[t]http://files.facepunch.com/garry/2014/September/05/2014-09-05_19-56-24.png[/t]
[t]http://files.facepunch.com/garry/2014/September/05/2014-09-05_19-32-52.png[/t]
[t]http://files.facepunch.com/garry/2014/September/05/2014-09-05_20-22-38.png[/t]
I'm so ready. And PVT instantly makes it look so much better.
The helmets fit Rust so perfectly, I am cracking up.
I think for me, Rust is close enough to baseline to give it a try.
Too bad I can't play the Thompson video.
Looks great! Though while I love the idea of armor coverage actually mattering, it seems weird for a [I]coffee can[/I] to be bulletproof.
[QUOTE=Skyward;45900932]Looks great! Though while I love the idea of armor coverage actually mattering, it seems weird for a [I]coffee can[/I] to be bulletproof.[/QUOTE]
The coffee can looks really damn thick though, pretty sure it isn't a common tin can, looks like it's 1 cm thick of iron.
[IMG]http://cloud-4.steampowered.com/ugc/26215831916176923/3CB4A523A6B9301AB368670BE6935B7F17310378/[/IMG]
This reminds me of the Simpsons movie :v:
Wow. It is starting to look like an actual game. Nothing like how it looked a year ago.
will the gold rock be DLC
My wallet is waiting for an answer
Can somebody link me an explanation of PVT? I like the picture examples, but I'm having a hard time pulling up any results of how it works, what it requires, etc. Thanks in advance. <3
[QUOTE=Excalibuurr;45901738][url]http://playrust.com/friday-devblog-21/#more-1413[/url][/QUOTE]
I couldn't find anything on it in that devlog, I may have missed it though...
[del]Is it that terrain texture blending that's based off of heightmaps rather than just creating a blurred line between the two like they're masking each other? so like going from grass texture to rock texture, instead of it just fading from green to grey, the rock texture actually juts out of the rock texture, like real rocks laying on the ground?[/del]
[editline]5th September 2014[/editline]
scratch that, found it, thanks dude!
[url]http://playrust.com/friday-devblog-20/[/url]
You'd think that in a world where you have to craft your own guns/they're very rare you wouldn't want to throw away empty magazines
[QUOTE=EmRA;45902059]You'd think that in a world where you have to craft your own guns/they're very rare you wouldn't want to throw away empty magazines[/QUOTE]
idea: you have to pick up empty magazines after gunfights.
stick around, be efficient, and risk getting shot by the friends of that guy you just murdered?
or scram, avoid another gunfight, and not have anything to hold all your bullets in?
or shoot out from your impenetrable fortress, solving these problems but requiring extensive set-up?
Depth!
[QUOTE=NitronikALT;45901359]will the gold rock be DLC
My wallet is waiting for an answer[/QUOTE]
Hook it into labs.facepunch.com for the gold members :v:
[QUOTE=JXZ;45903181]idea: you have to pick up empty magazines after gunfights.
stick around, be efficient, and risk getting shot by the friends of that guy you just murdered?
or scram, avoid another gunfight, and not have anything to hold all your bullets in?
or shoot out from your impenetrable fortress, solving these problems but requiring extensive set-up?
Depth![/QUOTE]
Why not just put empty mags in your pocket? Optional behavior that you can toggle on and off, increases reload time but means you get to keep your empties
[QUOTE=Maloof?;45903702]Why not just put empty mags in your pocket? Optional behavior that you can toggle on and off, increases reload time but means you get to keep your empties[/QUOTE]
Tap vs. holding reload key perhaps; after all it seems like something you would want to be able to decide on the fly.
I would LOVE a system like Receiver where magazines have to be loaded individually and were given to you in scarce quantities, so finding a new one in the world is a big deal.
What I was thinking was just make the reload animation so he doesn't throw away the magazine.
Dedicated servers? I think it's close to the point for me to jump in.
The SDK for clothing seems like a great idea and it would be really neat to see another developer company other than Valve go that route when it comes to community content creators.
I dont know if this is possible, customizing clothing you devs make, like it could be part of the SDK.
So like that bucket helm I could slap on some clan/community logos I made or something, yet then everyone in the game could see it. Or instead of blue I decided to make my green. Then if you kill them and take the stuff it becomes like its own personal unique trophy.
But then I guess you can have the "problem" of a group of people running around in all pink bucket helmets and metal armor with purple cocks drawn all over it. Dont know how strict you wanna be with the art direction.
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