Category Archives: Uncategorized

17th Feburgary hotfixes

While we await a fix for the door hacks (notice my clever title for this post), some other things have been hotfixed:
http://playrust.com/17th-feb-update/

There was also this interesting thread on reddit about VAC supposedly collecting DNS data:
http://www.reddit.com/r/technology/comments/1y4za5/steams_vac_now_reads_all_the_domains_you_have/

Hopefully it leads to more legitimate research, and explution of people using hacks/payhacks over the next several weeks.

State of the server.

Hey All –

I just wanted you to know we’re working to move our server onto extremely powerful dedicated hardware this coming week. We are currently in negotiations with our game server provider, and we will be keeping everyone apprised.

Facepunch released two updates this past week. You can see the changes here:

http://playrust.com/11th-feb-update/
http://playrust.com/cheatpunch/

With this in mind, we’ve enabled our server for cheatpunch just yesterday – and it looks to be working out great so far.

Best luck everyone.

Server extended downtime ** NOW RESOLVED **

We’re working with our game server provider to resolve the issue the game server is having.

This case has brought attention some of the game server providers inability to provide adequate and involved support. We are hoping to see services restored by morning based on their current response times.

Hopefully we can avoid changing server hosts; but the feedback they receive from other customers is not that promising.

Thank you for choosing RustZ.com.

** Rust downtime has been resolved. Sleepers has been disabled for 24-48 hours while players log back in after the unexpected downtime **

6th Feb Update

Here is the traditional copy pasta for the newest update!

Zombies Were Removed

nozombies

Yep. We did it. We decided we couldn’t hold off any longer. The longer we keep zombies in – the more complaints we’d get about removing them. We are forcing ourselves to deal with it. We are no longer a zombie survival game! They’ve been replaced with red bears and wolves. You hate them. We know. They’re just plugging a gap for now. All will be revvvealed.

Wildlife Was Improved

wildlifeplus

  • no longer exploitable by walking backwards
  • fears hostile wildlife
  • reacts to gunshots
  • hostile wildlife retreats if it cannot find a path to you
  • wildlife should not jump up and switch to random angles anymore
  • removed white wolf

Resource Objects Were Improved

oreicon

  • added new models for wood & stone resources
  • wood & stone resources change model to indicate their quantity
  • added another stone resource – contains mostly stone

Other Changes

  • fixed bugs with the level (such as rocks intersecting buildings)
  • the ‘oil tank’ area has been modified with cover
  • workbenches make you craft faster when standing next to them
  • added new player animations
  • improved melee attack animations
  • added locked backpacks and lockpicks test ( off by default )
    • when you die your backpack is locked for everyone else but you for a time
    • someone else can use a lockpick tool to bypass this time
    • lockpick tools are a default blueprint
    • you can’t use lockpicks on doors
    • the amount of time the backpack is locked for is per-server and can be set with the command player.backpackLockTime seconds
    • can be turned off by setting player.backpackLockTime to 0
  • footstep sounds will never play the same sound as the one previously played
  • grass textures have been improved

Copypasta regarding newest update!

Update is courtesy of http://playrust.com/friday-features/

Shared Doors

  • You can now set a passcode on a door and share it with other people – Hold E to set the passcode
  • Once they’ve entered the passcode they can open and close the door until you change it.
  • This also works on gates.
  • In addition, you can set a door to be unlocked so anyone can use it without a passcode.

shareddoors_demo

Grass Improvements

  • Grass runs twice as fast as it used to
  • Grass looks way better
  • Grass shouldn’t flicker on ATI cards anymore (but let us know if it does)
  • Grass has improved sound effects

newgrass_demo

Beds & Bags

  • Sleeping bags now reset the use timers of all your other sleeping bags in a 100m radius. This prevents base “zerging”
  • Beds were added! – These can only be placed inside a house with a roof and act like the old sleeping bags did

bed_demo

Other changes and fixes

  • added vsync option
  • rcon now receives msgid 4 containing all console output
  • opening boxes no longer resets decay – old things should actually disappear now
  • added hud indication so you know when you’re voice chatting
  • fixed exploit where mouse sensitivity reduced weapon sway
  • added a delay to repairing objects after they have been damaged
  • metal structures now need metal to repair instead of wood
  • fixed random headshot sound that would happen when shooting near the top of inanimate objects
  • camp fire particles are no longer visible at long range (should help with performance)
  • you can only repair something 5 seconds after it last took damage
  • servers can now be added to favourites by clicking the star on the left

 

Atrium Carceri, the artist who made the initial music we had in the very very early alpha is a pretty cool guy. When we started selling rust we decided to remove his music because we hadn’t worked anything out with him. But recently we talked to him and he decided to make a few tracks inspired by rust as a demo. We’ve put them in game and will listen to the feedback, if you guys like it we will get him to do more! If you’re not a fan of music in games you can always turn it off in the options ( or press pageup )

Rust updated, Jan 9 2014

Rust has been updated to include some new features. The following log is courtesy of http://playrust.com/thursday-patch/

  • fixed open door hack
  • fixed noclipping
  • added revolver – default blueprint
  • removed 9mm pistol as a default blueprint
  • added metal bars you can put in windows
  • quality slider has much more of a significant impact on performance (needs work, maybe tomorrow)
  • disabled cursor hack for linux, which should hopefully fix crazy cursor issues.
  • server -datadir is now used for config files. Server owners should move their cfg folder inside.
  • -datadir default is now “serverdata/”. If not using -datadir previously, server owners should move their saves into the new folder.
  • added server rcon, runs on queryport and uses the same protocol as source servers
  • console now reports an error when command isn’t found
  • console variables now show their values when typed into the console
  • changing a console variable will now print the change
  • ‘ban’ now accepts a second optional argument, reason
  • ‘banid’ now accepts <username> <argument>
  • ‘status’ now shows the connected players
  • ‘banlist’ shows all banned users
  • ‘banlistex’ shows all banned users, with names and reasons
  • ‘removeid’ unbans a user by steamid
  • ‘say’ allows the server admin to talk to all connected clients
  • research kit no longer requires paper
  • research kit has a random amount of uses (1-3)
  • shelters now use a single mesh instead of compound colliders
  • made explosives require metal to craft
  • improved pipe shotgun sound
  • lowered shadow distance to a realistic level, should help with jittery shadows
  • weapon sounds are slightly randomized so each shot isn’t identical to the last
  • stopped looting through walls
  • adjusted clock sycronization
  • fix attempt to ghosting
  • servers start up faster
  • pipe shotgun now visibly ejects a shell on reload
  • bolt action bullets are visible during reload
  • fixed bug where respawning frequently could cause you to get stuck and have to reconnect due to invisible respawn screen.
  • bruteforce rcon guessing is punished

 

Known issues :

  • Laser sight and flashlight have incorrect angles on the Bolt Action Rifle, and the Revolver