Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
And here we are. Update 76. Finally complete and ready for the main branch. *collapses*
What started following Meat Fortress, as a chance to explore the feasibility of some looooong community-requested ballooned into a far larger and longer to execute feature update than I ever intended. Game Development though, if often so much about intertia, and the rapid success that I had in getting early refactors working inspired further changes. It can be nerve-wracking making such major structural to the game, with this much content sitting atop it, so… these two month were very much about taking advantage of inspiration, and perhaps a little bit of compulsive excitement.
Regardless I hope you all enjoy the result. I think the uniqueness of H3 comes through most prominently in the ways in which it enables play and experiementation with a flexible set of toys, and their massive combinatorial space, whether it’s in service of making an efficient tool for a challenging mode, or a cpu-grinding monstrosity of attachments more familiar as abstract sculpture than firearm.
I just wanted to take a moment to say how inspiring it is to add features like these on a Friday, and wake up on a Saturday to see a subreddit full of ridiculous creations, absurd moments caught on video, and the enthusiam so many of you have to share the ridiculous time you have in VR with H3.
It remains a pleasure for us to author this preposterous dicking around with guns simulator for y’all.
Hope you all have a wonderful weekend!
Cheers, Anton
Full Changelog - Update 76
Additions:
Added New System: Muzzle Brakes
Added New System: Attachable Projectile Weapons
Added New System: Attachable Bayonets
Added New Audio System: Grab Interaction Initiation & Quickbelt Holstering Sounds (limited set for now, will grow in the future)
Added New Audio Feature: Impact Sound now different for cartridges based on whether they are full or spent.
Added New Firearm: Mosin 91/30 (7.62x54mmR)
Added New Firearm: Mosin 1891 (7.62x54mmR)
Added New Firearm: Lee Enfield No. 4 Mk. 1 (.303 British) (Model Replacement/Update)
Added New Firearm: Lee Enfield Jungle Carbine (.303 British)
Added New Firearm: Lee Enfield Obrez (.303 British)
Added New Firearm: DeLisle Carbine (.45 ACP)
Added New Firearm: Mosin M38 (7.62x54mmR) (Model Replacement/Update)
Added New Firearm: M1903 Springfield (.30-06) (Model Replacement/Update)
Added New Firearm: AK74N (5.45 x 39mm)
Added New Firearm: RGM40 (40mm Caseless Grenade)
Added New Firearm: Makarov Pistol (9x18mm Makarov)
Added New Meat Fortress Weapon: Medigun!
Added New Attachable Firearm: M203 Classic (40x46mm, Compatible with M16 and M4 Classic)
Added New Attachable Firearm: M203 Picatinny (40x46mm)
Added New Attachable Firearm: GP-25 (40mm Caseless Grenade) (Compatible with AKM, AKM Modern, AK74N, AK101, Kalishniluger)
Added New Attachable Firearm: GP-25 Picatinny (40mm Caseless Grenade) (Compatible with all Picatinny rails)
Added New Attachable Firearms: The House Key & The Car Key (underbarrel 12 gauge, single shot)
Added New Bayonet: M9 Bayonet (M16A1, M4 Classic, MB590A1)
Added New Bayonet: M1 Bayonet (M1 Garand, M1903 Springfield)
Added New Bayonet: M4 Bayonet (M1 Carbine, M2 Carbine)
Added New Bayonet: AK Bayonet (AKM, G36)
Added New Bayonet: SVT40 Bayonet (SVT40)
Added New Bayonet: Mosin Bayonet (M38, M1891, M91/30)
Added New Bayonet: Lee Enfield Bayonet (Lee Enfield No.4 Mk.1)
Added New Cartridge: .44-40 Winchester
Added New Ammunition Type: 40mm Caseless Grenades (HE Fragmenting, HE Fragmenting ‘Jump’, Smoke, Sound&Flash, Training)
Added New Attachment: K98k Scope
Added New Attachment: Enfield Scope
Added New Attachment: Mosin Scope
Added New Attachment: M1903 Scope
Added New Attachment: Maxim Silencer Small A & B (with and without mounting coupling)
Added New Attachment: Maxim Silencer Medium A & B (with and without mounting coupling)
Added New Attachment: Maxim Silencer Large A & B (with and without mounting coupling)
Added New Attachment: Muzzle Brake Bomber
Added New Attachment: Muzzle Brake Charon
Added New Attachment: Muzzle Brake Cobra
Added New Attachment: Muzzle Brake Impact
Added New Attachment: Muzzle Brake Orbit
Added New Attachment: Muzzle Brake Sledge
Added New Attachment: Muzzle Brake Triad
Added New Attachment: Muzzle Brake Truepoint
Added New Attachment: Axis Tilt DoubleSided
Added Functional Carry Handle to M1918BAR, Bren, M249, Galil, Fal and Fal Para, Hecate2
Added Toggleable Integrated Bayonet to SKS
Added M9Bayonet Mount to M16A1, M4 Classic and MB590A1
Added M1Bayonet Mount to M1 Garand
Added SVT40Bayonet Mount to SVT40
Added AKBayonet Mount to AKM, G36
Added LeeEnfieldBayonet Mount to Lee Enfield No4 Mk. 1
Added MAS4956Bayonet Mount to MAS 49/56
Added M4Bayonet Mount to M1 and M2 Carbines
Added Suppressor Mount to Blyskawica, MP40, StenMk2 & Mk5, M1887, 1887 Short, T2 variant, Winchester1873, Shorty, Chopshop, Winchester1894
[Take & Hold] Underbarrel weapons now spawn with ammo
Changes:
The main ‘guns’ bundle is no longer pre-loaded. It has been broken apart to aid on-demand loading, and instead only pre-loads a much smaller bundle that mostly contains ammo and some other base assets
Activating a bipod no longer disables a firearm foregrip interaction zone
Picking a firearm up by a foregrip interaction zone while it is bipod’d now retracts bipod
Lee Enfield Rifles now correctly have removeable magazines
Improved pose behavior for two-handed firearms when the fore is very close to the main grip
Improved attaching behavior for all muzzle devices
Pump shotguns no longer have their fores ‘jump’ to the position of your hand. This means you have more room to rack them between your controllers, so long as you grab them forward enough.
Major change in Lever Action Controls. This is provisionally the final change.
Fixed Dual Stage Trigger thresholds on P90 and Aug. There is now more ‘distance’ between semi auto and full auto engagement.
Reload Scene, Return To Main Menu and Quit Application now have confirmation buttons in the Wrist Menu
Sosig tick-down-to-clear clock doesn’t execute when they are being held
Sosig AA12 cyclic rate reduced
[Meat Fortress] Buffed the SyringeGun damage a bit
12 Gauge Freedomfetti is now also a half-power, slightly inaccurate slug (as well as being a high power shell)
12 Gauge Flare now has 10% chance to ignite Sosig Targets up close, and functions like an actual flare in night scenes. It is also _significantly_ more performance efficient.
12 Gauge Cannonball Shell now causes flashbang style effect with detonation, and is no longer deafeningly loud up close
Fixes:
Fixed issue where attaching a suppressor could cause it to vibrate on and off the mount rapidly
Fixed All Scope reticle positions and dynamic zero-on-attach system (all scopes zero’d to 100m)
Fixed Reticle on PSO-1 Scope
Fixed incorrect tracer color for .45ACP +P API
Fixed PP-19 Bizon Magazine Ammo description field
Fixed errant stock position for Spectre M4
Fixed Missing attachment attach/detach sound
Fixed a whole bunch of things relating to multiple foregrips
M16 Muzzle Mount Fixed
AR10 Muzzle Mount Fixed
Fixed Mac11 stock sounds not being present
Fixed M3 Greasegun stock sounds not being present
Fixed Agram2000 Muzzle attachment mount
Speedloaders can no longer forceibly reload a revolver while its cylinder is shut
Fixed Quickbelt state not being cleared for an attachment when it is attached to something
Fixed Broken M79 Firing Sound
[Meat Fortress] Speedloader Now Spawns Correctly in Take & Hold with Revolver
SVT-40 Scope fixed
Fixed like a bajillion issues with attachments (that were all inter-related)
Fixed Foregrip pose offsetting to aid with close dual grabs (like p90)
Fixed attachment rails on Drill
Fixed attachable melee weapons not being ‘deregistered’ by the firearm when detached
Break-action guns should no longer spam-generate Haptic buzz events moving them around
Fixed Bayonet Mount on M4 Lefthook
Fixed Webley Revolver initial trigger orientation
Tweaked Sosig Grenade Pin Ejection
Fixed Shuriken and Pencil Melee Parameters
Fixed SturmGrenade dissappearing when manually removed from launcher
Fixed Bodyguard38 trigger
Fixed H51k fore underside
Fixed Pencil Penetration Depth
Recycling in Take & Hold no longer incorrectly adds points
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Hope you’re all doing well. I knoooooooow I said last week that we’d be done with Alphas, but it turns out that a couple changes I made that I thought were universal improvements, were not, due to well… math (and varying controller posture between platforms). So I ended up having to revert some changes to how poses are calculated when two-handing things, and I’ll return to the attempt to eliminate the armswinger-spinning-gun issue later.
As for the lever action change, I dearly HOPE, that this new control approach is to folk’s tastes, because I must admit… I’ve been a bit at my wits end trying to find a solution that pleases everyone on them. Lever actions, more than any other type of platform in RL, really rely on pressing against a ‘real’ shoulder for common operation, and so simulating the gesture of their use, with free-floating hands, has been quite the challenge. I am fairly confident on this new approach though, as it’s flatly just made them far more fun to run, especially when firing rapidly.
And lastly, the Medigun, oooooooooooooh the Medigun. Yet another one of those ‘dang that was harder than I expected’ Meat Fortress surprises. Model was great to work with, but as I mentioned in the devlog, the number of things that had to be created and stitched together logic-wise to make it happen was… significant. I can’t wait to see what hijinks you folks get up testing it out this week. I’m positive y’all will surprise me.
Anywho, barring any other surprises, we should FINALLY be ready for the full release of Update 76 next week. *crosses fingers*
Have a wonderful weekend! Peace, Anton
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 'Alpha1'
- Hope you all have a wonderful weekend!
Cheers, Anton
Changelog - Update 76 - Alpha 5
Additions:
Added New Meat Fortress Weapon: Medigun!
Added New Attachment: Axis Tilt DoubleSided
Added suppressor mounts to Sako 85 / Sako 85 Obrez
Added Trash Can to Meat Fortress Scene
Changes:
Major change in Lever Action Controls. This is provisionally the final change.
Fixed Dual Stage Trigger thresholds on P90 and Aug. There is now more ‘distance’ between semi auto and full auto engagement.
Reload Scene, Return To Main Menu and Quit Application now have confirmation buttons in the Wrist Menu
Sosig tick-down-to-clear clock doesn’t execute when they are being held
Sosig AA12 cyclic rate reduced
[Meat Fortress] Buffed the SyringeGun damage a bit
Fixes:
Fixed Janked up Virtual Stock/Two handed aiming
Fixed SturmGrenade dissappearing when manually removed from launcher
Fixed Meat Fortress Shotgun fore
Fixed Damage on Throwing Star and Pencil
Obrez Lee Enfield is now properly placed in Bolt Action pistols in Item Spawner
Hope you’re all having a wonderful start to the weekend. I know a lot of folks are starting school now, off to PAX, or both. Anywho we’ve got what should hopefully be the last Alpha of Update 76 this week. It was mostly ‘invisible’ or back-end system changes, but I couldn’t help myself in terms of squeezing in some more new toys as well.
Please note that while the Update 76 items are now in the Item Spawner, they have NOT been fully integrated into Take & Hold yet. Meaning that while many will spawn in Ricky Random, things like the ammo spawner detecting the type of ammo in underbarrel attachments and such is not in, and there aren’t purchaseable categories for either them, or muzzle brakes yet. That should all be taken care of for next week though :-)
Have a wonderful weekend! Peace, Anton
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 'Alpha1'
Added New Firearm: Makarov Pistol (9x18mm Makarov)
Added New Attachable Firearms: The House Key & The Car Key (underbarrel 12 gauge, single shot)
Added Stock Attachment Point to SPAS-12 Tactical
Added Front Sight To M1918 BAR Shorty
Added Flip-up and height-adjustable Rear Sights to M1918 BAR & Shorty
Added WiggleJoint Sling Rings to Model 8 and Gepard
Changes:
Asynchronous Loading system further modified from last week’s Alpha. The Item Spawner and Take & Hold should now asynchronously load assets across multiple frames instead of causing a single-frame stall waiting for that asset load to occur. You may drop into reprojection during this async load based on your CPU, but the game should now continue updating while this load happens.
Major restructuring of new handling sounds (grab, release into slot) more appropriate in terms of intensity and context.
Fixes:
Fixed attachment rails on Drill
Fixed attachable melee weapons not being ‘deregistered’ by the firearm when detached
Break-action guns should no longer spam-generate Haptic buzz events moving them around
Another week, another Update 76 Alpha. This one (aside from its toys) is really focussed on trying a new resource loading approach. The goals here are to:
Speed initial loads for HDD users
Make mid-game asset loads a bit smoother
Break the resources apart a bit more for smaller downloads with some future updates
Just a much-needed organization pass
As mentioned in the devlog, PLEASE, if you are using the Alpha, if you could try this out, then make a post in the Bug Reports section with [Alpha 3 Load Performance] in the subject line with the following info:
HMD, CPU, RAM, Windows Virtual Memory/Pagefile Size setting, EXACTLY what type of drive the game is running from, and if it is also your OS drive
How does Take & Hold feel? Is it different than before?
How does Return of the Rotwieners feel? Is it any different than before?
How does Spawning from the Item Spawner feel? Is it any different than before?
Thanks so much!!!
ALSO, here’s some links to other stuff talked about in the Devlog:
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 'Alpha1'
- Hope you all have a wonderful weekend!
Cheers, Anton
Changelog - Update 76 - Alpha 3
Additions:
Added New Firearm: AK74N (5.45 x 39mm)
Added New Firearm: RGM40 (40mm Caseless Grenade)
Added New Attachable Firearm: GP-25 (40mm Caseless Grenade) (Compatible with AKM, AKM Modern, AK74N, AK101, Kalishniluger)
Added New Attachable Firearm: GP-25 Picatinny (40mm Caseless Grenade) (Compatible with all Picatinny rails)
Added New Ammunition Type: 40mm Caseless Grenades (HE Fragmenting, HE Fragmenting ‘Jump’, Smoke, Sound&Flash, Training)
Changes:
[TENTATIVE CHANGE]: The main ‘guns’ bundle is no longer pre-loaded. It has been broken apart to aid on-demand loading, and instead only pre-loads a much smaller bundle that mostly contains ammo and some other base assets
Only one attachable melee weapon (bayonet) can be mounted to a weapon at once (due to how data is fused to enable this feature)
Added GP-25 Attachment mount to AKM, AKM Modern, AK101, Kalishniluger
Added AK Bayonet Mount to Kalishniluger
Fixes:
Fixed Gimbal-Lock spinning caused by holding a firearm two handed, but sideways (common when Arm-swinging)
Fixed Broken M79 Firing Sound
[Meat Fortress] Speedloader Now Spawns Correctly in Take & Hold with Revolver
SVT-40 Scope fixed
Fixed like a bajillion issues with attachments (that were all inter-related)
Fixed Foregrip pose offsetting to aid with close dual grabs (like p90)
Notes:
Vault is currently disabled to prevent Vault file corruption due to unfinished Item Database changes
Thown objects (shuriken/pencil) are still broken, as are Meat Fortress Syringes
Pickup/drops sounds are still firing in places they shouldn’t. This is still being worked on
YES the time is HERE. Underbarrel launchers! Finally. What a pain in the ass these were to make happen… NOW something super important, so there’s no confusion about what this _isn’t_. This is _not_ a system for connection two arbitrary guns (that’d be a perf. catastrophe). Instead, this is a framework for which I can make simply underbarrel firearms. We’re gonna start with grenade launchers, and then maybe do some unconventional/goofy stuff in the future.
As for the new Audio systems, be aware they are still VERY wip, and will end up being filled out more in variety and specificity, even past this Alpha cycle. Let me know what you think of them though!
Anywho, I will leave you with the changelong here. As always, lemme know if you have any questions about this Alpha!
Have a wonderful weekend! Peace, Anton
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 'Alpha1'
- Hope you all have a wonderful weekend!
Cheers, Anton
Changelog - Update 76 - Alpha 2
Additions:
Added New System: Attachable Projectile Weapons
(still very limited, but framework now exists for future expansion)
These function as attachable foregrips as well
Added New Attachable Weapon: M203 Classic (40x46mm, Compatible with M16 and M4 Classic)
Added New Attachable Weapon: M203 Picatinny (40x46mm)
Added New Impact Sound Sets: Cartridge Small, Cartridge Large, Cartridge Shotgun, Cartridge Very Large, Cartridge Huge, MagGarandEnblocEmpty, CartridgeTiny
Added New Audio Feature: Impact Sound now different for cartridges based on whether they are full or spent.
Added New Audio Feature: Grab Interaction Initiation Sounds (limited set for now, will grow in the future)
Added New Audio Feature: Quickbelt Holstering Sounds (limited set for now, will grow in the future)
Added Jigglebone Foregrip to M60 and Mac-11
Added M203Native Mount to M16A1 and M4 Classic
Changes:
Made M249 Carry handle work much more like it does in RL.
Improved pose behavior for two-handed firearms when the fore is very close to the main grip
Improved attaching behavior for all muzzle devices
Pump shotguns no longer have their fores ‘jump’ to the position of your hand. This means you have more room to rack them between your controllers, so long as you grab them forward enough.
Bayonets can no longer be attached or detached when they are stabbed into something.
Fixes:
Fixed VSS Vintorez default muzzle state to ‘suppressed’
Fixed Fal, Fal Para, Galil Handles
Fixed Mac11 stock sounds not being present
Fixed M3 Greasegun stock sounds not being present
Fixed Agram2000 Muzzle attachment mount
Fixed MP5-SD models no longer being suppressed after muzzle changes
Fixed Lee-Enfield Magazine not being loadable while attached
Fixed attachable foregrips not being removeable
Speedloaders can no longer forceibly reload a revolver while its cylinder is shut
Fixed incorrect Mosin Bayonet Stab Distance
Fixed Quickbelt state not being cleared for an attachment when it is attached to something
[Meat Fortress] Fixed Demo Nades being broken in other scenes
[Meat Fortress] Fixed Sticky Bombs being broken in other scenes
Notes:
Vault is currently disabled to prevent Vault file corruption due to unfinished Item Database changes
Thown objects (shuriken/pencil) are still broken, as are Meat Fortress Syringes
Hope you’re all having a fine beginning to your weekend. We have a positively MASSIVE first Alpha for Update 76 for you today. It’s a bit glitchy. It’s super rough around the edges. But it’s PACKED with new features for you to try. The systemic highlights are as follows:
Added New System: Reactive Muzzle Effect Mixing
Firearms and Muzzle devices now define effect type and size separably so that muzzle devices can alter the shape/style of an effect, while retaining the appropriate size of effect from the firearm.
Added New System: Muzzle Brakes
New muzzle device type. Reduces muzzle rise at the cost of more prominent muzzle effects, and louder sounds (as perceived by AI system). This should make the choice between which terminal muzzle attachment you choose, based on the firearm, significantly more interesting in the long run.
Added New System: Attachable Melee Weapons
Bayonets now possible (this system still highly WIP). Most bayonets are specific to 1-2 platforms, but the Mosin and Enfield Bayonets are muzzle devices, and so can be mounted on any firearm with a muzzle attachment slot.
Added New System: Jigglebone Functional Carry Handle
Carry Handles can now be grabbed and used as an alternate foregrip, in addition to flopping around using the jigglebone system. Additional changes have been made to foregrip interaction intiation, how they interact with bipods, and generally have more stable and consistent behavior.
So for those of you who don’t mind that things aren’t quite done yet (and that they’re mostly restricted to the Proving Ground scene), hop on in! 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!
Cheers, Anton
Changelog - Update 76 - Alpha 1
Additions:
Added New Firearm: Mosin 91/30 (7.62x54mmR)
Added New Firearm: Mosin 1891 (7.62x54mmR)
Added New Firearm: Lee Enfield No. 4 Mk. 1 (.303 British) (Model Replacement/Update)
Added New Firearm: Lee Enfield Jungle Carbine (.303 British)
Added New Firearm: Lee Enfield Obrez (.303 British)
Added New Firearm: Lee Enfield H3SwedeMod (.303 British)
Added New Firearm: DeLisle Carbine (.45 ACP)
Added New Firearm: Mosin M38 (7.62x54mmR) (Model Replacement/Update)
Added New Firearm: M1903 Springfield (.30-06) (Model Replacement/Update)
Added New Bayonet: M9 Bayonet (M16A1, M4 Classic, MB590A1)
Added New Bayonet: M1 Bayonet (M1 Garand, M1903 Springfield)
Added New Bayonet: M4 Bayonet (M1 Carbine, M2 Carbine)
Added New Bayonet: AK Bayonet (AKM, G36)
Added New Bayonet: SVT40 Bayonet (SVT40)
Added New Bayonet: Mosin Bayonet (M38, M1891, M91/30)
Added New Bayonet: Lee Enfield Bayonet (Lee Enfield No.4 Mk.1)
Added New Bayonet: K98k Bayonet (K98k)
Added New Cartridge: .44-40 Winchester
Added New Attachment: K98k Scope
Added New Attachment: Enfield Scope
Added New Attachment: Mosin Scope
Added New Attachment: M1903 Scope
Added New Attachment: Maxim Silencer Small A & B (with and without mounting coupling)
Added New Attachment: Maxim Silencer Medium A & B (with and without mounting coupling)
Added New Attachment: Maxim Silencer Large A & B (with and without mounting coupling)
Added New Attachment: Muzzle Brake Bomber
Added New Attachment: Muzzle Brake Charon
Added New Attachment: Muzzle Brake Cobra
Added New Attachment: Muzzle Brake Impact
Added New Attachment: Muzzle Brake Orbit
Added New Attachment: Muzzle Brake Sledge
Added New Attachment: Muzzle Brake Triad
Added New Attachment: Muzzle Brake Truepoint
Added Functional Carry Handle to M1918BAR, Bren, M249, Galil, Fal and Fal Para, Hecate2
Added Toggleable Integrated Bayonet to SKS
Added M9Bayonet Mount to M16A1, M4 Classic and MB590A1
Added M1Bayonet Mount to M1 Garand
Added SVT40Bayonet Mount to SVT40
Added AKBayonet Mount to AKM, G36
Added LeeEnfieldBayonet Mount to Lee Enfield No4 Mk. 1
Added MAS4956Bayonet Mount to MAS 49/56
Added M4Bayonet Mount to M1 and M2 Carbines
Added Suppressor Mount to Blyskawica, MP40, StenMk2 & Mk5, M1887, 1887 Short, T2 variant, Winchester1873, Shorty, Chopshop, Winchester1894
Hope you’re all doing well! This update ended up being a little different that I orgininally intended. The plan had been to have Medic-centric Meat Fortress content ready for this update, but I ran into some performance issues with my new bot functionality for them mid-week, and course-corrected into focussing on general gameplay and pathing improvements for the mode instead!
One thing you should notice is that certain classes no longer get ‘locked down’ in skirmishing (especially the scout) but will instead continue to evade and run to their goal regardless of distance to target. Other classes do this when outside of a short range, so you should no longer see engies and pyros trying to take 100m engagements standing still with a shotgun. This should also really help the various classes feel more distinct in their combat behavior.
The addition of the ‘Play Area’ option was also a much needed refactor of how I design ‘goals’ and ‘zones’ for the agents to fight in/to/around and will enable the creation of other modes far easier. The current plan is to tackle a Capture Point mode next, as well as to get some sort of Team Scoring in as well. Those, and the Medic content, I plan to have ready for you folks sometime in August.
Anywho, that’s it for now. As i said in the devlog, there _likely_ won’t be a devlog/update next week, as I’ll be recovering from some dentist shenanigans. I’ll cya folks first Friday of August for some more Meaty good times!
Cheers, Anton
Changelog - Update 75
Additions: - Added New Firearm: Rio Big Bore Lever Action (45-70 Govt.) - Added New Firearm: Rio Big Bore Salvaged Lever Action (45-70 Govt.) - [Meat Fortress] Added New Option: TDM Play Area (Full Map, Center, Flank) - [Meat Fortress] Added New Option: Team (Red or Blue) - Added New Option: Twinstick Jump Mode (Enabled, Disabled)
Changes: - [Meat Fortress] Rebuilt entire map’s pathing network. Bots are capable of much more vertical movement now - [Meat Fortress] Sosig Classes now have even more varied movement/engagement rules. - [Meat Fortress] 18x50mm Packawhallop Cartridge given even more whallop - [Meat Fortress] Demo Nades and Sticky-bombs are now colored correctly for their given team - [Meat Fortress] Sticky-bombs and Demo Nades can now be detonanted by non-explosive damage - Sosigs moving vertically on ‘off mesh links’ (such as jumping down, ladders, etc.) now have proper speed values for that movement (still WIP, as this has to be (of course) configured manually in each scene).
Fixes: - [Meat Fortress] Fixed Sosig Nade launcher firing projectiles that don’t hurt the player - [Meat Fortress] Fixed Syringe-gun mag from being able to be normally picked up after the first time - Fixed Meatgrinder being just… completely broken. - Fixed Object Throwing Momentum Computation (especially as it interacts with teleporting) - Tweaked throw - G17/18/19/22/17custom Trigger Styles fixed - Fixed incorrect scoring on the bulls eyes in the Warehouse range - Fixed M1928 Thompson foregrip hand-target location - Fixed Disabling of Snapturning in Twinstick mode ALSO disabling jump - Fixed Twinstick Toggle when in left handed mode locking object input on wrong hand - Fixed a couple logic-errors when utilizing second 2-axis input for Index & WMR
We’ve got another ‘nuts and bolts’ kind of update for you folks this week. I’ve had more time to really play around with the recent locomotion additions on a bunch of platforms, tune things as needed, fix some oversights. We’re thankfully now at the stage where things have ‘stabilized’ again after the mess that’s always made integrating new platform logic branches and locomotion options. It’s funny, I always get SUPER self conscious about doing these types of updates (where there’s no really sexy new toy, just a lot of ‘functional’ changes. They’re very much neccesary though.
Rift S users, I’m deeply sorry it took us this long to get you controller models. Some new internal branching was needed to differentiate ‘controller display mode’ and ‘controller functional mode’, and it wasn’t ‘safe’ to do that until now, to make sure I didn’t break anything in the process with that change.
As for everyone who told me in the past ‘yo the lever action controls are whack, you should do something about it’, sooooorry it took me so long to get around to what should have been an obvious change in retrospect. To summarize the changes: The trigger on the forward hand no longer has to be held to work the action, however, the action now locks closed after the hammer is cocked. This should prevent moments where you work the action, it closes, and then _slightly_ opens before firing due to controller rotation. You can still continue to freely work the action by pressing the trigger (in the old style) if you need to empty the firearm without firing however.
As for everything else, the movement options, the throwing changes, please let me know if you folks run into any issues with it! Most of it is pure-code change, so pushing a hotfix in the event I broke something small isn’t too bad :-)
Anywho, hope y’all have a wonderful weekend!
Cheers, Anton
Changelog - Update 74
Additions: - Added [a secret. The players of Ricky may find it] - Added New Ammo SubTypes: .45ACP +PFMJ, +PJHP, +PAPI - Added New Controller Model: Rift S - Added New Control: Twin-stick mode now triggers Jump on rightstick Down-flick/Click - Added New System: Player ‘Catcher’. Player should now respawn at their starting point in a scene if they fall off the world. - Added New Option: Twinstick Left/Right Stick Handedness - Added New Option: Haptic Buzz can now be disabled (in control options) - Added New Option: Grab Style Option expanded to include overrides for both Oculus and Vive style
Changes: - Altered throwing linear velocity to utilize a weighted multi-sample average. This should improve throwing experience for all platforms (both de-noising the direction vector, and providing throwing stability) Thowing linear velocity now takes into inertia of player. - Altered and clamped Center of mass calculation for composite objects. This should prevent vibrating instability when affixing foreward/rearward attachments on small firearms. - [Proving Ground] Red Team Meat Fortress Sosigs can now be spawned from spawn panel - Lever actions no longer require trigger on forward hand to be held to cycle. - Lever actions now have their breach lock shut when hammer is cocked. - Lever actions can be freely opened/shut whehn holding down the trigger on the forward hand.
Fixes: - Fixed Wurstwurld music loading settings. This should result in _much_ faster loading times. - Fixed Ejection Distance of cartridges for all Double-Action Revolvers. Cartridges should no longer ‘explode’ out of the cylinder. - Vive and Rift in TwinStick mode now have functional ‘right stick/touchpad forward == sprint’ when enabled - Fixed Health Powerups not triggering on pickup - POSSIBLY fixed the crash that occurs sometimes shooting the Wooden hotdog targets - [Meat Fortress] Syringe Gun now (correctly) does not have a muzzle flash particle effect - [Meat Fortress] Fixed Melee Impact volume and refire time for all Meat Fortress Melee weapons - [Meat Fortress] Fixed Neglegent discharge issue with Sticky launcher being pulled from quickbelt slot - [Meat Fortress] Fixed Sniper Rifle Trigger animation offset
Just a quick patch this week (pushed to the main branch). It mainly tunes some stuff I didn't want to wait another week or so to get out to you (in a proper-size update). Hopefully the changes improve things for you folks!
Hope you all have a wonderful weekend!
Peace, Anton
Changelog Update 73 - Patch 1:
Additions:
- Added New Option: A/X Button usage (None, Snapturn, Jump [Experimental]) - Added New Option: Armswinger Snapturn Toggle (For Index/WMR) - Added New Option: Twinstick Sprint Mode: (Left stick click, Right stick forward)
Changes: - Smooth Locomotion Speed Options now have an option called 'PermaSprint'' - Wrist menu activates at a much more sane angle on index
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
GO GO GO GO GO GOOOOOOOOOOOOOOOOOOOO
Also, if you have any issues:
1. Restart Steam if you're not seeing the update
2. MAKE SURE STREAMVR IS UP TO DATE
3. If the game doesn't run the first time, Verify Game/Tools files on both the game, and SteamVR
4. The new mode is a bit on the higher-perf-cost level. TURN DOWN your quality settings to Medium if you don't get smooth play on High (it still looks great on that mode).
5. If you are still having issues, create a thread in the BUG REPORTS section of this forum ONLY, and we'll help you as best we can.
FYI, There will still be a Devlog today at 6pm.
P.S. Have fun everyone! Hope you have a WONDERFUL time with the update :-)