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Steam blueprint system, movement fixes, and female models!

7:12pm EST - Day two of Rust development for the week and we're seeing some very exciting progress. Along with some much needed fixes to the movement / jumping system, we’re also seeing headway being made on the global blueprint system. Let’s get into it...


Women have arrived!

That's right, the female model is officially in (on the development branch). As with the other varying characteristics of player models, sex is decided randomly based on your steamid. If you'd like to see what sex you've turned out as, opt your client into the development branch and join our dev branch server (on the official list). To celebrate, here are some selfies:


Steam blueprint system

Garry, in his first week back from vacation, is rocking out on the foundation of the steam blueprint system. For those who were not tracking Rust at the end of last year, this proposed new blueprint system would integrate with the steam marketplace, allowing players to purchase and trade custom items made by various content creators (think: those crazy hats from Team Fortress 2).

When first announced last October, the community collectively lost its mind at the thought of someone being able to purchase C4 on a whim (pay to win). Thankfully, most people only thought this because of poor communication from Facepunch (which was quickly cleared up). The actual proposed system would be more of a pay to customize deal. Example:

  • Newman see’s an LED dildo hat on steam which he simply must have (an item with the same attributes as a candle hat, just a different look)
  • Newman purchases said LED dildo hat with some funds in his steam wallet
  • Newman joins his favorite server, eager to wave his LED dildo hat in other Newmans faces
  • If Newman has already studied the candle hat blueprint on this server, he will be able to craft a brand-spanking-new LED dildo hat ASAP.
  • However, if Newman has not studied the candle hat blueprint yet on this server, he will have to find or research it prior to being able to craft his recently purchased item.

This new system will allow for a plethora of items new items to flood the game, and personally, I can't fucking wait. That said, don't expect to be buying LED dildo hats later this week, this is an intricate system which needs Valve to flip the switch and a shitload of testing prior to going live. For the time being, we simply have modified green (now blue) t-shirt as a test.

Find out more on this blueprint system from the original devblog and my followup post.


Movement and jumping fixes

Andre is answering the prayers of many players today as he works on cleaning up the very clunky dynamic of jumping. Along with cleaning up various situations which would cause a jump not to happen when it should, he’s also improved the detection of landing, sliding, and fall damage. I played around a bit in our test server and found the dynamic of jumping to feel much more natural.


Alt changes

In addition to fixing movement dynamics, Andre has changed the way looking behind you (left ALT) works. Instead of snapping your view immediately over your right shoulder, holding the left ALT key now enables a freelook mode, which allows you to move your mouse around to look while still running straight forward. Although I’ve gotten used to tapping ALT to peek behind me (the loss of which occurs as a missing), I do think this is a much more versatile way of looking around freely.


Eye fixes

For the past couple weeks, the eyes of player models have been behaving in some very wonky ways. Along with going cross eyed when shot (which is actually pretty hilarious), certain player corpses have had their eyes protrude from their skull in a very "Total Recall" sort of way. It looks as though Minh has fixed the cross eye issues today, however, the corpse eye bulge appears to still be in effect.


Quarry sound fixes

Alex has tweaked how the quarry sounds work, accounting for some instances where the sounds would not fade out when the quarry is deactivated.


More 2 handed sword progress

Mihn has also done some more work on the 3rd person animations for the 2 handed sword. None of this is live on the dev branch yet, stay tuned for some visuals as the week progresses.


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