Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
It’s time for Alpha 4! I decided to tear off the band-aid and work on some of the most-requested tweaks to the Streamlined control scheme this week. Closed Bolt Weapon bolt release is in. Quickbolting for bolt-actions is in. Check the release notes below for details.
Sosigguns have gotten another round of tweaks and changes to reloading behavior and how that interfaces with Take & Hold. I strongly recommend watching the devlog for all the details. Hopefully this will place them (finally) in their correct place in the ‘meta’ for high level Take & Hold play. Still useful, but situational, and not at all a replacement for standard guns.
Lastly some options have been migrated and defaults changed from the WIP section. I feel like a doofus for not finalizing the integration of the bullet holes and hit-sounds until now (some of you may not even be aware of those systems), but they’re found under Simulation Options now, and enabled by default!
Hope y'all have a WONDERFUL weekend!
Peace, Anton
Changelog - Update 97 - Alpha 4
Additions:
Added New Simulation Option: Player Hit Effect (Standard, Light, Off)
Added New Graphics Option: Shadow Cascades (Added close-range shadow detail)
[Streamlined Controls] Added New Control: Bolt Drop using B/Y on Closed Bolt Weapon when bolt locked and gun has button for it
[Streamlined Controls] Added New Control: Bolt Action Quickbolt Engagement using B/Y on HAND HOLDING FORWARD GRIP.
Changes:
Bullet impact decals and impact sounds moved to Simulation Options and Enabled by default now
Sosigguns are now sized correctly for Quickbelt Slots based on their type (no Sosiggun Rifles in pistol slots now)
Sosiggun shake reloading now has internal velocity thresholding which should make the time to reload more reliable, and lower the likelihood that just tracking jitter can reload a gun.
Tweaked Friendly 45 lighting direction for target clarity, and added accurate global reflection
Quality Options renamed to Graphics Options
Re-arranged Some Options Panel Pages
[Take & Hold] Sosigguns can now be reloaded at Ammo reloading stations
[Take & Hold] Sosigguns Cannot Shake-Reload in Take & Hold, unless ‘Sosiggun Reloading’ is enabled in the options, which disables global scoring
[Take & Hold] Regenerative encryption regen speed mostly restored (but still one at a time)
[Take & Hold] Regenerative encryption now has .25 second ‘stall’ after center is hit before regen speed starts recovering
[Take & Hold] Regenerative encryption now has visual indication when it is not able to regenerate
Fixes:
Model 10 Cylinder Release button movement fixed
Fixed Speedloader Pose Issue for some platforms
Fixed Friendly 45 Shadow resolution on main directional light not being configurable
Known Issues:
Take & Hold Global Scoring is Disabled in this Alpha while it is reworked
Red Dot Zeroing distance cannot be changed in Streamlined control mode (will be fixed soon)
Red Dot luminance changes are DISABLED at the moment
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
We’ve got Alpha 3 of this cycle for you. First pass of Custom Quality Settings so you can dial in your performance as needed. Please note these are mostly aimed at folks on the lower 50% of things right now, but I’m still tuning things, and will have options next week for recreating/dialing in the perceptual shadow quality you see in high/Ultra, once I figure out why a certain strange Unity bug is occurring.
As for the new Sosiggun reloading approach, that was implemented very late in the week and has seen very little testing and tuning. It’s much more of a ‘sketch’ of an interaction idea. Going to put another week of polish and tweaking into it before I decide whether I’m going to keep it, or try something else.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks,
Bit of a smaller Alpha this week. I'm still plugging away at some Take & Hold algorithm changes that I talk about last week, but took a bit of a detour this week after inspiration struck, to give one of our classic scenes, the Friendly 45, a little bit of a facelift. I have kept the existing functionality and target layout, but have replaced most of the foliage with more efficiently created and properly LOD'd ones, along with a better shading model, and tonemap/color grading pass.
The performance characteristics on the GPU -should- be roughly the same (more detail, but also some optimizations), while this scene should run a touch better on the CPU for most folks, given equivalent quality settings. If you'd like to report on how the scene runs for you on various hardware with various settings, I've setup a thread here: https://steamcommunity.com/app/450540/discussions/4/3115898713381422242/
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Have the first Alpha of the New Year for you folks, chock full of WIP features, balance tweaks and bug fixes. Make sure to watch the last two Devlogs if you want a full picture for what's being done in this Alpha Cycle!
Cheers,
Anton
Changelog - Update 97 - Alpha 1
Additions:
Added New FutureSosiggun Set (Nachtigal, Bullpov, Meatle Storm, Pocket Toaster, Desert Vulture) These will be made spawnable outside the Proving Ground in a future update
Added New Sosigguns: RPG-7 and M79
Added New Melee Weapon: M3 Trench Knife (Thanks Stefan!)
Added Bullet Decal Hits for Glowy Red and Glowy Green (for future stuff)
[Winter Wasteland] Added a Reset Hotdog to start mode from the beginning.
Changes:
[Take&Hold] Total Token Spawning volume in supply points has been de-randomized for more consistent total resources found per run.
[Take&Hold] Hold Order Seed Option Added: Pick from the same order of Hold rooms to compete against a friend in a more consistent challenge.
[Take&Hold] Secondary station type in supply rooms are now more reliably distributed (no more recycler stations in one level)
[Sosigguns] All Sosigguns that should have interactive foregrips now have them
[Sosigguns] All Sosigguns that should have stock points now have them, allowing for virtual stock aiming
[Sosigguns] Sosiggun recoil adjusted to accommodate new features
[Sosigguns] Sosigguns are now reloaded when returned to a quickbelt slot (when spawnlocking is allowed in a scene. PLEASE NOTE THAT SOUNDS FOR THIS RELOADING HAVE NOT YET BEEN IMPLEMENTED!
[Sosigguns] Sosigguns now sling-lock to a quickbelt slot, instead of being spawnlockable (and duplicated) from one
Fixes:
[Take&Hold] Fixed (very old) bug related to health spawning in spawn rooms
[Sosigs] Fixed issue where Sosigs that should be able to hold onto their guns even when their gun is struck by a bullet weren’t able to hold onto them.
13.2mm TuF label in Ammo Spawner corrected from .50 BMG
Fixed Soft Particle Rendering issue where certain emissive text textures (on Sausage powerups,demo dynamite, Rotwieners Radio Amplifiers) weren’t visible
Fixed Ruby Pistol Safety Rotation
Fixed Union Pistol Safety
Fixed .38 Special Speedloader
IPSC target in indoor range now has correct thumbnail
Fixed Deaglov slide release rotating in wrong direction
Fixed Bergmann Simplex safety rotation state
Fixed Handguns collision-wracking firing when slide was locked or safety engaged
Fixed Mac11 Safety disappearing when disengaged
Code Cleanup involving deprecated Take & Hold data structures
Known Issues:
Take & Hold Scoring is Disabled in this Alpha while it is reworked
Red Dot Zeroing distance cannot be changed in Streamlined control mode (will be fixed soon)
Red Dot luminance changes are DISABLED at the moment
Rotation to the side of scopes (like the gamepoint 3x) is currently disabled
Zeroing settings are not saved to the vault for any integrated optics (this will require a major refactor later to make happen)
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
The time has arrived for H3's brand of Holiday Cheer, our 5th Annual Meatmas Holiday Event!
This year, we decided to pull out all the stops, and have expanded our prior Advent Calendar tradition to a narrative Sandbox scene that will evolve and grow over the month of December. You should expect New Content, New Enemies, New Messages, Adjustments, Bug Fixes and Surprises throughout the month, as well as new Areas of the Map opening up.
To best juggle the needs of folks who want to enjoy daily Meatmas content, and folks who don't want tons of downloads, or have metered internet, this year we are doing our Daily Meatmas Content on a beta branch called MEATMAS2020. If you switch to it, you will get a new download every day at 12:05am Pacific Time. If you stay on the main branch of the game, you'll get one big weekly update each Friday at the normal time, which will have all the content from the prior week's daily drops.
So if you don't mind the daily downloads, switch to the MEATMAS2020 beta branch and make sure to check back each day, hunt for another bunker, shoot some JUNKBOTS, and sift through the remnants of the final days of the North Pole!
TO PLAY MEATMAS 2020 NOW:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Meatmas2020!
A reminder: Lots of folks won't be able to play immediately, or until the Holidays, so PLEASE do not post spoilers to the forum here, or the reddit. If you have a bug or a question about Meatmas content, put [SPOLIERS] in the title of the post, and ensure the actual post title is phrased generally enough to not spoil anything. Any posts that violate this will be deleted. Lets try to make this the best Meatmas possible for everyone involved!
Anywho, it's time to dive in. We can't wait to see what you folks think, especially as this scene evolves over the month.
All of us here at RUST LTD. hope y'all have a WONDERFUL holiday season, starting today.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Meatmas is aaaalmost upon us, and so this week’s release is all about making sure all the recent Alpha changes have been finished up (best as we’ve been able) and moved onto the main branch. We’re going to be beginning the Meatmas Festivities just after midnight on Dec 1st, pacific time (there’ll be another announcement then with the full details and schedule). I hope you folks are as excited as I am!
While the Streamlined controls will continue to get tweaks and improvements, I feel they’re ready for showtime, and I thoroughly encourage anyone with Rift, Quest, Index or G2 controllers to give the mode a shot!
If you’re using streamlined controls, please continue to let me know what you think, especially if there are still lingering issues (think I caught all the bugs this time around). If you do find issues, please file bug reports in the Steam Forum bug reports section here: https://steamcommunity.com/app/450540/discussions/1/
Hope y'all have a WONDERFUL weekend!
Peace, Anton
Changelog - Update 96
Additions:
Added New Core Control Mode Switch prompt in Main Menu
Added New Control Tooltips to Sampler platter for Streamlined Mode, Index Controls
Changes:
Sosig Accuracy Stability massively reworked. Alters reaction time, stability at range, trigger clutching, and a ton of other minutiae. Basically, these changes are to make them more fun to fight at long range.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Another week, another Alpha. Mostly bug fixes this week (though with another Meat Fortress set of goodies as well). If you’re using streamlined controls, please continue to let me know what you think, especially if there are still lingering issues (think I caught all the bugs this time around). If you do find issues, please file bug reports in the Steam Forum bug reports section here: https://steamcommunity.com/app/450540/discussions/1/
TO ACCESS THE ALPHA BRANCH
Right click the game in Steam
Click Properties
Go to the Betas Tab
Click the Dropdown
Select ‘Alpha 1’
Hope y'all have a great weekend!
Peace, Anton
Changelog - Update 96 - Alpha 2
Additions:
[Meat Fortress] Added New Firearm: The Long Shot (Sticky Grenade)
[Meat Fortress] Added New Grenade: Det Pack
[Meat Fortress] Added New Ammo Sub-types for Sticky Grenade (Robbie Burns, Rusty Nail, Highland Fling)
Added New Ammo Types (For Future Work): 7.62x42mm, 12 Gauge Short, .280 British, .45-100, 20x82mm, 12.7x108mm, .357 Sig
Fixes:
Fixed Ejection Distance for 600 magnum in b600
Added Transfer Bar Safety to Nagant Revolver
Fixed shadow distance on Ultra Quality
Fixed P6Twelve and Jackhammer breaking Cappocolleseum weapon testing job
Fixed internal meta-data regarding Deaglov ammo type
[Streamlined Controls] Fixed incorrect behavior for cylinder release in Revolver
[Streamlined Controls] Fixed missing cylinder swing-out control for 2019 detective special
[Streamlined Controls] Fixed broken teleport/dash actions (i think)
[Streamlined Controls] Fixed broken action blocking on Bolt Action rifles
[Streamlined Controls] Fixed bug with attachable break actions
[Streamlined Controls] Fixed assorted issues related to input sequencing and clearing
[Streamlined Controls] Fixed issue with attachments being removable with joystick while in Streamlined mode
Known Issues:
[Take&Hold] Global Score Submission is DISABLED in this Alpha
Red Dot luminance changes are DISABLED at the moment
Rotation to the side of scopes (like the gamepoint 3x) is currently disabled
Zeroing settings are not saved to the vault for any integrated optics (this will require a major refactor later to make happen)
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Our Update 96 Alpha cycle begins today with some new Take & Hold features, and the first rev of the Streamlined controls option. If either of those interest you please make sure to watch all the way through the devlog! Both things are still rough around the edges but very much ready for testing and getting feedback from you folk.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
It’s Spooktober, so it’s time for a HORRIFYING update, and by that I mean a collection of utterly gross, and scary CURSED GUNS. That’s right, guns that shouldn’t be. So horrible you’d never find half of them in any other game than H3. From historical oddities to unholy fusions to just downright STUPIDITY, we hope you enjoy these ridiculous creations.
As for the new Take & Hold character that’s been added, please note that it is likely to see some iteration over time, based on feedback. If it need more zombies, less zombies, how folks feel about the difficulty curve. We’ll be listening and tweaking as needed.
Added New Take & Hold Character!: Zeke Zombiehunter with custom progression
Added New Firearm: Deaglov Pistol (.32 ACP)
Added New Firearm: IPSICK Pistol (.50 BMG)
Added New Firearm: Kuularuisku Machine Pistol (.25 ACP)
Added New Firearm: 1911 Stamped Prototype (.45 ACP)
Added New Firearm: Mosin Mini (.22 LR)
Added New Firearm: STENOF Machinegun (.308)
Added New Firearm: Tomacuzi (.455 Webley)
Changes:
Changed internal loading procedure and meta-data for Take & Hold enemies to future-proof it for eventual new characters and enemy types
Spas 12 toggle now uses a touchpad/joystick click in any quadrant
[Take & Hold] Standard Flaregun removed from break action shotgun pools (still appears in Ricky Random tho)
Slide-bolting now no longer occurs when hammer is cocked to prevent accidentally re-opening bolt when readying to fire
Fixes:
Empty cartridges can no longer multi-pickup other cartridges to glitch them full again
Finally freaking fixed holding break action weapons by their fores, and a host of related behaviors
Fixed various ladder sight trigger overlap and collision issues with AS VAL, VSS Vintorez, DeLisle Carbine, Kalishniluger, KP31, MAS49/56, Mosins, MP34, Bizon, SKS Classic
Fixed Ladder sight top cover hierarchy on RPD
MRAD Safety Fixed
Scout Magazine item spawner picture fixed
Fixed Desert Eagle slide guide rail appearance
Fixed some bodies being broken chosen in the Spectator panel break and result in a naked wiener
Known Issues:
Red Dot luminance changes are DISABLED at the moment
Rotation to the side of scopes (like the gamepoint 3x) is currently disabled
Zeroing settings are not saved to the vault for any integrated optics (this will require a major refactor later to make happen)