
ItemSpawner Images updated for AKM, AK101, Bizon, Dragonuv
Fixes:
Fixed broken destination selection for Dash/Slide locomotion modes
Fixed a bunch of logic issue corner cases in Revolver Base Class
Fixed Commando 552 Trigger not animating
Fixed R8 Revolver having broken top rail mount
Item spawner and table positioned swapped in Breaching Prototype scene to prevent score panel from being blocked
Added extra ID verification steps to Item Spawner Vault Scan system to prevent serialization of invalid objects
Fixed wonky folding stock on UMP45 by upgrading to the more up to date script
VZ64 Skorpion bolt now properly holds open after last shot
Suppressors on Commando 552 now save to the vault correctly! (please delete older entries of it)
Made Commando 552 Bolt release triggerable by tapping it
Fixed Commando 552 Magazine Mount Position
Suppressors recalled from Vault are now scaled correctly to their firearm
Fixed corrupted material map texture on Imbel A2. Its ambient lighting should now look correct.
Fixed incorrect mounting position for Mp5a2 magazine
Grenade exploding in hand that currently has controller model hidden now correctly re-enables hand model.