Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
I'm gonna keep the write up a bit short today, as I feel like death warmed over today. I hope y'all enjoy the devlog. Make sure to get your Flu shot this year, and have a wonderful weekend!
Cheers, All Of Us At RUST LTD.
Full Changelog - Update 79
Additions:
Added Major Plugin Support: LIV Mixed Reality
Added Major Plugin Support: ForceTubeVR
Added New Firearm: B600 Revolver (.600 Magnum Bolt)
Added New Firearm: Bull454 Revolver (.454 Casull)
Added New Firearm: C1851 Conversion (.38 Rimfire)
Added New Firearm: FA83 (.454 Casull)
Added New Firearm: Hawk357 (.357 Magnum)
Added New Firearm: Ladies Companion Pepperbox (.22LR)
Added New Firearm: RS15 Revolver (.22 WM)
Added New Firearm: SW 29 Revolver (.44 Magnum)
Added New Firearm: SW 629 Revolver (.44 Magnum)
Added New Firearm: SW Stealth Revolver (.44 Magnum)
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Hope you're all doing well! We're still recovering from the last month or so, but managed to push through the post-release exhaustion to get a few more QoL improvements and bug fixes into the mode while we still had a bit of residual momentum to burn.
I also managed to get the unlock rewards into the mode (all 9 of the mode-specific weapons can now be unlocked in various ways). Everyone gets the Item Spawner now in Arcade mode though, as I know many of you are looking for a more free-form or relaxing experience, or have accessibility needs, so I think it just feels right to offer that option out of the gate.
Anywho, I'm off to button up this build, make sure everything is set. It will ready as usual, at 7pm PST. Have a wonderful weekend!
Peace, Anton
Full Changelog - Update 78
Additions:
Added New Firearm: Schofield Model 3 (.44-40)
[Rotwieners] Added New Character and Beginning tutorial (can be toggled in menu scene)
[Rotwieners] Added Credits and Unlocks phase of the Game’s Ending
[Rotwieners] Added Sammerica’s Banner
Changes:
KWG Shotgun now has Picatinny rails
[Rotwieners] Some items now unlock in the Item Spawner upon completing the game on each of its three difficulties
[Rotweiners] Some times now unlock in the Item Spawner after achieving certain results in the finale (on any difficulty)
[Rotwieners] An item now unlocks in the Item Spawner upon completing a successful completionist run w. Best ending
[Rotweiners] Made interactible buttons on teleports more visually prominent
[Rotwieners] A certain unnamed quest has been made less brute-force-able, but also has more clues
[Rotweiners] Volume of music now adjusts to whether you’re in a conversation with an NPC or not
[Take & Hold] Several more powerups spawn in Powerup Table
Obrez’d versions of rifles now fit in once size down of Quickbelt slot
Fixes:
[Rotwieners] Fixed incorrect reward from Josh Wiener
[Rotwieners] FIxed talk icons not displaying for some NPCs
[Rotwieners] Tweaked damage resistance of rock-style Nest Nodules
[Rotwieners] Fixed Incorrect labelling of one of the FM Amps
Fixed certain break action guns being operable from their foregrip
Fixed text display on some powerups
Fixed Endless-Flame-throwers exploding out of weapon case until the game crashes bug in classic Take & Hold
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
NOTE: YOU MAY NEED TO RESTART STEAM TO FORCE THIS PATCH TO DOWNLAD
Update 77 Patch 2 Changelog
Additions: - [Rotwieners] Added New Difficulty: Hardcore (2500 life, crafting resources are lost after each run/play session/death)
Changes: - [Rotwieners] Classic Difficulty Now has persistent crafting resources (in your stomach) - [Rotwieners] Arcade Difficulty Now has persistent crafting resources (in your stomach) and 10k health
Fixes: - [Rotwieners] Fixed Major melee Damage computation in relation to damage resist. (Rots and Floaters are much easier to kill in melee now) - [Meat Fortress] Blue Franks team now has blue clothes again
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Have finally got a playable alpha for you folks of the new Melee and Craftable Explosives systems! Just a few notes and reminders about the content in this build:
Rotwieners and the Cappocolosseum are disabled in this build.
The Sosig Tool in the Proving Ground is a _dev tool_ which means it may error/stop working, requiring a scene reload
Not all Banger payload effects are in yet.
Not all Melee/Sosig Melee has been fully balanced yet
PLEASE only post bug reports in the bug reports section of the Steam Community Forum for the game
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
Full Changelog - Update 77 - Alpha 1
Additions:
Added New Sosig Melee Behaviors: New movement positions, recovery/evasion behaviors, wind-up attacks
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