Hope you're all doing well and have some fun things planned for the Holiday weekend. We've got a small update for you today, in part because there's going to be ANOTHER update on the 4th of July. That one will be going live approx. 9am PST on Wednesday so you folks who have the day off can have the whole day to play with it!
As for today's update, I hope you all enjoy the AA-12 as much as I do. It's easily the most powerful 12gauge platform, and has this bulky, almost sci-fi edge to it. It's almost too good with its incredibly controllable recoil, with it's size being it's only real downside. I imagine we'll have to move to fictional firearms if we ever want a shotgun that's even more ridiculous.
Anywho, I will leave you now with the links mentioned in the devlog, and this week's changelog. For those of you having your 4th of July weekend early, I wish you best, and I'll y'all here again on Wednesday.
Additions: - Added New Firearm: AA12 (12 gauge) with 8 round and 20 round magazines - Added New Firearm: AKS-74U Tactical (5.45x39mm) - Added New Attachment: Classic Flagtachment - Added New Attachment: Wiener Pride Flagtachment
Fixes: - Fixed Incorrect G3A3 spawning in T&H - Fixed incorrect reflection probe culling - Fixed incorrect references in FirearmAudioClipset profiles - Made PSO Reticle clearer
Hope you're all doing well! We've got another little update for ya this week comprising some new toys, and some systemic changes that I think will make a big impact for many you!
The Virtual stock has come out working better than I could have anticipated, and I honestly don't think I've turned it off since I started using it earlier this week. I'm just glad I got over my irrational dislike of the concept to give it an implementation shot myself. Would love to know what you folk think.
Anywho, I'm gonna jump back to my tinkering, so I'll leave you with a change-log for this update. Everything else important this week is more than well covered in the devlog!
Peace,
Anton
Changelog:
Additions: - Added New Firearm: G3A3 Battle Rifle (7.62x51mm) w. 20 rnd Magazine - Added New Firearm: Fal Battle Rifle (7.62x51mm) w. 10, 20 and 30 rnd Magazines - Added New Firearm: SKS Classic (7.62x39mm) - Added New Firearm: Micro Uzi Machine pistol (9x19mm) - Added New System: Virtual Stock (enable in Input Options) - Added New Quickbelt slot Type: Magazine - Added New Quickbelt Option: Tactical Test Mk. 3
Changes: - Adjusted ‘size’ parameter used by many objects for determining what quickbelt slot things can go in - All ‘over the shoulder’ quickbelt slots are now ‘Massive’ meaning they can carry 2h melee weapons, lmgs, the M107, and equivalently sized things. - Powerup meats are now half the size
Fixes: - Fixed Quickbelt pose for ammunition, magazines, clips, speedloaders
Removed: - Removed Option: Mag duplication uses default load (kept being turned on accidentally and noone uses it)
Known (Major Issues): - Vault is still disabled due to being broken.
Weeeeeeeeee're BACK this week, with a another toy-packed update. It um... sorta got out of hand, as I had originally planned to only add a few of these attachments, but kept having "while I'm here, I might as well..." moments, and that somehow became 20 new attachments.. Took almost a whole work day just doing all the meta-data and item-spawner specific things for them all.
Out of everything, I think the MRS sight is probably my favorite. I tried to really punch up the visibility of it, as I know some of the reticles can be a bit hard to see in certain contexts.
Remember: while it's fun to kit a gun out, each added attachment does come with some performance overhead, so if you put a ton of things on a single gun, and use smooth locomotion, it can hit your CPU pretty hard. Fair warning.
Anywho, hope y'all enjoy all the new toys. See you next week!
Peace,
Anton
Changelog:
Additions: - Added New Firearm: SG 550 Assault Rifle (5.56 x 45mm) - Added New Firearm: Uzi Pro (9x19mm) Pistol - Added New Firearm: G17 (9x19mm) Pistol - Added New Firearm: G18 (9x19mm) Machine Pistol - Added New Firearm: G17 Custom (9x19mm) Pistol - Added New Firearm: G19 (9x19mm) Pistol with standard and Hi-Cap Magazines - Added New Attachment: SG Foregrip - Added New Attachment: Large Vertical Foregrip - Added New Attachment: M145 Scope (3.4x) - Added New Attachment: MRS Red Dot Sight - Added New Attachment: MT1 Red Dot Sight - Added New Attachment: SRS2 Red Dot Sight - Added New Attachment: Uzi Pro Suppressor - Added New Attachment: G19 Suppressor - Added New Attachment: Sureglow Light - Added New Attachment: Klash Light - Added New Attachment: Canted Iron Sight Pair - Added New Attachment: MP Iron Sight Pair - Added New Attachment: Tactical Laser 3 - Added New Attachment: Tactical Laser 4 - Added New Attachment: Tactical Laser 5 - Added New Attachment Set: Rail Covers in Short, Medium, Long - Added New Attachment: Vector-style Stock - Added New Attachment: PP2000-style Stock - Added Stock attachment support to all nearly Revolvers - Added Attachable Foregrip support to railed revolvers - Added Rear Stock attachment point to Cobray M11/9
Changes: - Tec9 Super Duper Illegal Version converted to Open Bolt - Optimized texture data usage across large swaths of pre-loaded content for stability/perf/load times - Vector45 Shroud is no longer a suppressor, but a Shrouded Barrel Extension - Suppressor Generic 1 renamed to Hitman Suppressor - Suppressor Generic 2 renamed to PBS1 Suppressor - Suppressor Generic 3 renamed to Aim5 Suppressor - Suppressor Generic 3 renamed to MUS-1 Suppressor - Suppressor Generic 5 renamed to Triad Suppressor - Suppressor Generic 6 renamed to Boxy Suppressor - Suppressor Generic 7 renamed to HexBolter Suppressor - Suppressor Generic 8 renamed to PBS4 Suppressor
Fixes: - Mosin Obrez stock pos glitch, and muzzle pos glitch fixed - Defender 45 Trigger Fixed - M249 Bipod Height Offset Fixed - M249 Belt State bugs fixed - M249 non-moving attachments on top cover fixed - Open Bolt guns trigger state now properly updated on drop - Broken Chainsaw sub-material fixed - Handgun Slide held + Slide release dropped sound spam bug fixed - Fixed Quickbelt swap crash bug - LAPD 2019 laser now properly ‘hit’ agent bodies again - M107 A1’s Iron Sights now flip up
Removed: - Removed Shrouded Vector 45 Variant (redundant, shroud is available in suppressor category)
At long last, after a grueling 4 months, 13 Alphas, and far more work than I ever anticipated, Update 52 is live and off the Alpha Branch. We've got a positively gargantuan change-log for you.
The big scene addition is the Sampler Platter, which is H3's tutorial scene of sorts (with a dynamic help system that shows you the next step needed to ready an object/firearm for use, with custom illustrations showing controls for both Vive and Rift).
There are of course all the delightful toys from the past couple months, and a couple new, very special, long awaited additions that I know you folks will love (and will allow me to remove an oft asked question from the FAQ hehe).
Well, as I've covered things fairly completely in the video, I'll just let the changelog speak for itself. Happy to answer any and all questions you folks might have though!
Peace!
Anton
Update 52 Changelog:
TLDR (the big stuff): - 42 NEW GUNS - 5 NEW GRENADES - 18 NEW ATTACHMENTS - NEW AWESOME SOUNDS - ALL MAJOR WEAPON SYSTEMS REBUILT
Audio System Rebuild (Still ongoing) - All firearms have new mixed Audio (MASSIVE FREAKING SHOUT-OUTS TO PATRICK!!!) - Local Reverb System, with gun shot+tail sample sets for 8 reverb archetypes and a bunch a parameterized mid-points - Player location-sensitive dynamic reverb for all other sounds - Rebuilt bot authored-reverb gunshot sounds for bots - Efficient sound occlusion system = Time-of-flight delay for distant sound effects
Recoil System Rebuild - More detailed, mass-driven recoil profiles for all guns - Recoil damping behavior now takes into account hand positions, grips and stock proximity to shoulder - Two-handing pistols now makes significantly more difference in muzzle recovery time (simply have your other hand near the grip, either empty, or holding a magazine, knife or flashlight to brace the gun)
Automatic Handgun Rebuild - Trigger Styles now simulated (SA, SA/DA, DAO, Strikerfire) - Slide Movement now occurs across full range, including lock-point New Audio Events - Greater control and reliability in slide spring simulation - Round now animates during chambering and extraction - More nuance/options in Safety behavior - More nuanced, accurate and varied safety/decercking behavior
Tubefed Shotgun Rebuild - Pump shotguns can no longer ‘jam’ with slow movement of pump - Manually chambered rounds are now placed on the carrier instead - Switching between pump and automatic mode for Spas12 now _works_ - Intertial Racking no longer breaks all the time
Closed & Open Bolt Weapon Rebuild - Bolts can now be pulled back further than lock point (as should be the case) - More consistent behavior - Cleaned up many state-combination related bugs - More reliable fire rates - Can no longer ‘jam’ during frame drops
Explosions System Rebuilt - Actual Pressure/heat damage done now. - Simulated Overpressure when explosions occur in small environments - Explosion Damage is only partially occluded by cover (be careful!) - Explosions and shrapnel system have gotten significant optimizations - Smoke system added for smoke grenades
New Attachment Type: Fore-grips - New attachable fore-grips allow for a new grab point for the gun fore - Can be removed by grabbing via them, then clicking touchpad down - Attempts to resolve a good base pose hybrid with gun’s original foregrip point. Will glitch if you place them stupidly though.
New Attachment Type: Stocks - All automatic pistols can mount attachable stocks (revolvers coming soon) - Allow for carbine-izing things, especially in cases where a foregrip can be mounted. - 3 Historical and 2 modern stocks available
Take & Hold Game Mode Significantly Retuned - Better Bot spawning progression - Multiple loot tables - More stable pathing - Wandering Bot Groups - More Varied Spawns - New Health Options
Meat Grinder Re-tuned - New Hydraulic bots - Better Spawn Tables - Plenty of bug fixes
Other Additions: - Added New Grenade: XM84 Stun Grenade - Added New Grenade: M18 Smoke Grenade in several colors - Added Mk. 2 Frag Grenade - Added No. 69 Impact Grenade - Added Steilhandgranate - Added New Magazine: 1911 Extended Mag - Added New Stripper Clip: .30-06 Springfield - Added New Stripper Clip: .303 British - Added New Attachment: M1 Garand Prototype Optic - Added New Attachment: Suppressor Mp9 - Added New Attachment: Suppressor Model 27 - Added New Attachment: Suppressor Shroud - Added New Attachment: Luger Stock Artillery - Added New Attachment: Luger Stock Carbine - Added New Attachment: C96 Mauser Stock - Added New Attachment: Foregrip Mini - Added New Attachment: Foregrip MX4 - Added New Attachment: Foregrip QC9 - Added New Attachment: Foregrip Vector45 - Added New Attachment: Foregrip Angled Black - Added New Attachment: Foregrip Angled Tan - Added New Attachment: Handstop QC9 - Added New Attachment Set: Barrel Extensions (Short, Medium, Long) - Added New Attachment: M84 for M1/M2 Carbine - Added New Ammo Variations: 40x46mm (HE, Airburst, MPARMS, Practice, CSGas + 5 Fictional ones) - Added New Bot Weapons (MP5SD, Scout, AKM, Uzi) - Added New Bot Type: Combat Shield - Added New Option: Hand-to-object Mode (Direct, Floating) allows performance/behavior tradeoff
Changes: - M79 Model rebuilt and improved to be less wobbly - M79 Now uses break-action shotgun controls - All explosions rebalanced using new system, some shrapnel removed - 870 shotguns renamed to what they ACTUALLY are, namely MB500s - Added functional safety to PPK - Added functional safety to Desert Eagle 44 - Cyber Pistol now fire 10mm DSM cartridges - Sako85 Now has visible hammer movement - Sako85 and 8400s now have safeties - Bolt Actions now have Hammers/Cocked Indicators - Mac11 totally rebuilt using new Open-Bolt System - Tactical 8400 & 8400 Shorty can now mount suppressors - Stripper Clips now have sounds for affixing and removing - Stripper Clips are now automatically detached from a firearm when grabbed if firearm magazine is full. - Vz64 now has functional folding stock - Vz64 now has Magazine Grab Trigger - Mac11 now has Magazine Grab Trigger - Altered G22 Full AutoMod’s rate of fire - AK101 now has functional folding stock - PPK, M9, PX4, 1911s all given new more accurate varied safety behavior - Slides for handguns no longer ‘jump’ when grabbed, but actuate properly taking the local offset of initial z-axis grab point into account - (Boomskee) Added several more height settings and switched buttons over to use laser-pointer - Foregrips removed from Vector 45s, UMP, QC9, Mk18 - Under-rail and foregrip removed from CX4 - AKS-74U now has Russian-style rail mount on side - Stripper Clips can now have rounds ejected from them - Suppressor Mount Added to Model 8 - Attachment Rails Added to Famas F1 - Galil Picatinny top rail removed and replaced with Russian-style side mount - Attachment Rails Added to L85A1 - SWAG 12 HE/FA rounds fixed/improved
Fixes: - Safety can no longer be engaged on AK style weapons when bolt would block said movement - SPAS12 mode switch now actually works - Fixed Aug A3’s capacity (it should be 42 for the magazine I have, whoops) - Bolt-action alt mode can no longer be cycled into when bolt is not forward (to prevent state glitches) - Fixed suuuuuuuuper messed up irons on Rhino20DS - 1873 variant magazine capacities corrected - Cyber Grenade fuse setting now saved correctly when spawn-duplicating
Removed: - Rise of the Rotwieners removed until next Halloween (being re-imagined) - Removed all old ‘gold mags’ - Removed Mp9 Suppressed (its suppressor is now available seperately) - OG M4 has now been removed instead of migrated to new systems - M4 Handlesight removed - M1D Garand Removed (Scope is now an attachement option) - M1 Carbine M84 version Removed (Scope is now an attachment option) - M2 Carbine M84 version Removed (Scope is now an attachment option) - L85 Susat version Removed (Scope is now an attachment option) - Model 8 Shorty Removed (hur durr gun can’t work like that due to reciprocating barrel) - 8 gauge shotgun removed for rebuilding - RPK removed for rebuilding
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Wanted to give you all a heads up; as this is the final week of development on Update 52, focusing on fixing bugs, there are going to be a whole bunch of pushes to the Alpha branch. If you're currently on the Alpha branch, and don't want to be frequently downloading several-gig updates as I do this final iteration, you have two options:
1. Switch back off of beta branches to mainline
2. Set your update option for the game to "only update this game when I launch it" in the Properties -> Updates section of the game.
As mentioned this past weekend, any and all help is useful in bug hunting for this final push for the update. If you run into functionality issues of any kind (lets hold the gun-inaccuracy/game balance stuff til later), please do create a bug report thread here in the BUG REPORTS section of the Steam Community forum.
The build being pushed today is meant to address a couple things, by altering the way that physics is calculated related to frame rate. These are fairly major changes under the hood, but SHOULD only result in user-side change that is somewhere between imperceptible to better.
- Major physics-related perf. spikes/sudden frame-rate implosion should be majorly improved
- Frame drops due to moving a complex gun over quick-belt holstered items while moving should be improved
- That Meatgrinder bug where a billion items would spawn out of a meatpile/box and then crash you SHOULD be fixed now
- The experience in game when having to run in reprojection should be less spiky and more stable (for our very low-hardware-spec users).
We’re so close I can taste it! That’s right, this week is the final Alpha of Update 52, meaning that next Friday, Update 52, the culmination of the several months of non-stop work rebuilding basically most of the game’s core systems, will release to the game’s main branch.
This week, Meat Grinder has gotten some much needed love. The mode now runs on my new Spawn-Table system, so as new guns get added to the game, they’ll automatically show up in MG (except the truly ridiculous/uber-powerful ones of course). Ammo is now slightly more plentiful, but guns themselves are a touch rarer, whereas before the balance was off in the direction of having tons of empty firearms, which always felt odd. Shotgun shells now spawn in wider varieties, mag fed shotguns appear, guns using clips and speedloaders appear, and even stuff like the new Contender can spawn with groups of 45-70 loose rounds. You’ll also find that melee weapons are more common spawns, which is especially helpful with the recent buff to Melee damage. Lastly, powerups now spawn, so for those of you who like to play Mode #2 in a ‘go as long as you can’ way, there’s now more opportunity to do so.
As mentioned in the video, this next week is going to _mostly_ be a big bug fixing push. PLEASE use the Steam Community bug report forum for issues you find. Once again I’d rather stick to functionality/breaking issues as highest priority right now, just to ensure the best experience for folks jumping from the last non-alpha update to this one. I can’t tell you how thankful I am for all the help you folks have given me through this long and arduous Alpha process.
Anywho, I’m going to jump back to it. Will be around as always though this evening. Let me know of how you like the new Meat Grinder feel!
Peace,
Anton
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’re all having a pleasant begining to your weekend. Have a bit of a smaller update for this week (I’ve got sidetracked a bit into futzing with some future-stuff for most of the week, Update 53 and onward kind of things), but still managed to make some head-way in getting us to Update 52 being done. (man it has been forever hasn’t it).
The Meatmas scene is back, rebuilt a bit to serve as the playful outdoor arena I know a number of you enjoy it as. It’ll remain in this form until next year’s holiday season where I’m sure I’ll come up with something even more bizarre.
I also snuck in a couple new toys, in the form of a Mosin Obrez and a Contender chambered in .45-70 Govt. I’ve always been a fan of preposterously powerful handguns, so having bolt action and a breach-loader that both hit light a freight train is riiiiiiight up my alley.
Anywho, the update will probably be live a touch early tonight, as I was able to actually get everyone done ahead of time :-) Hope y'all have a wonderful weekend!
Peace, Anton
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’re all having a pleasant beginning to your weekend. I’ve got a huge bag of toys for y’all this week, on a count of my procrastination working on core system migrations for Update 52 (and a certain other research project folks on the subreddit know about). So instead of getting ‘hard’ work done, I just went bananas implementing some of the huge stockpile of firearms I have accruing on my HDD.
The focus was primarilly on WW2 era stuff, filling in the battlefield role of carbines and heavy rifles, as that part of the spectrum has been a little thin (which one really feels playing T&H with the WW2 loot tables). The Johnson 1941 and Remington 81 do a great job of filling out the ‘full power cartridge’ side of things, and the two new .30 carbines help add some variety for our intermediate cartridges.
Also, to add some ordnance variety, I’ve put in Mk2, No69 and Stielhandgranate grenades. I’ve actually got a pretty large collection of mid-centry grenades from a ton of countries, so you should expect those to be added here and there for the forseeable future (seriously I have like 30 grenades…).
SO, I hope y’all enjoy the new toys. My next week will be back to getting neck-deep in Meat Grinder so we can finally get this darn game off the Alpha branch!
Have a wonderful week!
Peace, Anton
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'
First off, we’ve got new splodey toys in the form of new 40mm platforms, new grenades, and a fun little piece of history. The XM84 stun grenades are my new favorite toy/tactical tool, and I find heavy grenade use is critical for stayin alive in low health T&H runs. Also randomly we’ve got a Springfield 1903 in, just because I actually implemented it like… months ago and totally forgot to actually put it in the game. DERP.
On top of that, we’ve got some major changes and upgrades to Take and Hold, that are best presented as a list:
- Spawn Tables Rebuilt (again) to be much smarter, smoother progression. No more finding a DOOM weapon right off the bat, and the tables have really been tuned for an experience of swapping as you go for better things. - Way more Waves in the Totaly Difficulty possibility space. There were 9 before, now there’s 15, with way more variation inside those 15. - New Bot Weapons (AKM, Scout, Uzi) - New Bot Projectiles (Pistol, Shotgun, Intermediate, FullPower) that do varying amounts of damage - Human Health setting doubled to better represent a player wearing body armor - Bot health is set to human levels when playing on Human health - Intelligent difficulty caps for WW2/Desperado mode so things don’t get _stupid_ - Bruiser Bots health nerfed - New Lvl 1 armor for many bots (less powerful kevlar vs. their steel plate) - New Type of Bot (watch the video to see him!) - Bots should friendly fire less - More variety in powerup spawns - And a ton of other little tweaks and fixes!
Whew! So a whole lotta stuff. OH! I somehow keep forgetting. Wurstwurld is back, and migrated onto the new sound engine. Still tweaking things here and there, but it should be mostly bug-free. Thanks to our community for bug hunting for me this week!
Alpha 10 _should_ be live by 7pm PST. To switch to it:
- Right Click H3VR in Steam and go to 'Properties' - Click on the 'Betas' tab - Click the dropdown and select 'Alpha 1'
Anywho, I hope you all enjoy this week’s Alpha. As always let me know if anything glitches hard, and I’ll push code hotfixes. I hope you all have a WONDERFUL weekend :-).