erich

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About erich

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  1. Hallelujah . . good for me

    Deuce "The Juice" is glad Berry is an orphan...makes it easier.
  2. Classypax playing as Deuce "The Juice" Montgomery kidnaps Berry.
  3. Reggie sharing "The Prophecy" with Gary.
  4. I woke up this morning and asked myself "how does it feel to be fucked over by your government". Well, not good....not good.

  5. Hello Beijing.

  6. Server Release Notes

    We have started a "Server Release Notes" section to keep you updated about our public Rust Server. As always, if you find bugs or issues please report them to us. Rust Server Release Notes
  7. Server Changed to "Modded" MODS Added: AdvertMessages BetterChat Clans Economics GatherRewards GUIShop HumanNPC ImageLibrary Kits LustyMap PathFinding Quest PermissionsManager ServerInfo SimpleLoot StackSizeController Updater Vanish WoundedScreams ZlevelsRemastered ZoneManager Admin Tools: SecureAdmin PermissionsManager StaffChat StaffMode SteamChecks MODS Disabled : AbsolutMarketplace - Was causing errors, will work with oxide to get this fixed.
  8. Well, it's officially "True". There really is a remix for everything. This one is even on Spotify.

  9. Puffer_1

  10. ClassyPax

  11. Does this man always insult every culture he comes in contact with? Is it deliberate or is he just that fucking stupid?

  12. Mistato

  13. One of the most resounding pieces of feedback about Star Wars: Battlefront II's beta was around the game's implementation of loot boxes. Some voiced concerns about being able to spend money to acquire higher level items that would give them an advantage on the battlefield. EA quickly responded to this feedback and just today outlined its plans for how it plans to keep Battlefront II from becoming a pay-to-win experience. And during an earnings call today, EA CEO Andrew Wilson responded further about loot boxes and pay-to-win. He started off by saying the feedback around Battlefront II generally--about its campaign, multiplayer, and more--is "very, very positive." People voiced their feedback about loot boxes, and Wilson pledged that EA is listening and will adjust the experience as needed to do what it can to ensure a balance playing field. He also pointed out that Battlefront II is not the only game dealing with loot box controversy. "There was the conversation around loot boxes, which is not a Star Wars: Battlefront II-specific conversation but more one that the industry is having with players across the global community," he explained. "And we are engaged in that conversation, engaging with our players on a daily basis as we think about that." One element of the issue is the idea of value, Wilson said. "In a world where a player pays $60 for a game, will there also be value in the ongoing digital ecosystem that comes for many years?" Wilson said. A big change from the 2015 Battlefront reboot is that the sequel has much more content (three times as much, EA says), and it won't be locked behind a season pass--because Battlefront II's DLC will be free. Wilson said EA feels "very good about overall value proposition" for Battlefront II, and this includes the microtransaction system that EA is expecting will make up the lack of revenue from a season pass. Instead of a season pass, Battlefront II will make extra money from "event-driven live services," Wilson said. One part of this is content from Star Wars: The Last Jedi coming to Battlefront II this holiday around the time the new movie comes out. He pointed out that almost everything that you can spend money to acquire in Battlefront II can also be unlocked through normal gameplay, so the microtransactions are a way for players to speed up their progress. Avoiding a pay-to-win situation is important for EA. "Balance and fairness inside of gameplay is very important to our community and it's very important to us as a benchmark to which DICE builds games," Wilson said. He added that EA is constantly thinking about things like what you can earn versus what you can buy and how to manage progression through that process. EA has already announced changes to the loot box system following the beta, and Wilson said EA plans to have a "daily dialogue" with fans "for many years to come." The game's microtransactions are a way for players to "enhance and extend" their experience with Battlefront II, but you don't need to spend money to enjoy the game, Wilson said. "What we've got with a core base game that's three times the size, what would have been previously gated behind season passes is now free for all users with a focus on keeping the community together," he explained. Star Wars Battlefront II releases for PC, PS4, and Xbox One on November 17. For more on the shoot sequel, you can check out the game's launch trailer here. Original Source: https://www.gamespot.com/articles/ea-ceo-addresses-loot-crates-and-pay-to-win-concer/1100-6454533/
  14. Devblog 183

    Halloween Items Happy Halloween! To get into the spirit of things, we've added some new decorative Halloween deployables. There's a scarecrow and a skull fire pit available on the Steam item store. In addition, we've replaced the existing resource pickups with Halloween themed ones for Metal, Stone, Sulfur, Wood, and Bones. For the period of Halloween (next patch) they will yield 50% more resources as well. Loot Chance Equalized Maurino Berry I'm doing a bit of a test here. I've made it so that loot items all have an equal chance of dropping in their tier. It was bad enough that some tiers had 40 items, to make it so some of those items had a 1/10 chance of dropping was ridiculous. I hope this makes some unattainable items a little easier to get, but just know all of this will be squashed soon when I do what I mentioned last devblog and set up dedicated rarity categories for each drop slot. Either way, let me know! BoneFollower Fixes Maurino Berry Even though we're ditching this element soon, I ended up fixing a bug that would cause objects that were parented to another object to sometimes lag behind their parent while it was in motion. This was noticeable in vehicles and when people were running: you'd see the weapon models one frame behind their position. This is now fixed. Garage Door Maurino Berry The garage door is now in game and works exactly how you'd expect. You'll find it in crates, and though we don't have vehicles yet, I'm sure people will be able to find a use for these in the meantime. Check it out: Autoturret Performance Maurino Berry I fixed a bug where all autoturrets were always performing their calculations in the same frame. So if you had 400 autoturrets deployed on your server, one frame would take forever and lock up the server because they would all be thinking at the exact same instant. I've changed this so the work is done over many frames instead. Servers should hiccup less because of this. Server Performance André Straubmeier I tracked down and fixed several server performance issues this week. The main problems were caused by garbage collections, similar to what we've experienced on the client, but there have also been some significant bottlenecks hidden in entity snapshots, networking and logging. Things should be a lot better now. Network Encryption André Straubmeier I spent the better part of this week testing, fixing and improving network encryption in cooperation with EAC. We're confident that it's now in a state where it can go live on the vast majority of servers, which is why it's enabled by default starting today. It does come with some performance overhead, but it should be minor enough for all servers to have it enabled without running into problems - particularly since we improved server performance in other areas quite a bit this week. If you're a server owner and you're having trouble with it on your server you can adjust it using the encryption convar. encryption=0 disables network encryption completely encryption=1 uses a very basic encryption algorithm encryption=2 enables the full network encryption The default value is 2 and we highly recommend leaving it that way. Changing the convar at runtime via the server console or RCON is supported, but the updated value only applies to players who connected after the convar change. Launch Site Changes Damian Lazarski Besides working on the icebergs I did some tweaks to the launch site this week. As some of you have pointed out, the ladder leading to the top of the launch site roof was pretty dangerous to climb, and you could be easily camped down. So I did a quick rework of this area and added some makeshift walkways to make climbing easier. In addition, we had some internal discussions about adding additional paths to the rocket factory building and we have some plans to make this area more varied and easier to take cover in. This, however, will come in at a later date as it will require some more work. Snow Biome Improvements Damian Lazarski This week I finished all of the highpoly icesheets and textures for them. I also made some ice debris decals that will float around the larger, traversable sheets. With all elements complete, I started to put everything together and did some work on the iceberg scenes. The area around the buildable icebergs should be fully traversable on foot, requiring miminal jumping. Below are some shots of my progress. I'm currently toying with the idea of putting some assets that would contain loot drops, which would make these areas more useful to the players. AI Pål Trefall This week I have mostly focused on getting the basics of our AI improved. More solid stuck prevention, better spawn locations, improvements to movement, and Navmesh Grid polish. Nail Gun Thomas Butters It's nearly ready for handing over to Goosey to animate. At the time of writing this, I had incurred a bit of discrepancy between the old and new shader that we're opting for. Basically, the model doesn't look as it ought to. So after speaking to the wizard diogo it seems that I will have to convert it from using the specular workflow to the metallic workflow for the new shader to be of use. In the meantime, enjoy some pictures and spinny things. Water Effects Minh Le I noticed that some of the sprites we're currently using for water effects were a bit low-res, so I used Houdini to create some new water splash sprites. I made some improvements to various effects, such as the splashes around rocks and the water splash that gets created when vehicles drive through water. I also noticed there's no effect for when a player jumps into water, so I added one. Player Model Tweaks Minh Le Tom and Taylor brought up an issue regarding the player models elbows/wrists (in 3rd person). It looked really distorted. I investigated further and realized Unity was doing something funky with the bone rotations. Fortunately, I was able to track it down and correct the player animations, so their bones are oriented the way their supposed to be. The elbow and wrist joints should look more natural now, but there's still room for improvement by adding more polygons around those joints and tweaking the vertex skinning. Decal Biome Tinting Diogo Teixeira This week I made a small, albeit visually important change to decals, like footsteps or bullet impacts, when applied on terrain. They always had the same base color, independently of their location. I've now modified the shader to apply color variation according to the biome they're placed at: New Tree Shader Diogo Teixeira As part of a future vegetation aesthetics revamp, I've implemented a new tree shader to roll out support for proper physical-based lighting and specular, using a new two-sided foliage approach, as well as thin subsurface scattering. This shader will first be tested on a different project (Moss) and rolled out to Rust later in a more robust form. Unfortunately, taking advantage of this shader requires non-trivial artwork, so I'm sparing you from disappointing programmer art. Optimizations Diogo Teixeira There have been some complaints regarding performance this week, so I took a couple of days to take care of some low hanging fruit. Some of these might make an immediate difference, some might make a difference only on populated areas, while others may only affect performance on specific player states: Added particle collision distance LOD on both Flame Thrower and Turret Disabled particle collisions on corpse flies effect Disabled particle collisions on plant seed effect Reduced Sky Reflection texture resolution Optimized bloom post-effect even further; 2x faster on CPU Optimized image effects composition engine Optimized frost/cold effect; 2x faster There are still a lot to improve but it's hard to prioritize with so work ahead of us. We'll do our best to keep optimizing any chance we get Source: https://rust.facepunch.com/blog/devblog-183/
  15. CNN , I think Xi is the third in the constitution.