Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
*Slides into home plate exhausted* We did it!
Finally off the Alpha Branch with a full release for you folks. That one took a while longer than originally planned, but as often happens with my plans, I get inspired part of the way through feature development by another feature, and suddenly there’s twice as many things to iterate on and test, and ooh that’s a shiny gun lets put that in too, and 10 weeks have passed and oh goodness we really need to wrap this all up.
Amusingly, I actually -did- have a time pressure to get this back onto main branch as next week is the 4th of July! Which of course means H3 has to have some over the top ‘Murican goodies to play with. So I needed to be back on the Main Branch with the game’s development by then.
As for the features in this update, I know a few things still need some filling out and tweaking. More Paper Target options are still coming. I still need to recode the Grabbity-Grab item selection. Both those are things that don’t require an Alpha branch, so yeah. :-)
Anywhooooo I hope y’all enjoy playing with all the new Shotguns and assorted other toys. The change-log below is -just- for the final build push. I’ve found that collating all the changelogs from the various Alphas just ends up being confusing as it simultaneously references fixes to things added in other parts of the log. So if you want/need to see any of the past changes during the cycle, check out the announcements here on the Steam Forum: https://steamcommunity.com/app/450540/eventcomments/
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Hope you're all doing well this week. We've got a smaller alpha for you this week as well.. it's been a week of fighting with infuriating bugs, which has eaten far faaaaaaaaar more time than was anticipated. I will leave the video to tell ya all about it.
Hope you all have a wonderful weekend!
Peace,
Anton
TO ACCESS THE ALPHA BRANCH
Right click the game in Steam
Click Properties
Go to the Betas Tab
Click the Dropdown
Select ‘Alpha 1’
Full Changelog - Update 90 - Alpha 4
Additions:
Added New Firearm: AK-12 (5.45 x 39mm)
Added New Firearm: AK-12 Prototype (5.45 x 39mm)
Added New Attachment: Rail AxisTilt Forward Adapter
Anned New Attachment: Rail Extender Glitchgun Adapter
Changes:
New Slide-bolting feature is only available when bipodding.
Slide-bolting now properly auto-ejects clips
Slide-bolting gesture rebuilt for Index controllers (is now a down/up swipe)
M40A1 now has underslung rail to allow for use of a bipod
Indoor Range Paper Target life values further tweaked
Fixes:
Fixed like.. SO MANY posing and parameter errors with bolt action bolts
Fixed all the guns that couldn’t be grabbity-grabbed
Fixed all the bolt actions that couldn’t be slide-bolted correctly.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
BETCHA WEREN’T EXPECTING THIS ONE EH? :-P In all seriousness, the original plan had not been to work on bipods this week, but a random discussion in our discord provoked some inspiration, which led to a breakthrough, and one totally-recoded system later, we have not just vastly improved Bipods, but attachable ones as well!
Please note that while I’ve tested all of the weapons with integrated bipods, and everything works as expected with the new systems, I have not done so with the new attachables (as well there are like 200+ guns one could theoretically mount one on), so there might be a few unforeseen issues, or kinks that need ironing out.
As always, if you run into any issues, report them in the bug reports section of our Steam Community forum.
Can’t wait to see what new bizarre creations you folks come up with!
Peace, Anton
TO ACCESS THE ALPHA BRANCH
Right click the game in Steam
Click Properties
Go to the Betas Tab
Click the Dropdown
Select ‘Alpha 1’
Full Changelog - Update 90 - Alpha 3
Major Changes:
Rebuilt ENTIRE Bipod System
Additions:
Added New Attachment: Attachable Bipod A
Added New Features to Paper Target System
Changes:
Ammo Panel Completely Rebuilt
AWM now has under-mounted rail (to facilitate bipod usage)
SV-98 now has integrated Bipod
Integrated Bipods Removed from P762 and SG550
Improved Splatter Target Decals for Paper Target
Changed The Foregrip Itemspawner Category Name to ‘Grip / Bipod’
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
We have arrived at Alpha 2! Really happy with how things came together for this one, most especially because I managed to ‘eat my broccoli’ and get a whole bunch of bugs fixed. Lets go over the big fun stuff though.
To start off with, the new Paper Target System now has the control infrastructure for it I had envisioned. The target controller is quite similar to the prior one, but now has integrated options for resetting the target’s appearance and resistance to damage. To the right, the prior set list has been replaced by a Scorinng Manager with a bunch of brand new options! You can do sets with a shot-clock with countdown time and clock mode options, for practicing fast sight acquisition and quick-drawing if that’s up your alley :-). You can also for the first time view prior sets you’ve completed, both as a list of Score, Shot Time and Split, as well as on the target diagram, making it a far more effective training tool.
As for new toys, the long-requested 416 is now in the game. I had given the game’s discord community a bit of a goofy challenge, where they had to make preposterous photos of themselves having fancy tea with a fancily dressed firearm, if they wanted me to add the 416 to the game. They abided my ridiculous hoop-jumping demand, and so today, they get their reward for it. A thoroughly blinged out 416, that comes with a sweet looking 60 round drum, and wonderful set of 4-position barrel iron sights.
A few things got a major tune-up this week as well. The entire Options Panel has (finally) been given a bit of a face-lift, to make it more visually obvious which buttons are being hovered over, and which are currently set to. As I continue to work in the coming weeks/months, I’m going to be trying to go around and touch up various interfaces over time.
Make sure to check out the Devlog to see the other major changes, improvements and fixes.
Added New Firearm: H416 Assault Rifle (5.56 x 45mm) with 30rnd mag and 60rnd Drum
Added New Attachment: H416 Iron Sights
Added New System: Smooth Turning (and options for configuring it)
Added New Platform Specific Alternate Magazine Poses for all Controllers
Added New Option: Wrist Menu mode (Right, Left, Both Hands)
Added New Option: Grabbity physics grab selection button (defaults to trigger)
[Paper Target] Added New Paper Target Manager Panel
[Paper Target] Added New Paper Target Scoring Panel
[Paper Target] Added New Paper Target Type (Splatter Target)
Changes:
[Paper Target] Rebuilt damage computation to be more area-based
[Paper Target] Changed movement speed of paper target to be more reasonable
Alternate Magazine Pose Now works on all Magazines
Adjusted Options Panel Coloration to make it clearer when something is selected, and added highlighting
Added backing panel collider to Options Panel so that pointing laser always draws
Changed how quickbelt distances are computed when an object is held. Now, the pose center of the object is used for distance computation and NOT the hand position.
En-bloc magazines now make a different impact sound when they’re empty
Fixes:
Fixed Center Of Mass calculation when removing attachments from a gun!!!!
Fixed issue with quickbelts glitching out when holding minigun boxes with gun when Easy Magazine Loading is enabled
Made Nolo controllers once again be detected as Vive wands, as this is the closest useful mapping
Fixed incorrect layermask for attachable lasers
Fixed Bodyguard38 and 2019 Detective Special lasers not hitting things
Bren and Bren Shorty now have visible bolt block, and sounds
Fixed incorrect cost in limited ammo for grenades for Grumbly GI Grayson
Fixed weird issue with Blyskawica mag’s ammo when duplicating
Sustenance Crossbow bolt/sled now releases when dropped into a quickbelt
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
It’s time to begin a new Alpha cycle for H3. For those of you who haven’t followed along during one, basically what we do is push builds to another ‘branch’ of H3 for a while (that you have to switch to to follow along), which allows us to work on functionality that might break other things in the game, without disrupting folk’s play.
To start off the cycle for Update 90, we’ve got the first prototype for the new Paper Target system for the Indoor Range (and eventually the Sniper Range too). It is destructible in a level of detail that nothing else in the game is, and can be shot into pieces which break off from the whole and become little physics objects. It has required some truly obsessive multi-threaded code to make run smoothly in VR, but is just a joy to play with.
Please note that there area bunch of things that aren’t done about it yet in terms of reactivity, accurate 100% accurate collision, and nothing about its scoring system is in yet. We’re going to run a technical/stability test with this Alpha, and if everything checks out, move onto content and new features for it next. We really hope you enjoy!
Peace, Anton
TO ACCESS THE ALPHA BRANCH
Right click the game in Steam
Click Properties
Go to the Betas Tab
Click the Dropdown
Select ‘Alpha 1’
Full Changelog - Update 90 - Alpha 1 Additions:
Added New WIP System: Destructible Paper Target in Indoor Range
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Full Changelog - Update 89 - Patch 1
Added New Experimental Feature: Grabbity Physics Grab
You must enable this in the Options, under Input.
Additions:
Added AKM Tactical 10/20 round mags to item spawner
Added AK74 10/20 round mags to item spawner
Added Sustenance Red Dot to item spawner
Added Aug A1 to item spawner
Changes:
Changed Grabbity-Physics-Grab Flip button on Rift & Rift S to use the grip button instead of trigger
Quick-bolt switching on Bolt-Action rifles how produces a haptic bump coming on and off the handle
Fixes:
Attempted a fix for collision performance in Breaching scene (but there are larger problems here, I might have to rebuild the darn scene to fix it :-/)
Fixed issue with Sustenance Crossbow trigger/drop confusion
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Have a downright beastly update for y’all this week. A bit of stuff for everyone. Despite the fact that they need a whole bunch more work on the object-selection front, I’ve put my prototype HL:Alyx style Grabbity-Glove system into the game for you folks to try. NOTE, it is disabled by default. You must open the options panel, go to Control/Input, and enable the Grabbity Physics Grab to give it a shot. Grabbing is done by selecting an object by pointing at it, holding the trigger down, and flicking your wrist back. Lemme know whatcha think so far!
Be Well and Stay Healthy!
Peace,
Anton
Full Changelog - Update 89
Added New Experimental Feature: Grabbity Physics Grab
You must enable this in the Options, under Input.
Additions:
Added New Firearm: Aug A1 (5.56x45mm)
Added New Firearm: Aug A3 (5.56x45mm) (This replaces the prior version)
Added New Firearm: Bushranger’s Boon (12x32mm Dingowhomper)
Added New Firearm: Snag Sanger (18x50mm Packawhollop)
Added New Firearm: The Last Bit (18x50mm Packawhollop)
Added New Ammo Classes for 12x32mm Dingowhomper: Bushfire, Funnel Spider
Added New Ammo Classes for 18x50mm Packawhollop: Barbie, Drongo, Gobsmacka
Added New Grenade: Sniper Impact Flash Grenade
Added New Magazines: 10 and 20rnd Mags for AKM (Not yet in Item Spawner)
Added New Magazines: 10 and 20rnd Mags for AK74 (Not yet in Item Spawner)
Changes:
Changed chamber collision to be non-dynamic for Martini Henry due to crashing issue (thanks PhysX)
Fixes:
[Meat Fortress] Fixed Incorrect Symbols on Heavy and Demo (finally)
ASVAL & VSS Vintorez Magazine dimensions altered to be more correct
Fixed ASVAL & VSS Vintorez Fire selector angles
Super Shorty Tactical now spawns with Picatinny Sight
Fixed Visual Gap between grip and receiver on Hammerless 520s
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Have a bit of a belated April Fools goof for ya this week. This was originally planned for the 1st, but I was still a bit wiped out from the HL update, so I decided to chill, slow down, take my time with things for this one. It was worth it though as it afforded the time to put a bit more polish, and love into some of the interactions for what is CLEARLY the most glorious firearm added to H3 thus far. That’s right. Patoot Gun. The original Carb Cannon. Lovingly crafted and hopefully a reminder of the reckless fun of youth for some of you.
- Disclaimer - Please do not try to replicate the functionality of this Potato Cannon in real life, or utilize pressured aerosol cans near sparks or flame of any kind. It is genuinely dangerous. For those of you who want to build a RL potato gun there are significantly safer designs than the one presented here in game. I just chose this one because it was similar to the one I made like 20 years ago oh my god I am so old, i just used ‘20 years ago’ in text form for an update and I feel like I’m going to just wither away into dust now. Pssssssssssssshhhhhhh there Anton goes. Old man dust on the wind.
Anywho. I hope you all enjoy!
Be Well and Stay Healthy!
Peace,
Anton
Full Changelog - Update 88
Additions:
Added New Firearm: Potato Cannon (50mm Potato)
Added New Ammo Type: 50mm Potato
Added New Explosive: Hairspray Can
Added New Attachment: SustenanceMp7Reflex
Added New Backpack: ButtBackPack (if you don’t understand, don’t ask)
Changes:
[Take & Hold] Zombine Rotwiener Now tries to suicide with grenade
[Take & Hold] Changed weapons that spawn with a picatinny sight to always spawn with a reflex sight (instead of a useless half pair of irons sometimes)
Fixes:
Fixed Sustenance Crossbow not doing damage to anything but Sosigs
Fixed Evo3 Mag Capacities
Fixed Virtual Stock position not updating on moving stock on Sustenance Crossbow (womp womp)
Fixed stock pull feel for Uze Compact
Fixed Incorrect Label in Ammo Spawning Panel for 10x27mm Pulsed
Fixed Poison Breadcrab Zombie Grenade Pin Trigger
Fixed S.P.A.A.M. Detonator trigger rotating the wrong direction
[Take & Hold] Fixed bug where required secondary objects sometimes wouldn’t spawn in cases
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Got something truly zany for y’all this week. Just in time for us all spending WAY too much time in our houses! I give you Welldone Freemeat, a new themed Take & Hold character, along with a whole bucket of new toys to go with it! Be aware that the two weapons added with integrated underbarrels may NOT Vault correctly or at all.
As mentioned, this is a bit of an experiment to see how well Take & Hold works with a more ‘crafted’ equipment progression, and less randomization. I’m super curious to hear what y’all think!
As always, if you run into any bugs (quite possible due to some of the physics-heavy toys added in this update) please post them in the Bug Reports section of our Steam Forum.
Be Well and Stay Healthy!
Peace,
Anton
Full Changelog - Update 87
Additions:
Added New Firearm: USP Match 9mm (with glow sights)
Added New Firearm: Mp7 Sustenance (with integrated GP25 and Reflex Sight)
Added New Firearm: Sustenance Crossbow (Hot Dog Bolt)
Added New Firearm: Sustenance AR3 (10x27mm Pulsed with Underbarrel Dark Matter Lemon Launcher)
Added New Explosive: S.P.A.A.M. (Selectable Portable Anti-personnel Attack Munition)
Added New Magazines for Evo3: 15 round and 50 round drum
[TakeAndHold] Added New Character: Welldone Freemeat (with custom progression and enemies)
Changes:
Flipzo lighter can now be harnessed
Sosigs can now be remote-grabbed when downed
[TakeAndHold] Destructible Crates can now be remote-grabbed
[TakeAndHold] Obrez Bolt-actions Removed from Bolt Action Pools
[TakeAndHold] Added New Obrez Table for WW2 and Standard Progressions
Fixes:
Fixed Stock Rotation Extents for Spas-12, VZ64, PP91
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Here we go, the first Meat Fortress focussed update of the year! I know a bunch of you have been waiting (mostly) patiently for this. As mentioned in the devlog, this Spy kid should give you an idea of the sort of thing I want to add eventually to each classes loadout options: Some sort of alt-weapon, a dedicated grenade, and ammo class variations for at least one of their weapons that switches up, or augments their battlefield role.
The longer term goal of doing this is being able to grow the equipment variation enough to make a really compelling Meat Fortress Take & Hold character eventually. So you should expect a drip feed of this new equipment over the coming months :-)
As for the Speedloaders, all of the existing controls/capabilities of magazines that are relevant are now shared by speed loaders. You can dump rounds out, to your other hand, and into a quickbelt slot, as well as loading them manually.
Lastly, I hope you all enjoy playing with the rejuvenated Graviton Beamer. Right now it appears in the Proving Ground, and can spawn in Ricky Dicky Random Take & Hold. I’m going to give it one week of testing in that context, and if everything seems to be behaving as desired, I’ll pop it into the Item Spawner so you can use it in any scene!
Anywho, hope you’re all weathering the current events well. Make sure you keep washing those meaty hands and have a wonderful weekend!
Peace,
Anton
Full Changelog - Update 86
Additions:
[Meat Fortress] Added New Firearm: Petite Liasion (.366 Ultra Magnum)
[Meat Fortress] Added New Ammo Classes for .366 Ultra Magnum (Riposte, Debuff, Salut)
[Meat Fortress] Added New Grenade: Spy Smoke Grenade
[Meat Fortress] Added New Device: Spy Cloaking Watch
[Meat Fortress] Added New Device: Spy Sapper (Area disruption of turrets)
[Meat Fortress] Added New Entity: Mini Turburgert Sentries
[Meat Fortress] Added New Ability to Engineer Sosigs: Turret Spawning
Added New Functionality To SpeedLoaders: Loading, Unloading, Dumping to Quickbelt, Dumping to hand
Changes:
Rebuilt the Graviton Beamer from the ground up
Segments of Downed Sosigs can now be laser-grabbed
Major changes to Stun, Confusion, and collision thresholds for all non-rotwiener Sosigs.
Fixes:
Fixed issue where generalized OnDeath Sosig lines weren’t playing when specific conditions (on neck break) existed
Fixed issue where Sosig lines for reloading weren’t playing
Fixed issue where comments to medic weren’t playing for Meat Fortress Sosigs when being healed
Limited contexts were state(wander, investigate, etc.) speech will play to prevent ‘huh’ playing during bleedout
Fixed assorted Sosig Speech prioritization and volume distance issues
Fixed issues in computing collision damage for Sosigs
Fixed issues with stun threshold computation for Sosigs
Optimized some tag string comparrison in firearm round code
Fixed Issue where Hometown Powerup in Rotwieners was broken
Fixed A/X button snapturn not working on Vive Cosmos