Rust and Bones - (v1.5) Mar/23

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BLSZDOOM
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Re: Rust and Bones - (v1.3) Mar/15

Post by BLSZDOOM »

AliciaPendragon wrote: Sat Mar 15, 2025 6:55 pm Any chance you'll add an upgrade for the revolver, super shotgun and machine gun

alongside maybe a rare chance to find a plasma rifle and/or bfg?
i second this
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Dr_Cosmobyte
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Re: Rust and Bones - (v1.2) Mar/09

Post by Dr_Cosmobyte »

-Ghost- wrote: Wed Mar 12, 2025 9:05 pm Do you think you'll add more upgrades/extra weapons as time goes on? Would be cool to get a more tactical rifle as a rarer upgrade kind of like the Hunting Shotgun.
AliciaPendragon wrote: Sat Mar 15, 2025 6:55 pm Any chance you'll add an upgrade for the revolver, super shotgun and machine gun

alongside maybe a rare chance to find a plasma rifle and/or bfg?
BLSZDOOM wrote: Sun Mar 16, 2025 1:02 pm i second this
I know, i know. It's cool to have a lot of guns. I have a few things in mind, but i don't see much more than one or two weapons being added to the roster. I think the arsenal is pretty big as it is. For a short answer, i have nothing in mind now, but let's wait and see.

EDIT:

To avoid letting people curious about how the new water effects look:



I was inspired by HEXERETICDoom and his Heretic fantasy mod. I gathered the Shadow Warrior water textures and edited all the 15 of them to make them translucent and add a ground from Hexen below it. That'll be mentioned on the credits list on v1.4.
Last edited by Dr_Cosmobyte on Sun Mar 16, 2025 8:55 pm, edited 1 time in total.
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Max Dickings
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Re: Rust and Bones - (v1.3) Mar/15

Post by Max Dickings »

Ooh, neat! Love interactivity with the environments!

Also love the new HUD, the revolver damage boost is surprising but welcome - I think its a perfect weapon/sidearm at the moment. I personally like it currently always using speedloaders, I find that single loading vs speedloading in games (helldivers 2 for example) just encourages firing off rounds needlessly to gain the speed boost of a speedloader.

Also if its any consolation I'd have to agree I like the current amount of weapons, I find too many weapons just make the game feel more bloated. (Hot take) I think a good example of this is Project Brutality. Love the enemies, but having 5'ish weapons per slot with 3'ish functions each just a bit much. However, I think upgrades are a different story, but as-is I'm absolutely loving its current state!
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-Ghost-
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Re: Rust and Bones - (v1.3) Mar/15

Post by -Ghost- »

Max Dickings wrote: Sun Mar 16, 2025 6:27 pm Ooh, neat! Love interactivity with the environments!

Also love the new HUD, the revolver damage boost is surprising but welcome - I think its a perfect weapon/sidearm at the moment. I personally like it currently always using speedloaders, I find that single loading vs speedloading in games (helldivers 2 for example) just encourages firing off rounds needlessly to gain the speed boost of a speedloader.

Also if its any consolation I'd have to agree I like the current amount of weapons, I find too many weapons just make the game feel more bloated. (Hot take) I think a good example of this is Project Brutality. Love the enemies, but having 5'ish weapons per slot with 3'ish functions each just a bit much. However, I think upgrades are a different story, but as-is I'm absolutely loving its current state!
Yeah, I'd think of it more as a replacement for the prior weapon so it makes more sense than carrying around 4-5 shotguns, 3 full rifles, etc. More gear and items are always welcome too!
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Dr_Cosmobyte
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Re: Rust and Bones - (v1.4) Mar/17

Post by Dr_Cosmobyte »

Mod was updated to v1.4!

I wasn't meant to update it so soon, but i forgot some essential credits, and if you played the mod for longer than 10 minutes, you realized the keys placement was going over the health bars.

Here's the changelog:
- Small sound tweaks in the knife;
- Fixed keys on the HUD covering the bars;
- Fixed column prop not having bright lights;
- Fixed missing sprites of the XDeath mugshot;
- Added a secondary bright point to the normal lamp;
- Hunting shotgun now chambers a round after loading (Thanks to TheRailgunner);
Unless any of you find a game breaking bug, this will be a stalling point for now! Enjoy!
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Dr_Cosmobyte
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Re: Rust and Bones - (v1.5) Mar/23

Post by Dr_Cosmobyte »

Hey there, here's another small, but very welcoming update for this mod! Enjoy!

23/03 (v1.5)

- HUD reworked by JCDenton (supports all resolutions now);
- Added a decal to the knife slash;
- New sounds for the Rifle fire and bolt by Heretic;
- New sounds for the Grenade Launcher reload by Heretic;
- New sounds for the Hunting Shotgun fire and bolt by Heretic;
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caironighttime
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Re: Rust and Bones - (v1.5) Mar/23

Post by caironighttime »

Great mod. One thing I'd like to see is an optional Condemned-style ammo system, needing to hold down R to see the remaining bullets in the mag.
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Re: Rust and Bones - (v1.5) Mar/23

Post by Grimthwacker »

When I try to launch with the mod I get nothing but a black screen. I can hear the sound effects when selecting things but can't get any visuals to appear.
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Dr_Cosmobyte
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Re: Rust and Bones - (v1.5) Mar/23

Post by Dr_Cosmobyte »

Unfortunately this happens with all my mods as of late. I haven't changed anything in my TITLEMAPS in the last 7 years. It's a renderer problem.



So this is what i can recommend: Try another sourceport, try opening the console, or even spamming enter for starting the game, or even, changing your rendering settings to Vulkan. One of these options should work.
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