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Hot Dogs, Horseshoes & Hand Grenades News

Update 103 is Now Live!

[previewyoutube][/previewyoutube]

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

[h3]Full Changelog - Update 103[/h3]

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!

[previewyoutube][/previewyoutube]

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:

[h3]Sosig System Changes:[/h3]
  • 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

[h3]Additions:[/h3]
  • 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)

[h3]Changes:[/h3]
  • 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

[h3]Fixes:[/h3]
  • 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][/previewyoutube]

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

[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!


[h3]Full Changelog - Update 102 - a2[/h3]
[h3]Additions:[/h3]
  • 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)

[h3]Changes:[/h3]
  • [Meat Fortress] Rebuilt all collision for buildings, ground, cliffs to try to improve CPU-side performance

[h3]Fixes:[/h3]
  • 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][/previewyoutube]

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

[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!



[h3]Full Changelog - Update 102 - a1[/h3]
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

[h3]Changes:[/h3]
  • [Meat Fortress] Rebuilt all collision for buildings, ground, cliffs to try to improve CPU-side performance

[h3]Fixes:[/h3]
  • 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][/previewyoutube]

Howdy folks! Just a small patch this week. Mostly bug fixes and infrastructure for future work.

Cheers,
Anton

[h3]Full Changelog - Update 102 - e3[/h3]
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)