Tag: DevBlog

Flares, Lights, Action

Flares, Lights, Action

Woo! It must be Christmas cause there’s lots of goodies! Flares, Flashlights, Garland and now you can admire your new Skin Perk Weapons!

As always see my favorite changes highlighted below.

Devblog 191 December 21 2017

  • NEW Added Throwable Flares
  • NEW Added handheld flashlight
  • NEW Added a bunch more deployable interaction sounds
  • NEW Added Upkeep notifications and gametips
  • NEW Door Garland is available to craft w/ Window garland sitem
  • NEW Can Admire/Examine skins with N key
  • NEW Added fog start distance in dark environments (gamma / navigation exploit)
  • FIXED Fixed spinner wheel sound playback bug
  • FIXED Fixed beams being invisible
  • FIXED Fixed various errors on client and server
  • FIXED Fixed fog not always being disabled in caves (gamma / navigation exploit)
  • FIXED Fixed high external stone gate only decaying very slowly
  • FIXED Fixed roof conditional models in various scenarios
  • UPDATED Wounded players no longer block player movement
  • UPDATED Upkeep payment intervals are now saved and restored on server restart
  • UPDATED Crossbow can take underbarrel modifications
  • UPDATED Lowered some upkeep costs
Fireplaces, Frosty, Xmas Lights

Fireplaces, Frosty, Xmas Lights

The Thursday patch proves to be a merry one focusing on getting all of you Bumfuzzlers in the Christmas spirit! Get a load of all the new Christmas goodies!

 

 

Here’s a patch overview

There are definitely other changes such as extra slots added to Tool Cupboards, increased protection for Metal and Armored tiers, no more looking through metal walls, various added sounds and AI adjustments. As always I’ve highlighted my personal favorites below!

Devblog 190 December 14 2017

  • NEW Enabled Xmas Content
  • NEW Lots of new deployable placement sounds
  • NEW Lots of new deployable interaction sounds
  • NEW Doors require upkeep
  • NEW Wall frame inserts require upkeep
  • NEW Floor frame inserts require upkeep
  • NEW Deployables inside the building privilege radius are decay protected
  • NEW Added decay.delay convars (all default to 0)
  • UPDATED Open/close sounds only play for the local player
  • UPDATED Tweaks to a few existing deployable sounds
  • UPDATED Animal behaviour overhaul
  • UPDATED Optimized upkeep backend
  • UPDATED All barricades can be repaired
  • UPDATED Added extra slots to TC
  • UPDATED Normalized building protection between tiers
  • UPDATED Increased protection for Metal Tier (2x stone)
  • UPDATED Increased protection for Armored tier (2x metal)
  • FIXED Animals can no longer walk through closed doors at monuments
  • FIXED Fixed broken items being traded in vending machine
Building, Junk, Cupboard

Building, Junk, Cupboard

Woohoo Bumfuzzlers! It’s a wipe! and a giant update that will surely be game changing!

We’ve got building 3.0! The Junkyard monument is in and hopefully spawned on the new map I chose for the wipe. I didn’t see it in the Rust:IO map. Also a new quarry monument! New water effects! and a hole bunch more! I have plans for this wipe which will take a day or so to put together 🙂 Can’t wait to post about it!

Check out some of the related videos and pics of the update below!

I’ve highlighted what I feel are the most important updates as always. Enjoy the updates Bumfuzzlers!

Devblog 189 December 07 2017

  • NEW Bases repair themselves if upkeep resources are in TC
  • NEW Bases require upkeep resources to be kept in TC
  • NEW New on/off sounds for a bunch of deployables
  • NEW New active/burning loops for a bunch of deployables
  • NEW New searchlight movement sounds
  • NEW New open/close sounds for a few deployables
  • NEW New Junkyard monument
  • NEW New procedural roads art
  • NEW Brought back old caves (Hapis)
  • NEW Added “Pumping station” and “Abandoned Boat” loot areas (Hapis)
  • NEW Added Launch Site (Hapis)
  • NEW Added Ice sheets and Icebergs (Hapis)
  • NEW Added new static quarrys (Hapis)
  • NEW Foundations can now be placed at a half height offset
  • NEW Added half height walls
  • NEW Fixed various wall stacking exploits
  • NEW Roofs occupy wall sockets and can no longer be used as honeycombs
  • NEW Building privilege is emitted by the entire building
  • NEW There can only be one tool cupboard per building
  • NEW New monument placement algorithm
  • NEW Procedural roads now connect to monument roads
  • NEW Print last placement error in chat when pressing LMB while placement guide is red
  • NEW New power line placement algorithm
  • NEW Tool cupboard can store upkeep resources
  • FIXED Fixes to older radtowns (Hapis)
  • FIXED Fixes to loot and ore scarcity (Hapis)
  • FIXED Monument chainlink fences can be shot through
  • FIXED Roads are no longer split in half by rivers
  • FIXED Fixed gaps between roads and terrain
  • FIXED Fixed roads sometimes being partially flooded
  • FIXED Fixed hammer highlight on wooden triangle foundations
  • FIXED Fixed weird camera movement when jumping introduced last patch
  • UPDATED Small Furnace Art Updated
  • UPDATED Complete rework of site A (Hapis)
  • UPDATED Moved Site B to east coast (Hapis)
  • UPDATED Reduced size of arctic biome slightly
  • UPDATED Increased size of arid biome slightly
  • UPDATED Health bars are only visible when damaged or holding a hammer
  • UPDATED Grenades inherit player movement velocity
  • UPDATED F1 grenade has larger blast radius
  • UPDATED Dropbox is now Tier 1 WB
  • UPDATED Stone Spear no longer requires WB
  • UPDATED Experimentation at WB1 costs 75 scrap instead of 100
  • UPDATED Armored building tier costs 25 hqm and no wood/stone
  • UPDATED Armored doors have had their costs reduced accordingly
Outlines, Nades, Sounds

Outlines, Nades, Sounds

A bit of a light Thursday patch Bumfuzzlers, but it’s a patch nonetheless! There’s certainly some polishing going on and it’s probably light in preparation for next week’s wipe patch. 

With this patch we’ve got outlines around items. Much easier to find the goodies in the grass for sure!

Riding horses and driving cars should be a lot smoother as you can see in this video clip.

The admire animations are getting closer to completion!

And apparently there will be a new Quarry monument coming our way soon among a few other goodies.

The world outlines are certainly a great add. I can’t remember how many times I’ve lost items in the grass! Grenade mechanics were changed too, but it seems like a bit of a lazy change. I personally enjoy cooking ‘nades 🙁

Devblog 188 November 30 2017

  • NEW Add ignite and extinguish sounds to campfire and furnace
  • NEW Add turn on and turn off sounds to the ceiling light
  • NEW Added worldmodel outlines
  • UPDATED Lots of misc sound tweaks and polish
  • UPDATED EAC SDK update
  • UPDATED Stricter dropbox placement
  • UPDATED Python is now skinnable
  • UPDATED Reduced aim sway on semi auto weapons
  • UPDATED Finalized recoil design for semi auto weapons
  • UPDATED Grenades pinpull and throw happens much faster
  • UPDATED Stance recoil only active when moving or after first shot
  • UPDATED Grenades always throw at max velocity (farther)
  • FIXED Fix dark sign painting UI
  • FIXED Fixed reflections on hair shader
  • FIXED Fixed tree minigame X appearing too low
  • FIXED Fixed thompson having too much aimcone
  • FIXED Fixed delay/jitter of mounted objects
  • FIXED Fixed weird satchel behavior
Bulletproof, Panels, Minigame

Bulletproof, Panels, Minigame

Thanksgiving is no exception Bumfuzzlers! The patches must flow and flow they have 🙂

That post image is from the upcoming monument called The Junkyard. It looks pretty awesome and a great idea. Seems like it would be fun to explore for sure. Here’s a few more pictures of it.

Also more talk about half walls as part of Building 3.0. This should make for some far more dynamic buildings.

Take a look at the adjustments made to the tree mini game. They made it a little more manageable. No longer will you have to play ring around the rosy with the tree! lol

Admire animations seem to be coming along! This will go nicely with the latest Skin Perk addition to the server. Now not only will you get perks from certain variations of items based on skin, but you can also admire them!

As always, I’ve highlight my personal picks for important bullet items! Enjoy!

Devblog 187 November 22 2017

  • NEW Add ability to define custom falloff/spread/spatial blend curves on a sound by sound basis
  • NEW New tree sounds
  • NEW Added locational armor information when hovering over player preview
  • NEW Added Bulletproof Glass
  • NEW Added Explosive information panel
  • NEW Added Armor Information panel
  • NEW Added Seed information panel
  • NEW Added Weapon Mod information panel
  • UPDATED Ensured that the save coroutine does not crash when entity serializations throws an error
  • UPDATED Window bars inserts are thinner (improved visibility)
  • UPDATED Removed occluder meshes from building blocks (performance, memory usage)
  • UPDATED Removed some unused components (memory usage)
  • UPDATED Netting has larger ladder volume to allow climbing over frames
  • UPDATED Dud explosives fall off moving objects
  • UPDATED Fallen dud explosives never explode on pickup
  • UPDATED Tree Minigame X’s start relative to initial hit
  • UPDATED Tree Minigame X’s rotate less each hit
  • UPDATED Can wear bandana with Bucket/Wood/Riot Helmet
  • UPDATED Tree Minigame X’s only rotate in one direction
  • FIXED Fixed spinner been placed in building block areas
  • FIXED Fixed ghosting/trail in inventory player preview caused by temporal anti-aliasing
  • FIXED Fix volume jump when a sound that’s already fading out is told to fade out again
  • FIXED Fixed Explosives thrown on other explosives not attaching
  • FIXED Fixed dud explosives acting as garry’s mod thrusters
  • FIXED Fixed quickcraft lag when looting lots of items
  • FIXED Fixed lag from map doing processing even when closed
  • FIXED Bone Armor now protects legs as well as chest
  • FIXED Bandana and wolf headdress protection reduced
  • FIXED Fixed arrow protection being different than bullet protection
Research, Hairy, Sounds

Research, Hairy, Sounds

Thursday has come around and it’s patch time Bumfuzzlers! And we have some goodies like new sounds, new looks and cheaper researching!

Here’s a list of all the updates including. My favorites are highlighted, but what’s weird is hair isn’t in the list even though the site says the following “Currently in game are two hair styles per gender, two facial hair styles and eyebrow and body hair.” So I guess we’ll see!

Devblog 185 November 09 2017

FIXED Fixed flame turret been lockable
FIXED Stance recoil no longer affects xbow/bow
UPDATED New nail gun sounds
UPDATED EAC SDK update
UPDATED New garage door sounds
UPDATED Nailgun nails embed themselves in objects + retrievable
UPDATED Nailgun nails no longer damage structures
UPDATED Nailgun nails have larger radius (easier to hit targets)
UPDATED HV Arrow is now a default blueprint
UPDATED Oil Refinery is cheaper to research
UPDATED Searchlight is cheaper to research
UPDATED Large Medkit is cheaper to research
UPDATED Miner Hat is cheaper to research
UPDATED Chainlink fence/gate is cheaper to research
UPDATED Prison Wall/door is cheaper to research
UPDATED Double Sheet Doors are cheaper to research
UPDATED Floor Grill is cheaper to research

Nailgun, Icebergs, Biomes

Nailgun, Icebergs, Biomes

New patch and new forced wipe! Blueprints stayed in place due to a glitch so enjoy those you veteran Bumfuzzlers!

This week packs some goodies for sure! We’ve got icebergs, a new biome layout for the maps, elite crates at the Military Tunnels, recoil adjustments for crouchers and a new nailgun! Wow, big update eh? Enjoy ya Bumfuzzler Bumfuzzlers 🙂

As always I’ve highlighted the items I think are worthier of mention.

Devblog 184 November 02 2017

NEW Added Bradly APC to Materials Extraction monument (Hapis)
NEW Added Savas map markers
NEW Added new icebergs and ice sheets to the arctic biome
NEW Added medium levels of radiation to Materials Extraction monument (Hapis)
NEW Added north and south recycler on Savas
NEW Basic crate added to supermarket/gasstation/warehouse
NEW New procedural map biome layout
NEW Military Tunnels spawn 2 elite crates
NEW Stance recoil added – less accurate when standing/moving vs crouching
NEW Added Nailgun + Nailgun ammo default BP
FIXED Fixed various Hapis exploits
FIXED Improved skinning on player model elbows/wrists
FIXED Fixed player preview blinking backwards
FIXED Fixed shading on multi-layer materials; e.g. icebergs
FIXED Garage door sound scales with audio volume
UPDATED Improved player bone scaling and skin colour variety
UPDATED Updated Hapis map markers
UPDATED EAC SDK update
UPDATED Network encryption optimizations
UPDATED Removed sand from the arctic coastline
UPDATED Crates always spawn one component with 40% chance of WB item
UPDATED Candle hat default BP
UPDATED Metal Window Bars cheaper to research
UPDATED Airdrop always drops 2 weapons + ammo, and 2 armor pieces
REMOVED Disabled Halloween Content 🙁

Garage, Spooky, Perform

Garage, Spooky, Perform

Thursday’s patch is here and there’s a couple of goodies in there, but mostly performance updates which can never go wrong.

The Garage Door gets my vote as the best feature of the week, but Halloween items are also very nice!

As always I’ve highlighted what I think are the highlights below.

Devblog 183 October 26 2017

FIXED Barbeque can no longer be placed in monuments
FIXED Barbeque no longer clip through walls
FIXED Fixed client bone follower performance regression
FIXED Fixed some visual issues with the halterneck
FIXED Fixed permanent Debris Field markers
FIXED Fixed BoneFollower 1 frame delay
FIXED Fixed AutoTurret server lag
NEW Garage door frame block
NEW Added Scarecrow deployable
NEW Added network encryption (enabled by default)
NEW Added encryption server convar (0-2 for various protection levels)
NEW Added Halloween Collectables
NEW Added Skull Fire Pit
UPDATED Replaced the ladder leading to LS roof with walkways
UPDATED Optimized network stream read / write
UPDATED Optimized network RPC parameter handling
UPDATED Optimized network queue iteration
UPDATED Optimized server logging
UPDATED Optimized server garbage collections
UPDATED Double shotgun deploys quicker
UPDATED Wall Netting cheaper + default BP
UPDATED Item drop chances equalized for each tier

BBQ, New Faces, Hair

BBQ, New Faces, Hair

Howdy Bumfuzzlers! It’s Thursday which means patch! It’s the second week of the month which means wipe! (Don’t worry, I didn’t wipe the blueprints. I’ll do that on the first wipe of the month only) So what goodies do we have this week?

It appears we now have a BBQ which acts like a large campfire for now and new player faces. There’s been some changes to workbench tiers and also admins have hair? 🙂 Oooh, I must mess with this when I have time!

As always you can find the updates below with the ones I feel are most important to know about, highlighted!

Enjoy! 🙂

Devblog 182 October 19 2017

  • NEW Added BBQ deployable
  • NEW Added network encryption (currently disabled)
  • NEW Added hair items (admin only)
  • UPDATED Player’s foot now uses IK to align to surfaces properly.
  • UPDATED Optimization. Reduced resolution of dozens of environment textures
  • UPDATED Updated player models
  • UPDATED Updated player preview
  • UPDATED Item description updates and fixes
  • UPDATED Bear rug, Rug and Table can no longer be picked up when building blocked
  • UPDATED Bear rug, Rug and Table requires hammer to be picked up
  • UPDATED vm hatchet update
  • UPDATED Disabled server backups by default (add +backup startup parameter to enable)
  • UPDATED Python requires tier 2 workbench
  • UPDATED LR300 fire rate increased 10%
  • UPDATED Reduced water reflection gaps
  • UPDATED Reduced shadow from weapons carried on the back onto view model
  • UPDATED Ladder hatch requires tier 2 workbench ( green crate spawn)
  • UPDATED Updated EAC SDK
  • FIXED Hapis Island exploit fixes
  • FIXED Two sided hanging sign & landscape picture frame unlocked if player has Steam item
  • FIXED vm bow aiming issues
  • FIXED vm weapon attachments now positioned correctly
  • FIXED Fixed some skins not unlocking parent items (boonie/bandana/cap)
  • FIXED Fixed water reflection related shader errors on OSX and Linux
  • FIXED Fixed shadow cascades sometimes ignored when switching quality
Coords, Elite Drop, Stone Spear

Coords, Elite Drop, Stone Spear

As always, Thursday brings updates and while there’s not anything major, here are several smaller updates that may add up to something good. I’m interested to see the new Map Coordinate feature for instance. Also it appears the Bradley will now drop Elite creates and certain items like the Stone Spear will now be a default blueprint. That and other balances might make for a nice updates.

The server has been updated! Enjoy! 🙂 As always I’ve highlighted in orange the updates I find to be important.

Devblog 181 October 12 2017

  • NEW Upgraded to Unity 2017.1.2
  • NEW Added debug.log convar to toggle log output
  • NEW Miner / Candle Hat provides protection
  • NEW Caves have a good chance of spawning stone tools
  • NEW Added toggled map grid coordinates (off by default)
  • NEW Added Debris Field marker on map when heli/bradley is destroyed
  • NEW Boonie/Bandana/Cap provides minimal protection instead of none
  • NEW Miner hat has emissive blinding flare
  • NEW Added radial map marker (mod support)
  • FIXED Pickaxe vm – Fixed hands intersecting when aim running
  • FIXED Fixed launchsite exploit allowing to hide in the wall
  • FIXED Big cleaver vm – Fixed hands intersecting when aim running
  • FIXED Satchel charge wm- Fixed wrong texture appearing when thrown
  • FIXED Satchel charge vm – Fixed arms clipping when thrown
  • FIXED Beancan grenade vm – Fixed arm clipping when thrown
  • FIXED Bone club vm – Fixed popping from throw cancel to idle
  • FIXED m249 vm – fixed arms clipping at max FOV
  • FIXED Fixed packet exploit to bring down servers
  • FIXED Fixed stone ore scarcity
  • FIXED Sawnoff shotgun vm – Fixed arm clipping at max FOV
  • FIXED Fixed indoor shadow issues introduced by viewmodel shadow changes
  • FIXED Fixed missing viewmodel shadow feet
  • FIXED Fixed node hotspots invisible during med-high fog
  • FIXED Fixed some water reflection artifacts
  • FIXED Fixed not being able to pick up items outside of any TC
  • FIXED Fixed Vending Machines not displaying if item for trade is a blueprint or not
  • FIXED Fixed Steam Inventory Items not unlocking their blueprint
  • FIXED Miner hat no longer emissive to other players when switched off
  • FIXED Fixed workbench status everywhere exploit
  • FIXED Fixed candle hat having a 30m light radius (!)
  • FIXED Fixed peacekeeper turrets not firing
  • UPDATED vm hierarchy and folder structure
  • UPDATED new vm arm mesh
  • UPDATED All viewmodels set to use base mesh vessel, all anims contain anim data only
  • UPDATED Bow vm – anim tweaks
  • UPDATED Salvaged axe, hammer & icepick vm – Removed attack2 lerping blends
  • UPDATED Water jug vm – removed static left hand in view when thrown at max FOV
  • UPDATED Sawnoff shotgun vm – Removed wobble at end of deploy anim
  • UPDATED Ak47 vm – Updated base pose, transition additions
  • UPDATED Increased speed of outro anim blend on ironsights
  • UPDATED Supply signal vm folder restructure
  • UPDATED Only allow drinking when water has certain depth
  • UPDATED Improved water intersection test performance
  • UPDATED Added process memory usage to system info
  • UPDATED Tweaked high external wall and gate deploy volumes
  • UPDATED Reduced scrap tier of many decorative items
  • UPDATED Can now pick up research / repair benches
  • UPDATED Broken items now have a minimum recycle yield of 10%
  • UPDATED Items now remove attachments/ammo when recycled
  • UPDATED Sewing kit is made of less rope (less recycle yield)
  • UPDATED Lantern and Tuna Can Lamp provide more light
  • UPDATED Lantern costs 25 Metal Fragments (was 40)
  • UPDATED Less fuel / hqm in caves
  • UPDATED Small/Medium wooden signs default blueprints
  • UPDATED Stone Spear default blueprint
  • UPDATED Workbench radius tripled
  • UPDATED Workbenches can be rotated with hammer
  • UPDATED Radsuit leaks small amounts of radiation at NPP/LSR
  • UPDATED Lowered HQM yield from heli/bradley gibs
  • UPDATED Satchel has slightly less chance to be a dud
  • UPDATED Flamethrower Requires Workbench Tier 2
  • UPDATED Hoodie/Pants require 75 scrap to research ( Was 250 )
  • UPDATED Snow Jacket/vagabond more common and much cheaper to make
  • UPDATED Elite crate spawns half as much stuff
  • UPDATED Elite crates spawn every 2 hours instead of 20 min at LSR
  • UPDATED Bradley drops elite crate loot
  • UPDATED Hapis site B now has a chance to spawn elite creates
  • UPDATED Cluttery deployables drop as blueprints instead of full items
  • UPDATED Bradley begins healing much slower
  • REMOVED Bolt rifle vm – removed unused anims