Benvenuto! Effettua l'accesso oppure registrati.
Marzo 28, 2024, 10:51:03 am

Inserisci il nome utente, la password e la durata della sessione.

Ultimi Post

Utenti
  • Utenti in totale: 1688
  • Ultimo utente: vincenzo
Statistiche
  • Post in totale: 205638
  • Topic in totale: 8468
  • Online Oggi: 278
  • Presenze Massime Online: 814
  • (Gennaio 21, 2020, 20:10:26 pm)
Utenti Online
Utenti: 0
Visitatori: 294
Totale: 304
Google (10)

Visitatori

Autore Topic: [Rust] News e aggiornamenti  (Letto 72891 volte)

Offline AkiraFudo

  • Fail Member
  • *
  • Post: 2.355
  • Karma: 29
    • My Fragmovie
Re:[Rust] News e aggiornamenti
« Risposta #45 il: Febbraio 19, 2014, 21:06:20 pm »
Ecco il nuovo cielo di Rust




« Ultima modifica: Febbraio 19, 2014, 21:55:42 pm by TheOnly »

Ipocrisia portami via

Offline roby_macelli

  • GAY & Lesbian
  • Fail Member
  • *
  • Post: 1.478
  • Karma: -20
  • Frocio e Furry
Re:[Rust] News e aggiornamenti
« Risposta #46 il: Febbraio 19, 2014, 21:42:23 pm »
nuove rocce approvate ma non presenti per ora nell'aggiornamento di questa settimana (per ora)


Big rock that players could walk up or whatever they wish to do on rocks.

Will be part of an atlas to accommodate for more rocks, also it uses a tileable detail normal map to make it more rocky.


-----------------------------------------------------
nel nuovo aggiornamento ci sarà il nuovo celo e la possibilità di entrare nel server dove sta giocando un tuo amico nella lista di steam con la funzione "unisci alla partita" ( per ora)



« Ultima modifica: Febbraio 19, 2014, 22:04:13 pm by R22 »

Offline R22

  • Fail Member
  • *
  • Post: 1.505
  • Karma: -81
  • Meio un vovo tal cul che na gaina !
Re:[Rust] News e aggiornamenti
« Risposta #47 il: Febbraio 19, 2014, 22:05:15 pm »
Aggiornano solo le pietre in c...

Offline userid_ivan

  • Administrator
  • No Life Member
  • *
  • Post: 8.597
  • Karma: 331
  • Se non bestemmio guarda...
Re:[Rust] News e aggiornamenti
« Risposta #48 il: Febbraio 21, 2014, 19:21:44 pm »
Nella prossima versione vedremo anche la durabilità e riparazione degli oggetti, appena inserito nella categoria "Next Version" su Trello, insieme al nuovo cielo e alle impostazioni di qualità della grafica.

Offline roby_macelli

  • GAY & Lesbian
  • Fail Member
  • *
  • Post: 1.478
  • Karma: -20
  • Frocio e Furry
Re:[Rust] News e aggiornamenti
« Risposta #49 il: Febbraio 25, 2014, 17:20:40 pm »
25th Febuary Update
24 Comments Posted on February 25, 2014 by Garry Newman


Hey guys. Your weekly patch here. One week late. Sorry about that. We did want to get it out last week but we don’t like running the risk of having something broken over the weekends. So we opted to wait a couple of days instead.

New Sky
The biggest most obvious change in this update is the new sky. We’re still tweaking to get it looking how we want it to look.



So why bother? There’s hundreds of other things you want – why bother changing the stupid sky? Well I’m glad you asked. The old sky was a slow horrible FPS killer. It rendered using two cameras.. which induces a bug in Unity that meant we couldn’t (without a bit of hacking around) have refraction effects in game. Everyone should see a nice framerate boost thanks to the sky being replaced. And it renders in a single camera – which means we’re free to use the refraction effects again (so expect to see pixelated penises again).



One gameplay change the new sky might have is the with mr moon. Depending on the moon cycle night is no longer pitch black. We think this is a good thing.



There’s a few rendering issues that we hope to fix as we go on. One is the tree lighting. Distance trees appear too bright. This is something we’ve battled with before – and as far as I’m aware it’s a Unity3D bug because I’ve seen it happen before. I’m sure we’ll be able to solve it though – so please excuse any issues like this for now. We’re working towards making it as perfect as we can.

New Water
As a happy consequence of the sky being replaced, we were able to bring you much better looking water. We expect water to play a bigger role in the game as we push forward (instead of the death plane that it currently is). So having it not look terrible anymore is a big win for us.



There’s an extra option in the options menu to turn reflections on/off, as they do have an effect on performance. When you turn reflections off, it’ll still reflect the sky. Which has no real performance effect and stops it looking terrible.

OSX and Linux Fixes
We hired the new sky’s creator, André Straubmeier last week and as well as improving the sky for Rust, he’s been making Linux and OSX work properly. So Linux and OSX users should now see the grass being rendered properly and be able to join the game with high graphics settings (which is apparently caused by compiling for 64bit, we’re going to investigate that further).



Item Durability
You know how you’ve had to replace your mouse and keyboard 3 times since you got Rust because you’ve used them so much? Well now you can experience that that feeling in game too.



Items will now become damaged in game due to repeated usage. Items can be repaired at a workbench. You can keep repairing your items but eventually they’ll just get that unreliable that you’ll want to throw them off a cliff.

Armor also loses condition when damage is taken, so you’ll probably have to eventually throw your pants of a cliff too.

Offline miticolorenz

  • Dead Member
  • **
  • Post: 4.633
  • Karma: 62
  • BARCOLLO MA NON MOLLO

Offline AkiraFudo

  • Fail Member
  • *
  • Post: 2.355
  • Karma: 29
    • My Fragmovie
Re:[Rust] News e aggiornamenti
« Risposta #51 il: Marzo 31, 2014, 19:03:04 pm »
Nel prossimo aggiornamento dovrebbero mettere 4 tipi di carne:

Cruda, Cotta, Bruciata e Scaduta



E forse anche FPS Counter (già attivabile lanciando il gioco in beta dev) e finalmente anche il FOV




Ipocrisia portami via

Offline R22

  • Fail Member
  • *
  • Post: 1.505
  • Karma: -81
  • Meio un vovo tal cul che na gaina !
Re:[Rust] News e aggiornamenti
« Risposta #52 il: Marzo 31, 2014, 20:42:13 pm »
Era ora per il fov

Piu che 4 tipi di carne 4  stadi della carne. Perche restera' sempre carne di gallina anche se è presa da un orso  :asd:

Offline miticolorenz

  • Dead Member
  • **
  • Post: 4.633
  • Karma: 62
  • BARCOLLO MA NON MOLLO
Re:[Rust] News e aggiornamenti
« Risposta #53 il: Aprile 27, 2014, 18:31:03 pm »
NOVITA' IN ARRIVO RESTATE SINTONIZZATI

Offline AkiraFudo

  • Fail Member
  • *
  • Post: 2.355
  • Karma: 29
    • My Fragmovie
Re:[Rust] News e aggiornamenti
« Risposta #54 il: Maggio 02, 2014, 03:45:54 am »

Ipocrisia portami via

Offline R22

  • Fail Member
  • *
  • Post: 1.505
  • Karma: -81
  • Meio un vovo tal cul che na gaina !
Re:[Rust] News e aggiornamenti
« Risposta #55 il: Maggio 02, 2014, 21:41:48 pm »


Rocket jump?  :asd:

Offline R22

  • Fail Member
  • *
  • Post: 1.505
  • Karma: -81
  • Meio un vovo tal cul che na gaina !
Re:[Rust] News e aggiornamenti
« Risposta #56 il: Maggio 03, 2014, 13:20:01 pm »
Roby copia e incolla dalla concorrenza  :sisi:


http://www.playrustitalia.it/


Stesse frasi che lezzo  :asd:


Adesso l'erba corre 2 volte piu veloce  :lol:
« Ultima modifica: Maggio 03, 2014, 13:26:08 pm by R22 »

Offline roby_macelli

  • GAY & Lesbian
  • Fail Member
  • *
  • Post: 1.478
  • Karma: -20
  • Frocio e Furry
Re:[Rust] News e aggiornamenti
« Risposta #57 il: Maggio 03, 2014, 19:29:13 pm »
Friday Devblog 6
Posted on May 2, 2014 by Garry Newman


We made a good push this week. It finally feels like we’re emerging from the darkness, reaching out for the light.

Player Model
You might be wondering why we haven’t added any player clothes since we released on Steam. Well that is obviously because the player model system is a huge car crash. All the clothes are included as part of the player model. I tackled that this week. The player model is now just animation data and we can drop models onto it. This means that in the future if we want to add a new set of clothes for the player – the artist just needs to model it. They don’t need to recompile the whole player.



This is a huge deal to us because we want to explore customizing the player’s look a lot in the future. We want improvised clothing. We want blood decals. This makes that feasible.

Player Animation
Player animation is something that I think we can all agree needs a bit of love. So we’ve switched over to Mechanim. This means we no longer code our animation system in code. We use an nice friendly editor.



This allows us to alter the animations nice and quickly, visually, logically. Did I mention that it’s really easy too?


http://files.facepunch.com/garry/home/2014/April/29/17-46/13.mp4?_=1

The mechanim stuff has a bunch of cool IK stuff built in too. This means we don’t have to animate things like the player turning to face something, or looking up and down. We can do it in code – which makes it look a lot smoother. We can even place the hands and feet on world objects. This opens up a lot of possibilities for the future. Here’s what it looks like when we force the player model to point at a cube. This isn’t one of the possibilities.

http://files.facepunch.com/garry/home/2014/April/29/20-49/m17d.mp4?_=2

Player Shadow
The player now has a shadow. This happened on accident and we decided we’d keep it in. It does feel quite nice in game, and gives you a greater sense of being there.


http://files.facepunch.com/garry/16_RB4.mp4?_=3

Netcode
The network code is pretty much feature complete now.. and we’re currently testing it. Replacing the netcode might sound like a daunting task, but it turned out to be pretty simple. Early this week we were happily jumping about with other white cubes building campfire bridges.


http://files.facepunch.com/garry/home/2014/April/27/18-11/6.mp4?_=4

One of the big scary systems in the netcode went in this week. The PVS culling system. It’s a pretty simple system in theory. You divide the world up into a grid, then the player only gets information about stuff in the cell he’s in (and the surrounding cells). But there’s a lot of moving parts. You need to account for objects moving from one cell to another, you need to tell players in the cell it left that it’s now gone, and players in the cell it entered that it now exists, and what if a player is subscribed to both cells? You need to account for players moving between cells, you need to send players entering a cell the contents of that cell, you need to tell them to delete the contents of cells they’re leaving. But from tests this seems to have all worked out.

So we got networking working, threw the player models on the players. Now we are at this stage.

http://files.facepunch.com/garry/23_EmA.mp4?_=5

Procedural Maps
Andre is working hard on the procedural maps. They look a bit like the Windows XP desktop background at the moment, but progress is going well. We’re really pleased with it.


http://files.facepunch.com/garry/17_LLM.mp4?_=6

It’s very early days in this development but it’s at a place where I think we’re ready to share it with you. It isn’t finished, there’s a lot we want to explore. This doesn’t rule out specifically made maps, but I think there’s a lot more value for money in this method, where the server owner will generate a map from a seed.. so every server you go on could potentially have a completely different map.



Dan’s Stuff
Dan has been keeping himself busy, as usual.







Alex & Minh’s stuff
Alex and Minh have been doing awesome work this week on the view models. The viewmodels currently use two different rigs. Which make things hard for us. They also all have the hands included in them. There will come a stage at some point where we’ll want to swap the hands out with a different pair. So we’ve been working on unifying the whole system.. which is more work than you would think. But we’re making progress.

The viewmodel system has been changed to use Mechanim too. It was previously using an insane amount of custom code – which we’ve managed to completely make redundant.


http://files.facepunch.com/garry/14_evZ.mp4?_=7

Tom’s Stuff
Tom, desperate to restore his reputation, has been working on a rocket launcher model this week.



Experimental Branch
The experimental branch is on Steam, and you can join it if you want to watch the development. But if you’re more interested in playing Rust I would stick to the current live branch. You might lose your settings and stuff if you switch to the experimental branch and then switch back. But here’s how it’s done.

http://files.facepunch.com/garry/26_ZLt.mp4?_=8

Our plan right now is to port everything back over to the experimental branch until it’s in a playable, feature complete condition. At which point the experimental branch will be the default branch, and the current live branch will be put on a legacy branch. This means you will still be able to play the old branch if you want to. We won’t be forcing anyone onto the new system that don’t want it.

Offline AkiraFudo

  • Fail Member
  • *
  • Post: 2.355
  • Karma: 29
    • My Fragmovie
Re:[Rust] News e aggiornamenti
« Risposta #58 il: Maggio 09, 2014, 14:47:46 pm »
ecco la nuova accetta:

one hit one kill



 :lol!: :lol!:

Ipocrisia portami via

Offline Felixp

  • Dead Member
  • **
  • Post: 4.950
  • Karma: -643
Re:[Rust] News e aggiornamenti
« Risposta #59 il: Maggio 09, 2014, 14:58:39 pm »