Nov 16, 2018
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

https://www.youtube.com/watch?v=7we2LgeyR60

Hope you’re all having a pleasant November and either staying warm enough, or finding breathable air (if you’re on the west coast). We’ve got a fresh update for you folks this week, namely Module 2 of Return of the Rotwieners: Pacification.

This module adds gun-toting Paramilitary Wieners who are _mean customers_ let me tell ya. Rather than amble about, they actually patrol various zones of the map, sweeping through engaging anything they encounter. They are _deadly_, sporting really hot rounds for their weapons, hyper-effective suppressors and long sight distances. I strongly recommend approaching fights with them intelligently.
On top of that, the mode now has two ‘stores’, where you can buy equipment for a run using Meat cores. The Gun store stocks modern equipment while the Pawn shop stocks antiques and melee weapons. They both have a quest associated with them that intersects the new Pacification faction, so for those of you hungering for more challenging tactical situations, here you go! *evil laugh*.

Anywho, I’ll stop rambling for now. I look forward to hearing you all curse my name after having this module wreck your faces.

Peace,

Anton



Changelog:

Additions:

- Added New System: Player Stealth (based on world, local movement, height, occlusion)
- [Rotwieners] Added New Area: North Pass (and North Pacification Outpost)
- [Rotwieners] Added New Area: South Pass (and South Pacification Outpost)
- [Rotwieners] Added New Enemy: Pacification Squads
- [Rotwieners] Added New NPC: Gun Store Owner
- [Rotwieners] Added New NPC: Pawn Shop Owner
- [Rotwieners] Added New Turburgert Types: Flak, Suppression, Flame
- [Rotwieners] Added New Looting Container Types: Locker, Cooler, Wood Crate
- [Rotwieners] Added a Ton of new looting opportunities across map
- [Rotwieners] Added ‘Store’ System: Items can be purchased (non-permanent) from Gun and Pawn Store

Changes:
- [Rotwieners] Deputy Station Carbine Spawn Removed
- [Rotwieners] Ranger Quest Reward Charts Altered
- [Rotwieners] Altered Health/Damage Resist values on various agents
- Player can now catch fire and take damage over time

Fixes:
- [Rotwieners] Fixed assorted collision issues
- [Rotwieners] Improved Occlusion Culling in some problem areas
- Fixed Rates of Fire on a bunch of firearms

Disabled:
- Vault is currently disabled
- Gronch is on vacation until the Meatmas season
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

https://www.youtube.com/watch?v=gQyfW9O0f9w

Got a smaller update for y’all this week (still recovering from the month of October truth be told). The focus this week was primarilly on clearing out a back-log of bugs, and do a bunch of Quality-of-Life tuning.

Rift users, please let me know how the new snap-turn options work for you. They are available all the time, regardless of which locomotion mode you have enabled. Remember that in the new ‘Global Options’ tab of the Movement Options, you can chose the angle increment for each ‘snap’. Finally ARMSWINGER FOR EVERYONE!! :-)

Lastly, for those of your playing Rotwieners, please let me know how you feel about the new balance. All projectile weapons should do more bleed damage, which helps everything from 9mm, to body-shots from Bolt Actions. Should make firearm usage far more viable (assuming you’re landing center-of-mass hits on links).

Anywho, hope y’all have a wonderful weekend. See you on stream!

Peaaaace,

Anton

Update 61 Changelog:

Additions:

- Added New Firearm: APC9 Carbine (9x19mm)
- Added New Firearm: APC45 Carbine (.45acp)
- Added New Firearm: Bubba-15 (5.56x45mm)

- [Rotwieners] Added New System: Local Teleportation System For Honey Hamlet

Changes:

- Rebuilt all two-handed weapons to use a different approach on pivot to improve control/game-feel
- Changed Ballistic System Damage Computation For Soft Targets. Rounds that overpenetrate should now do significantly more bleeding damage as an ‘exit wound’ simulation
- Cartridges can now be cooked off by Ignitor Particle Systems
- [Rotwieners] Added New ‘Object Catcher’ system for objects that fall through the environment. Teleports them to same XZ cord but above ground.
- [Rotwieners] Enemies now only spawn with ammunition for weapons they are spawned alongside (so for example, a basic Rotwiener that picks up an empty spitter gland will not be able to reload it)
- [Rotwieners] Rotwiener Life and Damage Resist values tweaked
- [Rotwieners] Sarah Wiener no longer gives a two-handed weapon as a reward
- [Rotwieners] Deputy Station Carbine Spawn Table has more possible guns in it

Fixes:

- Fixed Display of .455 Webley Cartridge
- Flamethrower will no longer Spam-Spawn in Take & Hold
- Fixed grip position/angle for SW500/SW500 Junior
- Fixed P22 safety behavior
- [Rotwieners] Fixed Numerous Translocator bugs relating to save state
- [Rotwieners] Fixed Item Retiever Zones continuing to ‘eat’ objects once fulfilled
- [Rotwieners] Fixed Error relating to Armored Zosigs
- [Rotwieners] Fixed Rotwiener Hives Not taking explosive damage
- [Rotwieners] Fixed Meat Cores sometimes being counted multiple times by Ressembler-O-Tron
- [Rotwieners] Holy Water Fountain now has a sound
- [Rotwieners] Destroyable Loot containers can now be bashed open, and take less damage to shoot open
- [Rotwieners] Fixed Jerry Can Sound spam issue
- Fixed Gunnasium Collision Issue

Disabled:

- Vault is currently disabled
- Gronch is on vacation until the Meatmas season
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

https://www.youtube.com/watch?v=5z6nMCrfcMg

Incredibly sleep-deprived Anton here. After what has somehow been both the longest and shortest month of my life, I an pleased to present to you, Return Of The Rotwieners Pt. 1, the latest and zaniest game-mode for Hot Dogs, Horseshoes and Hand Grenades, just in time for Halloween (mostly/barely)!

For those of you who don’t know what’s going on yet, RotRW is a Rogue-lite Action RPG mode for H3VR, a sequel/reimagining of a prior scene made for the game for Halloween that was later decommisioned. It began life as a semi-structured sand-box, but quickly grew into a more extensive idea, with a fully-voiced cast of Wieners, quests, and the largest map in the game by a HUGE margin.

The scale diiiiid come at a slight cost in that I was not quite able to get everything done that was planned/recorded/designed, so this release is basically being broken up into two parts. “Part one” launches today, and has roughly the first half or so of the quest content of the game, about 2/3rds of the NPCs and systems in place, and somewhere around half of the active game-space of the map activated. A series of additional modules will follow in November and onward, as I unlock more parts of the map, add NPCs, loot, seeeeecrets, and other cool things.

Despite the absolutely breakneck (and really truly unhealthy) pace, this has been one of those life-affirming incredible projects to work on. I’m beyond fortunate to have the group of partners/colleagues/family that I have to work with, who amplify all of the best.. and at times strangest qualities of one’s work. We’ve been working together long enough at this point where the collaboration is almost telepathic, and when we go weird, we go there in sync.

Finally, I also want to take a moment to highlight some of the incredible contributions by folks outside the quartet of RUSTy fellows, without which this mode would not have been remotely possible:Jennifer Maynulet: Script Co-writer, Producer and 2d artist. The personalities of the NPCs in Rotwieners flow directly from her meaty goofball head. She’s been instrumental in helping me tune the balance of the entire game’s tone between spooky, hilarious and tragic.

Lucas “Harry Wiener” Miller, World Building, Texturing and UI. The most delightful thing about working with Lucas is that just when I think I’ve hit some sort of wall or high bar for weird, strange or zany, just as I’m starting to laugh at my own joke, Lucas drops a bomb that just triple downs on it. He has a way of using Mis-en-scene, and twisting brand language, civic constructs and puns together to convey a world that is always more f’ed up that I could have imagined, and yet so very perfect for this game. The devil is in the demented details, and he is cackling.

Joe “The Italian” Kataldo: Composer, Sound designer, V/O Director. Joe’s endurance for marathoning out an impossible amount of quality work on a ridiculous deadline continues to astonish me. The soundtrack he has produced for H3 has been a guidestone throughout the process and inspiration to try to make something that lives up to its power.

Ben “Bubbles” Gummer: The Meat-smith behind the Sosigs, their arsenal their myriad outfits, and a whole bunch of strange props that likely had him ‘wtf-ing’ at my requests, Ben has been building assets for months now, all of which have been in service to the needs of this mode.

Stefan “Swedespeed” Engdahl: Stefan also seriously rescued me from my own poor planning, stepping in to take rapid-fire prop requests of increasing bizarre nature. He’s the mind behind the crafting machines in H3, and I’m sure I’m permanently messed with knowledge of english thanks to asking for things like a “Whizzbangadinger”.

Patrick “Cakes” Sutton: Sound designer. Without Patrick, H3 would flatly still sound like crap. It was his energy, persistence and vision that has responsible for the incredible firearm, handling, melee, and impact sounds that have elevated every aspect of combat and action in the game. He is also possibly greatest (welcome) source of scope-creep I have ever encountered in a collaboration.

Kiefer “Myoron” Moore: QA testing. My goodness, this release would have been a buggy mess were it not for Myoron. The depth and precision of testing he did for the game during its final week was beyond essential, more bugs and quest/saving logic issues than I would have ever been able to find. A million thanks to him for doing a sort of effort that doesn’t get enough attention in gamedev.

The Amazing Voice Cast, all friends, family and roped-in significant others:

Arthur Brussee, Aaron Lewis Davidson, Marc Destefano, Melissa Destefano, Randy Heeren, Joe Kataldo, Cord Lambrecht, Jen Maynulet, Jenny Miller, Julia Miller, Lucas Miller, Luke Noonan, Haelen Nunn, Heidi Sulzdorf-Lizkiewicz, & Landon Wilson

Anywho, I hope you all truly enjoy this new mode. It has been a delight to work on.

Peace,
Anton


Update Changelog:

Additions:
- [Rotweiners Exclusive] Added New Firearm: The Four Letter Word
- Added New Weapon: Junkyard Flamethrower (in Proving Ground only atm)

Changes:
- [Rotwieners] Rotwiener spawn-due-to-sound event rebuilt. It now is pop-cap limited, and has a rate limiter so that mag-dumping weapons doesn’t cause 5-20x the spawning as a single explosion/bolt action shot, etc.
- [Rotwieners] Meat Core Spawns increased across the board
- [Rotwieners] Herbs can now be eaten.
- [Rotwieners] Meat Cores and Herbs now persist between runs/deaths/etc.
- [Rotwieners] Meat Cores and Herbs are now thrown up in a random mix based on what is in ‘stomach’

Fixes:
- Fixed Certain Melee weapons doing damage while sitting in quickbelt slots
- [Rotwieners] Fixed Flame Traps quest not registering as completed in Lori’s dialogue tree
- [Rotwieners] FIxed Charcoal Grill pickup issue
- [Rotwieners] Fixed Dissappearing Charcoal Grill Bug
- [Rotwieners] Nests now actually spawn wieners correctly
- [Rotwieners] Fixed hole in Reloadamatic base
- [Rotwieners] Fixed Resemmblerotron filling multipler slots with one meat core
- [Rotwieners] Fixed incorrect Resemmblerotron num slot display
- [Rotwieners] Nests now actually spawn wieners correctly
- [Rotwieners] Fixed Rotwiener weapons not despawning when they despawn
- [Rotwieners] Fixed Bottom teleport button glitching to weird position in home base
- [Rotwieners] Fixed Translocators displaying the incorrect core count (and not being available) on reload.

Disabled:
- Vault is currently disabled
- Gronch is on vacation until the Meatmas season
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

https://www.youtube.com/watch?v=hZJh1ZizrOU

We’ve done it folks. Update 59. Sliding into home base a little crispy on this one while still iron-manning the Rotwieners update for next week, but MY GOODNESS it has been worth it. The Impact Sound system is in and humming (still need to add some more categories/types of sound). The Sosig Agents are the most advanced the game has ever had. Their perception system is the most complex and nuanced thing I’ve ever coded. And they’re goofy wieners! What’s not to love?

IMPORTANT NEWS: Return of the Rotwieners will be launching on Halloween at 11am PST. It won’t be 100% of the mode I’ve been working on, but it will be the first solid 2/3rds of it. I hope to have the rest of it functional by the following friday or two (along with the inevitable polish and bug fixes that will be needed. It’s been -exhausting- to do. I think you folks will all understand why when you play it. But boy howdy has it been a blast to make.

Enjoy the molotovs! Don’t burn the whole house down!

Peace,
Anton

Additions:
- Added New Firearm: vz.58-P (7.62x39mm)
- Added New Firearm: vz.58-V (7.62x39mm)
- Added New Firearm: vz.58-Sport (7.62x39mm)
- Added New Firearm: vz.58-Compact (7.62x39mm)
- Added New Firearm: vz.58-Custom (7.62x39mm)
- Added New Magazines: vz.58 10, 20 and 30 round magazines (7.62x39mm)
- Added New Throwable: Molotov Cocktail
- Added New System: FIRE! (and the ability to light Sosigs UP)

Changes:
- All Powerups now last 30 seconds (instead of 15)
- Invicibility Powerup no longer bestows a full heal
- CQB870 and Express870 now have backsights

Fixes:
- Fixed Utility Knife now have properly configured damage
- Fixed a few errant Powerup Bugs
- Fixed chainsaw being activateable with alt hand

Disabled:
- Vault is currently disabled
- Spooky45 Scene currently disabled
- Gronch is on vacation until the Meatmas season

Known Issues::
- Some Melee weapons (small bladed) aren’t doing the correct damage (still trying to figure out bug)
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

https://www.youtube.com/watch?v=65ahq2XUUpY

Got a big (and hopefully last) Alpha for Update 59 for you folks today, including some new toys, melee system tweaks, rebalances, new systems, and a little love given to one of our oldest scenes.

To start off with, this update has a biiiiig ol’ gun drop in it, including:
- 3 new Uzis: The Classic with wood stock, the Compact with folding stock, and the Mini Uzi
- A semi-auto AR-15 in an SBR form-factor
- The Explorer 22lr pistol (based on the AR-7 platform)
- Two new Mk. 4 22 pistols, on with glow sights, the other with an integrated suppresor
- A MP155k Magazine-fed Sporting Shotgun
- And for funsies, a Snub-nose version of our SW500 (called Junior)

On top of that, there’s been a huge content update for the Sosigs, with the 9 Sosig guns getting high quality (but still super efficient) gun models, and almost 50 clothing items being added (which will be used first in Return of the Rotwieners).

Sosig-agent systems continue to improve, as they’ve been given the ability to now hear playing weapon handling, making stealth more situational and nuanced. They can now hear player guns at appropriate distances and intensities (note suppressors are still realistically loud, and are far from silent). I’m still tuning distance/intensity data for this.

And lastly for our head-line items, the Breaching scene has gotten some love, including random target layout for wooden standees and IPSC sequences, as well as the ability to spawn 1, 3, 5 or 10 Sosigs in the space, so you can practice your tactical sneaky-deaky entry.

I hope y’all enjoy, and are excited for our upcoming Rotwieners update at the end of the month.

Have a wonderful weekend!

Peace,
Anton

Anton's Twitch Stream: https://twitch.tv/rustyhand/

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!

Update 59 Alpha 8 Changelog:

Additions:
- Added New Firearm: Uzi Classic (9x19mm)
- Added New Firearm: Uzi Compact (9x19mm)
- Added New Firearm: Mini Uzi (9x19mm)
- Added New Firearm: AR15 SBR (5.56x45mm)
- Added New Firearm: Explorer22 pistol (22lr)
- Added New Firearm: Mk 4 Hunter (22lr)
- Added New Firearm: Mk 4 Whisper (22lr)
- Added New Firearm: MP155k (12 gauge)
- Added New Firearm: SW500 Junior (Snub nose) (.500 SW)
- Added New Attachment: Uzi Suppressor

- Added New Sosigun Models For AKM, 870, G17, M16, M11, Mp5SD, Scout, Uzi

- Added New Sosig Hat Set: MountainMeat Military Cap in 6 Styles
- Added New Sosig Hat Set: MountainMeat Trucker Cap in 6 Styles
- Added New Sosig Hat Set: MountainMeat Yukon Cap in 7 Styles

- Added New Sosig Torso Set: MountainMeat Workshirt in 9 Styles
- Added New Sosig Torso Set: MountainMeat Undershirt in 5 Styles
- Added New Sosig Torso Set: MountainMeat Jacket in 6 Styles

- Added New Sosig Lower Set: MountainMeat Pants in 11 Styles
- Added New Sosig Lower Set: MountainMeat Daisy Dukes in 1 Styles

- Added New Sosig Spawning Options To Proving Ground Team Fight Arena (Sosigs now spawn as either ‘light, medium or heavy’ armor sets. Can fight just one set, or a random mix.
- Added New Sosig Perceptual Event System - Player gun audio.
- Added New Sosig Percpetual Event System - Common item collision sound

Changes:
- Melee weapon hold-trigger-to-hold reverted (will add an option later)
- Breaching Scene Re-Activated!!!
- Major Changes in Melee Weapon Damage Computation (more reliable, especially when fast moving)
- Mk.2 Wienerbot damage re-balance (restoring efficacy of piercing damage against them)
- Dumples (in containment) actually die after the correct amount of damage is done
- Player firearms now produce Audio Events that can be heard by agents
- Gave the .455 Webley a touch more heat (it really need it)
- Changed Team-Fight Sosig Wearable Equipment breakdown (to accomodate changes above)
- Rebuilt Breaching Scene Collision entirely
- Tuned Breaching Scene In general
- Added collision audio to grenades
- Magazine Grab-to-Eject Trigger added to AWM, 8400, 8400 Shorty, SV98

Fixes:
- Fixed IPSC hit registration
- Fixed Sosig Hit Decals spawning at preposterous sizes
- Fixed Missing Reference error issues all across Sosig System
- Fixed tons of Sosig Perception issues
- Fixed playback position for sound effects.
- Dumples and Turrets now get removed from radar and the scene after dying
- Fixed player not de-latching from interactions on death
- Shuriken now does damage again
- Galil fire selector now uses correct firing mode order
- Model 8 trigger no longer clips into the model
- SCX Pistol Safety Now Moves
- Fixed MAS49/56 pose orientation
- Fixed SW500 Pose Orientation
- Fixed jointed guns like Break-action shotguns making collision sounds from themselves
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

https://www.youtube.com/watch?v=f5lVV7z1-UE

Now I know I said last week that we'd done with these Alphas, but it seems the melee system is determined to stab me in the back *rimshot*. It's taken a good deal longer to get certain things working than I anticipated (and perhaps a totally understandable amount of time to tune/test/tweak the 50 or so melee weapons in the game), but I'm making some serious progress with it.

One of the reasons the Sosig and Melee system functionality is so critical is that this Halloween, the Rotwieners will be returning in a brand new mode, one emphasizing melee combat, sneaking, single-shot/boltaction weapons, and everything working together in unison, so i'm really trying to make everything hum.

Hopefully the additions of some ENORMOUS CALIBER TOYS will tide you over though. The .338 Lapua AWM is delirious fun to shoot, and as effective as one would hope, even out at the longest distances in the game. The SW500 is also some virtual-wrist-breaking good time.

Things will be increasing in intensity this month with the lead up to Rotwieners, so you should plan for the possibility of 1-2 weeks without an update/alpha after Update 59 is completed. Doing a release cycle burns at least 1 full day, sometimes 2, and that time is best spent getting Rotwieners ready for Halloween. Trust me, it will be worth it. :-)

Hope you all have a wonderful weekend!

Peace,
Anton

Anton's Twitch Stream: https://twitch.tv/rustyhand/

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!

Alpha 7 of Update 59 Changelog:

Additions:
- Added New Firearm: AWM Bolt Action Rifle (.338 Lapua)
- Added New Firearm: SW500 Revolver (.500 SW)
- Added New Cartridge Type: .338 Lapua
- Added New Cartridge Type: .500 SW

Changes:
- Experimental Change: Melee Weapons Require trigger held down to hold on Vive
- Rebalanced/recoded Player Melee weapons (new damage values based on strike dir, blunt/cutting/piercing damage combinations, inertia, two-hand holding, etc.)
- Added Impact Sound Controller to all melee weapons (note they are using a generic, and will be filled out as a sound category over time)
- Sosig joint severing can now be done by most high-mass cutting melee weapons if you get the angle right
- Sosig armor now proportionately blocks melee damage correctly
- All stair-ways in Take and Hold have been given ramp colliders. Teleport users please test these and let me know you think!

Fixes:
- Fixed P762 Bolt release Not functioning
- Fixed P762 trigger
- M40A1 safety rotation axis fixed
- M40A1 suppressor mount fixed
- Fixed ConfigurableBotSpawners in Arenas not auto-spawning correctly
- M16 rear flipsight now works
- Fixed overly fragile exploding barrels
- Fixed shatterable targets in warehouse scene
- SKS magazine eject position fixed
- Sturm Pistole fixed
- Meat Zombie attack range fixed
- Clay Pots, Pigeons, etc. now behave correctly for all damage types
- Volcanic Pistol trigger rotation range fixed

Disabled:
- Vault is currently disabled
- Spooky45 Scene currently disabled
- Breaching Scene currently disabled
- MeatGrinder currently disabled

Known Issues::
- A MASSIVE Migration is ongoing. There are likely to be tons of bugs. Plz report them in the BUG REPORTS section of the Steam Community Forum.
- Gronch is still broken

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


Howdy Folks!

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

The great system migration continues (and is hopefully nearing completion). Yes that's right, _hopefully_ next week will be the actual full release of Update 59. And just in time too, as I have to switch gears and start focusing on something Spooooooooooky for Halloween this year :-)

In this Alpha, we have two MAJOR bugfix/system tweaks. The first relates to scopes (and how their custom view is drawn). With the new fixes in place, the scopes should be more stable (especially when the virtual stock is engaged), and draw _much_ cheaper and more stably perf-wise. Those of you who've had issues both using them, and having your machine run well enough with one active should give them a shot again!

And what better way to celebrate this fix with two new Bolt Action Rifles; an M40A1 (thanks to Ben Colclough) and an SV98 (thanks to Patrick). I know this category hasn't gotten the love it deserves, but rest assured, before the year is out, we'll have a couple more in it as well :-)

As mentioned in the devlog, there are still a bunch of assorted issues/bugs/things-needing-migration, so plz post on the Steam Community Forum when/if you find other glitchy things. To everyone who's helped out in this process so far, again, my deepest thanks to you.

Hope you all have a wonderful weekend!

- Anton

Anton's Twitch Stream: https://twitch.tv/rustyhand/

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!

Changelog For Alpha 6:

Additions:
- Added New Firearm: M40A1 with Integrated 10x Scope (7.62 x 51mm)
- Added New Firearm: SV98 with 10 round magazine (7.62 x 54mmR)

Changes:
- Scope System Majorly Optimized! Should run faster and at a more consistent framerate.
- Scope System Significantly more visually stable
- Bloom right eye lateral skew/offset fixed (along with related rendering bugs)
- Made Visible grab point volume for ladders in Containment only show on the main rails of the ladder
- Lockable platform now has Pmat Def (Thick Wood)
- TippyToys now have Pmat Def (Plastic)
- Fences in Arizona Range now have Pmat Def (Thin Wood)
- Meatmas scene bot guns got their lasery pew pew back
- Kabot, Dumples, Turburgerts, MeatCrabs Rebalanced

Fixes:
- Fixed Rocket Launchers and SturmGrenade being broken
- Fixed Occlusion Culling bug in Proving Ground
- Fixed Lighting glitch in Proving Ground that would make objects go purple
- Fixed Upside-down display of Bullet Hole hit display
- Fixed magazine Quickbelt slots from auto-rotating with flashlight
- Fixed Weird Sosig Blinding Bug
- Fixed Modern 1911 Suppressor mount being broken
- Fixed Evo 3 Stock Not folding/being interactible
- Fixed some destructible targets not having sound
- Removed errant non-physical table in Arizona Range….? (no idea how this happened)
- Fixed Unbreakable targets like pots
- Made Reactive Steel Targets make more appreciable sound
- Fixed Auto-resetting IPSC targets not resetting.
- Fixed Firearm Round Cookoff/manual detonation not triggering correctly
- Meatmas scene bots can now fire their guns
- Fixed Erroring from Sosig Hit Decals that would mute/jam/break guns
- Fixed Position of AugA3 stock point for virtual stock
- Turburgerts in Containment Now work
- Dumples in Containment Now work
- MeatCrabs in Containment Now work
- MeatCrab Zombies in Containment Now work

Disabled:
- Vault is currently disabled
- Spooky45 Scene currently disabled
- Breaching Scene currently disabled
- MeatGrinder currently disabled

Known Issues::
- Melee damage computation is SUPER broken at the moment, didn’t get to work on it this week.
- A MASSIVE Migration is ongoing. There are likely to be tons of bugs. Plz report them in the BUG REPORTS section of the Steam Community Forum.
- Gronch is still broken

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


Howdy Folks!

https://www.youtube.com/watch?v=G9s69u6J1Fk

Hope you're all doing well on this fine Friday evening (or Saturday morning for some of you). As mentioned in the devlog, this is probably the most... 'oh goodness I hope this all works' Alpha that I've pushed, but it's a super necessary step for H3 given the magnitude of changes to the damage system.

You should also notice continued expansions of impact sounds (there's a ton to implement so they're being trickled in slowly). You can really notice the differences with things like casing hits in scenes with multiple ground surfaces :-) Massive thanks again to Patrick for making a simply preposterous amount of samples for the impact sound system. When Update 59 is done I'm going to make sure the video really highlights this system as it's already been so transformative in making everything feel more 'there'.

If you run into any issues with the new update PLEASE post them specifically to the bug reports section of the Steam Community forum. Here is a link to it: https://steamcommunity.com/app/450540/discussions/1/

Anywho, hope you all have a blast playin with all the Sosigs! Hope to see you on stream this week!

Anton's Twitch Stream: https://twitch.tv/rustyhand/

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!

Changelog For Alpha 5:

Additions:
- Added 3 new Sosig Accesory Pieces (gasmasks)
- Added New Stun Damage generated by some explosives
- Added New Blind Damage generated by some explosives
- Added Impact Audio/Ballistic Material Definition tags to Arcade Proto
- Added Impact Audio/Ballistic Material Definition tags to Arena
- Added Impact Audio/Ballistic Material Definition tags to Arizona Range
- Added Impact Audio/Ballistic Material Definition tags to Arizona at Night Range
- Added Impact Audio/Ballistic Material Definition tags to Friendly 45 Range
- Added Impact Audio/Ballistic Material Definition tags to Gunnasium
- Added Impact Audio/Ballistic Material Definition tags to Indoor Range
- Added Impact Audio/Ballistic Material Definition tags to Meatmas
- Added Impact Audio/Ballistic Material Definition tags to MEATS
- Added Impact Audio/Ballistic Material Definition tags to Mini Arena
- Added Impact Audio/Ballistic Material Definition tags to SamplerPlatter
- Added Impact Audio/Ballistic Material Definition tags to Sniper Range
- Added Impact Audio/Ballistic Material Definition tags to Warehouse Range
- Added Impact Audio/Ballistic Material Definition tags to Wurstwurld
- Added Impact Audio/Ballistic Material Definition tags to Take And Hold
- Added Impact Audio/Ballistic Material Definition tags to Take And Hold : Containment

Changes:
- Migrated all classes in the game that cause or receive damage to new damage model
- Migrated all projectiles in the game over to new ballistic model
- Migrated all Wienerbot Mk. 2 agents over to use new projectile systems
- Retuned Kinetic damage for all explosives
- Tweaked all Steel targets in the game (sound response distance, etc.)
- Rebuilt/tuned every ‘shatterable’ object in the game
- Rebuilt/tuned every ‘destroyable’ object in the game
- Replaced sound (and fixed volume) on all shatterable objects in breaching scene
- 12gauge SWAG-12 ammo rebalanced and modified towards accuracy
- 12gauge Freedomfetti round now does more damage (but is still very short range)
- 12gauge Flare now works as like… a flare
- Rebuilt logic of many 40x46mm Grenades to make more sense
- Added a hit-puff for the Practice 40x46mm grenade
- Altered Dueling tree behavior and added shot decals to it
- Stripper clips can now be loaded from the Ammo Panel
- Speedloaders can now be loaded from the Ammo Panel
- Speedloaders with custom loads now properly spawnlock duplicate
- Stripper Clips with custom loads now properly spawnlock duplicate

Fixes:
- Fixed Upside Down paper target hit reporting
- Fixed Backward Gun Case Spawning in T&H Containment
- Fixed errantly spawning laser mine in pipes outside Iteration chamber 1 in T&H Containment
- Sosigs can no longer grab equipment out of player quickbelt slots
- Fixed missing on/off sounds for laser sights and flashlights

Disabled:
- Vault is currently disabled
- Spooky45 Scene currently disabled
- Breaching Scene currently disabled
- MeatGrinder currently disabled

Known Issues:
- Melee damage computation is SUPER broken at the moment, didn’t get to work on it this week.
- A MASSIVE Migration has just occured. There are likely to be tons of bugs. Plz report them in the BUG REPORTS section of the Steam Community Forum.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!
https://www.youtube.com/watch?v=VTqDwSKsBYA

Hope you're all doing well this week. Have some EXCITING new stuff to play around with this week. I've built a sort of Annex in the Proving Grounds scene specifically designed to test the Sosigs in a more interesting topology and context than... well a square small room.

It's called the TeamFight area, and it allows you to flip on two teams of Sosigs, with various thresholds for team size, equipment style, AND, you can jump in and fight alongside or against either team, or hell, both of them if you fancy that.

In addition to that, the Sosigs now have voice hooks! Both for communicating their state, and various pain/damage indicators as well. I hope you enjoy their affable personalities :-)

Lastly, for those of you wondering when you'll _finally_ get to use the Item Spawner and 'real' guns on them, that's coming next week! My sole focus this coming week is to migrate the damage system over to the rest of the game, and begin the rebalancing process *gulp*. It's going to a massive, exhausting slog, but it'll be worth it in the end.

Hope y'all have a wonderful weekend.

Peace!

Anton

Alpha 4 of U59 Changelog:

Additions:
- Added TeamFight Annex to Proving Ground Scene
- Added new Sosig Vocal Callouts
- Added new Sosig Melee Weapons (crowbar, tomahawk)
- Added new Sosig beheading for bladed weapons like tomahawk
- Added new Sosig indicator state icons above their heads

Important Notes:
- Item Spawner Vault is currently Disabled

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


Hi folks!

https://www.youtube.com/watch?v=AVNR6sSvckQ
Another Alpha for you this week! I've made some huge headway this week on the Sosig AI behaviors. Honestly some of the most complex stuff I've ever gotten working. They can pick up, prioritize and store equipment now, have limited ammunition. They can fight in melee (granted a bit wildly), something I'm still trying to improve. The damage system continues to be expanded for them, and I've been tweaking levels of mustard bleed out, how much integrity damage projectiles cause, and a number of other things.

The Proving ground scene now has a larger testing chamber with expanded spawning options for y'all to mess around with. Please tell me what you think!

More fun stuff next week, including (hopefully) migrating the player itself to the new damage system, so you can finally test your meat against the Sosigs directly!

Hope you folks have a wonderful weekend!

Peace,
Anton

Alpha 3 of U59 Changelog:

Additions:
- Expanded Proving Ground Scene For Better Combat Testing
- Added new Sosig Behaviors (weapon swapping, better search, inventory usage, limited ammo for reloading)
- Added new Sosig Combat Ability: Melee
- Added new Sosig Damage Calculation For Collisions, Stunning, Confusion, Blinding, and damage from collisions.
- Added new Sosig Guns: Uzi45, Mac11, Scout, AKM, 870, M16
- Added new Sosig Melee Weapon: Tanto

Important Notes:
- Indoor Range ReEnabled!
- Sniper Range ReEnabled!
- Breaching Scene ReEnabled!
- Sampler Platter ReEnabled!

- Item Spawner Vault is currently Disabled

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!
...