Update 102-e1 is Now Live On The Experimental Branch!
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Howdy folks!
At long last we have a new build of H3 for you folks! This one has been an absolute beast to put together, and constitutes the largest changes to the game's AI system since the creation of the Sosigs. This give those of you who haven't been following along with the devlogs the past two months here's a list of all the changes to the Sosigs.
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
In addition, the Grillhouse scene has gotten an extensive re-lighting and an overhaul of its Sosig traversal Navmesh, designed to use all the newest features. It's also gotten a new 'Scenario Panel' which allows you to quickly spawn groups of offensive, defensive and patrol Sosigs for running scenarios in the scene without having to manually place combatants. The functionality of this panel will be expanded over time as we see what functionality folks like to have in it!
So yeah! Lots of stuff. A bunch of these changes are very much in progress, undertested, and their effect on some of the modes in game will take time to fully understand, hence the need for an 'experimental' branch. In addition, a ton of other system changes have been made related to the spawning of sosigs, and those systems are being slowly centralized. For that reason, if you are loading mods they will almost certainly break right now loading this branch.
The branch formerly known as 'Alpha' will be renamed to 'ModSafeAlpha', and be used from no on when the development of an update hits the 'safe' thresholds for those of you loading 150 mods to run the build :-)
Lastly, I've created a new section of the forum specifically for discussing Experimental Branch topics, reporting issues with it, etc. You should ALWAYS direct your reports there instead of 'Bug Reports' when running the Experimental Branch.
Hope y'all have a wonderful weekend!
PLEASE NOTE THIS BUILD WILL BREAK EXISTING MODS
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Update 102e1 Changelog (Outside of Sosig Changes)
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
Changes:
[Main Menu] Version number display is now auto-generated
Sosig Welder Mask Collision rebuilt.
Improved secondary shard detaching when melee shattering a door
Fixes:
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
Update 101 - Patch 1 is Now Live!
[previewyoutube="slWuvfKgbh0;full"]
Howdy Folks!
Quick patch this week, just to clean up the Meatmas day gifts
I'm not posting a changelog for now, as it's pure spoilers (as is the unboxing video above).
Hope you all have a safe and enjoyable New Years!
- Anton
Update 101 (And Meatmas Presents In The Snowglobe Scene) are Now Live!
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Howdy Folks. MERRY MEATMAS to you all.
It's time for our yearly Meatmas Update. Jump on into the Meatmas Snowglobe scene and open your presents! In addition to the presents in the snowglobe, there is a NEW SCENE, called Grillhouse. It is still very much WIP, but will evolve in time into a replacement for the Breaching Sim, and a play for developing and testing new gameplay related to doors, windows, destructibles and other targets.
PLEASE make sure not to spoil the surprise for anyone else, so don't refer to any of the specific gifts in the comments here, or in the titles of any posts on the forum. Also please put [Spoiler] in the title of any post you make on this forum that's talking about them. Please note that failure to respect this request may result in a permanent account ban from this Steam community.
Hope you all have a safe, happy and healthy Holiday!
We here at RUST LTD. wish you all the best.
Peace, Anton
Update 100 - Patch 3 is Now Live!
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Howdy Folks!
Quick tiny patch this week, just to prepare things for MEATMAS DAY next week.
Full Changelog - Update 100 - Patch 3
Fixes:
ACTUALLY Fixed hinge issues with door prototypes.
Fixed broken shaders in Winter Wasteland
Update 100 - Patch 2 is Now Live!
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Howdy folks!
What's this? ANOTHER patched-in addition to Update 100? YUP. A first prototype of Breakable glass to go with the breakable doors. We wanted to get this one out there to get some play and some perf. testing, as both the door and window system will find a home in the next scene we'll be adding the game, and well... we know the Holidays can be stressful, so if they're getting to you, just log into H3, and throw some baseballs, horseshoes, or whatever you desire through some virtual glass!
Hope you all have a wonderful weekend.
-Anton
Full Changelog - Update 100 - Patch 2
Additions:
Added First Test of Breakable Windows to Proving Grounds Scene
Fixes:
Fixed hinge issues with door prototypes.
Fixed issue with nav blocker not disabling on one of the prototype doors.
Update 100 - Patch 1 is Now Live!
[previewyoutube="K21Sz6bKBoQ;full"]
Howdy folks!
I know we just finished a huge release, but with it being the holiday season and all, we figured it would be a fun early Meatmas gift to get the very first destructible door prototypes into the game for y'all to play with. We'll be adding to them over the month, along with new tools and related destruction systems, so stay tuned!
Hope you all have a wonderful weekend.
-Anton
Full Changelog - Update 100 - Patch 1
Additions:
Add First Door Test to Proving Ground Scene (still very VERY WIP)
Changes:
[ItemSpawner Mk. 2] Refactored category loading out to being referenced by item manager and not the Itemspawner
[Breaching Scene] Widened the arsenal that Sosigs spawning in this scene can have
Fixes:
[ItemSpawner Mk. 2] Fixed incorrect pagination check on Details panel causing ‘next’ button to not appear correctly
[ItemSpawner Mk. 2] Fixed Ultimax100 being missing from ‘Update100 tag
[ItemSpawner Mk. 2] Fixed Meat Fortress Suppressors and Melee weapons missing from new spawner
[Breaching Scene] Fixed Broken Reference Breaking spawning of Sosig groups
[Cappocollosseum] Fixed Broken References Breaking some modes
Fixed incorrect quickbelt size on Ultimax and Ultimax Drum
Fixed MP-40 Magazine Capacity
Fixed Some Exotic objects now spawning with both their pseudo magazine and cartridge
Fixed GrappleGun and Mag Quickbelt slots
Fixed GrappleGun Mag pose
Fixed Missing Grenade Spawn from Friendly 45 range
Fixed M320 trigger animation
Update 100 is Now Live!
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Howdy folks!
We did it! We somehow managed to finish the “Alpha cycle that would not end” and complete Update 100! It’s a jammed pack one, and of course a special number. Given it’s been several months of Alphas and tests and we know y’all don’t all follow the devlogs, we figured we’d give you this condensed summary of the main features of this Update.
Hand Filtering
Hand filtering options are now available in the Options Panel (enabled by default), to aid with shaky hands and less than perfect tracking situations. Even when set to 'raw' input, the pointer laser used when operating any interface has an extra layer of filtering to make it easier to hit buttons rapidly and accurately.
Sniping Stabilization
Along with the base filtering options, Sniping stabilization is now available, a system that arrests the velocity of your gun and makes you make larger movements for small differences in angle, making it possible to free-stand shoot hundreds of meters away, even without a fancy gunstock or shooting prone.
Retention Reloading
At popular request, Magazine Retention Reloading has been added to the game, allowing you to 'palm' empty magazines while still holding a fresh one, for faster reloads and tacticool style points.
Ammo Animation
The game's Ammunition handling visuals have been overhauled, with magazine loading, ejection, chambering and palm cycling all getting interpolation to make things more polished looking, and make it more obvious when certain actions have been performed successfully.
Smart Multi-chamber Loading
Multi-chamber weapons like break action shotguns and derringers can be simul-loaded with several pieces of ammunition at once, making them more viable in Take&Hold, and allowing for a loading style frequently seen in competition shooting.
Smart Palming
With the help of the popular mod's authors, Smart Palming has been integrated into the base game. This makes it so that any time you grab a stack of ammo from a quickbelt slot while holding a firearm, or ammo container, only up to the correct number of rounds will be grabbed into your hand.
Item Spawner Mk.3
And of course, the most seismic of changes in Update 100 (though still a work in progress), a new Item Spawner has been introduced. Found currently in the Indoor Range and Proving Ground, it has tons of new features like narrated video instructions, better page organization and tag searching. You'll see this evolve of the next couple updates, and will completely replace the old spawner in all scenes once it is finalized and fully tested.
So that about does it! Update 100 has been first and foremost for us, and attempt to hone and polish the core of the game to try to improve the user experience for old and new players alike. We want to thank all of you in the community who are still with us on this meaty shooty vr journey. We have a few more surprises before the year is out.
Cheers, All of us at RUST LTD.
Full Changelog - Update 100
Additions:
Added New Item Spawner Prototype to Indoor Range & Proving Ground with tons of new features. (Still WIP tho)
Added All Sosigguns in the game to ItemSpawner (new and old)
Added All Cartridges to ItemSpawner (new only)
Added New Feature: Smart Cartridge Spawning (Thanks to Jack Foxtrot, Blockbuilder and Nrgill28). With this enabled (on by default), when grabbing a stack of cartridges while holding another object, only an appropriate number of them will be grabbed, based upon the number of empty/spent chambers, and the empty space in a held or internal magazine, clip or speedloader. Note that if rounds aren’t spawnlocked this takes them from the top of a stack first.
Added New Firearm: APS Machine pistol (9x18mm)
Added New Attachments: APS Stocks (Wood, Bakelite, Wire)
Added New Attachment: APS suppressor
Added New Model for RPG-7 and Rocket (byeee old model), with a functional ladder sight, and cleaner texture work
[Itemspawner Mk. 2] Added New Experimental Flash Page using video
Added New PSG1 with 5, 10 and 20 round magazines
Added New Firearm: PP19 Vityaz (9x19mm) with 30rnd mag and 50rnd Drum
Added New Attachment: Perst3 Laser
Added New Attachment: RKO Foregrip
Added New Attachment: Mk2. Hex Suppressor
Added New Attachment: PK120 Reflex Sight
Added several new Impact Sound types for future content work
Added New Feature: Magazine Palming (Can be disabled in Firearm Options)
Added New Firearm: PMM (Modern Makarov in 9x18mm)
[Meat Fortress] Added New Firearm: Medical 180 (Syringe)
[Meat Fortress] Added New Grenade: Ubernade
Added New Options Section: Hand Smoothing & Filtering
Added New Option: Hand Filtering Mode (Defaulted to Enabled)
Added New Option: Sniping Assist Mode (Defaulted to Enabled)
Added New Firearm: UMP-9 (9x19mm)
Changes:
Changed just metric butt-loads of item metadata
Cartridge insertion into magazines is now smoothly animated
Cartridge insertion into chambers is now smoothly animated
Cartridge ejection from magazines is now smoothly animated
Cartridge proxy round cycling is now smoothly animated (for the main round)
The last shotgun cartridge of a handful will be fed in more rapidly to tube-fed shotguns, and is posed accordingly (when two shells are held)
When inserting a magazine into a firearm while having another magazine palmed, the palmed magazine no longer snaps into the position of the held magazine, but interpolates to it (physically) over ¼ second
Chambering a cartridge into a break-action weapon or derringer, when holding a stack of cartridges, will now chamber a cartridge into each empty chamber.
Loading a round into a magazine now makes a lower pitched sound when loading the last round in capacity-wise.
LPVO Reticles Adjusted
Changed RPG-7 Chambering behavior
Sten Mk. 6 now has a front blade sight
Closed Bolt Receiver weapons where you directly grab the bolt, and which can be loaded down through the receiver, can now have their bolt locked and unlocked while holding the bolt (B/Y, Up/Down on touchpad). This helps facilitate topping up clip-fed guns. This functionality was added to: M1 Garand, M14, All SKS Variants, All VZ-58 variants, Model 8, Model 81
Functional Ladder Sights were added/calibrated for the following firearms: Bren LMG, 1918 Bar, All M60 Variants, China Lake, RPG-7, M79, Lee Enfield & Jungle Carbine
Improved M1894 Iron sight picture
Made Ubernade explosion less deafening
[ItemSpawner] Changed Tag Sorting Algorithm to be ‘OR’ within a category, and ‘AND’ when using multiple categories. This seems to be the most commonly expected behavior from folks interfacing with other tag based systems for this size of item library.
[ItemSpawner] Selected Tag Display Tweaked
[Take & Hold] Changed Flaccid Snake Equipment pool item from G3SG1 to PSG1
Fixed Stoner63 AR metadata such that it is in the correct category now.
Fixed Proving Ground Respawn Point
Cleaned up a bunch of debug logs that were errantly left in
Changed a bunch of internal meta-data (this is ongoing)
Changed the internal name flags for some metadata fields for display clarity (this is ongoing)
Changed which values (filtered/raw) are used internally by virtual stock based on hand filtering settings. This is still WIP and has a glitch or two present.
[Take & Hold] Level load wiener can now be thrown into your mouth.
Long Gun Two-handed Stabilization can now be activated via holding the trigger on the forward hand
Pistol style two-hand stabilization broken out into its own option
Various hand filtering internal values tweaked
Replaced Existing Firearm Model: UMP-45 (.45 ACP)
Fixes:
Fixed the Quickbelt poses for ALL Melee Weapons (finally)
Fixed the Quickbelt slot pose of 5.56x45mm and .300BAC cartridges (how on earth has this been broken this long??)
Hairspray Can now spawns with the Potato gun launcher. With great power comes great responsibility.
PP-19 Vityaz sight barrel can now be grabbed
Fixed trigger animation on B600 revolver
Fixed missing sounds for Stoner 63AR
Fixed Explorer 22 safety posing
Fixed Explorer 22 magazine cartridge placement
Fixed Grab pose on Tank Gewehr
RPG-7 projectile now flies at correct velocity
M1 Garand Irons corrected
Fixed American 180/90 Magazine metadata
Fixed G36c sights
Fixed M2 Carbine Sights
Fixed AKS74U and AKS74U Tactical Sights
Fixed Mini Uzi sights
Fixed AK-style Physical Mag tearing causing that magazine to become palmed
Metadata fixed on a number of objects
Made it so trigger no longer force-opens breach of lever action firearms when long-gun stabilization requires it
Fixed Armswinger Smooth Turning being broken on some platforms and control modes
Fixed SVT-40 safety rotation & states
Take & Hold Loading Wiener now once again makes monching sound when eaten
Alternate Mag pose now functions correctly on Q2/G2 (whoops forgot to update an enum)
Scope Menu is now disabled when scope detached while it is active
AKM 10 rnd Magazine Wrist menu display name fixed
Rebaked Occlusion Culling in Winter Wasteland Scene to fix certain building windows blocking object visibility while looking through them
AK5C Shell ejection trajectory fixed
Fixed some inconsistencies with head filtering
[Take & Hold] Fixed rare halting nullref spawning weapons as Ricky Random
Fixed FN FiveSeven 30rnd mag not spawning with 30 rounds
Fixed Famas G2 not being vaultable
Fixed issue with Hand filtering causing random twitches and judders on objects
Fixed G3SG1 starting fire selector rotation
Fixed G3SG1 backsight not being adjustable
Fixed Grapple gun Retract working before it actually impacted something
[Take & Hold] Fixed Magazine Duplicator being in incorrect state at instantiation
Update 100 Alpha 7 is Now Live On The Alpha Branch!
[previewyoutube="WQ3No3uNeA4;full"]
Howdy folks!
Soooooo originally today was supposed to be the full release of Update 100, but we needed to swap video middleware for the itemspawner, and run another week of broad spectrum tests just to make sure everything is working for you folks. The new Item Spawner is in the Indoor Range and Proving ground for you to check out. Make sure to watch the Devlog to see all its new features!
This Alpha is ACTUALLY the Release Candidate for Update 100, so other than some final big toys coming next week, this will be the version of the game that goes mainline next week. If you run into any show stopper issues PLEASE do report them in the bug reports section of the Steam Forum.
Hope y'all have a wonderful weekend!
TO PLAY THE NEW ALPHA:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha1!
Full Changelog - Update 100 - Alpha 7
Additions:
Added New Item Spawner Prototype to Indoor Range & Proving Ground with tons of new features. (Still WIP tho)
Changes:
Changed just metric butt-loads of item metadata
Update 100 Alpha 6 is Now Live On The Alpha Branch!
[previewyoutube="jiGJo8TpKfA;full"]
Howdy folks!
We have an absolutely MASSIVE Alpha for you folks this week. Make sure to watch at least the first part of the Devlog this week, as there's some pretty big changes to ammo handling that should have a big impact for those of you playing higher intensity modes, limited ammo Take & Hold and the like.
This Alpha is the Release Candidate for Alpha 100, so other than some final big toys coming next week, this will be the version of the game that goes mainline next week. If you run into any show stopper issues PLEASE do report them in the bug reports section of the Steam Forum.
Hope y'all have a wonderful weekend!
TO PLAY THE NEW ALPHA:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha1!
Full Changelog - Update 100 - Alpha 6
Additions:
Added New Feature: Smart Cartridge Spawning (Thanks to Jack Foxtrot, Blockbuilder and Nrgill28). With this enabled (on by default), when grabbing a stack of cartridges while holding another object, only an appropriate number of them will be grabbed, based upon the number of empty/spent chambers, and the empty space in a held or internal magazine, clip or speedloader. Note that if rounds aren’t spawnlocked this takes them from the top of a stack first.
Added New Firearm: APS Machine pistol (9x18mm)
Added New Attachments: APS Stocks (Wood, Bakelite, Wire)
Added New Attachment: APS suppressor
Added New Model for RPG-7 and Rocket (byeee old model), with a functional ladder sight, and cleaner texture work
[Itemspawner Mk. 2] Added New Experimental Flash Page using video
Changes:
Cartridge insertion into magazines is now smoothly animated
Cartridge insertion into chambers is now smoothly animated
Cartridge ejection from magazines is now smoothly animated
Cartridge proxy round cycling is now smoothly animated (for the main round)
The last shotgun cartridge of a handful will be fed in more rapidly to tube-fed shotguns, and is posed accordingly (when two shells are held)
When inserting a magazine into a firearm while having another magazine palmed, the palmed magazine no longer snaps into the position of the held magazine, but interpolates to it (physically) over ¼ second
Chambering a cartridge into a break-action weapon or derringer, when holding a stack of cartridges, will now chamber a cartridge into each empty chamber.
Loading a round into a magazine now makes a lower pitched sound when loading the last round in capacity-wise.
LPVO Reticles Adjusted
Changed RPG-7 Chambering behavior
Sten Mk. 6 now has a front blade sight
Closed Bolt Receiver weapons where you directly grab the bolt, and which can be loaded down through the receiver, can now have their bolt locked and unlocked while holding the bolt (B/Y, Up/Down on touchpad). This helps facilitate topping up clip-fed guns. This functionality was added to: M1 Garand, M14, All SKS Variants, All VZ-58 variants, Model 8, Model 81
Functional Ladder Sights were added/calibrated for the following firearms: Bren LMG, 1918 Bar, All M60 Variants, China Lake, RPG-7, M79, Lee Enfield & Jungle Carbine
Improved M1894 Iron sight picture
Made Ubernade explosion less deafening
Fixes:
Fixed the Quickbelt poses for ALL Melee Weapons (finally)
Fixed the Quickbelt slot pose of 5.56x45mm and .300BAC cartridges (how on earth has this been broken this long??)
Hairspray Can now spawns with the Potato gun launcher. With great power comes great responsibility.
PP-19 Vityaz sight barrel can now be grabbed
Fixed trigger animation on B600 revolver
Fixed missing sounds for Stoner 63AR
Fixed Explorer 22 safety posing
Fixed Explorer 22 magazine cartridge placement
Fixed Grab pose on Tank Gewehr
RPG-7 projectile now flies at correct velocity
M1 Garand Irons corrected
Fixed American 180/90 Magazine metadata
Fixed G36c sights
Fixed M2 Carbine Sights
Fixed AKS74U and AKS74U Tactical Sights
Fixed Mini Uzi sights
Update 100 Alpha 5 is Now Live On The Alpha Branch!
[previewyoutube="loBhNLOSgnA;full"]
Howdy folks!
Have another quick Alpha for you this week. Isn't a major one but has a couple quick bug fixes and tweaks we wanted to get out without delay.
TO PLAY THE NEW ALPHA:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha1!
Full Changelog - Update 100 - Alpha 5
Additions:
Added New PSG1 with 5, 10 and 20 round magazines
Changes:
[ItemSpawner] Changed Tag Sorting Algorithm to be ‘OR’ within a category, and ‘AND’ when using multiple categories. This seems to be the most commonly expected behavior from folks interfacing with other tag based systems for this size of item library.
[ItemSpawner] Selected Tag Display Tweaked
[Take & Hold] Changed Flaccid Snake Equipment pool item from G3SG1 to PSG1
Fixes:
Fixed AK-style Physical Mag tearing causing that magazine to become palmed
Metadata fixed on a number of objects
Made it so trigger no longer force-opens breach of lever action firearms when long-gun stabilization requires it