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.
We wish y’all a Wonderful Summer! –RUST LTD
Update 104 is Now Live!
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
Fixed missing reference on HAM Comboscope preventing serialization
Fixed misnamed field on USP Match
Fixed physics issue with Dueling tree
Made it so that grillhouse panel is no longer cleared by ‘clear spawnable’ button
Fixed single element null list entries on Rail Lights, Microtorch, MG42, Scar17 CQC
Fixed missing references breaking Cappocollseum Games
Update 104-Alpha 1 is Now Live On The Alpha Branch!
Howdy folks!
Have a new build for your folks this week, mooooooostly bugfix focused, but we've stuffed a couple extra things in the Item Spawner as well that've been in the game in one form or another in the past, but never directly spawnable until now. Do please continue to report any bugs of items you try to save/load that don't. We're slowly working our way through everything :-)
Cheers, 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 104 - Alpha 1
<*> Additions:
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
Changes:
Tweaked collision damage thresholds on destructible targets
Tweaked spring response on Popper Targets
Further changes to Sosiggun Recoil
Sosiggun Uzi now has 20 round capacity instead of 32
Fixed missing reference on HAM Comboscope preventing serialization
Fixed misnamed field on USP Match
Fixed physics issue with Dueling tree
Made it so that grillhouse panel is no longer cleared by ‘clear spawnable’ button
Fixed single element null list entries on Rail Lights, Microtorch, MG42, Scar17 CQC
Update 104-e1 is Now Live On The Experimental Branch!
Howdy folks!
It has been a little while, but we've finally got a new build for (for those of you who don't mind running something at the 'experimental' phase of things). The engineering work for this update cycle has been EXTENSIVE, primarily to bring you all something that's been requested for ages at this point: Scene Saving.
The functionality runs through the new Item Spawner, so as that has progressed, so have all the support systems to enable saving more than a single configured object. I won't go into deep detail here as the past month's worth of devlogs cover everything well, and we'll be doing a splashier update announcement once this comes off the Experimental/Alpha Branch.
Just a reminder though that this build WILL NOT PLAY WELL WITH MANY MODS THAT TOUCH QUICKBELT SLOTS. Please consult your relevant communities/thunderstore pages to make sure you're running the correct version of a mod if you're running this experimental branch. Some major changes have occurred, and we've been working in coordination with the modder folk this past month to make this all happen as smoothly as possible.
Anywho, those of you who play around with this we hope you enjoy, and to everyone else we should have a finalized Update 104 within another week or two.
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 104 - e1
<*> Additions:
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
Added New Option To Wrist Menu: Cleanup All Spawnable
Changes:
Rebuilt Quickbelt Slot system internally for flexibility, consistent Serialization/Deserialization, and better mod support
Rebuilt Recoil system and Parameters for all Sosigguns
Tweaked behavior for steel target volume ranges
Tweaked behavior for steel target hit decal scaling
All weapons using the SimpleLauncher base class now properly serialize their chambered round
2019 Detective special not properly serializes chambered rounds, battery, heat sink, heat and damage state
Rebuilt Pumpkin Target
Rebuilt Clay Pots Targets
Rebuilt Clay Pigeons Targets
Added Baseball to Item Spawner (under thrown melee weapons)
Added an internal flag for OpenBolt Receiver code related to mod functionality
Fixes:
Fixed missing references breaking Cappocollseum Games
Update 103 is Now Live!
Howdy folks!
We're back from a little break and have a small content update for your folks this week, filling out the last of the 9 Meat Fortress character 'expansion kits'. Many thanks as always to the talented Pie_Savvy for their sharp original designs on these new toys.
Now that the 9 classes have been filled out, the next thing up on the Meat Fortress front, which will arrive some time later this year, with be a Take & Hold character designed to use the entire equipment set, along with a few surprises designed to make that progression smoother. We've also got some plans for bot-class condition movement (like AI blast jumping) that should be arriving at the same time. We'll have some previews of that when it's ready to show.
Anywho, we hope you enjoy the new kit, and we'll see you folks next week!
Peace, Anton
Full Changelog - Update 103
Additions:
Added New Firearm: Rosie (the rivet gun) (5mm Rivet) with 30 and 60 rnd Mags
Added New Firearm: Ol’ Reliable (7gauge Stout)
Added New Firearm: Backfield (11mm Mannchevskikovovichidev) with Extended Mag
Added New Grenade: EMP Grenade
Fixes:
Fixed Muzzle Position for BFB (WHOOPS!)
Removed old Red Dot reference in Gold 1911 ItemspawnerID
Fixed missing Stock parameter for M2 Tactical Shotgun
Update 102 is Now Live!
Howdy folks!
We did it! That's right we FINALLY have another Main Branch Release for H3! This one's taken a good deal longer than originally anticipated, but that's often the sort of things that happens when one goes tinkering in the brains of one's Meaty Soldiers.
This Update brings some incredibly important functionality for the future of the game into practice, from the new Pathfinding, Perceptual Systems and Door Breaching capabilities of our Sosigs, Physics geo rebuilds in scenes to improve perf, new animation details to mags, to a better underlying versioning system to make development and updating smoother for our vibrant Mod Community. It's not as flashy as some of our past big updates are, but it's polish that'll make a big impact for the rest of the year.
As for what's up next, we're going to be cycling back to some content-focused updates for a bit. We've managed to build up quite the backlog of Wonderful looking firearm models that I'm excited to get into the game. We've got some Meat Fortress goodies to get in. And we're going to continue giving some of the older scenes in the game a much needed touch up and polish pass, to best take advantage of the way the game has advanced in the past couple years.
Hope y'all have yourselves a wonderful weekend, and we'll cya soon.
Cheers! Anton
Update 102 - Full Changelog:
Sosig System Changes:
Added New Passive Threat entity system. These allow for Sosigs to see non-target threats that can elevate them into an investigation state. Each entity can only ‘aggro’ the sosig into this state once, and is then disregarded. As this functionality adds baseline perf cost, it will NOT be enabled in some legacy modes.
Sosig Corpses now spawn passive threat entities in scenes that support this functionality.
Tweaked Sosig Alertness Thresholds
Tweaked Sosig Audio Event on transition to skirmish behavior
Tweaked internal damage tracking that -might- be some of the result of so many sosigs counting as melee kills in Take & Hold
Sosig FOV and Max View Range and max Hearing Range are now state-dependant. Sosigs in an alerted state have higher perceptual ability. This allows for sniping guards at range easier
Sosig FOV and Max View Range and max Hearing range is now effected by Suppression, making suppressed agents momentarily less able to perceive things.
Rebuilt IFF system for AI Entity that uses a 32 entry bool array for determining if a Sosig is friendly. This should NOT effect any existing game mode, and is infrastructure for the future.
Sosigs that are not actively engaged with an enemy entity can become enemies to friendly IFFs if they receive damage from them. This is should NOT effect existing modes.
Sosigs can now be knocked unconscious, though this functionality is currently limited to a Meat Fortress medic ammo type. This will eventually be expanded and refined
Sosigs now have a new Idle State. This is a lower-alertness state than the current Guard state and will be used in future contexts.
Sosigs now have a fleeing State. This is currently provoked when they have a target or are suppressed, and are not armed. Combatant sosigs may loop cyclically between their prior ‘Search for Weapons’ state, and this state, based on perceived threat.
Sosig ‘dive to side/roll around like idiot when disarmed’ behavior disabled.
Added new testing options to the Sosig Spawner
Offmesh Link Traversal System rewritten from ground up. Note that on older/un-updated maps, older style of traversal is still used.
Multiple Sosig Offmesh Link Traversal Styles Added including Ladder Climbing, Jumping, Drop-downs, Teleportation and Door Traversal.
Built Sosig Door Usage System allowing Sosigs to ping door state to determine if it is locked, unlocked, open, closed, and methods for opening it
Bult Sosig Door Breaching System allowing Sosigs to target and destroy deadbolt, hinges and the door itself
Built Sosig Path-To System that will (when finished) allow for significantly more complex Patrol behavior. This will eventually be implemented in to Take & Hold.
50+ new Sosig Idle lines
Additions:
Added New Firearm Family: AR-18, including AR-18, AR-18c, AR-18p, AR-180, 20, 30 and 40 round mags
Added New Attachments: AR-18 Scope and Rail Adapter
Added New Firearm: F12 Pistol w. 12 rnd mag (9x18mm)
Added New Firearm: Pk1 Derringer (7.62x39mm)
Added New Firearm: LC22r Pocket Revolver (22lr)
Added New Internal Version Numbering system. This is used in the main menu, but can also be used by mod authors seeking to maintain varied functionality across different in-development versions of H3
Added New Sosigguns: Toz63, Mk47, Ash12, PP19, Makarov
Added New Sosig Melee Weapons: KaBar, Bookknife
Added variant ammo types of the Meat Fortress Medic guns
Added New Firearm: WorstShotgunEver (12 gauge)
[Grillhouse] Added Attack Paths, Patrols, Guard and Sniper Points to the other 5 Annex locations
[Grillhouse] Scenario panel now has the ability to Set the player’s respawn point
Added new Magazine for Uzi family (72rnd Drum)
Added New Simulation Option: Sosig Chunks Mode (Enabled/Disabled)
Added a Destructobin to the Grillhouse map
Added New Firearm: Signaler (50mm Flare) for Meat Fortress Pyro
Added New Grenade: Incendiary Grenade for Meat Fortress Pyro
Added New System: Magazine Follower & Spring Animation
Added Follower and Spring Animations to the following Magazines: Makarov, APS, Deagle 357, KWG, Deaglov, Webley 1913, PMM, P08 Luger, GSh18, Ruby, Bergmann No 5, P5 Compact, UMP45, UMP9
Added New Firearm: USPSAECIAL (20x82mm)
Added New Attachment: USPSAECIAL Tandem Battlesights
Added New Attachment: USPSAECIAL Ultrascope
Added New Firearm: Baby’s First Boomstick (12 gauge short)
Added New Firearm: Uzi Nano (.25 acp)
Changes:
Full Relight and Polish Pass on Grillhouse Scene
[Main Menu] Version number display is now auto-generated
Sosig Welder Mask Collision rebuilt.
Improved secondary shard detaching when melee shattering a door
[Grillhouse] All Sosigs are now cleared on Player death (to prevent infinite spawncamp death loops)
[Sosig Pathfinding] Altered internal cost for Door links to try to encourage multiple path usage.
Changed internal Navmesh Area handling to support future work (such as Sosig-specific types of navigation).
Doors Off Mesh links split into a ‘going in’ link and a ‘going out’ link, allowing them to be parsed by pathfinding differently based upon the Sosig’s current equipment and state.
Tweaked Sosig Grenade Throwing logic and aiming
Rebuilt some of the old Sosig impactFX particle effects to make them more visually consistent with the Sosigs
Rebuilt a bunch of door handling logic and off mesh links related to door to aid prioritization of opening
Built System for a door recognizing that it is ‘obstructed’ for any reason (physics glitch, player using panels), etc.
[Meat Fortress] Rebuilt all collision for buildings, ground, cliffs to try to improve CPU-side performance
Fixes:
Fixed Incorrect and Incomplete ammo types being able to show up when certain mods are present
Got like 0.1ms back on the average CPU in complex scenes, just by optimizing pointable button code
Fixed Round classification for BFB
Fixed Broken Metadata on USPSAecial Duosights
Fixed missing collision wall in Meat Fortress Scene
Fixed some shell ejection issues with CQB870
Fixed USPSAecial metadata issues
Fixed Uzi Nano magazine metadata
Fixed Broken Zosig Sight FOV issue causing them to fail to see targets, as well as lose them.
Fixed Broken Zosig particle size
Fixed incorrect data issue for Zosig
Remodeled 7.62x39mm Cartridges so they are now the correct size and dimensions
Fixed errant extra piece of geo on side of P38 models
Fixed M240b being paired with incorrect belt box
[Grillhouse] Fixed a few physics perf issues
Fixed blunt damage transmission issue on welder masks
Fixed 38 Special Speedloader Sizing
Fixed ooooooooold Melee posing bug for multi-pose objects for some platforms
Fixed Broken Sten Sounds
Fixed an exotic bug relating to grabbing
Fixed errant leftover nav data in Mod base scenes
Update 102-a2 is Now Live On The Alpha Branch!
[previewyoutube="XQVeUyYazLA;full"]
Howdy folks!
Hope you're all having a fun (and minimally confusing) April Fool's day. While many companies choose to celebrate this day by pretending they're going to do something big and stupid, we here at RUST LTD. pride ourselves in ACTUALLY going and doing the stupid thing. And so it is my honor to present to you this small collection of... utterly stupid firearms befitting this Holiday. I hope you all enjoy them as I much as I did implementing them.
Remember that this release is on the Alpha Branch. You don't have to swap branches if you're on Experimental already, but if you were on mainline waiting to migrate over once mods were ready, you can swap to Alpha now. If you have any questions about making sure you have the right version of things, slide over to our discord and ask in the modding channels.
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 102 - a2
Additions:
Added New Firearm: USPSAECIAL (20x82mm)
Added New Attachment: USPSAECIAL Tandem Battlesights
Added New Attachment: USPSAECIAL Ultrascope
Added New Firearm: Baby’s First Boomstick (12 gauge short)
Added New Firearm: Uzi Nano (.25 acp)
Changes:
[Meat Fortress] Rebuilt all collision for buildings, ground, cliffs to try to improve CPU-side performance
Fixes:
Fixed Broken Sten Sounds
Fixed an exotic bug relating to grabbing
Fixed errant leftover nav data in Mod base scenes
Update 102-a1 is Now Live On The Alpha Branch!
[previewyoutube="M3bMguW0PGs;full"]
Howdy folks!
Hope you're all doing well! We've got a new release for you this week that fills out the expansion kit for the 8th out of our 9 Meat Fortress character archetypes, along with some enhancements to Magazine rendering/animation. Make sure to watch the devlog above for details!
This week we're moving onto the Alpha Branch for our latest release, as the modding framework folk have given the all-clear that they're caught up to the internal changes. You don't have to swap branches if you're on Experimental already, but if you were on mainline waiting to migrate over once mods were ready, you can swap to Alpha now. If you have any questions about making sure you have the right version of things, slide over to our discord and ask in the modding channels.
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 102 - a1
Additions:
Added New Firearm: Signaler (50mm Flare) for Meat Fortress Pyro
Added New Grenade: Incendiary Grenade for Meat Fortress Pyro
Added New System: Magazine Follower & Spring Animation
Added Follower and Spring Animations to the following Magazines: Makarov, APS, Deagle 357, KWG, Deaglov, Webley 1913, PMM, P08 Luger, GSh18, Ruby, Bergmann No 5, P5 Compact, UMP45, UMP9
Changes:
[Meat Fortress] Rebuilt all collision for buildings, ground, cliffs to try to improve CPU-side performance
Fixes:
Fixed 38 Special Speedloader Sizing
Fixed ooooooooold Melee posing bug for multi-pose objects for some platforms
Fixed Missing Annex C attack group points in Grillhouse
Update 102-e3 is Now Live On The Experimental Branch!
[previewyoutube="LZ8SQwgGOJQ;full"]
Howdy folks! Just a small patch this week. Mostly bug fixes and infrastructure for future work.
Cheers, Anton
Full Changelog - Update 102 - e3
Additions:
Added a Destructobin to the Grillhouse map
Changes:
Changed internal Navmesh Area handling to support future work (such as Sosig-specific types of navigation).
Doors Off Mesh links split into a ‘going in’ link and a ‘going out’ link, allowing them to be parsed by pathfinding differently based upon the Sosig’s current equipment and state.
Tweaked Sosig Grenade Throwing logic and aiming
Rebuilt some of the old Sosig impactFX particle effects to make them more visually consistent with the Sosigs
Rebuilt a bunch of door handling logic and off mesh links related to door to aid prioritization of opening
Built System for a door recognizing that it is ‘obstructed’ for any reason (physics glitch, player using panels), etc.
Fixes:
Fixed Massive performance issues in some scenes (including Grillhouse) caused by broken material on mesh particles effects without collision.
Removed:
Reduced Total Internal Door Key Count from 12 to 8 (to save area layers)
Update 102-e2 is Now Live On The Experimental Branch!
[previewyoutube="M_9xkPFRMbU;full"]
Howdy folks!
Have another small experimental build for you folks this week. Enjoy!
Full Changelog - Update 102 - e2
Additions:
Added New Firearm: WorstShotgunEver (12 gauge)
[Grillhouse] Added Attack Paths, Patrols, Guard and Sniper Points to the other 5 Annex locations
[Grillhouse] Scenario panel now has the ability to Set the player’s respawn point
Added new Magazine for Uzi family (72rnd Drum)
Added New Simulation Option: Sosig Chunks Mode (Enabled/Disabled)
Changes:
[Grillhouse] All Sosigs are now cleared on Player death (to prevent infinite spawncamp death loops)
[Sosig Pathfinding] Altered internal cost for Door links to try to encourage multiple path usage.
Fixes:
[Grillhouse] Fixed a few physics perf issues
Fixed Sosigs not doing melee damage to the player
Fixed missing references in some Sosig/Zosig bodies causes certain Take & Hold characters to break.
Fixed blunt damage transmission issue on welder masks
Fixed Sosigs not coming out of the flee state when they were supposed to