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Hot Dogs, Horseshoes & Hand Grenades News

Update 112 Alpha 3 is now Live on the Alpha Branch!

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Howdy folks!
Have a small system test update for y'all this week. We're trying to make the tactical smoke systems in H3 function more reliably in terms of blocking line of sight, and correctly disabling and impairing sosigs when they're intersected by smoke. Check the devlog for more details on what's being tested. Assuming this isn't a performance disaster, these changes will be rolled out to the remainder of the smoke-emitting objects in game, and an API will be finalized to make it easier for Modders to play with this new functionality :-)

Hope y'all have a wonderful weekend!

Peace,
Anton

[h2]Full Changelog - Update 112 Alpha 3[/h2]
[h3]Additions:[/h3]
  • Added New System: Gas Solid Status Effects. Allows gas spheroids (from smoke grenades, gas grenades, etc. to cause blind, confusion, stunning, unconsciousness and buffs/debuffs to Sosigs.


[h3]Changes:[/h3]
  • Changed Physics collision logic for gas spheroids for White smoke grenades (still experimenting with performance). They should more consistently block line of sight now.
  • Changed Mustard and Toxic Squarrels to emit gas spheroids that cause knockout and vomitting damage over time respectively.
  • Changed texture on Toxic Squarrel
  • Changed explosion behavior on TurboBangsnap
  • Optimized some explosion damage sampling intersection logic.

Update 112a2 is now Live on the Alpha Branch!

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Howdy folks!
Have a bite-sized update for y'all this week. Mainly fixes and tweaks to test out my new build pipeline now that I've migrated development setups for the first time in almost 7 years. Will have something hopefully more exciting for you next week!

Peace,
Anton

[h2]Full Changelog - Update 112 Alpha 2[/h2]
[h3]Additions:[/h3]
  • Added MLok rail support to SCR AR15 Pistol, MX410, Mk 12, M2 Tactical, AKM Tactical, P762, Sport ACR, Evo3 Stealth, Evo3 S1 Carbine, Evo3 S2 Micro

[h3]Changes:[/h3]
  • [TNH] Refractive Encryption now teleports and fires its weapon after 0.1 seconds instead of instantly, allowing all multi-projectile shots to strike it reliably (such as shotgun shells).
  • Adjusted HK-style weapon sound event logic (thanks to Jack Foxtrot for the suggestion)
  • [Sound] G-Series Handguns now all use the Handling audio that was authored when the G41 was released (more modern/accurate)
  • [Sound] Deagle pistols outside of the .50 series now have upgraded/matched audio to match the .50 series
  • [Sound] G36 Bolt forward sound adjusted
  • [Sound] Hammerless 520 Shotgun racking sound replaced
  • Thanks to jexjhuy for the detailed sound notes
  • [TNH] Orthogonal Encryption now rotates 180 degrees each time, instead of 90, which -should- ensure un-hit faces don’t get ‘stuck’ facing away from you

[h3]Fixes:[/h3]
  • Fixed Muzzle Effects not being properly cleaned up when swapping Muzzle Devices
  • Fixed SW41 12 rnd Magazine only spawning with 10 rounds in it
  • Fixed missing Itemspawner reference on Angled MLok foregrips
  • Fixed missing flipping behavior on MP Ironsights
  • IPSICK2011 Breach rotation when open increased to improve ejection
  • Fixed E79 scopes not being able to be picked up
  • Fixed .32 ACP Tracer round shell being invisible
  • Fixed Rail Tater not being able to be sling-locked
  • Properly filled out ObjectID substitution registers to ‘reroute’ old objects to new ones

[h3]Removed:[/h3]
  • Bling/Bubba15 removed (replaced by PEN15)
  • AR15SBR removed (replaced by PDC15)



Update 112a1 is now Live on the Alpha Branch!

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Howdy Folks!

We've got a first content update for you folks for 2024 this week! Included in this week's alpha build is a suite of Civilian AR-15 rifles in a variety of configurations, from utilitarian to intentionall ridiculous. Coming with these is (finally) support for MLok style rail affixments, which will be back-ported to existing guns in H3 with MLok slots next week. We've got a set of initial attachments of this type, and MLok to Picatinny Adapters that should allow you to make good use of them. We've still got some design work to do to make sure these are all correctly available in Take & Hold, will likely need to generate some new object categories, but most of these will show up in that mode now.

Anywho, that's all for now. Hope you folks enjoy playing with the new kit, as we slowly spool back up to work for the new year. See you all next week!

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 Alpha!


[h2]Full Changelog - Update 112a1[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: DMR15 [5.56x45mm]
  • Added New Firearm: FP15 [5.56x45mm]
  • Added New Firearm: MP15 [5.56x45mm]
  • Added New Firearm: PDC15 [5.56x45mm]
  • Added New Firearm: PEN15 [5.56x45mm]
  • Added New Attachment Rail Type: MLok (this will be backported onto existing H3 guns that have it in a future update)
  • Added New Attachment Set: MLok To Pic Rail Adapters (1, 1.5, 2, 2.5, 3 Slot)
  • Added New Attachment: ARM Rear Sight
  • Added New Attachment: MT Rear Sight
  • Added New Attachment: AM4 Suppressor
  • Added New Attachment: Canadian Carry Handle Sight
  • Added New Attachment Set: BWarriorLok Foregrip in Black & FDE
  • Added New Attachment Set: MPLokAngled Foregrip in Black & FDE
  • Added New Attachment Set: MPLokVert Foregrip in Black & FDE
  • Added New Attachment Set: KAGLok Handstop in Black & FDE
  • Added New Attachment Set: Knight Ironsight 300 in Black & FDE
  • Added New Attachment Set: Knight Ironsight 600 in Black & FDE
  • Added New Attachment Set: Knight Micro Ironsight 300 in Black & FDE
  • Added New Attachment Set: Knight Micro Ironsight 600 in Black & FDE
  • Added New Attachment Set: MP Iron Sights in FDE
  • Added New Attachment Set: TFolding Iron Sights

[h3]Changes:[/h3]
  • Replaced Assets for MP Iron Sights in Black
  • Replaced Assets for A2 Iron Sights in Black

[h3]Fixes:[/h3]
  • Fixed 2x50mm rail projectile
  • Fixed MX410 Item Spawner categorization
  • Fixed Girandoni Air Rifle pump not pumping enough air into gas canister
  • Fixed Missing Panzerfaust 3 entry

[h3]Soon To Be Removed:[/h3]
  • Bling 15
  • AR15 SBR

Meatmas Day Holiday Update - Is Live!

Greetings!

It is officially MEATMAS DAY, which means we've pushed a little holiday update for you folks, as is tradition for H3. If you'd like to jump in and open ALL YOUR PRESENTS, just make sure the game is up to date (this might require you restart Steam), and jump into the Meatmas SnowGlobe.

You'll know you're actually running that latest update because the Snowglobe scene tile will be at the top center and there'll be 'MERRY MEATMAS' text above it. If you DON'T see that, close the game, restart steam, and failing that, right click the game in steam, go to properties, local files, and click Verify Game Cache. That SHOULD kick it in the butt and make sure it downloads for you.

There's no changelog for this update as well.. it would be silly to spoil the surprises with that.

PLEASE NOTE, that you should NOT talk about the contents of the gifts in the comments of this post, and if you need to report a bug please, or want to chat about them, do NOT name any items in the Post title. Instead type "Bug with [Spoiler] item, or "OMG I love [Spoiler] and detail things inside the post. Any offending comments or posts that fail to follow these guidelines will be deleted. This spoiler policy is in place until the end of the month. Let's try to give folks time to log in and be surprised :-)

ANYWHO, enough rambling. GO ENJOY THE NEW TOYS.

From all of here as RUST LTD., have a Merry Meatmas, and a Healthy and Happy Holidays.

Peace,
Anton

Update 111 Patch 1 is Live on All Branches

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Greetings!

Have a quick update for y'all this week. Mostly fixes and tweaks for the Institution level, but also a long awaited replacement toy. Check out the devlog for more info.

Hope y'all have a wonderful weekend!

Cheers,
Anton

[h2]Changelog: Update 111 - Patch 1[/h2]
[h3]Added:[/h3]
  • Added New Firearm H416 (Yes, FINALLY replaced this with a High Quality, Dimensionally accurate one)
  • Added All Update 111 objects to Recent objects Manifest for Item Spawner
  • Added Encryption Variants for Complex Multi-hit Types for Limited Ammo Mode

[h3]Changed:[/h3]
  • Improved Sentinel Construct ability to detect player body intersections
  • Ammo Panel Spawn Round Button can now be held down to repeat cartridge spawn
  • Iris Construct now has ‘targeting laser’ that
  • Made Iris Construct Center chunk less durable
  • Sentinel Construct now drops health when destroyed
  • Sentinel Construct will now ‘chase’ the player within a limited bounds when it detects them
  • Adjusted Polymorphic Encryption Ballistic Params to prevent overPen
  • Adjusted Polymorphic & Recursive Encryption Materials to aid visual legibility
  • Adjusted Orthogonal Encryption Materials to aid visual legibility
  • Rebaked Occlusion Culling

[h3]Fixes[/h3]
  • Fixed Sosig Ladder Distances
  • Added System to try to reconnect Sosig with its correct position in a bunch of cases that they can get separated
  • Fixed player indicator orientation on map kiosks that are not Identity aligned
  • Fixed missing collision in Hydro
  • Fixed Lower Area in Hydro being a dead end by adding an extra pair of powered ziplines
  • Ammo Panel now recognizes round types from integrated attachment weapons, like the Mp7 Lambda
  • Ammo Panel now properly recognizes last selected round class for a type
  • Ammo Panel now properly handles edge case of weapon that isn’t part of a T&H character’s ‘valid’ era set actually being able to at least spawn default ammo, instead of doing weird things like showing a random ammo class each time you place the item on it (wow that was a weird one to untangle)
  • Attachable Firearms can now properly be recycled
  • Fixed ammo class name display
  • Fixed a number of Occlusion Culling Issues
  • Fixed embarrassing grammatical typo
  • Added missing sound effect for a special friend
  • Made Iris Construct Properly disable its AI Entity
  • Lion 2-5x scope save/load fixed
  • Fixed issue where Boxes could sometimes spawn in Supply Points in weird orientations, topple over as a pile, and break