It was mostly all about building this week.

Building

The building system was ready for art this week. So we started giving it some attention.

Documentation

I made some documentation on the building prefab system to let the artists know what’s going on. It’s important to me that artists can not only make their art but they can also go into the game and implement it. This way you don’t end up with a chain of 3 people working on different things having to continually get in sync to push a bit of the project through. The programmer can put a placeholder in, the artist can make a model and iterate on it in game.. without having anyone else involved. You don’t end up with the situation where the artist is guessing things like proportions or colours, getting it wrong then the programmer sending it back to be re-done.

Skin

Bill really kicked ass on skinning the existing components. It’s looking a bit like “The Forest” right now, so apologies to them if they think we’re copying them.. we really didn’t set out to, it’s just where we landed.



Conditional Skins

We came up with a conditional skins for the building system. One of the original thoughts was that we’d get you placing corners manually.. and if you make a mess it’s your own fault. But thinking further down the line the amount of these edge case components we’d need would have been massive.

Instead we came up with a system that looks at the placed building components, and if two edges are intersecting at 90 degrees it decides that it must be a corner – so places a model. A good example of this is the foundations. If you place one foundation it looks like this.

The stones around the four sides are all conditional models. They only show if there’s not a connecting model.

These simple rules are pretty easy for an artist to set up themselves, but it’s completely modular so we can add our own custom checks. This makes me really excited for the future of the build system. It’s a new toy for us to explore the possibilities of.

Test Level

Because it was getting a pain in the ass to keep starting a game and building something to test changes I made a test level for checking buildings. This works because in the editor you can host your own game and then save it.. and then rejoin. The test level is set up to load a saved game I made. When the other guys play it they see my body asleep.

This is also good for testing performance without having to join a server then trying to find a fully built building. It will be expanded over time to make sure we can support big towns of buildings.

Sleeping Bag

Sleeping bag is now craftable! I’d implemented it but not made a blueprint.. oops!

Footsteps

Footstep sounds are back. The sounds are dependant on which surface you stand on.. but we haven’t implemented each surface yet. So if you get a concrete sound it probably hasn’t been implemented.

Unlike legacy Rust the new footstep effects are synced with the animation.. so they play when players put their foot on the ground. They also play make particles.. so dust will be kicked up if the surface you’re walking on is dusty etc. The particles are all still very much work in progress.

Damage Fixes

There was a bug where you’d get killed by someone, then respawn, then die again from the damage you’d got in your last life. This is now fixed.

Server Improvements

We opened the experimental server up to the public last week.

Linux

The server has a linux version. It isn’t tested or supported but it’s there if the linux guys want to grab it and try to make it work. At the moment there seems to be issues with the Steam libraries. Also there’s probably no console output or input in Linux.. this command line stuff isn’t totally built into Unity.. it’s something we had to hack together for Windows.

Documentation

As promised I threw up some documentation for those that want to host their own servers. This should get you started on the basics.. for anything more feel free to drop by our forums and ask the guys there.

Find command

I re-added the find command. This should help server owners figure out what convars/concommands exist.

RCon

RCon wasn’t working, but now it is. You can’t use RCon from the game anymore, it doesn’t work like that. You need an external client to interface with it. It uses the same protocol as the Source Engine’s RCon interface, with a few exceptions. Unlike Source Engine’s RCon it also feeds the console output back continually using SERVERDATA_CONSOLE_LOG.

It shouldn’t be too much of a task to write a tool to talk to it, and Boback who made Rusty is working at making it compatible.

Owner/Moderator permissions

In legacy you pretty much set a rcon password and anyone with that password can administrate your server. This seems a bit yucky. In the new version we’re having two groups that you can add people to, owner and moderator. The owner will be the server owner, they can add other owners/moderators, close the server etc. The moderators are your day to day admins.

This system is in early days but you can add your owners by running “ownerid <64bit steamid> “, and you can add moderators by running “moderatorid <64bit steamid> “.

Serverlist Improvements

Since we have more than two servers now, it’s probably a good idea to make the serverlist work properly.

Ordering

Servers are now by default ordered by ping. The other ordering buttons are functional too.

Official Servers

Official servers are back. Severs run by us will show up in official. This is to ensure we always have a healthy number of players to test with.

Double Servers on refresh

There was a bug that made servers appear twice when you refreshed. This is now fixed.

Terrain Improvements

Andre has been doing more work on the terrain generation. The previous version of the terrain generator tended to have the issue of generating a world with one mountain in the middle of the island and further away was flatter and less interesting. This became more and more of an issue when we started adding biomes since especially the northern biome could really use some cliffs towards the ocean and massive mountains.

I think he’s fixed that problem. Everywhere you go now has an interesting landscape that begs to be explored.


There are still issues that have to be addressed – the biggest one being forests. We are fairly limited by Unity 4’s physics engine at this point, which is why the tree count cannot be as high as we would like it to be. We’re working on evaluating the ideal tree density – once that is found we’ll cut it down to something Unity 4 can handle and go balls deep with Unity 5.

Dynamic ZNear

You might have noticed some flickery shadow weirdness and z-fighting on the landscape at times. This is because we’re stressing accuracy of the z-buffer by having a really close nearz. We need a really close nearz because of how we draw weapon view-models with a single camera. We need to draw the weapon view-models with a single camera because it’s the only performance friendly way to get them to accept world shadows.

So this week I added Helk’s dynamic ZNear from legacy. What this does is push the z-near forward when there’s nothing in front of the player’s view. So if the player doesn’t have a viewmodel it tries to push the znear to 1.0f. If there’s something in front it sets the znear to 0.05.

This works. There are better alternatives to this, but these would take weeks to implement and test properly, and we’d probably end up finding them too heavy handed. But this works for now. Here’s a video of the problem.

Player Animation

We accidentally worked out how to use Mechanim properly this week, and now Goosey is working at revolutionizing the way we handle hold types. We were previously masking off the top of the torso and overriding that layer with the weapon hold animations. This ended up looking odd. Then we discovered the sync option. So now we’re doing it that way.

In our defense I’m not sure whether that sync option was there the first time we set it all up :)

Wooden Box

The wooden storage box is now craftable and deployable again!

Chat Notifications

I added a notification when using voice chat. I don’t think many people realise that voice chat exists. It does. The default key is V.

Thompson Textured

Dan has pretty much finished the Thompson!


Procedural Virtual Texturing

The terrain shader is slow. It has too many texture reads.. and we’re hitting a limit. So Diogo has been hard at work implementing PVT. So instead of the shader reading a splatmap, then reading 1-4 different textures, and 1-4 different normalmaps, then blending them all together.. we just generate the textures and stream them in.

This has a dramatic impact on performance and is required for some stuff we want to try to do further down the line. It also means we have normal maps again.. and in the future will be able to mess around with parallax mapping.

Hopefully the only difference you’ll notice right now is that the performance is a little better and it has normal-maps. Please let us know if you have any issues like the terrain being pink or your house burning down.


Concept Corner

We’re desperate to get more clothes in soon (or some clothes at all because the hoody is technically a placeholder to prove that clothes work). Meg has been doing more sketching.

We’re also going to be looking at re-doing the bow model at some point to make it work better with ironsights. Meg made some options.


Paul conceptualized a better furnace.

And a bunch of stone based hatchets

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.

210 comments
Maylson Matos
Maylson Matos

I'd like to suggest changing the bow holding animation slightly. When you wield a bow in real life, usually you have your left arm extended to it's max to make it look like you're standing sideways, because you need to provide enough strength on your left arm for you to pull the string properly with your right arm. Should you have your left arm bent, you'd need to extreme efforts to be able to hold the bow in place AND draw the arrow. If your arm is extended, however, you don't really have to "hold" the bow, because your arm is already set "in place", therefore you won't have to worry about extra strength requirements.

On the image I attached, you can notice how her arm is straight, and not bent. This is the proper way of holding a bow.


Nevertheless, great progress! I'm very excited about Rust, hopefully it'll be "playable" soon!

jonathan_porta
jonathan_porta

I can help with the Linux server. I have a decent amount of dev ops experience and work at a startup that is a web platform. Plus, I have put together some neat server management stuff with Ansible for my Minecraft servers.[1]


-Jonathan

@jonathan_porta or jonathan@jonathanporta.com


[1] https://github.com/JonathanPorta/ansible-minecraft

Stolker
Stolker

The Thompson is Beautiful :) What about the city ? There will be city or not ?

Dokusi
Dokusi

With the bow and stone hatchet, you could make them randomized. I mean like you craft one and your friend crafts one and they each will have different models. In Unity engine it seems possible

VerseGod
VerseGod

i like the new concept for the furnace!!

TheKillerxD
TheKillerxD

u should add more craftable things and more workbenchs ! thats will be amazing ! like old weapons parts work bench and like metal work bench thats crafts like more better things and make like when the player pressed TAB it shows just the first things he needs to craft for the first 1 day or week :) and like 2 work benchs that he should craft them that will help him unlock more craftable things and more work benchs thats 1 crafts some weapons like bow and pistols and he can upgrade it to metal work bench so he can unlock more and more weapons and the second work bench like for some simple tools and he can upgrade it to unlock more tools and just like this :) and the third work bench for some campfires and torchs and simple torch that he can place it to see in the night and he can upgrade the work bench to unlock like a furnace and a cooking campfire and a building parts work bench and like this not just every where i walk i see a huge building just make like we can craft a sleeping bags and camps and shelters and simple small houses just like for the first days and weeks, and like when he crafts a work bench it just shows a couple of things and he can upgrade it to unlock and just like this and he can upgrade his work bench and like this THATS will be amazing not just TAB shows the freaking everything thats sucks and thats makes the game sucks and every1 got a gun :( u should make weapon parts work bench and add more work benchs like what ever u want plz like i think its a good idea (WORK BENCH WORK BENCH WORK BENCH xD) Hope u understand ^^ u can just simply turn all of these words into 1 word xD sorry for taking time see u like if u agree with me

rickygomez221
rickygomez221

Everyone has the power to build amazing things in Rust but there are many things that stop them, one of them including people with guns, and while many people will disagree with me, I believe there should be a singleplayer option, where you can tweak what's in the game so you can play however you like, such as unlimited resources, no danger/harm... people will probably build awesome stuff if this were a feature. I hope you consider it dev team at Facepunch. Cheers!

E9Freeman
E9Freeman

I love the log cabin look, but I hate the massive cracks that would allow light and prying eyes to see in/out of your dwellings. Fill those cracks with mud so that we can live in relative privacy.

DjRave
DjRave

This may sound stupid but i would like to see if bikes could be added. You know like make the chain with metal fragments the actual frame of the bike with low quality metal or metal fragment then make a wooden seat. I dint know how someone would make the rubber wheels but u know theres always a way to do somerhing right? Any like the idea?

DavidDennisSabourin
DavidDennisSabourin

***NEW Canadian Server Just Opened*** Looking for New Players To Expand Server, PVP ON, Sleeper ON, x3 Build/Craft Speed, Couple Fellow Canadian Players Already On Server Looking For More Please Join. It's New So Now Is Your Chance To Join Before It Get's To Packed. Friendly Admins, No Abuse, Air Drops Will Start To Occur Soon As We Get Enough People So That"s Its Fair For Everyone.      INFO:       net.connect 209.15.212.199:28015


EricJang
EricJang

when does the update end? plz tell>>>

mrsksthekos
mrsksthekos

I had an idea with the first build house. With the windows. You could do like thin dark wooden planks that can be opened and closed and could possibly (if you can do this) when a bullet hits it. It opens up and the bullet goes slower and does less damage. Kinda like arma 3 and the bullets penetrating through specific walls, ect. You could probably do the same with walls but bullets do even less damage due to the wood being thick. Hopefully you guys see this message. <3

jtudehope02
jtudehope02

dont like the walls, there to thick, and bring back the pillars i like big open rooms without walls and doorways.

Hektixx
Hektixx

Good Progress guys :D Keep them up. it would be nice to add trapsto make raiding a bit more harder and makes more fun to defend the base :Dand also it would be awesome if you add a female character model ;) there are also girls playing this game.

c089851
c089851

Great work on the building system so far! Love the new foundation texture. I only feel that rust needs ladders, for more vertical transport other than with stairs.

(maybe ladders wouldn't need a foundation?)

qaisjp
qaisjp

Just two characters: <3

670301vka
670301vka

ебуче бахают разрабы)))))

WoofDg79
WoofDg79

Will the UI be getting any further refinement?  This overhaul of Rust has been absolutely fantastic so far, but the UI has unfortunately felt a little lacking.  Things are not as intuitive or "click-easy" as they could be.  That said, I love the idea of right-clicking anywhere to access the build menu while having your building tool out.  That is amazing!  But things such as splitting items, and other things appear more complicated than need be and there are a couple bugs hiding around.  I haven't heard any mention of this recently which is why I ask if it's on the production plate or not.

AFALGameplays
AFALGameplays

Hi Garry and CO.


Thanks for creating such a great game...but I have a serious issue that has started since last Friday's update... everytime I finish playing on the experimental game my internet crashes. Tried with various other Steam games and they work fine. But with Rust it always hapenns. Could you please look in to it?


Cheers

Snarkwaffle
Snarkwaffle

I hope there are some decorations for your house in the future, mine is too big without extra stuff :D

bigprofan156
bigprofan156

I Think it would be cool if there were like 2-3 different gun models, so when you make a gun, not everyone would have the same gun model.. It would make it more realistic and more difficult.

Big Frenkie
Big Frenkie

I was just wondering if it is possible to put some updates in the normal rust (not the experimental). I really like playing rust but the normal rust is getting a little the same atm in my opinion. I understand that you guys need all your time for the experimental rust (which is looking awesomer by the day) but I would find it even greater when I could play the normal rust and enjoy it. I have played it already a lot but it is just too much of the same now :( So was wondering, can the normal rust be updated or is that  a stupid question (: ? 

xiTayLerx
xiTayLerx

I think that there should be 2 models of each gun. One so that if you craft the gun, it looks as though you have crafted it, and its durability should be lower. However, if you find a weapon in a rad town (or whatever theyre going to be in the new build) it should be in much better condition and look like a pristine, proper gun. It could also have a higher durability as a result of this, but they could be very rare. Although, they should still have the same stats such as damage. What do you guys think? I also do think that some longer range scopes could be added. I know this game is supposed to be a "survival game" but if it was made very realistic it wouldnt be any fun. Youd build a house with a rock, and then there wouldnt be anything to do. The guns, the pvp, the raiding, thats what makes this game! Bullet time and bullet dip could also be added (i know bullet dip is in the experimental). The game looks great and the new animations look amazing, well done guys, keep up the good work! :D

Nickdim7
Nickdim7

I would say that a great improvement would be to add way more trees. I really suggest that you guys should add ALOT more trees. Like a 5/6 ratio of landmass to have trees.  I'm really looking forward to what you guys have been working on! Its looking amazing :D

TomSmid
TomSmid

Damn Im realy excited about the new housing thingy

JunghunChoi
JunghunChoi

I just hope that there is a super rare loot like a broken gun to make it hard to build a gun. In 'legacy' as you called it, you went from a hatchet to a refurbished, army quality pistol after smacking some stones.

pellehardrock
pellehardrock

Adding horses maby sounds dumb but i thibk it could be a great idea.

Bloodfrost
Bloodfrost

Is the gapping in the log housing intentional and going to be kept? I know you guys strive for realism and it's normal for some compound to be used in the cracks between the logs in order to create insulation.  Doing this in a survival game like this would, to me, be kind of a given.  I realize that it might be done purposly so that you could "see" whats inside the huts, however again, as it seems you guys strive to have some semblance of realism, I'm just curious if this is going to be addressed in the future?

alexk0412
alexk0412

Would it be possible to have effects like snow, or leaves, build up on structures built in biomes if they are caught up in the elements?


ArxPlay
ArxPlay

Dear Rust Game Representative,

The old version of the game Rust had a problem with cheaters who had been altering the gamma (monitor brightness) by turning it up. As a result, the amateur gamers who were going blind for a period of time had a disadvantage (as a matter of fact). The cheaters were able to differentiate pretty much everything on the screen.

Therefore, there was an imbalance and it continues to be. I feel the problem will be present in the latest version of the Rust. While developing the new version of the game concept there will be variables for unfair gaming.

I ask you for making the night mode of the game as bright as possible, for the purpose of equal gaming opportunity. The cheaters would not be able to take advantage of ordinary gamers/players.

CruelCoin
CruelCoin

@Maylson Matos  As an active field archer, i'd like to add that the proper anchor point before releasing the arrow is along the cheekbone. Your index finger should be cradling the underside of your cheekbone. Aside from the extra power from the increased draw distance, the closer you draw the string to the eye the better the impact on accuracy. A quick google image search of "archery anchor point" will illustrate what i mean.


In the picture above, she's not drawing far enough, and is anchoring far too low.

I'm nittpicking now: The string should be held only by the fleshy parts of your fingertips, so as to enable a soft release. In this picture she's holding at her knuckles, which is jarring on release, bad for accuracy.

 

alex1115alex
alex1115alex

@rickygomez221 Aye, so something resembling Minecraft's creative mode. I've typically just used creative servers to plan out my build/make large stuff, because griefing is not allowed on those servers. I see what you mean, however. I agree, there should be a SP/creative mode for Rust.

DjRave
DjRave

@Leignheart i like your horse idea a lot but how would you be able to tame them? And i just think bikes are a good idea beause it cant be a good source of transportation for on and off road and it can make it challanging by getting your character tired, get dehyrdated, etc. reply on what you think pls

Leignheart
Leignheart

@DjRave No offense, but I think bikes are a bad idea. However I do believe horses and boats would be great travel items.

JoeRovai
JoeRovai

This is a problem I get with the experimental too, seems to disconnect me after a while of playing or when I exit out, very strange as it never happens unless I'm playing the experimental rust, I just have to reconnect to my wifi signal every time

monkeymagicscg
monkeymagicscg

@Big Frenkie

If you spend £400 buying a new phone and as you take the SIM from your old phone you drop it and the phone breaks, would you pay to repair the old phone?  There is no reason for Garry to spend any time working on a version of Rust that is obsolete, buggy and has no future.

ChrisKohler2
ChrisKohler2

@Big Frenkie The normal version of Rust is basically dead. The experimental is the only thing being worked on right now.

JoeRovai
JoeRovai

@JunghunChoi Yeah there has to be something more valueable than c4 or the materials to make c4 because when you raid someone the best you can hope for really (by that point youre already geared to the teeth probably) is c4 or the mats to make it, but youve just used c4 to raid them so its pretty pointless end game really.


VictorNoorani
VictorNoorani

@JunghunChoi i agree you suddenly become an expert gunsmith and blacksmith able to create a machine gun out of some metal you found in a bolder five mins after you where start naked chasing a deer with a rock

KitchenKnives
KitchenKnives

@ArxPlay It's a lot simpler than that, you just render actual black fog, then after a certain distance there's literally nothing being drawn on the screen except blackness. If you raise your gamma all you'll be able to see is the blackness in a brighter tone.

Sgt_munter
Sgt_munter

@ArxPlay that would be like me asking to make the game black and white so that other players dont have an advantage over my colour blindness


BlueScreenFiM
BlueScreenFiM

@ArxPlay That's the dumbest thing I've ever read. (I sort of agree, but on my monitor night really isn't that dark) Everyone has different monitors with different color and brightness settings. So that's like saying people with shitty monitors are at a disadvantage to people who spent a little more money on a monitor. Besides, if I go into my graphics settings and change my gamma to 2.50 rather than 1, that isn't an advantage since you can do the exact same on your end. And no, it's not cheating as cheating would involve getting an actual advantage. Not just screen brightness and color saturation.

Maylson Matos
Maylson Matos

Obviously I am no expert on the subject hehe so thanks for correcting and complementing my post :)

I'd like to make CruelCoin's words my words.

Snowej
Snowej

@BlueScreenFiM Uh, no. Nice strawman, thanks for playing. If there's a night time in the game, it should be dark for everyone.


We're not talking about minor differences in visibility here, we're talking about the well-known gamma "fix". That very "fix" that makes night look like day, and it should absolutely be disallowed if possible.


I have a shortcut bound for it that allows me to toggle it on in Rust. I've tried toggling it on in games like CS:GO and it didn't work. So it seems it is possible to stop people abusing gamma.


I would rather have no night time at all if it can't be fixed. What's the point? It only serves as a disadvantage to people playing the game as intended.