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#Post#: 143--------------------------------------------------
DEVBLOG 71
DIR By: jjed11
Date: August 4, 2015, 12:56 pm
---------------------------------------------------------
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Devblog 71
Posted on July 30, 2015 by Craig Pearson
You can now design in-game shirts and trousers for the Steam
Workshop! We also added new compound walls, (hopefully) stopped
people building in rocks, vastly improved server performance,
and more.
Garry
Server Performance
We had a breakthrough with server performance over the weekend.
Server performance had turned really terrible over the last
couple of months. Many servers were running at under 5fps. This
meant that players on the server were teleporting about so
gameplay wasn’t smooth at all.
We found a couple of performance problems with our usage of
rigidbodys, IsInvoking (which is slower than it could be), and
moving the player in each received tick. All this lead to a
snowball effect where once the framerate dipped the server
couldn’t recover.
We went through all this stuff and applied a few performance
fixes and am happy to say we’re not seeing any issues anymore.
Some of our servers with 200 players connected that were
previously running at 4fps are now running at over 500fps. You
would not believe how much of a weight off our minds getting
this shit sorted is.
Stone Compound Walls
This heavy duty wall is pretty hard to break through – but is
easily scaled using a ladder. This is most useful for funnelling
attackers, to make it more likely that they’ll attack via the
front of your base instead of coming from all directions. The
pieces snap together allowing you to build a wall all around
your house.
Wooden Compound Walls
This is like the stone wall but it’s made out of wood – and has
a nasty surprise for anyone trying to jump over.
Analytics
You might think what’s the point in analytics. Isn’t it for
websites or something? Well, kinda. Now and then there’s
questions we ask ourselves that we don’t have the answer to. Or
more likely there’s assumptions we make that turn out to be
wrong.
For example, which items are the most crafted? What is the most
common cause of death? How many people play in DX9 mode vs DX11
mode? Up until this week we didn’t have the answers to these
pretty basic questions.
This allows us to make smarter more informed decisions, rather
than working from our gut or from angry reddit rants. I’ll post
some stats next week.
Workshop
This week I worked on the workshop SDK. This lets people design
their own skins with the hope that they’ll be included in the
game. We’re looking at the same model as CS:GO.
Right now it’s just t-shirts and pants, but people have been
doing some really imaginative stuff.
Obviously we’re not going to put any old shit in the game. What
goes in is up to you, or more accurately, kind of up to you but
ultimately up to us. So vote shit up and if it’s not a terrible
meme, someone else’s IP and fits Rust’s style, it’ll go in.
The SDK is available on Steam under the tools section. You need
to download Unity. There’s a rough guide here on how to get
started, but I’m holding off writing some real comprehensive
docs until it’s settled a bit more.
Maurino
I worked on a bunch of stuff that sadly will not make it into
this patch because it’s not ready yet, but here’s what made it
in:
Spear Changes
So reducing the spear range that much last week ended up being a
kind of stupid way to fix the problem. I’ve increased the range
again, but made the attack radius very small, so you really have
to aim at exactly what you want to hit; there’s very little
grace area. Also the spear attack charge time and it’s repeat
delay has been increased. Hopefully with these changes the spear
will be nerfed, but not useless.
Wounding
Something I saw happening a lot–especially during raids–was the
constant wound/revive train that would make battles go on
seemingly forever. This was kind of an unintended issue with the
system. To combat this issue I’ve changed it so that being
wounded again within 60 seconds of getting up results in death.
Deploy Delay
You used to be able to pull out a weapon and start attacking
with it immediately, and some people would stack 6 spears in
their belt and toss them all rapid fire style, or use it to
shoot a bunch of different weapons instead of reloading. I put a
stop to this by only allowing the weapon to be used after it has
been fully deployed.
Oil/HQ Metal Balance
HQ Metal is less common in general.
HQ Metal is more common in the tundra and arctic biomes.
HQ metal has a very small chance of spawning in the
temperate biome.
Oil is much less common in general.
Oil is much more common in the Arid/desert biome.
You can find HQM in rad towns (not much).
You can find HQM in barrels (not much).
This means some of your existing quarries and pumpjacks will
give nothing anymore, sorry!
Radiation
I’ve disabled radiation by default this week. The reason being
is that it’s so horribly unbalanced and broken that the only
thing it’s adding to the player experience is annoyance. Enjoy
it while it lasts, I’ve got some ideas I’ve been working on
which will make radiation behave like the hazard it’s supposed
to.
Everything Else
Lowered small refinery drop rate.
Lowered crossbow drop rate.
Explosives fall off their parent when it is destroyed
instead of vanishing.
Next Week
There are some things that suck in Rust. I know. And I’m working
on them. I introduced the HQM mechanic, and it has an effect on
smaller groups of players. I think this is wildly overstated
with most complaints, but I’m still taking some steps to
mitigate this. Also the blueprint system is absolute garbage and
so are radtowns. You shouldn’t have to jump through these
bizarre hoops of running naked into radiation zones 9000 times
to finally find a remotely decent blueprint. I know all this and
I’m working to solve these problems. I did some work on these
issues this week, but the changes just weren’t ready for the
patch. Hopefully next week.
Andre
Procgen10
Let me start by saying that this won’t be live until next week.
Procgen10 will focus on world generation fixes and monument
gameplay improvements. This week I prepared some code to allow
monuments to have interactive elements, brought back icebergs to
the arctic biome, improved the icesheet spawn rules and moved
certain decor that was part of the static decor system to the
dynamic one, which should reduce the load that has to be handled
by Unity’s terrain tree system. I also did some physics
optimizations to the road and river meshes, which should
especially help with particle collisions like rain and snow.
Rock Exploit
People like to get into rocks and build inside of them. This
should finally be fixed once and for all now. If you get wind of
any way to still do this after today’s update, please let us
now.
Batching Performance
I found a bug this week that led to the building batching
refreshing all the time rather than just when it had to. This
wasn’t really a huge performance problem since it uses a load
balancing system to distribute its work across multiple frames,
so the impact on every individual frame was minimal and should
generally have been below 0.1ms. Nonetheless, there was work
being done that didn’t have to be done, which also made the LOD
grid refresh much slower than usual when a lot of buildings were
around.
Construction Placement
Aside from some tweaks and fixes this week, this was actually
part of last week’s update but I didn’t really write anything
about it and people appear to be confused as to whether or not
the changes will stick around.
For months building blocks have been using some very strict
placement rules that wouldn’t allow you to place them partially
inside of terrain or rocks and generally made building inside
caves or at terrain slopes a pain. I removed most of those
checks since their original purpose is now fulfilled by the new
placement checks we implemented, which are much less
preventative. We’re not planning to revert this – personally I’d
like to go even further and get to a point where every placement
that looks like it should work to someone who’s playing the game
for the first time actually works.
Player Movement
I fixed some more stuff with player movement this week. There
should be less of that annoying limbo state between falling and
standing and you’ll no longer be able to bug to the side of
certain colliders and have the movement system count it as
grounded. I think it’s pretty solid now and I can finally start
with the new step detection as soon as I find the time.
Other Stuff
Fixed that crate respawning could stop when it threw an
exception on the server.
Fixed foundation step terrain check being off.
Fixed weapon deploy corruption that could make the current
viewmodel invisible.
Fixed depth testing and sorting of the torch world model
material.
Added leather resource type.
Made the interaction point stay at the center of the screen
when looking around.
Added sphere and capsule deploy volume checks (used by
furnace and campfire).
Added support for multiple deploy volumes on a single object
to better approximate its shape.
Fixed that the server would not apply monument and radtown
randomizations.
Fixed material of the small bridge (which btw only exists on
rivers now).
Added command history to F1 console (navigate with up and
down arrows).
Fixed possible overflows of the F1 console text buffer.
Fixed construction plan using the wrong body weights.
Fixed a bunch of warnings all over the code base.
Fixed test cave on CraggyIsland.
Added exploit test rocks to CraggyIsland.
Next Week
Finish up procgen10, then get back to what I wrote about in the
“Next Week” section of last week’s devblog.
#Post#: 145--------------------------------------------------
Re: DEVBLOG 71
DIR By: jjed11
Date: August 4, 2015, 5:31 pm
---------------------------------------------------------
Devblog 71
Posted on July 30, 2015 by Craig Pearson
You can now design in-game shirts and trousers for the Steam
Workshop! We also added new compound walls, (hopefully) stopped
people building in rocks, vastly improved server performance,
and more.
Garry
Server Performance
We had a breakthrough with server performance over the weekend.
Server performance had turned really terrible over the last
couple of months. Many servers were running at under 5fps. This
meant that players on the server were teleporting about so
gameplay wasn’t smooth at all.
We found a couple of performance problems with our usage of
rigidbodys, IsInvoking (which is slower than it could be), and
moving the player in each received tick. All this lead to a
snowball effect where once the framerate dipped the server
couldn’t recover.
We went through all this stuff and applied a few performance
fixes and am happy to say we’re not seeing any issues anymore.
Some of our servers with 200 players connected that were
previously running at 4fps are now running at over 500fps. You
would not believe how much of a weight off our minds getting
this shit sorted is.
Stone Compound Walls
This heavy duty wall is pretty hard to break through – but is
easily scaled using a ladder. This is most useful for funnelling
attackers, to make it more likely that they’ll attack via the
front of your base instead of coming from all directions. The
pieces snap together allowing you to build a wall all around
your house.
Wooden Compound Walls
This is like the stone wall but it’s made out of wood – and has
a nasty surprise for anyone trying to jump over.
Analytics
You might think what’s the point in analytics. Isn’t it for
websites or something? Well, kinda. Now and then there’s
questions we ask ourselves that we don’t have the answer to. Or
more likely there’s assumptions we make that turn out to be
wrong.
For example, which items are the most crafted? What is the most
common cause of death? How many people play in DX9 mode vs DX11
mode? Up until this week we didn’t have the answers to these
pretty basic questions.
This allows us to make smarter more informed decisions, rather
than working from our gut or from angry reddit rants. I’ll post
some stats next week.
Workshop
This week I worked on the workshop SDK. This lets people design
their own skins with the hope that they’ll be included in the
game. We’re looking at the same model as CS:GO.
Right now it’s just t-shirts and pants, but people have been
doing some really imaginative stuff.
Obviously we’re not going to put any old shit in the game. What
goes in is up to you, or more accurately, kind of up to you but
ultimately up to us. So vote shit up and if it’s not a terrible
meme, someone else’s IP and fits Rust’s style, it’ll go in.
The SDK is available on Steam under the tools section. You need
to download Unity. There’s a rough guide here on how to get
started, but I’m holding off writing some real comprehensive
docs until it’s settled a bit more.
Maurino
I worked on a bunch of stuff that sadly will not make it into
this patch because it’s not ready yet, but here’s what made it
in:
Spear Changes
So reducing the spear range that much last week ended up being a
kind of stupid way to fix the problem. I’ve increased the range
again, but made the attack radius very small, so you really have
to aim at exactly what you want to hit; there’s very little
grace area. Also the spear attack charge time and it’s repeat
delay has been increased. Hopefully with these changes the spear
will be nerfed, but not useless.
Wounding
Something I saw happening a lot–especially during raids–was the
constant wound/revive train that would make battles go on
seemingly forever. This was kind of an unintended issue with the
system. To combat this issue I’ve changed it so that being
wounded again within 60 seconds of getting up results in death.
Deploy Delay
You used to be able to pull out a weapon and start attacking
with it immediately, and some people would stack 6 spears in
their belt and toss them all rapid fire style, or use it to
shoot a bunch of different weapons instead of reloading. I put a
stop to this by only allowing the weapon to be used after it has
been fully deployed.
Oil/HQ Metal Balance
HQ Metal is less common in general.
HQ Metal is more common in the tundra and arctic biomes.
HQ metal has a very small chance of spawning in the
temperate biome.
Oil is much less common in general.
Oil is much more common in the Arid/desert biome.
You can find HQM in rad towns (not much).
You can find HQM in barrels (not much).
This means some of your existing quarries and pumpjacks will
give nothing anymore, sorry!
Radiation
I’ve disabled radiation by default this week. The reason being
is that it’s so horribly unbalanced and broken that the only
thing it’s adding to the player experience is annoyance. Enjoy
it while it lasts, I’ve got some ideas I’ve been working on
which will make radiation behave like the hazard it’s supposed
to.
Everything Else
Lowered small refinery drop rate.
Lowered crossbow drop rate.
Explosives fall off their parent when it is destroyed
instead of vanishing.
Next Week
There are some things that suck in Rust. I know. And I’m working
on them. I introduced the HQM mechanic, and it has an effect on
smaller groups of players. I think this is wildly overstated
with most complaints, but I’m still taking some steps to
mitigate this. Also the blueprint system is absolute garbage and
so are radtowns. You shouldn’t have to jump through these
bizarre hoops of running naked into radiation zones 9000 times
to finally find a remotely decent blueprint. I know all this and
I’m working to solve these problems. I did some work on these
issues this week, but the changes just weren’t ready for the
patch. Hopefully next week.
Andre
Procgen10
Let me start by saying that this won’t be live until next week.
Procgen10 will focus on world generation fixes and monument
gameplay improvements. This week I prepared some code to allow
monuments to have interactive elements, brought back icebergs to
the arctic biome, improved the icesheet spawn rules and moved
certain decor that was part of the static decor system to the
dynamic one, which should reduce the load that has to be handled
by Unity’s terrain tree system. I also did some physics
optimizations to the road and river meshes, which should
especially help with particle collisions like rain and snow.
Rock Exploit
People like to get into rocks and build inside of them. This
should finally be fixed once and for all now. If you get wind of
any way to still do this after today’s update, please let us
now.
Batching Performance
I found a bug this week that led to the building batching
refreshing all the time rather than just when it had to. This
wasn’t really a huge performance problem since it uses a load
balancing system to distribute its work across multiple frames,
so the impact on every individual frame was minimal and should
generally have been below 0.1ms. Nonetheless, there was work
being done that didn’t have to be done, which also made the LOD
grid refresh much slower than usual when a lot of buildings were
around.
Construction Placement
Aside from some tweaks and fixes this week, this was actually
part of last week’s update but I didn’t really write anything
about it and people appear to be confused as to whether or not
the changes will stick around.
For months building blocks have been using some very strict
placement rules that wouldn’t allow you to place them partially
inside of terrain or rocks and generally made building inside
caves or at terrain slopes a pain. I removed most of those
checks since their original purpose is now fulfilled by the new
placement checks we implemented, which are much less
preventative. We’re not planning to revert this – personally I’d
like to go even further and get to a point where every placement
that looks like it should work to someone who’s playing the game
for the first time actually works.
Player Movement
I fixed some more stuff with player movement this week. There
should be less of that annoying limbo state between falling and
standing and you’ll no longer be able to bug to the side of
certain colliders and have the movement system count it as
grounded. I think it’s pretty solid now and I can finally start
with the new step detection as soon as I find the time.
Other Stuff
Fixed that crate respawning could stop when it threw an
exception on the server.
Fixed foundation step terrain check being off.
Fixed weapon deploy corruption that could make the current
viewmodel invisible.
Fixed depth testing and sorting of the torch world model
material.
Added leather resource type.
Made the interaction point stay at the center of the screen
when looking around.
Added sphere and capsule deploy volume checks (used by
furnace and campfire).
Added support for multiple deploy volumes on a single object
to better approximate its shape.
Fixed that the server would not apply monument and radtown
randomizations.
Fixed material of the small bridge (which btw only exists on
rivers now).
Added command history to F1 console (navigate with up and
down arrows).
Fixed possible overflows of the F1 console text buffer.
Fixed construction plan using the wrong body weights.
Fixed a bunch of warnings all over the code base.
Fixed test cave on CraggyIsland.
Added exploit test rocks to CraggyIsland.
Next Week
Finish up procgen10, then get back to what I wrote about in the
“Next Week” section of last week’s devblog.
Gooseman
I added the hacksaw melee weapon this week.
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