Holy Moly Early Access Update 32 is Liiiiiive!
Author: [RUST]Grumplestiltskin,
published 7 years ago,
Howdy Folks!
Devlog Video here: [url=https://www.youtube.com/watch?v=lrGvrPe5-8c]Link[/url]
https://www.youtube.com/watch?v=lrGvrPe5-8c
I'm happy to report I have indeed, much to my surprise, survived the process of dragging H3 kicking and screaming onto a new version of the Unity engine. It was touch and go for a bit, but with some epic assistance from Bradley Weiers at Unity. Without his help I would have never figured out why the game wasn't working. Well with that, lets get down to some MEATY Update Notes. I'm laying things out a bit more thoroughly for this update because of just how big the changes are.
[b]MAJOR SYSTEM CHANGES[/b]
[b]Locomotion Rebuilt From The Ground Up[/b]
Locomotion modes are now discrete from each other. When various customization settings are implemented over the next month or so, they will mostly not be shared. This is to avoid the situation that arose progressively with the last version of this system, where it was unclear exactly which settings were relevant to each locomotion mode. PLEASE NOTE that all of your locomotion settings have been 'wiped' in that they are no longer being used. Starting in Update 33, settings will be added for accessibility, speed, some input mapping, and visual indicators for the locomotion system. I had hoped to have these ready for this update but couldn't get the framework ready in time.
Current Locomotion Modes:
[list]
[*]Teleport to Point: Much like you're used to, except the ray is now an arc. This serves to make it both easier to teleport forward with a hand holding a firearm without lowering the weapon, while also having a 'soft' distance limit. Click the menu button (above touchpad) and hold to create pointing arc. Release to Teleport.
[*]Dash: As above, but with a very quick (50 m/s) interpolation to the point. Great for users who don't find touchpad locomotion pleasant, but still want a bit of a kinetic feeling while moving. Click the menu button (above touchpad) and hold to create pointing arc. Release to Dash.
[*]Slide To Point: A slow, linear interpolation to point. Personally I don't really enjoy this mode anymore, but I know some folk use it, so I decided to rebuild it. Note this mode does not 'hug' you to the ground anymore, as that never really worked on arbitrary level geo. Click the menu button (above touchpad) and hold to create pointing arc. Release to Slide.
[*]Touchpad (Onward-ish Style): The 'ish' is mainly due to the differences in how I handle collision detection, head glitching, gravity, and inertia. The input is almost identical (save for some transform frame differences blah blah technical stuff). Click the menu button (above touchpad) to 'bind' touchpad movement to a given controller. Touching the pad causes you to walk. Clicking and holding down the touchpad causes you to run. Double-click holding allows you to briefly sprint. Note that while in this mode, gravity is always relevant.
[*]Armswinger: Identical in function to the touchpad locomotion, except input. Hold one or both menu buttons and pump your arms for the ultimate looking-like-a-dweeb locomotion experience.
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[b]Touchpad Menu Removed[/b]
Yup, touchpad menu is gone. It has been replaced with the Wrist Menu, detailed below. Pressing the touchpad down with an empty hand now initiates a grab ray. With this ray active, simply press your 'grab' button (trigger on vive, grip button on touch) to draw the pointed-at object to your hand.
[b]NEW Wrist Menu[/b]
Simply turn your controller to the underside to reveal the new Wrist Menu. This contains options for quickly changing your locomotion mode, cleaning up the scene, reloading it, opening the options panel, and returning to the Main Menu. Simply point at your desired option with your other hand (a beam will appear), and click the trigger on that hand. Lemme know what you folks think about it!
[b]NEW Quick-belt Harnessing System Added[/b]
Harness-able weapons can now be ‘bound’ to a quickbelt slot, similar to spawn-locking. Click the touchpad while hovering over the slot and it will turn green. When the weapon is dropped, it is returned to the harness instead of falling to the ground. All non-shorty Shotguns and SMG/Rifles can be harnessed. This is still experimental. May still be a few glitches in it.
[b]NEW Ammunition Palming System Added[/b]
Ammunition can now be ‘palmed’, allowing you to hold multiple cartridges of the same caliber at once. Large rounds are limited to 5 and a time, Small rounds are limited to 10 at a time. Palming extra rounds into your hand requires touching the 'main' round in your hand to another round sitting on a surface, or in your other hand, and clicking 'down' on the touchpad. Note that dumping rounds out of a mag can now be done into a quickbelt slot (containing that round type), into a hand already holding that round type, and into an empty hand with its 'grab' engaged (trigger on vive, grip button on touch).
Controls For Ammo Palming:
[list]
[*]Up on Touchpad/Joystick - Drop front-most round. This can be done into a quickbelt slot. It can also be done into another hand that is holding this type of round, OR an empty hand that currently has it's 'grab' engaged (trigger on vive, grip button on touch).
[*]Down on Touchpad/Joystick - Collect round into hand.
[*]Left/Right on Touchpad/Joystick - Cycle forward/back which round in palm is the 'main' front-most round.
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[b]Unity Version Moved from 5.3.3 to 5.5.0p3[/b]
This doesn't mean much to you user side, but is important to note here as there may be extant bugs/issues I have not yet encountered. A metric shit-ton of things changed in the engine between these two versions, so only having you folks play the game extensively will do for a true shake-down. If you find anything broken, please report it immediately to the Steam Community Forum, Bug Reports section!
And now... the rest of the update changes:
Additions:
[list]
[*]Added New Attachment: Gamepoint 3x Magnifier (matches elevation of Gamepoint RDS)
[*]Added New Firearm: Scar 16 (Mk 16 Mod 0) Assault Rifle (5.56 x 45mm)
[*]Added New Firearm: Scar 17 (Mk 17 Mod 0) Battle Rifle (7.62 x 51mm) w. 20 rnd. Box mag and 50 rnd. drum
[*]Added New Firearm: Remington Rollingblock 1867 Handgun (.50 Remington BP)
[*]Added New Ammunition Type: .50 Remington Black Powder
[*]Added New Magazine: RPK 75 rnd Drum
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Changes:
[list]
[*]Options panel has been rebuilt. Stil WIP
[*]Entire input system rebuilt to support other system changes. Please let me know if you find errancies.
[*]Touch controller detection is now automatic. You no longer have to set any options manually for grab-style.
[*]New Quickbelt Layout. NOTE this is temporary. Next update will have configurable quickbelt!
[*]Removing a Magazine out of a firearm now ONLY requires grabbing it (no touchpad click)
[*]Reclassified VEPRv3 as RPK light machinegun. It is now found under ‘support’ section.
[*]AKM Bolt Handle Interaction Zone tweaked/expanded
[*]AKM Magazine Grab position tweaked to help prevent controller collision
[*]Cleaned up system handing hand filtering to be pollable in a more consistent manner
[*]Added New Edge-holds to Gunnasium
[*]Rebuilt Environment Collision ID sets for ALL scenes. Please note collision experience has changed.
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Fixes:
[list]
[*]Gamepoint RDS now correctly scaled
[*]PK23 Red Dot now correctly scaled
[*]Item Spawner Entry for Marshall Ultrashort now has proper secondary objects
[*]Item Spawner Entry for 590A1 SHotgun now has proper secondary objects
[*]Item Spawner Entry for M1014 Shotgun now has proper secondary objects
[*]Item Spawner Entry for Mk18 now has proper secondary objects
[*]Fixed Pose Override Position for CX4
[*]Fixed GAME BREAKING misspeelinng for MTS 255 SHorty in item spawner
[*]Fixed broken collision on Super Shorty Shotgun
[*]Fixed broken top rail connection (causing broken scopes) on Super Shorty Tactical
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