Fucking quiche!Not going to lie since I posted that I haven't played Rust once haha.
Fucking quiche!Not going to lie since I posted that I haven't played Rust once haha.
Fucking quiche!
Anyone know if they're thinking about adding Oculus Rift support in the near future?
Can only imagine how amazing Rust would be with it.
Spectator Mode
We had a few bugs that could only be diagnosed easily by being able to spectate other players. So I added that. It works a bit like the spectator mode in Counter-Strike and its insanely useful for development. Its letting us see tons of weird animation bugs that would be otherwise quite hard to see in detail (without getting killed).
Right now anyone can jump into spectator mode by typing spectate in the console (use respawn to respawn). Once in you can jump between players with jump and duck. This will probably end up being an admin only thing, and Ill add the ability to spectate other entities (like animals etc).
Its kind of like flipping between TV channels.
New Background
Probably not worth mentioning really, but Bill and Petur made a new background scene for the menu.
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Event System
I made an event system this week. The event system is what controls creating events like the air drop. The airdrop is something that really works in the current version of Rust and we want to add more events like this. The events system is designed to work a bit like the AI director in Left4Dead.. the intention is that eventually it will be able to say a lot of people are hungry launch some event relevant to that. Right now it just throws out a random event around once a game-day.
The cargo plane is back but it doesnt drop its load yet. It does have little blinky red lights that illuminate the landscape below at night
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Others Projectiles & Effects
You can now see the bullets and arrows fired by other players. This means you can actually see where youre being shot from.
Switch Items
When you drag an item onto another item in your inventory, they will now switch places.
Clothes Tool
I made a tool to help the artists implement and visualise their clothes. This is something that was seriously lacking in the old version of Rust. Artists would make their models but wouldnt actually ever see them in game until they were implemented and usually made live. This is an issue because the artists need to see their models and textures in the lighting conditions of the real game, sitting next to other textures and models in the real game for scale.
I both hate and love making tools like this. I hate it because only a handful of people will use them, but I love it because youre exposing people to a bunch of cool stuff.
It turned into GMod at some point, and I cant help but fly around taking pictures.
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Map Updates
Bills new rocks have gone into the maps. Theres still some tweaking to do here but I think we can all agree that they rock more than the old ones.
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The snowy biome is in. Its a bit underhwleming right now because we need to add per biome weather cycles, LUT values, detail models and other ambient stuff. Right now its just snow with snowy trees.
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Impact Effects
I set up another tool for Petur to test the impact particles hes making.
These impact effects are now in-game. Each collidable object in the world has a physics material assigned to it (wood, concrete, metal, flesh) and the effect gets chosen based on that. Theres two special cases to this.
First of all the Terrain. Because the terrain has splatmaps, and different textures we need to query to find out which texture it is (sand, grass, mud, rock, snow etc). Then we can choose a particle based on that. This is particularly important when it comes to footstep effects.. so we can have different sounds/effects base don the material the player is walking on.
Secondly, skinned meshes like the player or animals. The player pretty much always wants to return the Flesh material when theyre shot. But Ive set it up so each bone and each clothing peice can return a different physics material. So for instance, if the time comes where we add a helmet, when you shoot a player in his helmet it will return a Metal material, and create a spark.
Animal LODs
Goosey has LODd all the animals! This means we will get higher performance and can do the mesh collision discussed in the last post!
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Documentation
Ive been laying down a few documents for the artists/programmers to refer to. Theres probably no reason to hide them from the public.. so here take a look. They are totally useless to anyone without the source code, but Im guessing someone somewhere will be interested in that stuff.
Boar Animations
Goosey has nearly finished animating the boar! Joke here about how animating is boaring!
Dans Wreck Head Tools
Dans been wrecking it with the tools. Hes finished the hammer and hes LODd them all. They are ready.
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Invert Y
A few guys were really really bitching about an inverted y option. Which is fair enough if you have accidentally learned to play games backwards I suppose. So if you need this, open the console with F1 and type input.flipy 1″
Torch Animations
Alex has been cracking on with the animations for the torch.
Structure Work
Weve been thinking about how the buildings fit together. We really want to get it right before we rush into anything so Scott has been doing a lot of prototyping. Its the kind of thing that gets harder and harder the more you think about it.
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Toms Stuff
Tom went on holiday.
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Summary
After last weeks sprint I didnt really expect to get much done this week. I expected to spend the whole week fixing, cleaning and refactoring. I spent a lot of time doing those things, but writing these blogs it always surprises me just how much we do get done.
I am considering making the server for Rust Experimental open to everyone. I cant think of a reason not to do this. But I am scared that once its out its out. Even though technically I can render the server incompatible there will be hundreds of people renting out servers and by screwing them Ill also be screwing their customers, who are also our customers. So I want to be sure as hell that theres no good reason not to openly distribute it before we decide to.
Sounds like we're real close to community servers. Maybe this week?
The old version that we all played ceased development in favor of a new branch that rebuilt the code from the bottom up. You can still play the original but the new version keeps geting daily updates as they try to catch up with the old build. Reason they decided to do this was the old build was just a mess of codes and had a bunch of stuff from the old prototype it was built for.I still don't quite understand what's going on with this game right now. Are they rebuilding it from the ground up? Just a visual overhaul? Have things already been changed? I haven't played in about 3 months, so I have no clue what's going on.
Also, is there a Gaf server I can join? I played this on my own at the beginning and didn't enjoy it, but I have a feeling I would if I had people to play with.
Also, is there a Gaf server I can join? I played this on my own at the beginning and didn't enjoy it, but I have a feeling I would if I had people to play with.
They have s ton of different bioms being worked on. Beaches, woods, caves, caverns. The map is also very early.I tried experimental last night and didn't really like the way the new map is. I love how wide open and expansive it is, but it's just so empty and boring compared to old Rust. Hopefully they find a way to make it a little more interesting by the time experimental becomes the default version.
Oh hell yeah.Looks like we know at least one enemy type.
Getting the building system fleshed out was a big step that we took this week. I’m hoping over the next couple of weeks to get some guidelines together for the artists and start getting some actual models made. This move us even closer to baseline – at which point we can actually start the real fun and move the game forward.
The experimental server is now password free. Anyone with the know-how should be able to download it and start tinkering. I’ll get a bit of a guide up in due time but for now if you want to host a server you are totally on your own.. and please be aware that we update 10-20 times a day.
http://playrust.com/friday-devblog-19/
Soon my pets, soon.
(edit) It sounds like the server is freely available, so I'd imagine hosts coming up for it soon, I have a server machine I could setup for it, but I'll have to take a look at it and see before I commit to physically hosting my own for GAF. Chances are by then one of my favored hosting places will have up already.
I take back trying to look into it. Not really worth it yet, seems like a lot of stuff still missing!
I've got the files and everything I need to start messing around for an internal test server. If nothing else this will give me time to play around with some configs cause, you know, why not?
Well... had the server up for all of 30 seconds, and had someone connect to it. Funny enough, my Rust client is acting up (not showing ANY active servers) so yeah... I'm guessing it's showing up on the server list. I'll have it running for an hour or so just to test stability and if all goes well, I'll setup the dedicated server just to have a gaf sanctioned playground.
(edit) Got my list to load, and yep it's there. "NeoGAF Officially Unstable Server" is it's name.
It should go without saying, but EAC is active so no hacks/etc even in this state.
whats with all the hackers
Looks a lot like The Forest.
I find this change desirable, and not at all off putting.
Haven't gamed on this is a long time, so do I need to watch out for dongs still?
do we have a server?
Not going to setup a legacy server, and still waiting for some of the better hosting services to start picking up experimental before I get it going.
Is cheating/hacking in this game still really prevalent? Have they instituted ways to minimize it?
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Whats Next
So we kind of lost a week porting to Unity 5 but were in an awesome future proofed position. You have no idea how freeing it feels. No more out of memory errors, no more collider limits. The future is looking bright.
Theres not that much left until we hit baseline.
AI, obviously. Wolves, bears need to attack the player. Deer and boars need to try to run away. It would probably be wise to get some chickens in the game too.
Blueprints. We need to look at how the player receives blueprints. Right now you can craft anything you want. Further down the line we want to be looking at a system when you can trade blueprints, you can research them and they spawn in loot. Maybe the ability to trade blueprints on the Steam marketplace could be interesting in the future. We think it would be interesting if your blueprints were persistent from server to server. Maybe if you could only have a finite amount of active blueprints. These are all ideas we want to explore.
Building. Its working, its pretty much done. There are places to go with it. Wall upgrades and roofs in particular. Theres been a lot of noise about having different layers of foundations too.
Cool. So how does it work, will the steam version be changed to the one being developed now or what?
Bought the game. Never played it. I feel bad.
Summary
I havent got as much done as I wanted to but the other guys picked up the slack. Helk made his first commit this week, which tragically had to be reverted.
I hope people can see how were creeping towards baseline. It might not be as fast as everyone would like but were definitely getting there. Were striving to make the game playable above all else right now, Im trying to put new stuff firmly on the backburner so we dont get into a feature leak situation. That said we just got Speedtree for Unity.. so expect at least some new trees next week![]()