Rustafied

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Sleeping bag fixes, window jumping and holy shit... ambient sounds?!

I built really high and took this panoramic shot last night. Fuck, this game is beautiful!!

7:00am EST (next day) - Ok, looks like a workaround to the current issue is by changing the server IP. Given that, we're back up on a new ip: 

client.connect 54.172.178.57:28015

EDIT: Nevermind, was up for a bit then hit the same problem again. We'll just have to wait for a solution.

9:34pm EST - Still no word on this issue. People are having trouble connecting across the board. Will update when it's working again.

8:08pm EST - I put our server back up and loaded the map. No one is able to connect at the moment because they are getting a server is full error. This is across all servers. There are bug reports here, here and here.

8:02pm EST - Ok, looks like all servers are down. This is officially not just our problem :)

7:50pm EST - Server just went crazy, not sure what's wrong but working on getting it up again asap.

4:35pm EST - To those fiending for a client update: looks like it's going to be an itchy weekend. We could see a client update today, however, I think it's more likely going to be next week at this point.

4:20pm EST - Devblog is live. No client update as of yet. Interesting new (to me) link to view the builds: http://jenkins.facepunchstudios.com/view/Rust-Client/

2:30pm EST - We've got a new menu (details below)

1:10pm EST - Happy Friday everyone! We all know what that means: delightful devblog action! I'll save the summary stuff for Garry, in the mean time, lets look at what the team has been up to today…

Client update note: The last client update was Tuesday the 14th. The changes described in this and the previous 2 daily updates are not live yet on servers. Updates often come out in conjunction with the devblog (although last week was the first time in recent memory that hasn't happened) so I have my eyes glued to my steam library watching for that sweet sweet client update. Will keep you posted here and on twitter if it comes out.


Sleeping bag glitch fix

There has been a glitch being used by people to get into their houses without breaking down walls. I'm not going to go into the details but it basically involved putting a bag halfway through a wall. Garry has put a stop to all of this today. Thank you!


Music and ambient sounds?!?!

Petur just pushed a short commit message "Music and ambient sfx files." I was just talking to some people last night about what a difference some ambient sounds would have for the immersion of gameplay. I'm really excited to hear what this sounds like!


Wall upgrade transitions

Garry is still working on some of the transitions for upgrading walls. Currently there are a lot of half pink walls as you walk around. Fans of pink, enjoy it while you can because it looks like the missing materials have been added.


Jumping through windows

When the new building system first launched, you could jump through windows just like in Legacy. A couple weeks ago this stopped working. No matter how you tried you just couldn't get through windows. Garry has fixed this issue now. Builders take note: there are no metal window bars yet so, as of this next update, any windows on your base are vulnerable.


Snow not everywhere

You may have been walking around in the desert the past couple days and noticed some snow around (especially if you rock out with PVT on). No, it hasn't been unseasonably chilly lately, it was just a glitch. Thankfully, by "reverting overlay0 mask falloff to a previous value" this is all fixed! Why didn't I think of that?


Name tags disabled

Name tags (the yellow name above peoples head when you get close) have been a pain in Garry’s ass lately from the looks of it. Over the past 2 days he’s had several commits around nametag prefabs, materials and dlls. It appears to be some issue with Unity’s UI system (aka out of the teams hands) so nametags are going to be disabled for a bit till this gets worked out. Good thing voice chat is working!


Don't sleep when dead

Some people say, "I'll sleep when I'm dead." To them, Garry says: no. People have still been reporting issues waking up when joining a server. This bug has been an elusive son of a bitch for a week or so now. Garry has added a check to disallow sleeping when dead. I'm actually not positive this is to fix the wake up bug, but I'm hoping it does!


Learnable blueprints

This card was moved to the done this week pile on trello earlier today. In the beginning of the week we saw Garry doing some work on the blueprint system (see monday's post for details). It doesn't appear any of this work has impacted gameplay and there has been a lot of ambiguity around how blueprints will actually work in this new version. Let’s keep an eye on the devblog today because I’m sure Garry will provide some insight.


New menu

There has been a bunch of commits this week dealing with the menu and it's scenes. Looks like this work is coming to a close as Petur just replaced the old broken menu background with a new one.