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Rust Early Access Thread - Rock Out With Your Cock Out

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.

I don't think they've ever said. Though, I did risk the VAC ban and used a driver injector to play for a few minutes. I agree that it would be cool.
 
Friday Devblog 18 Lot of videos today so go to the link.

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 it’s insanely useful for development. It’s 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 I’ll add the ability to spectate other entities (like animals etc).

It’s 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 doesn’t 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 you’re 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 wouldn’t 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 you’re exposing people to a bunch of cool stuff.

It turned into GMod at some point, and I can’t help but fly around taking pictures.
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Map Updates
Bill’s new rocks have gone into the maps. There’s 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. It’s a bit underhwleming right now – because we need to add per biome weather cycles, LUT values, detail models and other ambient stuff. Right now it’s just snow with snowy trees.
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Impact Effects
I set up another tool for Petur to test the impact particles he’s 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. There’s 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 they’re shot. But I’ve 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 LOD’d 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
I’ve been laying down a few documents for the artists/programmers to refer to. There’s 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 I’m 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!

Dan’s Wreck Head Tools
Dan’s been wrecking it with the tools. He’s finished the hammer and he’s LOD’d 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
We’ve 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. It’s the kind of thing that gets harder and harder the more you think about it.
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Tom’s Stuff
Tom went on holiday.
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Summary
After last week’s sprint I didn’t 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 can’t think of a reason not to do this. But I am scared that once it’s out it’s out. Even though technically I can render the server incompatible there will be hundreds of people renting out servers – and by screwing them I’ll also be screwing their customers, who are also our customers. So I want to be sure as hell that there’s no good reason not to openly distribute it before we decide to.
 
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.
 
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.
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.
 
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.

We're waiting for the new experimental branch to support 3rd party servers, then I'll get us a GAF server up and running.
 
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.
 
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.
They have s ton of different bioms being worked on. Beaches, woods, caves, caverns. The map is also very early.
 
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.
 
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.

Servers are all popping up now. I would guess with the amount of updates server hosts might be a while so maybe see if you can set something up!
 
Game really seems to be shaping up nicely. Haven't played it really since January to wait for it to get more mature. Been following all the weekly updates with a smartphone app though and it's been sounding great.
 
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.
 
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.

cool cheers! I might jump in a make a giant penis building or something later!
 
Running surprisingly stable and with good pings for the people who joined. It currently is US east coast based so anyone in Europe/Asia who get on might have a bit of lag.

It's not running on the dedicated machine yet (wasn't intending to leave it up, but a few people were on and commenting it was the lowest ping server for them so I decided to leave it till I get the other machine running) but I'll leave it going for a few more hours. Will give me some more info. Seems so far to have really low bandwidth needs (10K/s for about 5 players) and hovering at around 700MB for RAM so the machine it's being put on will be way past overkill.

Anyways, I expect to get back on later and see at least one giant penis building or I'll be disappointed.

If anyone experiences a lot of lag or disconnects let me know with your location, etc.
 
whats with all the hackers

The legacy branch isn't being updated or supported anymore, so it's pretty much free game on any server that doesn't have a lot of active admins. The experimental branch has a much stronger anti-cheat system, but the game itself is so buggy and incomplete it doesn't amount to much.


My test server is down at the moment, going to mess with it a bit more before getting my server up and running on a semi-permanent state (until one of my preferred hosting sites has it up).
 
Devblog 20

Summary
We’re making a lot of good progress on the building system. It’s getting really exciting. Over the next week I want to give Bill some more wiggle room on experimenting with the building meshes, to see if we can find a better way to do it before we fully commit. One thing we’re keen to explore is different inside/outside wall models. But it’s tricky to determine whether something is outside because of how open the building system is. We also need to start experimenting with the frame and lerp models. Then the plan is to make it so you can upgrade your walls.. so to go from wood to stone, then from stone to metal.

I’m hoping next week we’ll be able to get a set of meg’s clothes together too. Tom has already started progress on this. I want to explore the possibility of using workshop for clothes, in a similar way CS:GO is using it for weapon skins. This seems like a fun and harmless way to let the community mod the game. Not sure how all this would actually tie together though in terms of getting items, maybe a random drop like TF2? We really hate the trend for IAP so want to avoid that at all costs.
 
Devblog 21 Lot of info, pics and videos at link.

Summary
A nice week. A lot got done, not only on the surface but between the sheets too. The door stuff required a fair amount of internal re-jigging, and now it’s done the item system is even more useful.

Next week I’m hoping to flesh stuff out a bit by adding more items that exist legacy and implement a bunch of Dan’s previous creations. I’m also hoping to start work on the building ‘upgrade’ process (which will use programmer art until Bill is back).

Been playing this a lot lately. Just building, killing etc. Game is getting more fleshed out daily and performance has been improving a lot the last week or so.
Wanted to share this concept for how building progression would go.
 
Is cheating/hacking in this game still really prevalent? Have they instituted ways to minimize it?

Legacy is essentially a no-mans land at this point. Experimental has stronger anti-cheat systems in place (including a third party solution in Easy Anti-cheat software).

As it is, it's hard to tell if anyone is trying to exploit experimental since it's still pretty wonky in many things (including hit detection).
 
Friday Devblog 22 Game is really making strides. Check out the blog for pics and vids.

Unity 5
We’re working on moving over to Unity 5. We’re hoping to have done this by this time next week.

Before everyone gets excited, an engine upgrade doesn’t automatically make everything look and perform ten times better. So please don’t expect things to change, at all.

That said Unity 5 comes with things we desperately need. A 64bit edition means we don’t have to close and re-open the editor to avoid crashing with out of memory errors. The PhysX update in Unity5 means that we’re no longer limited to 65,000 collider objects – which means that servers won’t need to be wiped anywhere near as often. The PhysX update brings faster physics too – I’m hearing more than twice as fast from a lot of people.

There are other nice things. The physically-based shader means we don’t have to write our own custom shaders for a lot of things. SpeedTree support should mean that we have the best looking and performing trees in the game industry.

These things aren’t something you just switch on and Unity5 only entered beta 2 days ago, so don’t expect this stuff to happen over-night. But things should get a lot more interesting.

Summary
A lot of loose ends this week. A lot of work on the item admin website. New items, blueprint fixes. All good.

Next week is going to be about transitioning to Unity 5. Anything else will be a bonus. Unity5 is in beta but the big man has given us the go ahead, and we’re in development.. so it makes sense. It’s what we would do if we weren’t in early access. So expect crashes, expect unresponsive servers. We’re developing.
 
Friday Devblog 23
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What’s Next
So we kind of lost a week porting to Unity 5 but we’re 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.

There’s 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. It’s working, it’s pretty much done. There are places to go with it. Wall upgrades and roofs in particular. There’s 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.

They are both available. When you launch it gives you the option to play rust or try experimental. When experimental hits baseline it will become the default and the old one will become legacy.
 
Friday Devblog 25

Summary
I haven’t 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 we’re creeping towards baseline. It might not be as fast as everyone would like but we’re definitely getting there. We’re striving to make the game playable above all else right now, I’m trying to put ‘new stuff’ firmly on the backburner so we don’t get into a feature leak situation. That said – we just got Speedtree for Unity.. so expect at least some new trees next week :)
 
It the new version up to a point where people are playing it like the old version (gathering, building, surviving, etc) or is it still pretty much a deathmatch?
 
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