Blinding bloom, blueprint fuck ups, and shiver me timbers.
2/27 @ 7:37pm EST - Main was running like shit at 250 slots after the 120k entity mark so we dropped it back down to 200.
6/27 @ 4:10pm EST - A client / server update just came out. Let's see how this goes...
6/27 @ 2:07pm EST - BP's lost on restart, lack of nodes, invisible bears. Not the best weekend for Rust... hopefully we'll see a hotfix later today.
8:07pm EST - Hold on to your pants, client update just hit!
8:03pm EST - Still no fix out yet... Garry just pushed another commit a couple minutes ago so hopefully we'll see the update soon...
7:11pm EST - Damn, that client build keeps sticking on the end... hang tight...
6:51pm EST - Still waiting for Jenkins to finish, should be any minute now...
6:21pm EST - Garry to the rescue, patch incoming.
6:11pm EST - Jenkins is chugging along... this is a good sign.
5:58pm EST - Well that's your problem right there...
5:52pm EST - Yeah, I'd hold off trying to play now. If you were in a field when the update hit, I wouldn't worry about your sleeper dying, the crashes appear to be universal. Will keep you posted on a hotfix, follow @Rustafied to know when it's released.
5:45pm EST - Something is fucked with the most recent update. Client crashes every couple minutes mixed with further loss of recently learned blueprints.
5:30pm EST - The server / client update just dropped. All the Rustafied servers have been updated, no wipe required. This update includes the fixes listed below (except maybe the crazy animal ragdolls).
2:00pm EST - Yesterday's update shifted gameplay in a huge way. Overall, the new additions and improvements are fucking awesome. As expected with such a large update, there are bugs to be fixed and tweaks to be made. Thankfully, that is exactly what the team is working on today. There is a patch due out in the next couple hours which will make live the changes listed below. Before we get into that, let's talk about bloom and performance…
Blinding bloom
The HDR bloom effect has been in for a couple weeks and personally, I enjoy it. That said, it does seem to have gone up another level with yesterday’s update, creating certain situations which cause painful pupil contractions. Although I did exaggerate a bit in my tweet, I do think this could stand to be toned down a couple notches.
In other bloom related news, the random blooms appearing on trees and bushes are fixed in this upcoming patch.
Performance
In addition to being slightly more blind, numerous Newmans are reporting lower FPS. Although some of this may be attributed to the new weather system, my initial tests didn’t show more than a couple frame drop between clear and stormy skies. No word yet on any immediate fixes for this, however, the team prioritizing some performance enhancements in the near future would be a warm welcome.
Blueprint fuck ups
With this update, Garry switched the way blueprints are stored on the server side. Instead of individual folders for each player, he’s combined them all to one UserPersistence.db file (which sits in the server identity folder). Unfortunately, there are some hiccups with this new storage system, causing some to lose BP’s which they’ve learned. Some people report relogging will cause learned BP’s to show up again; others are just shit out of luck. Thankfully, this issue should be short lived as Garry did some fixes to the system.
Shiver me timbers
This new weather system has Newmans getting wet in ways they haven’t before and, unfortunately, not in a good way. Not only does exposure to rain kill you very quickly regardless of clothing, the rain seems to get stuck on at certain times. Thankfully, Andre has done some tweaks to the weather and Garry modified metabolism so it takes longer to die from being cold.
Also, maybe a rain poncho or some form of wet resistant clothing would be in order?
Weather report
Andre has added a command (weather.report) which allows moderators to show the current weather conditions. It prints out a short report which looks something like this:
Clouds: 23%
Fog: 19%
Wind: 52%
Rain: 0%
Dance piggy, dance
A hilarious new bug was introduced yesterday which causes animal ragdolls to go crazy when hit with an arrow or spear. This issue is still active on the development branch, however, Garry is aware of it so I imagine we'll see a fix shortly.
New world stack sound
The new functionality which automatically combines stacks of dropped items is pretty awesome. Unfortunately, the little ratchet sound is a bit abrasive. Thankfully, Alex has swooped in to the rescue, adding a new, less annoying sound.
RPG attack fixed
Garry also fixed a bug where the RPG attack wasn’t doing any damage.
Quarry production slowed
The update yesterday buffed quarry yield by a factor of 3, along with speeding up production. Today, Helk has slowed that production down a bit again, however, it still has the same ratio of resource yield per fuel.
Female models
Tom committed the first textures and LOD’s for the female model. Don’t get too excited, this doesn’t mean you’re going to be playing as a female character today. There is still more work to be done on the implementation before it’ll be live in the game, but hopefully we’ll see it in the next week or two.
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