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Hot Dogs, Horseshoes & Hand Grenades News

Update 107e1 is now Live on the Experimental Branch!

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Howdy folks!

Hope you're all doing well! We've got the first build of the Update 107 cycle for you this week, on the Experimental branch. Check out the devlog above for the details!

Peace,
Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!


[h2]Full Changelog - Update 107 - Experimental 1[/h2]
[h3]Additions:[/h3]
  • Added Box Primitive Set in 4 Materials (Light wood, Heavy wood, Concrete, Metal) and 5 sizes (2x2x2, 4x4x4, 8x4x4, 8x8x4, 8x8x8)
  • Added Panel Primitive Set in 4 Materials (Light wood, Heavy wood, Concrete, Metal) and 4 sizes (2x2, 4x4, 8x4, 8x8)
  • Added New Shoothouse Barrier Set (Wall, Wall Narrow, WindowNarrow, WindowWide, DoubleDoorway, SingleDoorway)

[h3]Changes:[/h3]
  • Tractor Pistool now performs more detailed box casting into the world that ignores the held object, allowing it to properly function with objects that exist on the Environment Layer

[h3]Fixes:[/h3]
  • Ammo Panel Type and Class Pagination is now correct, and properly shows and hides next/prev arrows.
  • ACTUALLY made the Carl Gustaf main latch now rotate the correct amount (JFC anton…)
  • Flaccid Serpent Sosigs now correctly spawn in Sosig Spawner
  • Fixed CBJ-MS chamber tagging which was preventing T&H ammo from appearing right
  • Removed errant attachment associations with some guns that did not support those attachments, such as the RPK
  • Fixed Carl Gustaf Illum shell blowing itself up
  • Fixed Options Panel WIP Page options back button not returning to main options page
  • Fixed AK-12 Prototype to have more reliable Muzzle Attachment behavior, and to make existing muzzle break turn off

Update 106 - Bugfix Patch 2 is now Live!

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Howdy folks!

Have yet another bugfix and Quality of Life focused update for y'all this week. The main aspect's of this patch build are the larger issues that we needed a little more time to deal with that didn't quite fit into last week's patch. Some thing related to ammo animation and ejection, a new ammo type, some bolt action tweaks. Check the devlog out if you'd like more info.

This SHOULD be the last of the Update 106 builds. We're moving onto 107 next, and with it some Gameplanner goodness. New props and toys for setting up challenge courses, and hopefully the first bit of event system tools, so you can get objects communicating with each other! Hope you're as excited as we are (to see the absolute nightmares some of you come up with).

Anywho, hope y'all have a wonderful weekend and we'll cya soon!
-Anton

[h2]Full Changelog - Update 106 - Patchbuild 2[/h2]
[h3]Additions:[/h3]
  • Added New Ammunition Type: 6.5x25mm CBJ (in APDS, HET, Frangible and HP)
  • Added New Attachment: CBJ Suppressor
  • Added Rail Riser Medium Height to Item Spawner (whoops)
  • Added Mini-14 20rnd Magazine to item spawner

[h3]Changes:[/h3]
  • CBJ-MS is now chambered in 6.5 CBJ
  • Manual of Arms on the EM-2 has been corrected in terms of bolt locking and releasing behavior. Sound set re-engineered. Manual bolt release (tapping the mag eject button behind the magazine well) added.
  • Muscle Meat Powerup now massively reduces recoil and muzzle rise firing guns when active.
  • Flare Round from Carl Gustaf, while burning, should be lock-on-able from the Stinger Missile Launcher
  • Toz81 now has a functional integrated Bayonet
  • HPoint380 now has functional integrated laser
  • CMJ-MS and Owen Gun Virtual Stock positions adjusted to be more comfortable
  • Air gun can now be flicked shut with the wrist

[h3]Fixes:[/h3]
  • Changed Chamber Round Ejection API. Guns that must visually use different explicit ejection position than the chamber’s actual position now do so. Method is now overridden in FVRFirearmChamber (for any modder folks that need such things)
  • Fixed Missing Meat Fortress items from Modern Item Spawner
  • Stevens 124c no longer errantly spawns with a Picatinny sight in Take & Hold
  • M17s no longer errantly spawns with a Picatinny sight in Take & Hold
  • Fixed M76 from errantly spawning with AKM attachments in T&H
  • .38 Special Damage Multiplication by barrel length curve fixed (whoops! It wasn’t supposed to be THAT terrible)
  • En-bloc clips can now longer be errantly retention reloaded. (no tearing one out of a closed Garand lol)
  • Fixed broken post effect references and color correction in Main Menu scene
  • Carl Gustaf main latch now rotates the correct amount

Update 106 - Bugfix Patch 1 is now Live!

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Howdy Folks!

Happy New Year! Hope you're all doing well. We've got an important update for you this week that is just FULL of bug fixes. We're trying to start the year responsibly by eating our brocoli and getting some of the... perhaps a touch boring things to dev on, but essential, before we jump into the meat of the year.

Some of the larger fixes and changes, related to ammo, weapon functions in code and such will occur during the short Update 107 cycle, as those code changes are 'dangerous' and we want to test them on Alpha for a week to make sure they don't break mods and such, but we've gone ahead and done a bunch of safer changes here ready for main branch. So enjoy!

Our deepest thanks as always to folks who have taken the time to reproduce issues, document them, and share them in the Bug Reports section of the Steam forum, and our new Discord bug reporting forum channel.

See you folks all next week!
-Anton

[h2]Update 106 - Patch 1 Changelog[/h2]
[h3]Fixes:[/h3]
  • Trigger for Evo3 guns are all missing
  • short, full auto, integrally suppressed evo 3 is missing stock folding SFX
  • Fixed broken ID on Zip22 Picatinny
  • Fixed holes above trigger on airgun
  • Added remaining set of Meatmas guns to the Update 106 entry in the Manifest
  • Fixed bolt on Murican Rimfire 22 not going back far enough
  • Added Bolt Hold Open to M76 (bolt dropping when magazine ejected will be added later, needs more testing)
  • Lahti-Solaranta M26’s Display Name fixed
  • Laser pistol battery can be removed when closed, can be fired when open
  • Laser pistol rail mounts dont move with it
  • BM59 muzzle attachment behavior fixed
  • Fixed huge serialization bug preventing Quickbelt state from being encoded correctly for MANY categories of weapon WHOOPS
  • Lewis gun locked to full auto fire mode, as there doesn’t currently exist bolt-locking code for a safety. Might fix later.
  • Mare’s Leg 1892 now has Model 8 scope mount
  • Kabartana can now properly stab/impale
  • Fixed broken sub-type tag entries on .69 Cashmoney ammo
  • Spas-15 in pump mode no longer freely cycles when hammer is cocked
  • Zip22 shell ejection speed reduced significantly
  • M17 family button mag release removed
  • M17 family country of origin metadata fixed (sorry Aussies!)
  • Owen Gun magazine quickbelt orientation fixed
  • Fixed M4 Survival Rifle meta-data usage in Take & hold
  • Fixed Deagle50 mags not being upgradeable in Take & Hold
  • Quackenbush 1886 now correctly spawns with a .22 long round in all contexts
  • M26 magazine entry ammo display fixed
  • Laser pistol now stops firing when dropped
  • Zip22 Picatinny no longer directionally restricted

Meatmas Event Final Update Details

Howdy folks!

Just a quick announcement for you folks regarding our Meatmas Holiday Advent Calendar Event coming to a close, and when to expect the final builds to go live.

There will NOT be an update today at 7pm PST. Basically I we had to add a new ammo type for Box 24 as well as some code changes, and it would spoil that surprise to release a full Main Branch bundle update (as it's a fairly unique ammo type).

SO the next update on ALL branches will be at 12:05am PST 12/24 (about 5 hours from now).

The Meatmas Day Update will be at a different time as the Advent Boxes, as well... I'd like to actually be awake as folks are opening their presents instead of setting it alive and going to bed.

The Meatmas Day Update will be 8am PST, 11am EST, 4PM GMT, 12/25. You'll be able to find all the Meatmas Day Gifts in the SnowGlobe Scene, right under the tree.

Some folks won't be able to check the update immediately so we politely ask for y'all to keep respecting spoilers policy (No spoilers in Steam forum posts, use spoiler tags, etc.) on the community here until year's end. Thanks much :-)

Anywho, hope you're all managing to stay warm wherever you are in the world, and all of us at RUST LTD. wish you Happy Holidays and Meeeeerry Meatmas!

-Anton

Update 106 - Holiday Patch 1 is now Live! Advent Calendar Starts Tonight

Howdy Folks!

It's almost time for our Meatmas Holiday Advent Calendar to begin, so we've gotten one last bit patch for the Snowglobe in beforehand. The Train can be ridden now! There's some ambient villagers, and just a bunch of final touches and polish we wanted in and hadn't gotten quite ready for last Friday.

If you haven't been with us for a Meatmas Advent Calendar before, this is how it works: each day between 12:01am and 1am PST, the Meatmas branch of H3VR will get a small update. If you download that and go into the Snowglobe, a new Advent Calendar box will be hidden SOMEWHERE in the scene. Find it, open it, and enjoy your new toy! Note that Advent toys aren't fully 'integrated' into the game until each Friday Main branch update, so they will not appear in the Item Spawner, or be available in other scenes until then.

REMEMBER, if you want to get the DAILY holiday updates this year, you MUST switch to the MEATMAS branch using the steps below.

Hope y'all have a Wonderful week!
Cheers,
All of us here at RUST LTD.

[h3]TO SWITCH TO THE MEATMAS BRANCH FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Meatmas!


[h2]Full Changelog - Update 106 - Holiday Release 1[/h2]
[h3]Additions:[/h3]
  • Added Sosig Villagers to the Meatmas Snowglobe (with options to reset/despawn them on Sosig Panel)
  • Added History of Meatmas Display to Snowglobe
  • Added Soft-shadow casting light to Snowglobe (disable shadows if this hits your perf hard on low spec machines)
  • Added New Sosig Template ID: Meatmas Civvie
  • Added New Sosig Clothing Group: Hoodie
  • Added New Sosig Clothing Group: Puffy Winter Jackets
  • Added New Sosig Clothing Group: Turtleneck Sweaters
  • Added New Sosig Clothing Group: Slouchy Knit Cap
  • Added New Sosig Clothing Group: Bucket Hat
  • Added New Sosig Clothing Group: Holiday Scarves and Earmuffs
  • Added New Sosig Clothing Group: Absurd number of Sunglasses

[h3]Changes:[/h3]
  • Choo Choo Train can now be ridden (in smooth locomotion mode) and has a setting panel

[h3]Fixes:[/h3]
  • Fixed a bunch of pathing and collision issues