Update 100 Alpha 4 is Now Live On The Alpha Branch!
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Howdy Folks!
Hope you’re all doing well! This alpha cycle continues to… truck along slowly. The new Item Spawner (and accompanying metadata / database changes) have taken longer to work out than I had originally anticipated. A tool of this complexity is basically like writing an extra piece of software inside another piece of software, in this case complicated by over 5 years of prior decisions and gotchas and technical debt.
If you jump into the Indoor Range in this update, one the side wall to the left you will see a partially functional version of the in-progress Item Spawner. IT DOES NOT YET WORK. It is in there primarily so I can gather some data about legibility, button size and other UX concerns from a range of hardware, before some final decisions are made. It is also there to provide a testing scaffold for the modding community, so they can start adding some of the requisite new tags in to their own asset’s metadata to be ‘seen’ by this new spawner correctly, to make this as smooth of a transition process as possible.
In the mean time, as always, I hope y’all enjoy the NEW SHINY TOYS that are totally NOT just a distraction to keep you occupied while I do more soul-crushing UI work *cough*. I hope you enjoy this beautiful new set. I am certainly a fan, and I know those of you who enjoy modern tactical russian kit will be a fan as well.
Hope y’all enjoy and have a WONDERFUL weekend.
Peace, All Of Us Here at RUST LTD.
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 4
Additions:
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
Changes:
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)
Fixes:
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
API Changes:
FVRObject now has a field called RoundType of type FireArmRoundType. This MUST be filled out correctly on all firearms, magazines, speed loaders, clips, and cartridges for them to be ‘seen’ properly by the new WIP Itemspawner. IN ADDITION, the UsesRoundTypeFlag must be set to true.
FVRObject’s MagazineType field MUST be set for BOTH magazines, and firearms that accept removable magazines for them to link correctly in the new WIP Itemspawner.
Update 100 Alpha 3 is Now Live On The Alpha Branch!
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Howdy folks!
We've got another Update 100 alpha ready for testing. For the latest info on the Mag Retention Reloading system make sure to watch the devlog!
TO PLAY THE NEW ALPHA:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha1!
Hope y’all enjoy and have a WONDERFUL weekend.
Peace, Anton
Full Changelog - Update 100 - Alpha 3
Additions:
Added New Feature: Magazine Palming (Can be disabled in Firearm Options)
Added New Firearm: PMM (Modern Makarov in 9x18mm)
Changes:
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.
Fixes:
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
Update 100 Alpha 2 is Now Live On The Alpha Branch!
[previewyoutube="11VpZ1Fnn-s;full"]
Howdy folks!
We've got another Update 100 alpha ready for testing. For the latest info on Filtering/Smoothing options make sure to watch the devlog!
TO PLAY THE NEW ALPHA:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha1!
Hope y’all enjoy and have a WONDERFUL weekend.
Peace, Anton
Full Changelog - Update 100 - Alpha 2
Additions:
[Meat Fortress] Added New Firearm: Medical 180 (Syringe)
[Meat Fortress] Added New Grenade: Ubernade
Added New Options Section: Hand Smoothing & Filtering
Changes:
[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
Fixes:
[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
Update 100 Alpha 1 is Now Live On The Alpha Branch!
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Howdy folks!
It's about time we got rolling on the Alpha Cycle for Update 100, so here we are! Make sure to leave your thoughts on the Hand Filtering and Sniping Assist options here: https://steamcommunity.com/app/450540/discussions/4/5020940479397812568/
TO PLAY THE NEW ALPHA:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha1!
Hope y’all enjoy and have a WONDERFUL weekend.
Peace, Anton
Full Changelog - Update 100 - Alpha 1
Additions:
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:
Replaced Existing Firearm: UMP-45 (.45 ACP)
Fixes:
Fixed M320 Trigger rotation
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 99 is Now Live!
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Howdy Folks!
Update 99 is FINALLY complete. I’ll be honest, that was… a bit longer of an Alpha cycle than we originally intended, but as often happens, inspiration strikes pulling us this way and that with plans and ideas and such. BUT, we have arrived at a stable build, and decided to blast in a few last toys and a brand new Take & Hold character. For those who haven’t been following along during this cycle, I figured I would quickly go over the highlights of what’s been added to H3 in Update 99.
Take & Hold now has a 2nd official level, an major redesign of the Winter Wasteland from the past holiday season. It’s 1km x 1km in size, has 32 Hold points and 20 authored seeds for it, and is the perfect place to try out a bunch of the other new toys that’ve come with this update.
Speaking of Take & Hold, there’s now a bunch of new ways to play. There’s a 3 Hold shortened mode for those looking for a quicker time, and Simple and No Target modes for those who’d prefer to focus on Sosig combat. Many of the buy stations have been redesigned with added ways to load and carry your ammo, as well as extra equipment categories like locomotion tools and storage.
H3 being ALL ABOUT THE GUNS, there’s a mess of new ones this cycle as well. A rebuilt M9 series of pistols including two additions in the M9 and 92fs Inox, an expanded Famas Rifle series, and a bunch of exotic and strange revolvers including the Dardick, OTS-38 and MP412 Rex.
To help you get around the new massive Take & Hold map, we’ve added a suite of climbing tools, from Grapples and Ice Axes, to the incredibly kinetic Grapple Gun and goofball Plunger launcher.
Your movement abilities aren’t the only thing that’s improved though, as the Sosigs have gotten smarter and more complex with rebuilt visual perception systems to make their aim more realistic, interesting and forgiving at long ranges, but we also taught them to lead their targets, so simply running in a straight line sideways will no longer yield the survival results it once did.
Lastly, we gave you a peak of the new destruction systems we’re working on for [COOL UNANNOUNCED THING], in the form of dozens of pieces of furniture and related props, available in the Proving Ground spawner, which will be making their way into new [COOL UNANNOUNCED CONTENT] later this year.
Anywho, I think I’ve go on long enough in hyping up this release. It’s taken a ton of work, collaboration, coordination with the great folks in the modding community, and our awesome testing group to get this all together. We as always hope you enjoy the new toys and adventures to have.
Hope y’all enjoy and have a WONDERFUL weekend.
Peace, All Of Us Here at RUST LTD.
Full Changelog - Update 99 - Alpha 6
Additions:
Added New Firearm: Remote Missile Launcher [Remote Missile]
Added New Explosive: Laser Claymore
Added New Explosive: C4 + Detonator
Added New Utility Item: Tactical Cardboard Box [Goes in Backpack slot, you must kneel down and remain still in it]
Added New Take & Hold Character: Flaccid Steak - With Custom Progression.
Changes:
Altered Grapple Gun Locomotion shunt power. Initial shunt off ground reduced in power ~33% but additional shunts while airborn are not full power. This should allow for ‘juggling’ on surface more while preventing accidental shots to the moon.
[Take & Hold] Changed how enemies path once they reach a Hold Point during a Hold. Instead of standing in one place they now cycle between areas of the hold, giving the better impression that they are hunting for you.
Fixes:
Assorted bugs in Rifles and Revolvers added during Update 99 Alpha cycle should now be fixed
Update 99 Alpha 6 is Now Live On The Alpha Branch!
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Howdy folks!
We've got what is HOPEFULLY the last Alpha of this cycle, and we'll be ready for Update 99 to go main-line branch next Friday. Until then I hope you enjoy the new Locomotion toys with their availability in Take & Hold!
TO PLAY THE NEW ALPHA: Right click H3 in Steam Go to Properties Click Betas Click The Dropdown Select Alpha1!
Hope y’all enjoy and have a WONDERFUL weekend.
Peace, Anton
Full Changelog - Update 99 - Alpha 6
Additions:
[Take&Hold] Added 10 more Progressions to the Northest Dakota level
Added New Melee Weapon: Climbing Axe (Uses original prototype climbing approach which requires trigger held)
Added New Locomotion Utility Tool: Plunger Launcher [Climbable Plunger Shells]
Added New Locomotion Utility Tool: Grapple Gun
Added New Firearm: Famas F1 [5.56x45mm Proprietary Magazine]
Added New Firearm: Famas G2 [5.56x45mm Stanag-Compatible]
Added New Attachment: Famas Picatinny Top-rail
Added New Magazine for FiveSeven (30rnds 5.7x28mm)
Changes:
[Take&Hold] Two new categories of Equipment have been added to the store: Storage and Locomotion. Most characters will see these appear now, and are for the backpack/locomotion tools respectively
[Take&Hold] Token costs for many high capacity weapons have been reduced to bring them in line with Mag upgrade cost changes.
[Take&Hold] Token costs for secondary equipment (Grenade Launchers, Grenades, etc.) have been DEEPLY reduced to encourage their use.
[Take&Hold] Token costs for mag duplication and size update are now 2 and 3 respectively.
[Take&Hold] Hold Phases in No Targets Mode have been shortened by 60 seconds.
Sosig AI perception of sound is no longer positionally perfect. Sonic event perceptual position is now noised progressively with distance.
Sosig AI perception of visual entities (like the player), now uses an extra ‘buffer’. This means that recognition of new visual entities is no longer instant, and occurs based on distance, the visibility of the entity, the state of the Sosig, and the perception ability of the Sosig. However when Sosigs lose sight of the player, they will still ‘remember’ targets for a period afterward in that location, and be able to quickly reacquire them if they are in a similar place.
Sosig AI will not acquire new visual targets while suppressed (though they will remain aware of targets they have already seen).
Sosig aim stability is now influenced by the type of weapon they’re firing
Sosig suppression has more of an effect on body pose now.
Make the Quickbelt sizes more consistent (by making them larger) for: Makarov Drum, Mp5 Drum, AA12 Drum, CAWS Drum, American 90/180 mags, Evo3 Drum, AK74 Drum, G36 Drum, M1600 Drum, Stanag Drum, Stanag 60/100 mags, D60 Drum, Hecate2 Mag, NTW20 Mag, DP28 Pan, STENOF Drum
Fixes:
[Take&Hold] Fixed assorted holes, glitches and pathing issues in Northest Dakota map
Custom Quality Setting MSAA setting is now properly saved
Fixed Mosin bolt being breakable in streamlined control mode
Update 99 Alpha 5 is Now Live On The TakeAndHoldAlpha Branch!
[previewyoutube="wGQrrWVXtzI;full"]
Howdy Folks!
Time for yet another Alpha! I’ll let the video speak for me this week. Hope y’all have a wonderful weekend!
PLEASE NOTE. This is not on the ‘normal’ Alpha branch. There is a new branch called TakeAndHoldAlpha.
TO PLAY THE NEW ALPHA:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select TakeAndHoldAlpha!
Hope y’all enjoy and have a WONDERFUL weekend.
Peace, Anton
Full Changelog - Update 99 - Alpha 5
Additions:
Added New Firearm Set: Dardick Revolver & Carbine (.38 Tround)
Added New Firearm: OTS-38 (7.62 x 42mm)
Added New Firearm: Webley Fosbery (.455 Webley)
Added New Ammunition: .38 Tround
Added New Gadget: Rangefinder (7x25)
Added New Gadget: Telescopescope
Changes:
[Take&Hold] Ammo Station now produces free Speedloaders and Clips for compatible guns
[Take&Hold] Mag Duplication Station Duplication Cost changed to 1 credit
[Take&Hold] Mag Duplication Station now has Magazine Upgrade button (for 2 credits)
[Take&Hold] Mag Duplication Station now appears in Spawnlocked Equipment mode
Lengthened Initial sosig aiming time at range. Note further changes in this area are still needed.
Rebuilt Double Action Revolver trigger system
Rebuilt Double Action Revolver cylinder arm locking logic
Unica6 now visually reciprocates
Fixes:
[Take&Hold] Fixed some token display oddities in Item Shop Station
EM2 Now properly drops bolt when new magazine is inserted
API Changes:
FirearmMagazineType Magazine field added to FVRObject. ALL CUSTOM MAGAZINES must have this field correctly populated to function with game modes which spawn magazines.
CompatMags static Dictionary added which is populated at startup. Any custom guns being added to the game need to populate this dictionary with their magazines using the MagazineType field on FVRObject
FVR.GetRandomAmmoObject(....) now does a check into CompatMags if no predefined CompatibleMags are found populated in referenced FVRObject. This should allow custom guns which reference pre-existing FirearmMagazineTypes to load magazines in game modes which spawn magazines.
Update 99 Alpha 4 is Now Live On The TakeAndHoldAlpha Branch!
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Howdy Folks!
Have another small Alpha for you this week. Mostly fixes and tweaks to existing systems, a whole bunch of tuning for the new Take & Hold level, and a new toy :-)
Hope y'all enjoy it!
PLEASE NOTE. This is not on the ‘normal’ Alpha branch. There is a new branch called TakeAndHoldAlpha.
TO PLAY THE NEW ALPHA:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select TakeAndHoldAlpha!
Hope y’all enjoy and have a WONDERFUL weekend.
Peace, Anton
Full Changelog - Update 99 - Alpha 4
Additions:
Added New Firearm: MP412 REX (.357 Magnum)
Added New System: Rope Sliding (Hold Touchpad or B Button(streamlined) to slide on rope)
Changes:
Rebuild Grabbable pose system to allow for multiple poses to be held at once (averaged)
Changed Ice Axe climbing to use raw velocity instead of trigger. Yes this made it a bit harder. They can be released in something now though
[Take&Hold] Created new ‘Noncombat’ internal metadata flag and moved 40mm practice grenades and novelty 12 gauge shells to it, preventing them from spawning in anything except Ricky Dicky Random
[Take&Hold] Changed the attack paths on a few holds
Fixes:
[Take&Hold] Fixed Score Submission (we think)
[Take&Hold] Fixed many… many holes in the level geo (thanks so much testing group)
[Take&Hold] Removed Jeff (he’ll be back tho, lol)
Update 99 Alpha 3 is Now Live On The TakeAndHoldAlpha Branch!
[previewyoutube="YMZDSmqG5Rc;full"]
Howdy Folks!
It’s been a while since we’ve done a new Alpha release, but we’re hopin’ everything this one is jammed full of will have made the wait worth it! Grappling Hooks, Climbing Axes, the first testing version of the new Take & Hold level called Northest Dakota. It’s a biggun’ for sure.
PLEASE NOTE. This is not on the ‘normal’ Alpha branch. There is a new branch called TakeAndHoldAlpha.
TO PLAY THE NEW ALPHA:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select TakeAndHoldAlpha!
Hope y’all enjoy and have a WONDERFUL weekend.
Peace, Anton
Full Changelog - Update 99 - Alpha 3
Additions:
[Take&Hold] Added New Take & Hold Level: Northest Dakota (WIP)
[Take&Hold] Added System for loading various maps for Take & Hold
Added New Firearm: M320 (40x46mm. Replaces old model, has new functionality)
Added New Utility Object: Grappling Hook (In Arizona Range Only This Week)
Added New Utility Object: Climbing Axe (In Arizona Range Only This Week)
Changes:
[Take&Hold] Added New Mode: 3 Hold short
[Take&Hold] Added New Option: Target Mode (All Targets, Simple, No Targets)
[Take&Hold] Altered scoring metrics for using various options
[Take&Hold] Lowered costs on some attachments
[Take&Hold] When guns that spawn at the beginning of a run have bespoke attachments, one attachment ALWAYS spawns
Changed Sosig Aiming such that they can better lead their targets when their targets are moving, especially at range
Changed Meat Fortress Media Heal Pulse system to not charge to uber as fast
Fixes:
Fixed several bugs in Sosig aiming system
API Notes (for mod makers):
Added IsBigLevel bool param (defaulted to False) to TNH_Manager. Modders should enable this if they want big-level mode for their map
Added UsesClassicPatrols bool param (defaulted to True) to TNH_Manager. Modders who wish to use MANUALLY AUTHOR sentry patrol points can set this to false, which will cause a new system called Sentry Patrols to be used.
Added New Class: TNH_SentryPatrolPointGroup, which is a container for a group of points.
Added New State information to Sosig class for future use (shouldn’t change anything atm)
IsBigLevel flag adds 30 seconds to initial ‘analyzing’ step for all Hold Phases
Known Issues:
Red Dot Zeroing distance cannot be changed in Streamlined control mode
Red Dot luminance changes are DISABLED at the moment
Update 99 Alpha 1 is Now Live On The Alpha Branch!
[previewyoutube="uPafCrKz6HM;full"]
Howdy Folks!
We’re starting off a fresh Alpha Cycle this week for Update 99. First up is some optimizations to Handgun systems, as well as a long-needed refresh of the M9 series of pistols. The M9A1 and M9A3 that were in game were both quite old models, and neither was dimensionally accurate, especially with each other, so we had Sergey, the artist behind the beautiful M93R in game remake the whole series, and add a couple to it. All M9 magazines should now be visually compatible with all M9 pistols, and the quality of the new models is absolutely top notch.
To access the Alpha, right click the game in Steam, go to Properties, Betas, click the drop-down, and select ‘alpha1’. Do note that over the course of this Alpha certain breaking changes may occur with mods and other user content, so it is highly recommended that you backup your User data in appdata/locallow/rustltd/hotdogs…. If you have any of that content loaded, and/or use an unmodded install.
Hope you all have a wonderful weekend!
Peace, Anton
Full Changelog - Update 99 - Alpha 1
Additions: Added new Gun: M9 (9x19mm) Added new Gun: M92fs (9x19mm) Added New Option Page: Platform Specific Options Added New Option: Oculus Trigger Override
Changes: Replaced Model for M9A1 & Magazine Replaced Model for M9A3 & Magazine Replaced Model for M9 Cleric Trigger bars and mag release buttons all move on M9 series [Take & Hold] M9A1 moved to ‘Modern’ era pool Clean Guns & Melee button now also clears attachments (that are not attached to anything) SA/DA pistols now have correct trigger movement in relation to hammer being cocked Optimized component animation across all handguns. Stinger Station in Sampler Platter moved to be down near other heavy weapons Did some back-end changes to object force/inertia for future experiments
Fixes: Fixed control edgecase that could brick the Mosin Mp9 foregrip pose fixed Tuned cartridge ejection to try to fix intercollision during fast locomotion movement Fixed some collision oddities in object bays in the Sampler Platter Rock-in reloading for AK experiment reverted (new mag ejection catch behavior retained tho) Magazine Release buttons removed from any MP5 variants that accidentally had them. Magazine must be removed with other hand as MP5 magazines do not drop free in RL.