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Steam News13 February 201511y ago

Devblog 47

Roads and Reloads Roads Andre got roads in! Roads connect landmarks and rad towns. You can walk on them.

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What changed

0 fixes3 additions2 changes0 removals
  • Maps
  • Gameplay
  • Server
  • Security
changedRoadsAndre got roads in! Roads connect landmarks and rad towns. You can walk on them. This is still in the programmer-art stage, but since it's got to work in millions of different procedurally generated maps we thought it was best to get it in and find any problems as soon as possible.
addedReloadingI started making a crazy reload system. Holding R bought up a reload menu, showing your weapon and all the types of ammo that could fit in it. Left clicking an ammo pile would add one of that type to your gun, right clicking would fill it with that type. This meant that you could have more granular control over filling your weapon, and when we have different ammo types you could alternate them in your clip . Then we realised that it was all a big load of shit, and no-one would ever really want to do any of that. So I just changed it to be normal reloading. Goosey had already made reload animations for everything - so it's already cool as fuck.
addedItem SystemA while back we thought.. wouldn't it be cool if all our items were on a website, so we could all edit them easier, and even people who aren't programmers and don't have Unity could edit them and fill stuff out. And then maybe our artists could upload models and materials, and then it would all be downloaded in the game and just work. Then eventually we could open it up to the public so anyone could make new items, and people could vote on the items and we'd put the best ones in game. We fell into the "premature generalization" problem here. We were making a system before we knew completely what it was, how it would be used, how it could be used. The items are defined in Unity now. This means that when we want to add a new item we just create a copy of the existing item, change a few text entries and it's done. In the old system we'd have to go to the site, create a new item, fill shit out, go to the game, download the item definition, then if something was wrong, repeat. There's a bunch of reasons why it's better now, but they're reasons only we care about. For you it means that I spent 2 days making us more agile.
changedCompile IssuesWe were fighting compile issues for a few days. This meant that the dev server were mostly inaccessible during this time. The problem it turned out was that we had too much stuff. The resources file in the Unity build had a 2Gb limit, and we were going over that, which resulted in a cryptic error. The hacky solution, it turned out, was to make a scene that had a reference to all the textures, and a scene that had a reference to all the sounds. This made the resources.asset a lot smaller because it didn't contain any of those.
addedAnti-CheatShortly after the patch on Monday EAC enabled the game file hashing stuff, which successfully stopped the resource editing stuff that was going on. If you were using this cheat you probably need to verify your game's content to re-download the non-hacked version of the files, so it will let you play again. At the moment Windows 10 is classed as a cheat. The EAC

Roads and Reloads

Roads

Andre got roads in! Roads connect landmarks and rad towns. You can walk on them. This is still in the programmer-art stage, but since it's got to work in millions of different procedurally generated maps we thought it was best to get it in and find any problems as soon as possible.

Reloading

I started making a crazy reload system. Holding R bought up a reload menu, showing your weapon and all the types of ammo that could fit in it. Left clicking an ammo pile would add one of that type to your gun, right clicking would fill it with that type. This meant that you could have more granular control over filling your weapon, and when we have different ammo types you could alternate them in your clip . Then we realised that it was all a big load of shit, and no-one would ever really want to do any of that. So I just changed it to be normal reloading. Goosey had already made reload animations for everything - so it's already cool as fuck.

Item System

A while back we thought.. wouldn't it be cool if all our items were on a website, so we could all edit them easier, and even people who aren't programmers and don't have Unity could edit them and fill stuff out. And then maybe our artists could upload models and materials, and then it would all be downloaded in the game and just work. Then eventually we could open it up to the public so anyone could make new items, and people could vote on the items and we'd put the best ones in game. We fell into the "premature generalization" problem here. We were making a system before we knew completely what it was, how it would be used, how it could be used. The items are defined in Unity now. This means that when we want to add a new item we just create a copy of the existing item, change a few text entries and it's done. In the old system we'd have to go to the site, create a new item, fill shit out, go to the game, download the item definition, then if something was wrong, repeat. There's a bunch of reasons why it's better now, but they're reasons only we care about. For you it means that I spent 2 days making us more agile.

Compile Issues

We were fighting compile issues for a few days. This meant that the dev server were mostly inaccessible during this time. The problem it turned out was that we had too much stuff. The resources file in the Unity build had a 2Gb limit, and we were going over that, which resulted in a cryptic error. The hacky solution, it turned out, was to make a scene that had a reference to all the textures, and a scene that had a reference to all the sounds. This made the resources.asset a lot smaller because it didn't contain any of those.

Anti-Cheat

Shortly after the patch on Monday EAC enabled the game file hashing stuff, which successfully stopped the resource editing stuff that was going on. If you were using this cheat you probably need to verify your game's content to re-download the non-hacked version of the files, so it will let you play again. At the moment Windows 10 is classed as a cheat. The EAC

Source

Steam News / 13 February 2015

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