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


Howdy Folks!

Ok, I super duper promise that this is MOST LIKELY the last Alpha in this cycle. Ran in a bunch of weird corner cases related to high slops and sliding this week when working on the new Player Collision Handling. I am almost certain that it’s where it needs to be finally. HUGE thank you to JediTobiwan for testing things aggresively for me.

Once this cycle is over, we’ll likely be switching back to less extensive changes in updates for a while (thank goodness). I have some plans for various small things I’d like to tidy up. Some Quality of Life changes. Some interfaces to improve (like the ammo spawner).

Thanks as always to everyone willing to dive into our Alphas and try stuff that’s super rough around the edges. I hope you all have a wonderful weekend!

Cheers,
Anton

Full Changelog - Update 85 - Alpha 5

Notes:
  • While in Alpha, all scoring tables for Take & Hold will be disabled

Additions:
  • Added New Firearm: Pocket Hammer 1903 (.38 ACP)
  • Added New Firearm: C93 Borchardt (7.62x25mm Borchardt)
  • Added New Firearm: 1911 (the original one) (.45 ACP)
  • Added New Firearms: Sjogren Inertial (12 gauge) Full Length & Shorty
  • Added New Speedloader: .38 Special 6 Shot (for the Model 10)

Changes:
  • Rebuilt player collision handling AGAIN. It should actually work now.
  • Sosig Bots now transition between their Standing and Crouching poses more gradually.
  • [TakeAndHold] Altered Cowwiener Calico’s equipment pools significantly
  • [TakeAndHold] Buying from a slot repeatedly now raises its price
  • [TakeAndHold] Ricky Dicky Random Equipment Pools Costs lowered
  • [TakeAndHold] Some Equipment Pools Across All Character lowered in cost
  • W330 Scope Mounts Added for All 1873 Repeaters and 1894 Repeater
  • 1873 Repeaters given a bit more pep based on barrel length.
  • Increased magazine reload speed when feeding in cartridges manually
  • Sosiggun Derringer now fires a .25ACP round instead of a .32ACP round
  • Increased 12gauge Flechette damage

Fixes:
  • Fixed issue where some dropped Sosigguns in Take & Hold were not laser-grabbable, and took too long to despawn
  • Fixed broken Twinstick locomotion control page
  • Fixed broken shroud foregrip behavior on BFR, Browning Highpower, Jetfire 950, Lugers, Makarov, Mk22, Spy Revolver, P22, P38, P38 Snub, Pocket 1906, PPK, RS15, TT33, UnionPistol, Webley1913
  • Fixed era innappropriate ammo types spawning in Take & Hold
  • P90 now spawns with Picatinny sight in Take & Hold
  • Fixed Broken Webley 1913s in Vault (you may need to scan fresh creations with it)
  • Fixed oldschool vomit system for Rotwieners
  • Reloading Collision fixed on WA2000. Should be much easier to access.
  • Martini Henry ‘BP’ mark removed (thanks Dirty Rotten Fugger on the steam forum)
  • Fixed AK74 Drum cartridge positioning
  • Fixed Incorrect DT11 Item Spawner Images
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

Here’s another Alpha for you folks. Hoping this’ll be the last of the cycle. Anyone who plays using Armswinger should DEFINATELLY give this build a shot, play in as many scenes as possible! Remember, if you want to play this alpha, right click the game in steam, go to properties, betas, click the dropdown, and select ‘alpha 1’.

Thanks as always to everyone willing to dive into our Alphas and try stuff that’s super rough around the edges. I hope you all have a wonderful weekend!

Cheers,
Anton

Full Changelog - Update 85 - Alpha 4

Notes:
While in Alpha, all scoring tables for Take & Hold will be disabled

Additions:
  • Added New Firearm: MK23 Socom (.45ACP)
  • Added New Firearm: Hammerless Long Break Action (12 Gauge)
  • Added New Attachement: Prototype LAM unit for MK23 Socom
  • Added New Option: Armswinger Inertial Jumping
  • Added New Option: Armswinger BaseSpeed (For Left and Right Hands seperatelly)
  • [TakeAndHold] Added New Progression and Enemy Types for Soldier of Fortune Franky

Changes:
  • Armswinger Collision Handling Completely Rewritten.
  • Teleport and Dash mode now have Snapturn on Joysticks for WMR and Index
  • [TakeAndHold] Rolling block pistol can now appear as starting weapon for CowwienerCalico
  • [TakeAndHold] Setting Arcade AI Difficulty now once again slows agent projectiles and makes them weaker
  • [TakeAndHold] Patrols now only spawn at a correct distance from the player
  • [TakeAndHold] Patrol Cap and Regen Speed now clamped in Limited Ammo mode
  • [TakeAndHold] Max Sosig Pop during Hold now clamped in Limited Ammo mode
  • [TakeAndHold] Sosig Waves during Hold occur 33% slower in Limited Ammo mode
  • [TakeAndHold] Picatinny sights now spawn in weapon crates with weapons that require them
  • Break action weapons with exposed hammers can now have their hammers cocked via waving the palm of your other hand back across them while holding the gun

Fixes:
  • USP and USP Match now correctly decock when safety is engaged
  • Sosiggun USP now has correctly cyling piece
  • AK74 Drum now properly loaded into Item Spawner
  • [TakeAndHold] Fixed Sosigs not spawning with all of their equipment when they should be
  • Fixed bug where Sosigs were taking errant environmental damage
  • Fixed bug where Sosigs were taking errant damage from objects in their inventory
  • Trigger on Scout rifle fixed
  • M1912/P16 now in the correct Item Spawner Category
  • M1918 BAR flipupsights Now ACTUALLY work
  • Jump heights now evened across Player Gravity magnitudes
  • FINALLY fixed the control infographic for Break Action Shotguns
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

Got another Alpha for y’all, this time messing around with some Locomotion changes I’ve been wanting to get to for a while now. Collision handling in H3 for movement has always had… a few quirks lets just say. Getting stuck in walls, poor handling of steep inclines, loss of velocity on certain collisions, weird ceiling edge-cases. I’m hoping to address as many of these as possible while keeping the locomotion behavior as identical as possible in core play contexts.

The first experiment in this direction is this week’s Alpha, where I have swapped in new experimental collision handling. NOTE, there are some known problems with it. It does _not_ handle stairs well. But it is far enough along that I could use some feedback on it, specifically if it handles situations where folks could end up glitch-falling out of levels better than the current system.

Beyond that, for Armswinger users I am SUPER curious what you all think about the new Intertial Jump and Base Speed systems (detailed in the devlog video).

Remember, if you want to play this alpha, right click the game in steam, go to properties, betas, click the dropdown, and select ‘alpha 1’.

Thanks as always to everyone willing to dive into our Alphas and try stuff that’s super rough around the edges. I hope you all have a wonderful weekend!

Cheers,
Anton

Full Changelog - Update 85 - Alpha 3

Notes:
  • While in Alpha, all scoring tables for Take & Hold will be disabled

Additions:
  • Added New Firearm: M1912 Handgun (9mm Steyr)
  • Added New Firearm: M1912/P16 Carbine (9mm Steyr)
  • Added New Attachment: W330 Scope for Model 8 and Model 81
  • Added New Magazine: Historically Innaccurate MG42 Belt Box For Miserable Wieners
  • Added Experimental Locomotion Feature: Armswinger Intertial Jump
  • Added Experimental Locomotion Feature: Armswinger Base Speed
  • [TakeAndHold] Added New Character: Soldier of Fortune Franky (Post War Weapon pools)

Changes:
  • Changed Experimental Collision handing for Armswinger
  • [TakeAndHold] GI Grayson’s weapon progression changed
  • [TakeAndHold] Operator Ori’s weapon pools now only include modern (1990 and onward) weaponry
  • Model 8 BaseColor Hue Muted

Fixes:
  • Fixed a bunch of little stuff I forgot to keep track of while doing so
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin


Howdy Folks!

Hope you enjoy this Alpha. I’m still iterating on the new Take & Hold characters so am still VERY MUCH interested in your continued feedback. If commenting on them, PLEASE include what settings you played them on (health, equipmode, etc.)

Remember, if you want to play this alpha, right click the game in steam, go to properties, betas, click the dropdown, and select ‘alpha 1’.

Have a wonderful weekend!

Cheers,
Anton

Full Changelog - Update 85 - Alpha 2

Notes:
While in Alpha, all scoring tables for Take & Hold will be disabled

Additions:
  • Added New Firearm: Mac 10 (.45 ACP)
  • Added New Attachment: Mac 10 Shroud
  • Added New Attachment: Mac 10 Suppressor

Changes:
  • Attachable Shrouds (Mac 10 and Vector 45) Can be grabbed like foregrips. This means that any pistol that can accept a muzzle attachment and stock attachment can now be a fully functioning stable carbine.
  • [Take & Hold] Patrols now regenerate over time!
  • [Take & Hold] Ammo classes now spawn in era/set specific ways (no exotic ammo in WW2, etc.)
  • [Take & Hold] Object Constructor reroll
  • [Take & Hold] Shifted Availability of some weapon pools to be earlier
  • [Take & Hold] New Powerup Pools added and costs adjusted
  • [Take & Hold] Wild West Progression Difficulty heavily tweaked
  • [Take & Hold] WW2 Progression Difficulty heavily tweaked
  • [Take & Hold] Hardened Encryption damage-per-tier reduced from 1000 to 600
  • [Take & Hold] Swarm Encryption sub-target arranged changed, and sub-target count reduced to 4
  • [Take & Hold] Changed refire rates on some Sosig Wild West Weapons (to better represent that they’re single-actions)
  • [Take & Hold] Picatinny Sights now spawn with any firearm that requires one.
  • [Take & Hold] 5-6 More seconds Added in between Encryption Waves to give the player time to reload and re-stage equipment
  • Sosigs using the default config profiles now receiver 25% more Headshot damage across the board
  • Sosiggun P90 and Mp7 sounds swapped

Fixes:
  • CZ75 Shadow Now correctly SA/DA trigger
  • Fixes Sosiggun Lever Action Rifle
  • Fixed P38 Snub muzzle position
  • 520 Shotguns can now properly slamfire
  • Match now spawns with Dynamite
  • Fixed Safety offsets for Super Shorty Shotguns
  • TT-33 Grip pose fixed
  • Fixed Dropped agent weapons not being able to be laser-grabbed reliably
  • M1918 BARs now have properly adjustable sights (whoops, looks like I never finished this lol)
  • Fixed Broken Turret Elevation
  • Fixed Physics Center of Mass Reset bug related to attachments
  • Fixed projectile data on .38 Rimfire
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!

Hope you enjoy this Alpha. PLEASE let me know what you think of the (VERY WIP) new Take & Hold characters/progressions. The more info the better. I will attempt to synthesize feedback as I iterate on them. If commenting on them, PLEASE include what settings you played them on (health, equipmode, etc.)

Have a wonderful weekend!

Cheers,
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'

Full Changelog - Update 85 - Alpha 1

Notes:
  • While in Alpha, all scoring tables for Take & Hold will be disabled
Additions:
  • Added New Modern Sosigguns (MP7, P90, Mk14, F2000, DP12)
  • Added New WW2 Sosigguns (Flamethrower, Bazooka)
  • Added New Drum Magazine for AK74N (95 rounds of 5.45 x 39mm)
  • Added New (Prototype) Take & Hold Characters
  • Added New Firearm: Scar 17 CQC
Changes:
  • Modified the standard progression for Take & Hold
  • Altered the settings for Take & Hold
Fixes:
  • Fixed pose angle and position for Sako 85 obrez, Meat Fortress Minigun, 12g Break Action
Removed:
  • Removed Melee Mode Maurice and Akimbo Pistols Parker Take & Hold characters

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


It's that time of year again!

Meatmas Day.

We've got an extra special set of gifts for you folks this year.

So when you get a chance, tear yourself away from family and merriment today, and jump into the Meatmas Snowglobe scene and tear open those boxes!

(We ask that you be polite and make sure to put prominent spoiler warnings in any post title if you want to talk about the gifts on the Steam Forum here. It's important to let everyone get a chance to be surprised equally :-) )

All of us here at RUST LTD. wish y'all a Meeeeeeeeerry Meatmas and a happy and safe holidays.

Cheers,
Anton
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!



We’ve now come to the last of our themed Meatmas Month updates, which is a long awaited content and system drop for the Meat Fortress mode and its related objects. I do hope you folks enjoy finding all sort of ridiculous ways to mess around with what is the first player-deployable automated weapon system in the game!

I should note that the exact balance and functionality of the Dispenser is still very much a work in progress, and when Teleporters are added sometime next year, will likely get a bit of an overhaul to better accomodate more options/actions.

Anywho, going to race back to work now, as we’ve got a bunch of finishing touches to put on Meatmas Day gifts for y’all. Make sure to stop into the Meatmas Snowglobe on the 25th to open your presents!!!!!!

Have a wonderful weekend!

Cheers,
All Of Us At RUST LTD.

Full Changelog - Update 83

Additions:
Added New Utility Object: Engineer Sentry
Added New Utility Object: Engineer Dispenser
Added New Spawning Tools: Red and Blue Team Impact Tippy-Toy Spawners for Engineer Objects
Added New Attachment: MF Pistol Suppressor
Added New Attachment: MF Shotgun Suppressor
Added New Attachment: MF Revolver Suppressor
Added New Attachment: MF SMG Suppressor
Added New Attachment: MF Oil Can Suppressor
Added New Attachment: MF Generic Suppressor
[Meat Fortress] Added New Sosiggun: Flamethrower
[Meat Fortress] Added New Sosig Ability: Medic Radius Healing & Ubering
[Meat Fortress] Added New Sosig Ability: Spy Cloaking

Changes:
[Meat Fortress] Altered Pyro behavior
[Meat Fortress] Soldier Rocket Launcher and Demo Nade Launcher now have appropriate sounds
[Meat Fortress] Pyro backpack now explodes

Fixes:
[Meat Fortress] Fixed errant bug spam
[Meat Fortress] Fixed display light left on
[Meat Fortress] Misc. fixes
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!



Another Meatmas week, another fun theme! This week we’re delving into noise. Suppressing it, and making a ton of it.

The big new toy this week is a Mk22 Mod 0 Hushpuppy. With the slide locked it’s now among the quietest pistols in the game, and a precision tool for the sneakiest of you.

For a little background on the more goofball aspects of today update; I’ve been slowly collecting a number of novelty attachments that our friend Stefan had made, and as this Meatmas season approached, decided to commision a few more to round out a theme of cool new Suppressors… and some noisy-making toys. I know many of them aren’t the most practical things on the planet, but figured those of you who stream, make goofy vids, or just enjoy abrasive noises like me would enjoy them.

As for continued work on the Flintlock systems, I think I’ve gather enough data from folks playing with them to know what’s working, and what’s not. I know the ramrod is in serious need of improvement, so that will happen. In addition, now that I know my ontology for the whole system is solid, I’m going to start generalizing a few of the systems, so that they interface with existing game systems a bit better (like having the paper cartridges spawn in circumstances a brass cartridge would, etc.) This is also to prepare for the eventuality of other weapons in the scheme.

Have a wonderful weekend!

Cheers,
All Of Us At RUST LTD.

Full Changelog - Update 82

Additions:
  • Added New Firearm: Mk.22 Mod 0 [9x19mm]
  • Added New Attachment: Mk.22 Suppressor
  • Added New Attachment: Mk.22 Stock
  • Added New Attachment: Grill Fork Bayonet
  • Added New Attachment: Spatula Bayonet
  • Added New Attachment: Bike Horn [Picatinny]
  • Added New Attachment: Bike Bell [Picatinny]
  • Added New Attachment: Gun Nut [Picatinny]
  • Added New Attachment: Meaty League Gaming Airhorn Foregrip
  • Added New Attachment: Bike Horn Muzzle Attachment
  • Added New Attachment: Loudener Muzzle Attachment
  • Added New Attachment: Soda Bottle Suppressor
  • Added New Attachment: Oil Filter Suppressor
  • Added New Utility Item: Meat Horn (Black Powder Horn)
  • [Cappocollosseum] Added New Gronch Job: Turret Testing

Changes:
  • Altered angle for Black Powder Pouring
  • Flintlock Firearms now use a PowderVolume-to-Velocity Nonlinear Curve for Projectile Velocity
  • Flintlock Heavy Pistol 18th Century Ramrod can now be spawnlocked

Fixes:
  • Black Powder Paper Cartridges can now only be inserted when bitten off first.
  • Made GunHatCases a bit easier to open with Key
  • Flintlock pistol now has correct collision sound
  • You can no longer tap powder out of a sealed paper cartridge
  • [Cappocolosseum] Fixed Scoring issues
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!



It is finally time. That’s right, we finally completed something some of you folks have been asking for for absolute ages. That’s right, a Muzzle-Loading Flintlock, in all of its messy glory.

This has been an absolute treat to implement, as it’s been far too long since I’ve had the time to just focus on a single simulation challenge, and just following it where it took me, landing at each interaction and fork-point in the state space and asking what sorts of interesting results could be added, and what other objects it could interface with.

Some of you might be asking ‘what about a rifle?’ Well I am restricting this type to a single firearm to begin with, so it’s easier to work out all of the (inevitable) bugs with this large of a state-space. Once I’m confident that it’s rock solid, I will add a few more to the category (including a few absolutely wacky ones I’ve had my eye on for a while). I’d also love to get some related muzzle-loaders in, such as a Wheel-lock. Thankfully, the systems for this Flintlock have been written extensibly enough to support such things.

Also I’d like to put a HUGE shout-out thank you to Patrick Sutton and Joe Kataldo for doing the meticulous foley work for this. The Flintlock also has the most unique sounds for any firearm in the game (by far), and I had to keep adding more and more for it as new sub-states arose in the design. The nuance present in it truly was a team effort.

Anywho, I hope y’all enjoy the result of our efforts. Try not to blow too many of them up!

Have a wonderful weekend!

Cheers,
All Of Us At RUST LTD.

Full Changelog - Update 81

Additions:
  • Added New Firearm: Flintlock Heavy Pistol 18th Century (.69 Caliber ball)
  • Added New Utility Object: Black Powder Flask
  • Added New Cartridge: .69 Caliber Ball Paper Cartridge
  • Added New Cartridge: .69 Caliber Ball Projectile
  • [Cappocollosseum] Added New Gronch Job: Turret Testing

Changes:
  • Lessened magnitude of white Player hit impact effect.

Fixes:
  • [Cappocollosseum] Fixed issue with score being calculated wrong for some Cappocolloseum matches
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!

For those of you who didn't see our Meatmas announce video on Wednesday, we've got some especially goofball stuff for you folks this week:



And our usual devlog here:



Hope you're all making it through your Black Friday with sanity intact!

Cheers,
Anton
...