Have ANOTHER big Patch Update for ya this week, along with an EVEN BIGGER new toy.
Enjoy!
-Anton
Full Changelog - Update 98 - Big Patch 2
Additions:
Added New Firearm: Aerial Denier (Meat Fortress, 18x50mm Packawhallop)
Added New Thrown Weapon: Bear Trap
Changes:
[Item Spawner] Item spawner, when loading Vault files from disc, will now reject (and not register/display) any vault file that contains guns or attachments which cannot be found in the current Static object database. This means that vaulted guns for modded content that is later removed by the user will not longer break the Item Spawner.
Regenerative Encryption Tendril search is now blocked by Navblock forcefields.
3 gauge shotgun shell can now be palmed to hold multiple
Fixes:
[Take&Hold] Fixed Welldone Freemeat using old version of CyberGrenade
[Take&Hold] Overlapping encryption spawn point fixed in red room
[Take&Hold] Fixed issue where casting to tnh_char enum failed for users that previously played a custom character and then removed that character or had its index change. When invalid indices are loaded now, the current and saved ‘last character played’ will now default to Classic Loadout Louis. Note that this involved changing the name of a saved variable so everyone’s ‘last played character’ has been reset.
[Item Spawner] Fixed cases where Vault page SHOULD have hidden sprites due to missing ItemSpawnerID files, but instead just errored and tried to harden against future unknown combinations of missing or misconfigured user-injected content
Fixed color of F1 Russian Grenade
Fixed Big Boomer not playing firing sound when only right barrel is fired
Fixed geo hole in EM2 front sight
Fixed RPK mag latch not visually moving
Fixed missing health bar in Mini Arena
Fixed color of Mk2 grenade
Fixed broken help screens in Sampler Platter Scene
Known Issues:
Red Dot Zeroing distance cannot be changed in Streamlined control mode
Red Dot luminance changes are DISABLED at the moment
Update 98 - Big Patch 1 is Now Live
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Howdy Folks!
Have a big Patch Update for ya this week, along with a BIG new toy.
Enjoy!
-Anton
Full Changelog - Update 98 - Big Patch 1
Additions:
Added New Firearm: Big Boomer (2gauge, Break-action, Meat Fortress)
Changes:
Rebuilt how AK tactical reloading works to make it more reliable, though you may have to apply more force
Nagant revolver is now loaded from, and ejects from, the correct chamber
Added Magazine Removal Grab triggers to both Tec 9 versions
[Take & Hold] Standard Suppressor pool no longer includes old Maxim Silencers, only the old timey pool does
VZ-58 Custom now has Mag Release button
VZ-58s now all have bolt release/catch button
Mag release button removed from Famas
Fixes:
[Rotwieners] Fixed a number of broken references that could prevent things from spawning correctly.
Pinned Grenades can no longer have their pins removed when in a Quickbelt slot AND Spawn-locked
Fixed a couple broken references in game to various grenades
Replaced the old pinned grenades in the Main menu scene with the correct new ones.
Fixed incorrect rigidbody settings that were causing many grenades to fall through the world in many levels
Fixed collision behavior regression due to switching off PCM contact generation that caused break-action guns to get ‘stuck’ or jitter.
RGO and RGN Grenade levers fixed
All Pinned Grenades now have correct Quickbelt Slot Placement
Pinned Grenades can now once again be placed back in a Quickbelt slot, with pin removed, and it will hold the lever on the grenade
M18 Red/Freedom body texture fixed
Mk12 now correctly spawns with Picatinny sight in Take & Hold
3x Flipping Magnifier now ACTUALLY flips
Fixed Vector45 Item spawner image alpha
Classis Boomskee grenades updated
Sturmpistole can no longer be erranted unlatched in Streamlined control mode
P90 now correctly doesn’t have last round BHO
Velocity/Damage fixed on 7.62x38mmR
RPK Magazine Quickbelt size fixed
Update 98, Our 5th Anniversary Update, Is Now Live!
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Howdy Folks!
Wow. Five years (in 3 days) since the first build of H3VR went live. A half decade of meaty mayhem, processions of puns, and accidental alliteration. This game has now been part of our daily lives long enough that I struggle to imagine (or remember) what it was like without it. The metronome of these weekly devlogs and mostly-weekly updates have been the rhythm that’s shaped the past 5 years of my life. For that reason, and for the pure joy of it, we wanted to do something special, and perhaps a touch sentimental, for this 5-year anniversary update.
We chose Boomskee to get a re-imagining for this update in part because the raw joy of tossing a grenade into a pile of physics objects was one of the first things that hooked me playing with Hand Tracked VR. For a blast from the past, this little 30 second clip was the first grenade we got workin’, before H3 even had a name: https://www.youtube.com/watch?v=fJ6Si7Ph7Vs
So it was back to this namesake that the past month’s efforts went. Tuning up the pinned grenade behavior, adding new unique sounds for levers popping off, pin collisions, explosion sounds, and some intense new player explosion shock visual and sound effects (those need to be enabled in the WIP Options section of the Options Panel btw).
It was humbling going back to it. I think it’s easy as a game developer to get lost in the weeds of details and simulations and levels and scaling content, and forget how the simple pleasures of something like throwing are what makes VR special, and separates VR experiences from their flat-screened cousins.
Anywho, we hope you enjoy this update, and I just want to take a moment to deeply thank all of the folk who’ve followed and played along with us over these past 5 years, as we’ve build this… well… whatever you wanna call H3 :-) It has been simply, indescribably, wonderful.
Peace, All of Us at RUST LTD..
Full Changelog - Update 98
Additions:
Added New Game Mode: BOOMSKEE Reimagined - An Arcade Grenade Range Game
Added New Firearms: M1600 & M1600A2000
Added New Grenade: F1 M1916
Added New Grenade: F1 Russian
Added New Grenade: FMK2
Added New Grenade: HE36 Mills Bomb
Added New Grenade: M26
Added New Grenade: M67
Added New Grenade: Mk V Gas Grenade
Added New Grenade: RG5
Added New Grenade: RG42
Added New Grenade: RGN
Added New Grenade: RGO
Added New Grenade: T13 Beano
Added New Grenade: URG86
Added New WIP Options: Visual Distortion & Vignetting for Explosions, Sonic Shock and Tinnitus whine
Changes:
Completely rebuild Pinned Grenade codebase to improve pin-pulling experience
Rebuild Grenade Explosion Codebase for better radius damage, shrapnel, etc.
Several Grenades have new explosion sounds
Several Grenades have new lever release sounds
Grenade pins now have impact sound
Grenade pins disappear based on setting used for shell despawning
Existing Pinned Grenade Explosions updated to new system (note this will be rolled out to other grenade types and explosions later)
Added proper collision audio for separated Grenade sub-pieces
Soft particle depth intersections now enabled in both Ultra and High Quality presets
Original Boomskee Scene moved to Legacy Scenes area of main menu
Fixes:
Multiple Grenade particle smoke lighting fixes
Fixed broken Soft Particle shader feature
Known Issues:
Red Dot Zeroing distance cannot be changed in Streamlined control mode
Red Dot luminance changes are DISABLED at the moment
Update 97 Alpha 4 is Now Live On The Alpha Branch!
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Howdy Folks!
It’s time for Alpha 4! I decided to tear off the band-aid and work on some of the most-requested tweaks to the Streamlined control scheme this week. Closed Bolt Weapon bolt release is in. Quickbolting for bolt-actions is in. Check the release notes below for details.
Sosigguns have gotten another round of tweaks and changes to reloading behavior and how that interfaces with Take & Hold. I strongly recommend watching the devlog for all the details. Hopefully this will place them (finally) in their correct place in the ‘meta’ for high level Take & Hold play. Still useful, but situational, and not at all a replacement for standard guns.
Lastly some options have been migrated and defaults changed from the WIP section. I feel like a doofus for not finalizing the integration of the bullet holes and hit-sounds until now (some of you may not even be aware of those systems), but they’re found under Simulation Options now, and enabled by default!
Hope y'all have a WONDERFUL weekend!
Peace, Anton
Changelog - Update 97 - Alpha 4
Additions:
Added New Simulation Option: Player Hit Effect (Standard, Light, Off)
Added New Graphics Option: Shadow Cascades (Added close-range shadow detail)
[Streamlined Controls] Added New Control: Bolt Drop using B/Y on Closed Bolt Weapon when bolt locked and gun has button for it
[Streamlined Controls] Added New Control: Bolt Action Quickbolt Engagement using B/Y on HAND HOLDING FORWARD GRIP.
Changes:
Bullet impact decals and impact sounds moved to Simulation Options and Enabled by default now
Sosigguns are now sized correctly for Quickbelt Slots based on their type (no Sosiggun Rifles in pistol slots now)
Sosiggun shake reloading now has internal velocity thresholding which should make the time to reload more reliable, and lower the likelihood that just tracking jitter can reload a gun.
Tweaked Friendly 45 lighting direction for target clarity, and added accurate global reflection
Quality Options renamed to Graphics Options
Re-arranged Some Options Panel Pages
[Take & Hold] Sosigguns can now be reloaded at Ammo reloading stations
[Take & Hold] Sosigguns Cannot Shake-Reload in Take & Hold, unless ‘Sosiggun Reloading’ is enabled in the options, which disables global scoring
[Take & Hold] Regenerative encryption regen speed mostly restored (but still one at a time)
[Take & Hold] Regenerative encryption now has .25 second ‘stall’ after center is hit before regen speed starts recovering
[Take & Hold] Regenerative encryption now has visual indication when it is not able to regenerate
Fixes:
Model 10 Cylinder Release button movement fixed
Fixed Speedloader Pose Issue for some platforms
Fixed Friendly 45 Shadow resolution on main directional light not being configurable
Known Issues:
Take & Hold Global Scoring is Disabled in this Alpha while it is reworked
Red Dot Zeroing distance cannot be changed in Streamlined control mode (will be fixed soon)
Red Dot luminance changes are DISABLED at the moment
Update 97 Alpha 3 is Now Live On The Alpha Branch!
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Howdy Folks!
We’ve got Alpha 3 of this cycle for you. First pass of Custom Quality Settings so you can dial in your performance as needed. Please note these are mostly aimed at folks on the lower 50% of things right now, but I’m still tuning things, and will have options next week for recreating/dialing in the perceptual shadow quality you see in high/Ultra, once I figure out why a certain strange Unity bug is occurring.
As for the new Sosiggun reloading approach, that was implemented very late in the week and has seen very little testing and tuning. It’s much more of a ‘sketch’ of an interaction idea. Going to put another week of polish and tweaking into it before I decide whether I’m going to keep it, or try something else.
As with all Alphas, if you run into any strange issues, make sure to swing over to the Steam Forum Bug Reports Section here: https://steamcommunity.com/app/450540/discussions/1/
Hope y'all have a WONDERFUL weekend!
Peace, Anton
Changelog - Update 97 - Alpha 3
Additions:
Added New Quality Option - Custom (this causes an extra set of options to appear on the panel for tweaking)
Internal Shadowing Settings Adjusted for Ultra, High and Medium Quality Settings
Changes:
Sosigguns are no longer reloaded in quickbelt slots. Instead they must be shaken to reload them.
Flip-out Magnifiers now once again can be flipped (Upper Quadrant on Joystick/Touchpad in Classic Simulation Controls, and BY in Streamlined Controls)
Relit and adjusted texture for Friendly 45 range to have more natural saturation levels
[Take & Hold] Regenerative Encryption logic and difficulty tweaked, lowered in size, bugs fixed
[Take & Hold] Fixed issue of recycler stations not showing up in holds with only 2 supply stations
Fixes:
Fixed Normal Bias of shadows in Friendly 45 scene
Fixed K98k scope reticle size
Known Issues:
Take & Hold Scoring is Disabled in this Alpha while it is reworked
Red Dot Zeroing distance cannot be changed in Streamlined control mode (will be fixed soon)
Red Dot luminance changes are DISABLED at the moment
Update 97 Alpha 2 is Now Live On The Alpha Branch!
[previewyoutube="sRKGZ4ViG78;full"]
Howdy folks,
Bit of a smaller Alpha this week. I'm still plugging away at some Take & Hold algorithm changes that I talk about last week, but took a bit of a detour this week after inspiration struck, to give one of our classic scenes, the Friendly 45, a little bit of a facelift. I have kept the existing functionality and target layout, but have replaced most of the foliage with more efficiently created and properly LOD'd ones, along with a better shading model, and tonemap/color grading pass.
The performance characteristics on the GPU -should- be roughly the same (more detail, but also some optimizations), while this scene should run a touch better on the CPU for most folks, given equivalent quality settings. If you'd like to report on how the scene runs for you on various hardware with various settings, I've setup a thread here: https://steamcommunity.com/app/450540/discussions/4/3115898713381422242/
Hope y'all enjoy and have a wonderful weekend!
-Anton
Update 97 Alpha 1 is Now Live On The Alpha Branch!
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Howdy Folks!
Have the first Alpha of the New Year for you folks, chock full of WIP features, balance tweaks and bug fixes. Make sure to watch the last two Devlogs if you want a full picture for what's being done in this Alpha Cycle!
Cheers,
Anton
Changelog - Update 97 - Alpha 1
Additions:
Added New FutureSosiggun Set (Nachtigal, Bullpov, Meatle Storm, Pocket Toaster, Desert Vulture) These will be made spawnable outside the Proving Ground in a future update
Added New Sosigguns: RPG-7 and M79
Added New Melee Weapon: M3 Trench Knife (Thanks Stefan!)
Added Bullet Decal Hits for Glowy Red and Glowy Green (for future stuff)
[Winter Wasteland] Added a Reset Hotdog to start mode from the beginning.
Changes:
[Take&Hold] Total Token Spawning volume in supply points has been de-randomized for more consistent total resources found per run.
[Take&Hold] Hold Order Seed Option Added: Pick from the same order of Hold rooms to compete against a friend in a more consistent challenge.
[Take&Hold] Secondary station type in supply rooms are now more reliably distributed (no more recycler stations in one level)
[Sosigguns] All Sosigguns that should have interactive foregrips now have them
[Sosigguns] All Sosigguns that should have stock points now have them, allowing for virtual stock aiming
[Sosigguns] Sosiggun recoil adjusted to accommodate new features
[Sosigguns] Sosigguns are now reloaded when returned to a quickbelt slot (when spawnlocking is allowed in a scene. PLEASE NOTE THAT SOUNDS FOR THIS RELOADING HAVE NOT YET BEEN IMPLEMENTED!
[Sosigguns] Sosigguns now sling-lock to a quickbelt slot, instead of being spawnlockable (and duplicated) from one
Fixes:
[Take&Hold] Fixed (very old) bug related to health spawning in spawn rooms
[Sosigs] Fixed issue where Sosigs that should be able to hold onto their guns even when their gun is struck by a bullet weren’t able to hold onto them.
13.2mm TuF label in Ammo Spawner corrected from .50 BMG
Fixed Soft Particle Rendering issue where certain emissive text textures (on Sausage powerups,demo dynamite, Rotwieners Radio Amplifiers) weren’t visible
Fixed Ruby Pistol Safety Rotation
Fixed Union Pistol Safety
Fixed .38 Special Speedloader
IPSC target in indoor range now has correct thumbnail
Fixed Deaglov slide release rotating in wrong direction
Fixed Bergmann Simplex safety rotation state
Fixed Handguns collision-wracking firing when slide was locked or safety engaged
Fixed Mac11 Safety disappearing when disengaged
Code Cleanup involving deprecated Take & Hold data structures
Known Issues:
Take & Hold Scoring is Disabled in this Alpha while it is reworked
Red Dot Zeroing distance cannot be changed in Streamlined control mode (will be fixed soon)
Red Dot luminance changes are DISABLED at the moment
Rotation to the side of scopes (like the gamepoint 3x) is currently disabled
Zeroing settings are not saved to the vault for any integrated optics (this will require a major refactor later to make happen)
Quick Out Of Schedule Update - Meatmas Day 18
Additions: - Added Quest 2 controller model
Changes: - Changed how platform detection works and fixed some fallback behaviors that will be invalid when next SteamVR Update occurs
MEATMAS 2020 IS LIVE! (On The Meatmas2020 Beta Branch)
The time has arrived for H3's brand of Holiday Cheer, our 5th Annual Meatmas Holiday Event!
This year, we decided to pull out all the stops, and have expanded our prior Advent Calendar tradition to a narrative Sandbox scene that will evolve and grow over the month of December. You should expect New Content, New Enemies, New Messages, Adjustments, Bug Fixes and Surprises throughout the month, as well as new Areas of the Map opening up.
To best juggle the needs of folks who want to enjoy daily Meatmas content, and folks who don't want tons of downloads, or have metered internet, this year we are doing our Daily Meatmas Content on a beta branch called MEATMAS2020. If you switch to it, you will get a new download every day at 12:05am Pacific Time. If you stay on the main branch of the game, you'll get one big weekly update each Friday at the normal time, which will have all the content from the prior week's daily drops.
So if you don't mind the daily downloads, switch to the MEATMAS2020 beta branch and make sure to check back each day, hunt for another bunker, shoot some JUNKBOTS, and sift through the remnants of the final days of the North Pole!
TO PLAY MEATMAS 2020 NOW:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Meatmas2020!
A reminder: Lots of folks won't be able to play immediately, or until the Holidays, so PLEASE do not post spoilers to the forum here, or the reddit. If you have a bug or a question about Meatmas content, put [SPOLIERS] in the title of the post, and ensure the actual post title is phrased generally enough to not spoil anything. Any posts that violate this will be deleted. Lets try to make this the best Meatmas possible for everyone involved!
Anywho, it's time to dive in. We can't wait to see what you folks think, especially as this scene evolves over the month.
All of us here at RUST LTD. hope y'all have a WONDERFUL holiday season, starting today.
Cheers, Anton
Update 96 is Now Live On The Alpha Branch!
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Howdy Folks!
Meatmas is aaaalmost upon us, and so this week’s release is all about making sure all the recent Alpha changes have been finished up (best as we’ve been able) and moved onto the main branch. We’re going to be beginning the Meatmas Festivities just after midnight on Dec 1st, pacific time (there’ll be another announcement then with the full details and schedule). I hope you folks are as excited as I am!
While the Streamlined controls will continue to get tweaks and improvements, I feel they’re ready for showtime, and I thoroughly encourage anyone with Rift, Quest, Index or G2 controllers to give the mode a shot!
If you’re using streamlined controls, please continue to let me know what you think, especially if there are still lingering issues (think I caught all the bugs this time around). If you do find issues, please file bug reports in the Steam Forum bug reports section here: https://steamcommunity.com/app/450540/discussions/1/
Hope y'all have a WONDERFUL weekend!
Peace, Anton
Changelog - Update 96
Additions:
Added New Core Control Mode Switch prompt in Main Menu
Added New Control Tooltips to Sampler platter for Streamlined Mode, Index Controls
Changes:
Sosig Accuracy Stability massively reworked. Alters reaction time, stability at range, trigger clutching, and a ton of other minutiae. Basically, these changes are to make them more fun to fight at long range.