Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
It is TIME. The Meatmas Holiday season begins today. We've got a fresh version of the Meatmas Snowglobe for you, where we'll be hosting a bunch of fun new activities and toys and such this year.
For those of you new to our Advent Calendar shenanigans, this is how it works. If you switch to the 'Meatmas' Branch in Steam (under Properties -> Betas) you'll get Daily Updates from December 1st through the 24th (usually going live around 1am PST)! Search around the scene to find each day's Advent Calendar Box and open it to find new toys!
If you don't want to deal with a Steam download every day though, you can just stay on the Main Branch and we'll be updating the game every Friday with the prior week's Advent Content as well as some other fun surprises to this scene over the month.
Lastly, on Meatmas day, there'll be a whole mess of gifts under the tree in the scene, so do make sure to take a break from tearing open your RL presents to jump in game and open your digital ones from us :-)
Hope y'all have yourselves a wondeful weekend, and we'll be seeing you on December 1st as we kick off our marathon of Advent Calendar Updates!
Peace, -Anton
TO SWITCH TO THE MEATMAS BRANCH FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Meatmas!
Full Changelog - Update 106 -
Additions:
Added New Scene: Meatmas Snowglobe
Added New Cartridge Type: .410 Bore (for future content)
Changes:
Rebuilt Sound Profile for R1022
ClosedBoltReceiver Prefire sound only played when hammer is being cocked from manual bolt manipulation
Fixes:
Fixed HH9 magazine capacity issues
Removed:
Removed previous meatmas Snowglobe scene (goodbye old friend. Will miss you but BOY HOWDY you ran terribly)
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
We did it. Finally a main branch update. I know this has taken quite a while, far longer than I originally anticipated, but here we are. With Update 105 we now have a solid foundation for Scenario Saving and Loading, which is the bedrock of Gameplanner that we intend to build on next year.
I know the game is in a somewhat awkward mid-point atm, with the Old and New Itemspawners existing in different halves of the game. We're gonna do our best to get that transition completed as quickly and cleanly as possible now that the new Saving systems are working reliably though.
One thing that's SUPER IMPORTANT if you play H3 modded, is that major code changes did occur in U105, so if you haven't been playing on the Alpha, you will almost certainly have to update a bunch of your mods. Additionally, some mod frameworks are still being rebuilt to match new features in game (like the exchanged Wrist menu), so plz try to be patient with the authors of said systems.
Anywho, I hope you folks enjoy the new update and are looking forward to our upcoming Meatmas holiday hijinks, the most exhausting festive time of the year!
Peace, -Anton
Full Changelog - Update 105
Additions:
Added New Firearm: HH9 Pistol (9x19mm)
Added New Firearm: G41 (.45acP) with 13 rnd Magazine (compatible with Vector45)
Added New Prop: Folding Table (should be locked in place using Locker Pistool when used)
Added New Prop: Destructobin
Added New Destructible Target: Exploding Barrel (from the warehouse range)
Added New Prop Set: Horseshoe Stand Red & Blue
Added The Following Scenes Fully To The Gameplanner Scenario System and configured a ‘Default Scenario’: Indoor Range, Arizona, Arizona at Night, Sniper Range, Warehouse Range, GP_Hangar, Friendly 45
Added New Firearm: Pentagun (12 gauge)
Added New Wrist Menu Functionality: Toolbox & Ammo Panel availability in Wrist menu (coming in other scenes soon)
Added New Pistools: Measurizer and NoClipper (available in the Toolbox)
Added New Toolbox System: Tool Panels (top drawer)
Added New Tool Panels: Info & Metadata Panel, Portable Item Spawner
Added New Destructible Prop Set: Glass Bottles (Amphetamade, Gutshot, Sugar)
Added New Static Target Set: Blue/Red versions of IPSC standing steel
Added New Ammo Type: .69cal CashMoney (for future Gameplanner stuff, not fully implemented yet)
Added New Utility Item: Wallet (for .69 cal cash money)
Added New Utility Item Set: Gun Case Saveable Large/Small (experimental)
Added New Locomotion Tool: HandCopter
Added Functionality to Attachable Weapons system that supports weapons with magazines (integrated and removable), muzzle devices, and a host of other little things
Added Functionality to Base firearm classes to accommodate secondary magazine slots (though specific implementation/usage of these slots is up to a firearm derived class to do something with (which currently non of them do, though this will change in the future)
Changes:
Rebuilt Main Menu first-run Panel, including Control Option setting, Quickstart Tips and News.
Rebuilt Handling and Mecha sound set for FiveSeven
Rebuilt Handling and Mecha sound set for G36
Rebuilt Handling and Mecha sound set for Mp7
Rebuilt Handling and Mecha sound set for P90
Rebuilt Handling and Mecha sound set for USAS
Tweaked a bunch of button sizes and placement in New Item Spawner
Main Menu Scene tiles rearranged and conceptually sorted better.
Added Muzzle Attachment points to Sjogren shotguns
Changed Mesh on .357 Speedloader
Rebuilt and Optimized all collision in Sniper Range
Rebuilt and Optimized all collision in Warehouse Range
Tidied up the Main Menu scene
IPSC course in GP_Hangar converted to a default scenario, available in the Scenario Wrist menu section
Changes some subtle things about saving/loading to make them more robust
Secondary magazines are now correctly saved and loaded for firearms
Wrist Menu System Entirely Rebuilt For Functionality & Modability - Now functions using ‘Sections’
Rebuilt Scenario Saving & Loading Pipeline. Is now in the (new) Wrist Menu.
Schofield Revolver can (correctly) no longer be hammer cocked while holding trigger
Competition Barriers should no longer send you shooting into the sky when held
Vector45 and Vector45 Carbine now have QuickmagEject (you can press touchpad down/AX to eject mag while holding)
Rebuilt Smooth Locomotion Kernels to unify their flow, fix bugs, and allow for future stuff.
Rebuilt Banger System to be saveable, spawnlockable
Arizona Targets scene is in process of being cleaned up. Arizona at Night will be modified to match when this is done.
Banger Detonators are no longer paired to Whizzbangadinger and function independantly
Retuned Interaction volume size and placement on Vector45 and Vector45 carbine to make fore grabbing more reliable and just generally improve UX.
DP-28 Drum magazine top now spins as ammo count changes
.22LR ballistics relative to barrel length adjusted
.22WMR and .22LR models swapped
Ladies Home Companion rechambered into its correct cartridge (.22 Short)
Tweaked Sound Profile on Model 95 Derringer
DP-28 Pan magazine top now correctly rotates as ammo is removed from it, and its sling ring jiggles
Rebuilt muzzle effects for all suppressed Sosigguns
Rebuilt sound for all suppressed Sosigguns
Sosigguns that would logically require a 2nd hand to cycle (pumps, bolts, etc.) must be held by their fore to cycle
Replaced Tec9 model with a more accurate one
Rebuilt Tec9 SuperDuperIllegalMod model to be accurate dimensions
Rebuilt chambering setup on all Bolt Action weapons so that round being chambered moves 1:1 with bolt face
Derringer animation reworked to be smoother, and includes ejector movement now
Flaregun script class adjusted to have open/shut animation easing similar to derringer class
Rangefinder how uses maximum filtering when holding by default
Scout Rifle now has functional second magazine slot
Fixes:
Rebuilt Scenario Loading Behavior to Async-preload all needed assets first before spawning begins, show a loading ring to inform the player this is happening, then Instantiate all objects once this is complete. This is to prevent objects stacked on each other from loading in the wrong order and exploding, or objects contained in other objects to spawn and be interactable prior to them being stowed.
Fixed long-running bug where the wrong boltslideback sound was playing when manipulating a gun via its charging handle. Note this may change the way all ClosedBoltReceiver guns sound when being racked back.
Fixed Mp7 casing ejection direction
Fixed broken metadata preventing Ricky Dicky Random from loading
Fixed wrist menu not correctly grabbing the Ammo Panel
Fixed Steel targets of several varieties failing to configure themselves properly when loaded from a Scenario
Fixed Black IPSC targets not spawning from Scenarios
Fixed issue with Portable Item Spawner Tool Panel from causing a scenario load when instantiated.
G41 Magazine pose fixed
Fixed time delta issue for Quest 2 when playing above 90hz
Fixed metadata issue with 22 Long
Removed unwanted incomplete ammo references
Fixed Pentagun Suppressor mount
Fixed Pentagun Metadata
Fixed cartridge scaling issue on .357 magnum speedloader
Fixed Issue with Small Saveable Gun case ‘grabbing’ items outside itself when saving. Note prior saved small guncases will be be fixed by this, and should be deleted from your vault.
Fixed issue where secondary magazines weren’t being set to non-physical when in quickbelt slots
Fixes issue where attachable weapon magazines weren’t being set to non-physical when in quickbelt slots
ItemSpawner ‘objects added in Update X’ manifest updated for Update 104 content
Fixes smooth locomotion bug that was preventing killing movement velocity when disabling input on a controller.
Fixes issue with Wrist Menu nuking magazines out of attachable weapons
Fixed Issue with TNH ammo reloader not reloading attachable weapon magazines
Fixed Attachable weapon magazines not spawning in Take & Hold
Fixed M870 Attachment direction flag
Fixed a bunch of missing ammunition from item spawner (that was also preventing them from saving)
FIxed issue with Vector45
Meat Fortress Rivet ammo no longer errantly floats
Fixed round ejection point on M4 Lefthook and Marshall Ultrasort
Long gun revolvers like the MTS255 that have hunting style grip angles now correctly point forward in gun rig mode
Fixed issue with code for wall handling accidentally triggering when playing with non-smooth locomotion styles
Fixed some state issues related to hammers in Revolver code
M1951 and Magazine now correctly appear in Item Spawner
Fixed Item Spawner Item ‘Queue insertion’ so that going back, and then selecting a new item has the correct effect
Fixed major physics destructible collider handing bug that had bork bork borken doors
Mag palming now properly works on an attachable firearm held on its own
Fixed issues with AX button smooth turning not being available
Fixed Wrist menu being functionally unusable while moving at high velocities
Fixed incorrectly set recoil profiles on some guns
Fixed slide and safety behavior on ASP
Fixed recoil on blondie
Fixed M870 Muzzle position
Fixed 12 gauge Shotgun Speedloader
Spaams, C4s and Bangers are now correctly only detonated when active.
Fixed borken metadata for Tec9
Fixed broken metadata for Ladies Pepperbox
Fixed Handcopter not turning off when dropped
Fixed mesh game in M397 40x46mm grenade
Fixed vertical alignment issues pervasive in picatinny rail adapters
Deleted leftover debug sphere from Lee Enfield No 4
Fixed missing sight baseplate on American90
Fixed flashlight muzzle smoke interaction to prevent glow blowout
Fixed missing grab and drop sounds from all Sosigguns
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
It's been a bit since our last release, but we're firmly back in action. Those of you who follow the devlogs know that I've been in poor health this past month (had a dental emergency that needed taking care of), so some things got delayed, but we're back to trying to get Update 105 buttoned up. This -should- be the last Alpha in this cycle. Just need to ensure that the save/load system is again working as expected now that it has been fully re-enabled, and we'll be ready to release to main branch next week.
Our goal is to get the rest of the Sandbox scene converted over to Scenario Saving/Loading by next week, and well as adding some helpers/instructions and some new included scenarios. Once that milestone is hit, we're going to shift gears for the Holiday season, as this year is a Meatmas Advent Calendar year.
Once the holidays are concluded, we'll move back to Gameplanner, with the next big push on that front being a new scene or two, new locomotion toys, and the first tools for setting up Sosig Oriented combat. More details on that in January when we put together the next roadmap.
Anywho, thanks for being patient with us(me) while I've been derailed this past month or so. Schedule is a bit delayed, rearranged but largely unchanged in terms of overall goals. Hope y'all have a wonderful weekend and we'll cya next week!
Peace, -Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha!
Full Changelog - Update 105 - Alpha 2
Additions:
Added New Firearm: G41 (.45acP) with 13 rnd Magazine (compatible with Vector45)
Added New Prop: Folding Table (should be locked in place using Locker Pistool when used)
Added New Prop: Destructobin
Added New Destructible Target: Exploding Barrel (from the warehouse range)
Added New Prop Set: Horseshoe Stand Red & Blue
Added The Following Scenes Fully To The Gameplanner Scenario System and configured a ‘Default Scenario’: Indoor Range, Arizona, Arizona at Night, Sniper Range, Warehouse Range, GP_Hangar
Changes:
Main Menu Scene tiles rearranged and conceptually sorted better.
Added Muzzle Attachment points to Sjogren shotguns
Changed Mesh on .357 Speedloader
Rebuilt and Optimized all collision in Sniper Range
Rebuilt and Optimized all collision in Warehouse Range
Tidied up the Main Menu scene
IPSC course in GP_Hangar converted to a default scenario, available in the Scenario Wrist menu section
Fixes:
Fixed metadata issue with 22 Long
Removed unwanted incomplete ammo references
Fixed Pentagun Suppressor mount
Fixed Pentagun Metadata
Fixed cartridge scaling issue on .357 magnum speedloader
Fixed Issue with Small Saveable Gun case ‘grabbing’ items outside itself when saving. Note prior saved small guncases will be be fixed by this, and should be deleted from your vault.
Fixed issue where secondary magazines weren’t being set to non-physical when in quickbelt slots
Fixes issue where attachable weapon magazines weren’t being set to non-physical when in quickbelt slots
ItemSpawner ‘objects added in Update X’ manifest updated for Update 104 content
Fixes smooth locomotion bug that was preventing killing movement velocity when disabling input on a controller.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
Major milestone reached this week with Update 105! We've got saving and loading re-enabled after some of the huge changes that have happened during this cycle (attachable weapon magazines and such). There's still a ways to go and some extensive testing needed, but it's about time we rip the band-aid off and have y'all start test-saving scenarios with the new Gameplanner tools so we can see what explodes!
We've got the first of
Hope y'all have a WONDERFUL weekend!
Peace,
Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha!
Full Changelog - Update 105 - Alpha 1
Additions:
Added New Firearm: Pentagun (12 gauge)
Added New Wrist Menu Functionality: Toolbox & Ammo Panel availability in Wrist menu (coming in other scenes soon)
Added New Pistools: Measurizer and NoClipper (available in the Toolbox)
Added New Toolbox System: Tool Panels (top drawer)
Added New Tool Panels: Info & Metadata Panel, Portable Item Spawner
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
The grind on Update 105 keeps on going. This week we've got an extra special Crossover Toy from the game Prodeus (Leaving Early Access Today!!!) as well as a rebuild of the Wrist Menu system that will allow for convenient access to Scenario Loading and Saving, as well as making the Wrist Menu more modding friendly for the future.
Hope y'all have a WONDERFUL weekend!
Peace,
Anton
Full Changelog - Update 105 - Experimental 3
Additions:
Added New Firearm: Mammonth (from Prodeus, firing .666cal Infernal)
Added New Speedloader: .666cal Infernal
Changes:
Wrist Menu System Entirely Rebuilt For Functionality & Modability - Now functions using ‘Sections’
Rebuilt Scenario Saving & Loading Pipeline. Is now in the (new) Wrist Menu.
Schofield Revolver can (correctly) no longer be hammer cocked while holding trigger
Competition Barriers should no longer send you shooting into the sky when held
Fixes:
Fixed some state issues related to hammers in Revolver code
M1951 and Magazine now correctly appear in Item Spawner
Fixed Item Spawner Item ‘Queue insertion’ so that going back, and then selecting a new item has the correct effect
Fixed major physics destructible collider handing bug that had bork bork borken doors
Mag palming now properly works on an attachable firearm held on its own
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
We've got another experimental build for you this week. Mooooostly to fix things that were broken or unfinished in the prior build, but we also took some time to get a few new toys in there for y'all. Check out the devlog above if you'd like the low-down.
Peace,
Anton
Full Changelog - Update 105 - Experimental 2
Additions:
Added New Firearm Set: R1022 in Classic and Sport configurations (22lr)
Added New Magazine Set (for R1022): 50 and 110 rnd drum magazines
Added New Attachment Set: Picatinny Anti-air Iron Sights
Added Itemspawner Metadata for all added items in prior experimental build.
Changes:
Vector45 and Vector45 Carbine now have QuickmagEject (you can press touchpad down/AX to eject mag while holding)
Fixes:
Fixed issues with AX button smooth turning not being available
Fixed Wrist menu being functionally unusable while moving at high velocities
Fixed incorrectly set recoil profiles on some guns
Fixed slide and safety behavior on ASP
Fixed recoil on blondie
Fixed M870 Muzzle position
Fixed 12 gauge Shotgun Speedloader
Spaams, C4s and Bangers are now correctly only detonated when active.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
I know it's been QUITE A WHILE, but we finally have a public build for y'all to play. We've got a couple things to cover here so lets dive right in! First off, we've had to cut Update 105 in half, as it quickly grew to the point where so many changes were happening that it going to become a mess to test all at once. Moreover, we have a bit of a rough August, and a bunch of things we wanted to get to playable slipped, and we didn't want to leave you all waiting a month to play with new toys, so we've triaged things a bit to make this build. Here's a summary of what's in it!
For those of you following the development of Gameplanner, we have a first, super narrow test of some of the systems for it, namely the Toolbox and a rack of the new Pistools. These can we found EXCLUSIVELY in a new scene, called GP_Hangar. An IMPORTANT NOTE: Saving / Loading is 100% disabled in this current build. We're in the middle of some serialization rewrites and we don't want folk generating broken data, so we've turn those systems off entirely. They will return in the next build.
While hanging out in GP_Hanger, you'll also note we've setup a little IPSC style course to show off a new prop set that's in the game; a Competition Barrier set. One of the things we want to enable with Gameplanner is folks building structured scored challenges, so we have a bunch of prop back, an scoring doohikies planned for the future to support that.
While working on the Saving/Loading Systems for the game, the critical core of Gameplanner, we've taken a bunch of time to finally get to some long requested functionality for the firearm systems, namely the ability to guns to have multiple magazines, attachable weapons with magazines, and even a Gun Case that can close and save its contents until you open it again. Update 105 is in large part about testing all of these changes and making sure they're all working 100% as intended before we open the flood gates of custom scenario sharing.
And of course it wouldn't be a big H3 update without a bunch more GUNS. A dozen in all, including 2 new attachable ones for field testing new systems for attachable firearms with internal and external magazines. This code still needs a whole bunch of spit n polish but we're excited to see what it enables, both for our internal development, and the wild stuff I'm sure the modder folk will make too.
Well that's it for the summary. There's a whole bunch more things worth checking out, so do make sure to give the changlog below (or past devlogs a watch) if you're curious. Remember, THIS IS AN EXPERIMENTAL BUILD, which means there are significant code changes that WILL break certain mods. Unless you are a mod author working to build compatibility for U105, it is STRONGLY recommended that you launch this branch in Vanilla mode only.
Cheers, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 105 - Experimental 1
Major WIP Previews:
Toolbox with Base Pistool Set (available in GP_Hangar scene)
Unified Locomotion Backend work (nothing SHOULD be different, aside from no longer falling through walls easily). Note all Locomotion centric mods had been broken by these changes and must be updated.
More Complex Attachable Weapons that support magazines and muzzle devices
Additions:
Added New Firearm: HS10 (12 gauge)
Added New Firearm: M1907 Roth (8mm Roth)
Added New Firearm: Cobb Pistol (.32 acp)
Added New Firearm: Sharps Pepperbox Derringer (.22 Short)
Added New Firearm: S9R Derringer (.32 ACP)
Added New Firearm: Model 6 Derringer (.357 Magnum)
Added New Firearm: Model 6 XL Derringer (.45-70 Govt.)
Added New Firearm: Asp Pistol (9x19mm)
Added New Firearm: Blondie Derringer (.22lr)
Added New Firearm: HS22 Derringer (.22 WMR)
Added New Firearm: M1951 (9x19mm)
Added New Attachable Firearm: M870 Picatinny (12 gauge)
Added New Attachable Firearm: KWG Picatinny (12 gauge)
Added New Ammo Types: .22 Short and .22 Long
Added New Magazine: Vector-45 40rnd Drum (.45 ACP)
Added New Speedloader: 12gauge 5-shot
Added New Attachment: Rail Adapter Flat Extender Short
Added New Prop Set: Competition Barriers (Low, Med, Med Window, Narrow, Narrow Window, Wide, Wide Window, Board 2, 4, 8 foot, Nine Hold Barriers, Blue Barrels)
Added New Destructible Prop Set: Glass Bottles (Amphetamade, Gutshot, Sugar)
Added New Static Target Set: Blue/Red versions of IPSC standing steel
Added New Ammo Type: .69cal CashMoney (for future Gameplanner stuff, not fully implemented yet)
Added New Utility Item: Wallet (for .69 cal cash money)
Added New Utility Item Set: Gun Case Saveable Large/Small (experimental)
Added New Locomotion Tool: HandCopter
Added Functionality to Attachable Weapons system that supports weapons with magazines (integrated and removable), muzzle devices, and a host of other little things
Added Functionality to Base firearm classes to accommodate secondary magazine slots (though specific implementation/usage of these slots is up to a firearm derived class to do something with (which currently non of them do, though this will change in the future)
Changes:
Rebuilt Smooth Locomotion Kernels to unify their flow, fix bugs, and allow for future stuff.
Rebuilt Banger System to be saveable, spawnlockable
Arizona Targets scene is in process of being cleaned up. Arizona at Night will be modified to match when this is done.
Banger Detonators are no longer paired to Whizzbangadinger and function independantly
Retuned Interaction volume size and placement on Vector45 and Vector45 carbine to make fore grabbing more reliable and just generally improve UX.
DP-28 Drum magazine top now spins as ammo count changes
.22LR ballistics relative to barrel length adjusted
.22WMR and .22LR models swapped
Ladies Home Companion rechambered into its correct cartridge (.22 Short)
Tweaked Sound Profile on Model 95 Derringer
DP-28 Pan magazine top now correctly rotates as ammo is removed from it, and its sling ring jiggles
Rebuilt muzzle effects for all suppressed Sosigguns
Rebuilt sound for all suppressed Sosigguns
Sosigguns that would logically require a 2nd hand to cycle (pumps, bolts, etc.) must be held by their fore to cycle
Replaced Tec9 model with a more accurate one
Rebuilt Tec9 SuperDuperIllegalMod model to be accurate dimensions
Rebuilt chambering setup on all Bolt Action weapons so that round being chambered moves 1:1 with bolt face
Derringer animation reworked to be smoother, and includes ejector movement now
Flaregun script class adjusted to have open/shut animation easing similar to derringer class
Rangefinder how uses maximum filtering when holding by default
Scout Rifle now has functional second magazine slot
Fixes:
Fixed mesh game in M397 40x46mm grenade
Fixed vertical alignment issues pervasive in picatinny rail adapters
Deleted leftover debug sphere from Lee Enfield No 4
Fixed missing sight baseplate on American90
Fixed flashlight muzzle smoke interaction to prevent glow blowout
Fixed missing grab and drop sounds from all Sosigguns
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
It’s been a little quiet from us the last couple months here on Steam so we figured it was time to give y’all some details of what we’ve been cooking up. Our next update, 105, is going to be one of the largest H3 has ever gotten, and we’re just deliriously excited by what it’ll be bringing to the game, and you folks in the community. If you'd like to check out some feature previews, there's some relevant devlogs below, along with TL:DW summaries of the pillars of this update.
Gameplanner
Update 105 is all about finally realizing the Gameplanner system, an idea we had several years back about a suite of tools and toys that would enable you to design more of your play experience in H3. From something as simple as laying out a custom configuration of Steel Targets in your favorite range, to elaborate scripted combat scenarios with Sosigs, to entirely new ideas of gameplay using H3’s guns, agents and massive object library.
As you might imagine, this is quite the endeavor, which means that the time between updates is going to be a bit longer than usual, and we’re not going to be publicly testing this in as WIP of a state as we have in the past. So to keep you folks entertained, we’re going to be doing a series of these announcements to whet your whistles, starting with this one!
Toolbox & Pistools
The core of the update revolves around a new system that will be available in all Sandbox scenes in H3: The Toolbox. This handy dandy non-euclidean storage device created from the Wrist Menu, stores a set of Pistools (sorry, not sorry on the pun), which are your construction and manipulation toolset for making Scenarios in Sandbox scenes.
There’s a set for building that allow you to remotely Move, Rotate, Clone, Delete objects, as well as locking them in the air, toggling their interactivity and visibility. And there’s a set of utility Pistools for measuring things, clipping through the level, and setting up all sort of pathing and volume logic which is critical to our upcoming Event System system. Speaking of….
Event System
Paired with this is H3’s approach to object-to-object communication, called the Event System. Think about this as like a bunch of radio station channels. Objects of various kinds can be tuned to channels, and other objects can send Events (numbers) on those channels. At its simplest, you could say setup a button that resets all your targets for you at once, and a second button that enables a random group of them for you.
The system when done will be composed of dozens of objects including switches, buttons, levers, logic nodes, number generators, triggers, sensors, spawners and destroyers. It’ll allow you to spawn and configure sosigs to fight for or against you.
Setup a button that resets all your steel targets. Use Object Spawners, timers, and scoring systems to make yourself a Watermelon slashing game. Or make a horrible Rube Goldberg device that spawns, kills and flings Sosigs into the air. Your imagination (and perhaps your CPU power) are your only constraints.
New Levels
And of course with all this work into new systems, new toys, we know what’s really needed is new places to enjoy them! That’s why this update will be coming with a whole mess of brand new Sandbox scenes! These scenes are being designed around the Gameplanner system, and so are designed as multi-use ‘blank canvases’ for your imagination.
And for those of you who’d rather just boot up H3 and have something ready at hand to play, we’ve got news for you too. Each of these new scenes will have a bunch of built-in scenarios including target sequences and sosig-centric mini-games. This tooling isn’t just for you folk, but is being designed for us to use internally in finally fleshing out some content we wanted to build in the past (like more Meat Fortress Game Modes). Instead of hard-coding that sort of thing, we want to tool-a-fy everything as much as possible so that you can build & remix things to your heart’s content.
More To Come & Release Date
I’m sure you have plenty of questions regarding the scope of this all. How many levels? What sorts of toys are coming with this? Will there be GUNS too? Can I share things I make with other users? We’ll have more detailed answers for all those questions in the coming weeks as we do more announcements and devlogs on our road to Update 105, so stay tuned!
With all that said, we know the last thing y’all want to know is when you can play with all this! Many things are still up in the air, but our goal is to have a first experimental public build by the end of August.
Hope this MASSIVE TEASE of what’s to come in H3 has y’all chomping at the bit. As I said at the beginning of this post, this is going to be one of the most significant updates to H3 in the history of the game, and is what we feel the final realization of the Sandbox side of the game, and a natural destination given the origin points of the project.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
Update 104 is ready to rock! While perhaps not one of the flashiest updates we've done in memory, U104 marks a huge milestone in terms of the underlying systems of H3 that are the foundation of the work we have planned for the rest of the summer. The Save/Load functionality (available in the Proving Ground, Indoor Range and Grillhouse) are going to be brought to other sandbox scenes over the coming months along with a suite of Sandbox tools that we're certain you're going to love.
Those of you who've followed our devlogs over the years know that a 'Scenario' system has been attempted twice before and we neeever quite got to something shippable, so it is with great glee that we finally get the base pieces of that in game, and out to you folks.
Anywho I hope you all have a wonderful weekend Thing-Flingin' Watermelons into the air and whatever other hijinks y'all end up getting into.
Cheers, Anton
Full Changelog - Update 104
Additions:
Added New Firearm Set: Mini-14 (Classic and GB in 5.56x45mm) with 5, 10 and 30 round magazines
Added New RangeToy: Thing Flinger
Added The Following Items To Item Spawner: 1911 Oversize + Magazine, 1911 Longflop, Cyber Pistol, Hot Dog Grenade, Rail Camera, Camcorder, Gum Drops, Glowstick,
Added The Following Sosigguns to Item Spawner: Ash12, KEDR, PKM, RG6, SVDS, Makarov, Toz106
Added New Firearm: AR50a Anti-materiel Rifle (.50 bmg)
Added New Muzzle Brake: StratBomber
Added New Item Spawner Section: Save/Load (Available in Limited Scenes For Now)
Added New Target Set: Steel Pop (Classic, Mini CLassic, Pepper, Mini Speed, Speed)
Added New Target Set: Steel IPSC (Classic, Simple, Mini)
Added New Target Set: Steel Walkers (2.5in, 3.5in, 4.75in)
Added New Target Set: Steel Plate (Gong, Large Diamond, Large Square, Rectangle, Small Diamond, Tombstone Large, Tombstone Small A, Tombstone Small B