Tag Archives: update

Status Report

I don’t know whether we’ll get an update out this week. We’re going to Seattle to Steam Dev Days. Please don’t take that to mean that we’re rich now so we’re abandoning Rust in favor of jetsetting around the world. We’re doing it for you guys! In the meantime, here’s some stuff that is important to us – that we will be working on and thinking about.

Sales and Online Players

Sales have been strong. Stronger than strong. We really have been knocked on our arses by sales. Our plan was to release the alpha on to Steam in a low-key way and slowly build up steam until the game was in a decent state. But our player counts have exploded our wildest dreams.

So we’ve obviously felt a bit shell-shocked by the popularity explosion we’ve seen and it’s scrambled our plans a bit. We’ve had to work with GSP’s to bring more servers online – and make them more manageable via RCON and stuff. This is something we didn’t think we’d have to do for a while because we thought we’d only need about 10 servers. Then we had the DDOS issues – which has taken a week or two to get past (we’re still seeing residual attacks on individual servers/websites – but for the most part they seem to have subsided).

So thanks to everyone that has joined us on our journey so far. We’re going to be working hard to help you justify spending that $20 on our early alpha game and hope you enjoy the progress we make over the coming year.


Well over 1,000 people have been VAC banned from Rust for cheating. We have also done a lot of work on both the client and server to make some cheats impossible. That’s not to say that cheating is eradicated. That’ll never happen. Even if we somehow manage to totally stop software based cheats.. people will still be wrapping dental floss around their monitor to form a crude crosshair.

But it should now be pretty clear and obvious to people that VAC is active and if you cheat you stand a good chance of being banned. So don’t.

We have been looking at other cheat solutions. Things like Punkbuster don’t really appeal to us. We don’t like the idea of forcing you guys install a cheat client on your PC to play Rust. Especially since VAC is already installed and works just as well. There are serverside solutions like Fairfight – which do appeal.. but we’re not so sure of their effectiveness or accuracy. The last thing we want to do is ban legitimate hard working players. It’s an area we will continue to test and review.

Client Performance

It pains us to see people posting videos and screenshots of Rust with the grass turned off. They are obviously doing this for performance reasons – and if it gained us 20fps extra we’d turn it off too.

Performance is something we’re keeping a close eye on and looking for opportunities to improve FPS at every turn.

Server Performance

It’s not something that most of you have probably noticed or even care about. 128 player servers run kind of great. 256 player servers are pushing it. 512 player servers are non existent (I don’t think Steam technically even supports them). Server performance is something we hope to work on and improve.

The problems probably aren’t apparent when you join a freshly made server.. but once the server has about 50,000+ structures it will start to get laggy – and we’ll start to see periods of unresponsiveness. We’re going to have to put some tools together to catch and log these hitches and hopefully get them fixed.

Linux & Mac

Getting Linux and Mac working just as well as their PC versions is another one of our top priorities. It’s important to realize that because we’re using Unity our hands are tied in a lot of ways here. If something runs great on Windows, but runs like crap on Linux – our options are pretty limited because all the workings are on Unity’s side of the engine. In fact most of the time our best and only option is to turn that feature off on that platform. This isn’t a great solution because you don’t want to play a game with crippled graphics.

Mac users account for around 3% of our purchases and 2% of our online players. To us that means that 33% of those players either can’t start the game or aren’t enjoying the performance of it. We’re aware that some mac users can’t play the game and this is one of our top priorities.

Linux users account for 0.4% of our sales and 0.2% of our online players. Similarly to Mac, we’re losing half the users somewhere – we have work to do here.

Defending Yourself

Defense is something we talk about a lot internally. We have a lot of offense.. weapons, grenades, explosives. The only defense we have right now are doors and spikey fence. It’s obvious that there’s a gap here that needs filling. Especially when defending unoccupied homes.

When developing this gap we need to keep in mind that people are crafty and will find a way to work around it. They’ll build stairs over a fence. They’ll put a sleeping bag outside the base so when they die they can respawn there, pick up their weapons and carry on. We want to avoid adding systems to dissuade these types of behavior. If anything they should be rewarded – because they’re finding their own solutions to problems. We want to find solutions that allow the defending players to find innovative solutions to attacks. Ideally solutions that don’t involve putting a million doors in your house, or building a maze around it.

Playing with Friends

One of the most requested features, with 575 votes on trello is shared door access. This is a no brainer for us and reveals that people really want to play with their friends. They want their friends to share their house. They want to work with their friends to defend their house.

Helping people to find, recognize and work with their friends is something we try to weigh into every decision we make. For example – if you and a friend are building a house together.. who controls the house? Should just the builder of a wall be able to rip it down easily – or all of his friends too? If we help people cooperate better – maybe there will be less murders.

Removing Zombies

Helk was meant to remove Zombies before we released on Steam. That never happened. The sooner we remove them the less people will miss them.

We don’t know whether we’re actually going to have to replace them further down the line. It’s not something we want to rush into. Reskinning them so they’re ‘mutants’ instead of ‘zombies’ goes against the whole point of removing them in the first place (which is: we’re not a dayz clone anymore).

Console Release

A console release isn’t out of the question. But it’s not something we’re going to be dedicating lots of time to right now.

Player Customization

We skipped this completely on the first run at the player model because we just wanted something that worked. Customizable faces, beards, hair is something we’re in early talks about. It’s not as huge priority as other stuff on this list – but it’s something we’re basing decisions on.


New Patch!

We’ve got a patch for you that contains a tonne of fixes but also some new content for you to enjoy, check out the change list :

  • 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 – Putting a silencer on the weapon in addition will solve this problem for now


In Addition we’re wiping all official servers to get rid of all the duped items now that we’ve fixed that issue


DayZ: Three Weeks On the Road

The DayZ Alpha is available for early adopters from Steam for 23.99 Euros. Please be aware that our Early Access offer is a representation of our core pillars, and the framework we have created around them. It’s a work in progress and therefore contains a variety of bugs. We strongly advise you not to buy and play the game at this stage unless you clearly understand what Early Access means and are interested in participating in the ongoing development cycle. Please keep in mind that we do not expect to reach Beta status sooner than the end of 2014.

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Update: New Matchmaking & Maps

Today’s update includes two maps (de_vertigo and ar_monastery), a wide range of fixes, and an overhaul of the matchmaking for the Classic Competitive mode.

Update: New Matchmaking & Maps
1 OCT 2012 –

Today’s update includes two maps (de_vertigo and ar_monastery), a wide range of fixes, and an overhaul of the matchmaking for the Classic Competitive mode.

Matchmaking FAQ

To get you started with the first version of the revamped Classic Competitive mode, here are answers to some common questions about the system:

What’s different in Classic Competitive?
Up until today all of the game modes have used a ‘Join in Progress’ matchmaking system. As of today, Classic Competitive will use a ‘Queue’ matchmaking system.
When you search for a Competitive game, either from the Find a Game menu or the Play with Friends menu, you will be put in a queue. When we identify 10 compatible players then your match will start. If you get disconnected then you should use the Reconnect button on the main menu. We’ll be monitoring and tuning the system over the time.

How do I begin a Competitive match?
There are two easy ways to get into a match. If you’re playing on your own, just use the standard “Find A Game” option and choose the Classic Competitive mode. You’ll automatically be added to the queue and will join a match as soon as one is ready.
If you’re looking to join a match with a larger group, choose the “Play With Friends” option and invite up to four additional teammates. You’ll join a queue together and will enter a match on the same team.

What happens if I disconnect?
If you disconnect from your match then you can rejoin the in-progress match from the CS:GO main menu. You also have the option to abandon your match, although this is considered poor sportsmanship and is recorded.

What happens if I abandon my match?
If you abandon a match then Classic Competitive will be unavailable for 30 minutes.

Is it possible to join a match in progress?
Only if it’s a match that you previously disconnected from. Otherwise the only way to enter a Classic Competitive match is from the start, using one of the methods mentioned above.

Can I invite my friends into a Classic Competitive match?
You can invite friends into your pre-game lobby using the Play With Friends menu item but you cannot invite friends into a match after it has started.

In Classic Competitive, can I pick which side I play on? (T or CT)
No. When a match begins, you will be assigned to a team (if you join with your friends, you will all be on the same team). After 15 rounds the teams switch sides, so you will always have the opportunity to play both sides of a map.

How does the match end?
Matches are best-of-30, and end either when one team wins 16 rounds, or all 30 rounds are played.

Can we vote in Classic Competitive?
The only vote option available in Classic Competitive is ‘Kick player.’ At the end of the match you’ll be presented with a vote to ‘rematch,’ which requires 10 votes to pass. If any one player abandons the match, the option to rematch won’t be presented.
How does my Elo score factor into the new matchmaking?

We’ll be recalibrating Elo in the coming weeks and are temporarily removing it from the UI. As we recalibrate, we’ll be matching players of all skills to collect better data and test various Elo models.


August 10th Update

When pre-purchasing began earlier this week, we posted change notes for a future update. That update is live now, and it contains several features and adjustments that were added since Tuesday. These new changes are primarily focused on the community and players who prefer larger servers.

To help players discover new community servers, the main menu now includes a Community Quick-Play option, and the community server browser can now be accessed from both the main menu and the in-game pause menu.

Meanwhile, our official servers now support up to 20 players. To accommodate the larger number of players, the new scoreboard and the mini scoreboard both support up to 24 players. Team select screens have also been adjusted to show avatars and names for up to 24 players.

The additional change notes are below. Please test the update, and make sure to hit the forums and let us know what you think!


-The max penetration distance has been increased to 7.5 feet.


-Dust 2
o Extended fade distance on mid-barrels to prevent double door snipers from seeing through them. Thanks, VeryGames.


-Crossfade from “near” gunfire to “distant” gunfire is now smooth, fixing the bug wherein distant sounds first got quieter then louder the further they were from the listener
o Added exponential function to the “near” / “distant” crossfade operators.
o “distant” weapon fire mix group has been increased significantly to offset the reduction in decibel levels.
-Added “pow” function to math operator to facilitate non-linear crossfades in operator stacks.
-Added a parameter that discounts “player sound” status when determining the distance of a sound that is currently hardcoded into the operators system (“source 1″ legacy).. “force_not_player_sound”
-Changed all of the new sounds spatialization options to use the following denial test if(sv.IsActive() && !sv_cheats.GetBool())
o This prevents players from changing their settings during a non-cheat enabled game but allows them to tweak them during a cheat enabled game.
-Fixed a bug that was always playing the AK47 sounds from the same location
-Famas – lengthened sound to smooth the 3 shot burst
-Small edit to the ak47_shoot, rate at beginning of wave lengthened and pitch slightly lowered in this area as well.
-Scoreboard update
o Now accommodates 24 players.
o Scoreboard no longer hides all other UI elements.
o Fixed Z order for a variety of panels which now allows the chat to draw on top of the scoreboard.
o MVP stars are now broken out in the scoreboard.
o Added ping column.
o Added dollar signs to the scoreboard elements that are represented in dollars.
o Fixed other players showing your local clan tag on their target id name.
o The server name now shows in the scoreboard.
o Showing Elo brackets in scoreboard for casual mode.
o Added Cost per Kill column to the scoreboard.
– Added Community Quick-Play button to PLAY sub menu.
– Made HUD team color adjustments to make them more uniform.
– Created an additional function to set team colors for “additive” drawing because different HUD elements used the same color values, but rendered them differently.
– Fixed the chat panel to more-or-less match the position of the voice/info panel.
– Added the Community Server Browser to the Ingame menu under the title “Browse Community Servers”
– Added a content warning message before displaying Server Browser.
– Chat UI update:
o Made the in-game chat window smaller.
o Fixed the scroll bar on the ingame chat.
o Chat input UI now makes a sound when too many characters have been typed.
o Updated the max number of characters to be1024.
o Allow numpad ENTER key to close the chat window.
-Added keybindings to ‘Autobuy’ and ‘Rebuy Previou’s.
-Shortened binding label “ESCAPE” to “ESC”.
-Added keybinding to buy menu’s ‘CLOSE’.
-Added the ‘Dust Mission’ to the match set up carousel.
-The mini scoreboard now supports up to 24 players.
-The mini scoreboard now uses the server’s num players instead of being hard coded.
-Modified scrollable player/map list in “Call Vote” panel.
-Made scrolling thumbs bigger.
-Modified scrollbar buttons to be more like standard buttons.
-Update to Choose Team screen:
o Screen can now show up to 24 players.
o Added names to the avatars on the team select screen.
-Fixed the radio panel to position correctly under the money panel again, but will never overlap the health panel regardless of screen res or safezone settings.

Bug Fixes

-Removing this convar [ CSGO – sv_allow_lobby_connect_only ]  for CSGO build, since we would like lobbies to always be associated with servers for community matchmaking.
-Removed setting of maxplayers before every session.
-Disabled maxplayers command, server now sets min/max/default maxplayers based on server.dll
-The game now forces extra spectator slots to 2.
-Kick a bot that a player is controlling now reverts the player to essentially display as alive. -However, their stats still do not change until they are alive again properly
-Better logging info when a file fails the sv_pure check.
-Added support for the chat to use the same rules for chat visibility as is used for voice audibility.
-Disabled mode-based restrictions on showing Elo rank in scoreboard.
-Fix for vote UI having incorrect maps listed if the server runs custom map groups.
-Fixed some HUD elements not getting scaled properly.
-Play With Friends update:
o Hooked up Steam page button.
o Made mouse click get correct IDs for Invite and Join states.
o Made Join states show correctly.
o Removed team play option.
o Fixed the toggle for Private / Public option.
o Fix for the Kick player function.
o Kick now shows the correct ‘kicked’ text string.
-Fixed an issue where tracers were coming from the wrong spot when spectating.
-Now return correct number of max human players for server browser and master servers.


-Added a convar:mm_session_search_distance which allows us to bump session search distance to be able to find lobbies on Steam Beta (set to >=1).
-Fixed the search to not use -1 for numSlots, to not use a filter on numSlots and to not use bypasslobby, but rather use game state filter.
-Fixed dedicated server reporting numSlots no greater than 16 even when running PC casual with 20 slots, will still need to do client-side work to not stomp that value.
-Fixed a bug where Korean characters could not be typed in chat.
-Fixed several bugs with session slots:
o When transitioning from PWF lobby to an official dedicated server we increase members limit to 20.
 o Dedicated servers now report numSlots representing max human players
– Session created based on information from direct connect to community server will now preserve number of slots defined by the community server.
-Fixed a memory leak for searches that produce no results from play with friends.  Message information about no results available only shows for community quick play, otherwise a new game is created without notifying user about it.
– Fixed number of slots not getting correctly set when auto creating a new game from an official matchmaking search that didn’t return any results.
-PWF happens only on official or listen servers.  Play with friends now finds a dedicated server for public game correctly. 

Community Support

-Added a callback into server.dll that can send client messages before engine advances sign on state to connected state. This lets server to pass data to client before client starts loading map and precaching models.
 -CSGO will send information about viewmodels and player models, max players and maplist down to clients since clients do not necessarily have info about mapgroup and map played by the server.
-Community quick play search will no longer attempt to create a new lobby if it fails to find an existing lobby to join.