Dev-блог 185

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Player Hair

I've been working with Diogo Teixeira on the final few tech issues before getting hair into Rust.

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Currently in game are two hair styles per gender, two facial hair styles and eyebrow and body hair. We've implemented some tech to make the hair deform with player clothing and fit to all player faces.

Player hair has been designed to be used with TSSAA Anti-Aliasing (found in your options). I'm continually working on updating and improving the quality of visuals both with TSSAA and other AA solutions or no AA at all.

Now virtually all of the tech has been completed, I hope to roll out a lot more hair and facial hair styles as well as hair colour and hair dyeing in the next few updates, so the few you will have now is just the start. I also will be implementing more hair and facial hair deformations to work with all...

Dev-блог 184

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Halloween is over and winter is here, bringing a new North for you to explore, and a nailgun to protect you while you do. There's some major world and loot changes as well. This patch wipes the servers, but retains your blueprints. Enjoy!

2 November 2017

Nailgun
Thanks to some quick animation work by Gooseman, I was able to implement the nailgun for this patch! It's a default blueprint, costing Metal Fragments and Scrap, and is intended to bridge the gap between bows and the revolver. I'm sure some will say it is overpowered, and others will say it is underpowered, but we'll know more by next week and release a patch to compensate. It has a 16 round clip and fires slow projectiles, so you'll have to land quite a few to do significant damage to an armored person, but this should be an interesting addition to the game

Loot Changes
As mentioned by Andre, we have changed how procgen...

Dev-блог 183

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Halloween Items
Happy Halloween! To get into the spirit of things, we've added some new decorative Halloween deployables. There's a scarecrow and a skull fire pit available on the Steam item store.

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In addition, we've replaced the existing resource pickups with Halloween themed ones for Metal, Stone, Sulfur, Wood, and Bones. For the period of Halloween (next patch) they will yield 50% more resources as well.

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Loot Chance Equalized
I'm doing a bit of a test...

Dev-блог 182

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New Player Models
The new player models are finally going in this week. We had a couple of nasty issues related to how the build server dealt with some of the changed files which accounted for the delay (and several subtracted merges). All those issues are now resolved so I've been able to chase down some of the smaller issues before this week's patch.

We've introduced a much greater number of face variations than previously, and as a result you'll have your race re-rolled. This might mean you stay exactly the same (albeit with a new face), but I'd guess most people will experience a switch around. Gender will stay the same.

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The bodies have also recieved a pass, although it's less of a change than the faces (same rig, so there's not a not of wiggle room in the proportions). It's primarily a texture pass to take advantage of Diogo's recent shader...

Dev-блог 181

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Map Additions
Now that the map is default, I feel like we have a bit more freedom to upgrade it as it's not classified as a piece of paper. Earlier this week I fixed the Vending Machine tooltips, so that if a blueprint was being sold/bought it would display (BP) next to it instead of just the item name, which was kind of misleading.

While players can not currently draw on maps, this feature is enabled for mods, so they can add images to it to support their gameplay. A bug where these 'drawings' would persist across game sessions was fixed.

Speaking of mods, I added a little bit of extra support for drawing a radius of any color on the map. This should help with gamemodes like Battle Royale, where they want to draw the radiation radius.

Also, if you've ever had a hard time describing where something on the map was to a friend you should be happy with this next change. I've added a grid, with coodinates...

Dev-блог 180

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Blueprints 3.0
We, along with everyone else, were unhappy with the state of the game in terms of how easy it was to get top end gear and how little reason to stick around and play there was after you were killed. This has all been changed. The very first iteration of the return of blueprints is now in game.

I'd like to start off by saying that this is in no way feature complete. It's probably completely unbalanced, and there may be certain oversights that have completely broken the game and will require patches over the weekend. Anything you see is not set in stone, especially if it is obviously screwed up, so please don't say we're such morons for making item X cost 90,000 scrap: it's probably a bug or oversight.

We're going to get through this together. Lots will change. Don't be surprised if there is a BP wipe in a month or two, once we get everything straightened out and finalized. With all that...
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