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

Howdy folks!

https://www.youtube.com/watch?v=DFDuaCp389I

Have a pretty wild experiment of an alpha for you folks today. It's always terrifying for me when I mess with any 'core' code in the game, and I've made some pretty extensive changes to how the hands are interpreted, and how filtering works. It's eliminated the lag that occurred with smooth locomotion, and I think found a better balance between smoothing when you hold an object close-to-still, while still being super responsive. I'm really looking forward to hearing feedback on it.

The attachable foregrips are also far far improved in how they interpret a pose-point. I originally couldn't figure this out, but after pushing last week's update, seeing the disappointment in the default pose usage, the problem-space percolated for a bit, and I hit inspiration a couple days ago, re-wrote the math for determining facing direction for two-handed objects, and BAM, it works :-) Granted, you can still break it by putting foregrips in stupid places, fair warning, but its as good as it's going to get at this point.

Anywho, I'm going to wrap up this Alpha build. Should be live sometime between now and 7 (my time). Hope y'all enjoy!

Remember, to switch to the alpha branch:

Right Click H3VR in Steam and go to 'Properties'
Click on the 'Betas' tab
Click the dropdown and select 'Alpha 1'
Hope you all have a wonderful weekend!

Peace,

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

Howdy folks!

https://www.youtube.com/watch?v=DFDuaCp389I

Have a pretty wild experiment of an alpha for you folks today. It's always terrifying for me when I mess with any 'core' code in the game, and I've made some pretty extensive changes to how the hands are interpreted, and how filtering works. It's eliminated the lag that occurred with smooth locomotion, and I think found a better balance between smoothing when you hold an object close-to-still, while still being super responsive. I'm really looking forward to hearing feedback on it.

The attachable foregrips are also far far improved in how they interpret a pose-point. I originally couldn't figure this out, but after pushing last week's update, seeing the disappointment in the default pose usage, the problem-space percolated for a bit, and I hit inspiration a couple days ago, re-wrote the math for determining facing direction for two-handed objects, and BAM, it works :-) Granted, you can still break it by putting foregrips in stupid places, fair warning, but its as good as it's going to get at this point.

Anywho, I'm going to wrap up this Alpha build. Should be live sometime between now and 7 (my time). Hope y'all enjoy!

Remember, to switch to the alpha branch:

Right Click H3VR in Steam and go to 'Properties'
Click on the 'Betas' tab
Click the dropdown and select 'Alpha 1'
Hope you all have a wonderful weekend!

Peace,

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

Howdy folks!

Just a quick message for ya today, as I'm just wiped from getting the video and alpha together. Build will push live at 7pm PST as usual (on the alpha branch only).

https://www.youtube.com/watch?v=nbNd2CtbFeA

Please let me know if anything goes super wrong with the foregrip system. It was coded in a moment of sudden inspiration/wild excitement, so there may still be some bugs in it.

Also, remember that I've activated a couple more scenes, and popped an item spawner in the Gunnasium, so enjoy!

Remember, to switch to the alpha branch:

Right Click H3VR in Steam and go to 'Properties'
Click on the 'Betas' tab
Click the dropdown and select 'Alpha 1'
Hope you all have a wonderful weekend!

Peace,

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

Howdy folks!

Just a quick message for ya today, as I'm just wiped from getting the video and alpha together. Build will push live at 7pm PST as usual (on the alpha branch only).

https://www.youtube.com/watch?v=nbNd2CtbFeA

Please let me know if anything goes super wrong with the foregrip system. It was coded in a moment of sudden inspiration/wild excitement, so there may still be some bugs in it.

Also, remember that I've activated a couple more scenes, and popped an item spawner in the Gunnasium, so enjoy!

Remember, to switch to the alpha branch:

Right Click H3VR in Steam and go to 'Properties'
Click on the 'Betas' tab
Click the dropdown and select 'Alpha 1'
Hope you all have a wonderful weekend!

Peace,

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

Howdy folks!

The rolling alphas continue for Update 52, and this one restores functionality to a huge number of firearms. All SMGs and Machine pistols are now functional again, and about 50% of the closed-bolt automatic rifles. The rest are being reserved for when we know how much unique audio sample work is needed for them, through iterating and playing around.

https://www.youtube.com/watch?v=1MJxBFPEtUQ
Handgun functionality is now more or less complete, with safeties, de-cocking, clips locking the bolt, and other minutae now behaving correctly. Manually cocking and dropping the hammer is also now functional again, and should behave correctly (let me know if you run into any oddities).

I've also added to the item spawner, basically every new firearm you've seen since Update 51, so you should be able to play with them in the five active scenes in this alpha. I'm a particular fan of the M1897 slam-fireable trench gun :-)

As mentioned in the video, after Tuesday I may be scarce for a week or so, as I recover from ma surgery. If I'm a touch cranky for a bit when I return I hope you all understand :-P

Peace,

Anton

To access the alpha branch:
  • Right Click on the Game and go to 'Properties'
  • Click on the 'Betas' tab
  • Click the dropdown and select 'Alpha 1'
Steam should now download it.

Things you should be aware of regarding the state of the current alpha
  • Only a few scenes are active (Indoor Range, Warehouse Range, Arizona Range and Friendly 45)
  • Large sections of the Item Spawner are currently disabled as those items are not yet migrated to new systems
  • Some items in the item spawner may not function correctly
  • Relative sound levels are still very much still WIP. Some things may be louder or quieter relative to each other than they should be.
  • PLEASE DO NOT post bug reports for this alpha. I'm aware everything it broken. I am not tracking bugs in this build yet, so it's not helpful to be spammed with mentions about what is broken.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin

Howdy folks!

The rolling alphas continue for Update 52, and this one restores functionality to a huge number of firearms. All SMGs and Machine pistols are now functional again, and about 50% of the closed-bolt automatic rifles. The rest are being reserved for when we know how much unique audio sample work is needed for them, through iterating and playing around.

https://www.youtube.com/watch?v=1MJxBFPEtUQ
Handgun functionality is now more or less complete, with safeties, de-cocking, clips locking the bolt, and other minutae now behaving correctly. Manually cocking and dropping the hammer is also now functional again, and should behave correctly (let me know if you run into any oddities).

I've also added to the item spawner, basically every new firearm you've seen since Update 51, so you should be able to play with them in the five active scenes in this alpha. I'm a particular fan of the M1897 slam-fireable trench gun :-)

As mentioned in the video, after Tuesday I may be scarce for a week or so, as I recover from ma surgery. If I'm a touch cranky for a bit when I return I hope you all understand :-P

Peace,

Anton

To access the alpha branch:
  • Right Click on the Game and go to 'Properties'
  • Click on the 'Betas' tab
  • Click the dropdown and select 'Alpha 1'
Steam should now download it.

Things you should be aware of regarding the state of the current alpha
  • Only a few scenes are active (Indoor Range, Warehouse Range, Arizona Range and Friendly 45)
  • Large sections of the Item Spawner are currently disabled as those items are not yet migrated to new systems
  • Some items in the item spawner may not function correctly
  • Relative sound levels are still very much still WIP. Some things may be louder or quieter relative to each other than they should be.
  • PLEASE DO NOT post bug reports for this alpha. I'm aware everything it broken. I am not tracking bugs in this build yet, so it's not helpful to be spammed with mentions about what is broken.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin

Howdy folks!

Hope the past month has treated you well! Many of you may be wondering.. "hey, when are we going to get another update". Well for those of you who haven't been following the devlog, we've got a progress update for you today.

Work has been underway for Update 52, what is shaping up to be easily the largest and most complex update the game has yet gotten. Firearm sound is being 100% replaced, and a (correctly setup) mixer system is being built into the game. Sound will be significantly more reactive to the environment you're in, and many issues and artifacting that occurs in the current system will be going away.

With the scale of modification involved in all of this, Update 52 is taking a good deal longer than our updates in the past have (due to having to tear apart, and as such _break_ large parts of the game to do this work). So instead of racing back to functionality, we will doing a series of limited alphas over the next month or so.

The first of these Alphas has just been pushed to a new branch on Steam. To access the alpha branch:
  • Right Click on the Game and go to 'Properties'
  • Click on the 'Betas' tab
  • Click the dropdown and select 'Alpha 1'
Steam should now download it.

Things you should be aware of regarding the state of the current alpha
  • Only a few scenes are active (Indoor Range, Warehouse Range, Arizona Range and Friendly 45)
  • Large sections of the Item Spawner are currently disabled as those items are not yet migrated to new systems
  • Some items in the item spawner may not function correctly
  • Relative sound levels are still very much still WIP. Some things may be louder or quieter relative to each other than they should be.
  • PLEASE DO NOT post bug reports for this alpha. I'm aware everything it broken. I am not tracking bugs in this build yet, so it's not helpful to be spammed with mentions about what is broken.
  • There is a new treat hiding around in a few scenes that some might describe as... moist
If you'd prefer to wait until the game is more functional to try out the new content, you can always follow the devlogs on what's being worked on, listed below:

https://www.youtube.com/watch?v=tmZrbm1Ebts
https://www.youtube.com/watch?v=7yVbMEGBEhQ
https://www.youtube.com/watch?v=5mfvqgjGBpE
https://www.youtube.com/watch?v=EZ-sUSU52rA
https://www.youtube.com/watch?v=6yPFNqWQdiY
Hope you enjoy the progress so far!

Peace,

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

Howdy folks!

Hope the past month has treated you well! Many of you may be wondering.. "hey, when are we going to get another update". Well for those of you who haven't been following the devlog, we've got a progress update for you today.

Work has been underway for Update 52, what is shaping up to be easily the largest and most complex update the game has yet gotten. Firearm sound is being 100% replaced, and a (correctly setup) mixer system is being built into the game. Sound will be significantly more reactive to the environment you're in, and many issues and artifacting that occurs in the current system will be going away.

With the scale of modification involved in all of this, Update 52 is taking a good deal longer than our updates in the past have (due to having to tear apart, and as such _break_ large parts of the game to do this work). So instead of racing back to functionality, we will doing a series of limited alphas over the next month or so.

The first of these Alphas has just been pushed to a new branch on Steam. To access the alpha branch:
  • Right Click on the Game and go to 'Properties'
  • Click on the 'Betas' tab
  • Click the dropdown and select 'Alpha 1'
Steam should now download it.

Things you should be aware of regarding the state of the current alpha
  • Only a few scenes are active (Indoor Range, Warehouse Range, Arizona Range and Friendly 45)
  • Large sections of the Item Spawner are currently disabled as those items are not yet migrated to new systems
  • Some items in the item spawner may not function correctly
  • Relative sound levels are still very much still WIP. Some things may be louder or quieter relative to each other than they should be.
  • PLEASE DO NOT post bug reports for this alpha. I'm aware everything it broken. I am not tracking bugs in this build yet, so it's not helpful to be spammed with mentions about what is broken.
  • There is a new treat hiding around in a few scenes that some might describe as... moist
If you'd prefer to wait until the game is more functional to try out the new content, you can always follow the devlogs on what's being worked on, listed below:

https://www.youtube.com/watch?v=tmZrbm1Ebts
https://www.youtube.com/watch?v=7yVbMEGBEhQ
https://www.youtube.com/watch?v=5mfvqgjGBpE
https://www.youtube.com/watch?v=EZ-sUSU52rA
https://www.youtube.com/watch?v=6yPFNqWQdiY
Hope you enjoy the progress so far!

Peace,

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


Howdy Folks!

https://www.youtube.com/watch?v=nSKPaXjM-YY

First off, HAPPY NEW YEAR! Hope you all had a relaxing and restorative holiday! I’d also like to say ‘Greetings’ to all the New VR users across our three major platforms who took the dive this Holiday season. I hope your virtual adventures are treating you well so far!

Speaking of platforms, this update has a major fix in it for WindowsMR users. Seems that platform handles dropping below 90 hz differently (from what I can tell) and it was throwing my physics timestep to the wind due to some code in the SteamVR plugin. All is well now though, so lot spec users (on any platform) should no longer have guns just fly out of their hands when they try to pick them up :-P

As shown in the video, we have Final Winners for our Meatmas Holiday Ornament Contest! Huge congratulations to the winners below, and a huge thank you to everyone who entered! You folks rock!

The update proper this week has a bunch of Optics-a-fied WW2 guns (the Garand and M1/2 Carbines, as well as some sweet scopes for the m16 (I know some of you folks prefer the classic simplicity of it over the modern M4/Mk18s and such). The optics on the WW2 guns are perma-attached as they all fit into the category of not ‘field-swappable’. It’s made me realize I _really_ need to consolidate some things in the Item Spawner, and get variant linking (among other things) functional. More things for 2018!

Well with that I’m going to get back to getting this update setup. The beta branch is being disabled for now, as there isn’t going to be any betas during January (will explain more next week about). I’m going to start only keeping those branches active when they actually differ from the release build. Hopefully this won’t be an inconvienece.

Anywho, I hope you all have a wonderful weekend! Make sure to pop through Take&Hold again, as the Meatmas guns have been added to the mode’s spawn tables. More on where that mode’s headed next week!

Peace,
Anton


Meatmas Holiday Contest Winners!

Update 51 Changelog

Additions:
  • Added New Firearm: M1-D Garand (with integrated M84 Scope)
  • Added New Firearm: M1 Carbine Scoped (with integrated M84 Scope)
  • Added New Firearm: M2 Carbine Scoped (with integrated M84 Scope)
  • Added New Firearm: M3 Grease Gun Suppressed (.45 ACP)
  • Added New Attachment: M16 3x20 Scope
  • Added New Attachment: M16 ARM Scope (6-24x)
  • New Firearms Added To Take And Hold Loot Tables

Changes:
  • All Meatmas Gifts are now in the item spawner
  • Modified M16 Top-handle to accept attachments built for it
  • Made all 1911 Pistol sounds consistent
  • Added Expandable stock to M3 Grease gun
  • Stens are now properly Harnessable
  • AKM Wood Tone altered

Fixes:
  • FIxed grabbed-objects-fly-around bug for WindowsMR users (i think)
  • Bren is properly last-round bolt hold open now.
  • Fixed incorrect behavior for 4-6th alternate objects in item spawner details page
  • Fixed Glitch in M3 Grease gun geo
  • Fixed 1911 tactical always having round showing
  • Fixed incorrect display of 7.62x25mm Tokarev in PPSH mags
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

https://www.youtube.com/watch?v=nSKPaXjM-YY

First off, HAPPY NEW YEAR! Hope you all had a relaxing and restorative holiday! I’d also like to say ‘Greetings’ to all the New VR users across our three major platforms who took the dive this Holiday season. I hope your virtual adventures are treating you well so far!

Speaking of platforms, this update has a major fix in it for WindowsMR users. Seems that platform handles dropping below 90 hz differently (from what I can tell) and it was throwing my physics timestep to the wind due to some code in the SteamVR plugin. All is well now though, so lot spec users (on any platform) should no longer have guns just fly out of their hands when they try to pick them up :-P

As shown in the video, we have Final Winners for our Meatmas Holiday Ornament Contest! Huge congratulations to the winners below, and a huge thank you to everyone who entered! You folks rock!

The update proper this week has a bunch of Optics-a-fied WW2 guns (the Garand and M1/2 Carbines, as well as some sweet scopes for the m16 (I know some of you folks prefer the classic simplicity of it over the modern M4/Mk18s and such). The optics on the WW2 guns are perma-attached as they all fit into the category of not ‘field-swappable’. It’s made me realize I _really_ need to consolidate some things in the Item Spawner, and get variant linking (among other things) functional. More things for 2018!

Well with that I’m going to get back to getting this update setup. The beta branch is being disabled for now, as there isn’t going to be any betas during January (will explain more next week about). I’m going to start only keeping those branches active when they actually differ from the release build. Hopefully this won’t be an inconvienece.

Anywho, I hope you all have a wonderful weekend! Make sure to pop through Take&Hold again, as the Meatmas guns have been added to the mode’s spawn tables. More on where that mode’s headed next week!

Peace,
Anton


Meatmas Holiday Contest Winners!

Update 51 Changelog

Additions:
  • Added New Firearm: M1-D Garand (with integrated M84 Scope)
  • Added New Firearm: M1 Carbine Scoped (with integrated M84 Scope)
  • Added New Firearm: M2 Carbine Scoped (with integrated M84 Scope)
  • Added New Firearm: M3 Grease Gun Suppressed (.45 ACP)
  • Added New Attachment: M16 3x20 Scope
  • Added New Attachment: M16 ARM Scope (6-24x)
  • New Firearms Added To Take And Hold Loot Tables

Changes:
  • All Meatmas Gifts are now in the item spawner
  • Modified M16 Top-handle to accept attachments built for it
  • Made all 1911 Pistol sounds consistent
  • Added Expandable stock to M3 Grease gun
  • Stens are now properly Harnessable
  • AKM Wood Tone altered

Fixes:
  • FIxed grabbed-objects-fly-around bug for WindowsMR users (i think)
  • Bren is properly last-round bolt hold open now.
  • Fixed incorrect behavior for 4-6th alternate objects in item spawner details page
  • Fixed Glitch in M3 Grease gun geo
  • Fixed 1911 tactical always having round showing
  • Fixed incorrect display of 7.62x25mm Tokarev in PPSH mags
...