Rustafied

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Blueprints, footsteps and auto loads

6:45pm EST - No client update yet today. It's getting late on that side of the pond so the next update will probably won't be till tomorrow at the earliest. There's been some tweaks to some models and animal sound volumes have been adjusted. Alex implemented a new stone hatchet, I wonder if it's an entirely new model or just some modifications to the current one (the admin inventory site doesn't appear to have been updates yet, so we'll just have to wait and see). Stay tuned tomorrow for more updates!

12:10pm EST - And we're back! A new week and a new set of updates. This week is starting off strong with a bunch of fixes and some forward progress on the blueprint system. The most recent client update was last week so I'm keeping my eyes peeled for one to drop in the next day or two. Lets get into it...


Blueprints

The team is working on some items around blueprints. They've added a base set of blueprints which everyone owns (unknown at the moment as to what will be included in this list). Also, they've started connecting with steam to retrieve the blueprint list. This could have some interesting implications. For instance, learned blueprints could potentially be shared across multiple servers. As of now it is unclear what impact these changes will have on the game this week. I will update with detailed information as soon as the update comes out.


Footsteps

Many people have expressed dissatisfaction towards the footstep sounds in this version of the game. This is understandable given a lot of times walking around sounds more like a horse galloping on a wood floor more than a naked dude running on the ground. This should be greatly improved now that sounds have been added for footsteps on dirt, forest, rock, sand tundra, wood and snow.


Loading saves by default

Many people running servers through game server providers have been having problems with map wipes. Basically, when the server would auto update (which can happen a lot), it wouldn't load the previous map by default. The dedicated server code will now always try to load the last save. This should help reduce the number of unintentional wipes on updates.


Default render mode

Garry changed the ‘default render mode to new deferred’ warning, ‘this is gonna be shitty for a while’. It’s unclear just exactly how this will be shitty, but it seems like some shaders and materials may be a little wonky for a bit after this next update.