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KahunaElGrande

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About KahunaElGrande

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  1. Hey Hurtworldians, Along with the wipe we've got a quick hotfix patch for you tonight to settle down some of the more serious tether bugs whilst we work on a more comprehensive fix as part of our Unity 2018 upgrade. Tethers will now snap when exceeding their new force limit which should prevent vehicles flying off at crazy directions when the tether finds itself trying to enforce an impossible to fit constraint. This wipe is optional for community servers. Additionally EAC should now work correctly for all platforms. As always the 'oldversion' beta branch has been set to 0.7.1.2 so you can continue to play on community servers that have not updated yet. Have fun! Changelog Tethers now break when exceeding their force limit All vehicle types are now destroyed when failing their 'out of bounds' check Fixed a null reference issue in the crash system EAC should now load correctly on Mac and Linux clients View the full update entry
  2. KahunaElGrande

    RustExperimentalThe Oil Rig Update

    [rust.facepunch.com] Go to post.[rust.facepunch.com] Changelog Linux uses Vulkan graphics API (-force-vulkan to use Vulkan on Windows) Mac uses Metal graphics API Deep sea waves with crest foam affecting floating physics Water interaction disturbance foam Restored world reflections option Fixed muzzle flash positions Fixed client side corpses sometimes clipping into things Fixed foam showing up near player Fixed flickering on shore, including cases related to TSSAA Fixed overbright caustics and specular occlusion on shore Fixed some occlusion culling frame delays on players, NPCs, ragdolls and impostors Fixed light beams not hiding when lights are distance culled LOD, batching and foliage grids now support twice the terrain size (custom maps & oil rigs) Asset loading is now much faster (total loading time 10% faster on SSD, potentially much more on HDD) Entities are now ordered by distance from the player when they are networked Game log is now always written to output_log.txt in install folder Shore water transition quality Higher-quality high-frequency ocean waves Performance on light-heavy scenes using culling Water junkpile foliage animation now wave-based instead of foliage/wind-based Added instancing to deferred mesh decals Saved 115 MB of system and video memory by reducing some textures View the full update Entry
  3. KahunaElGrande

    HurtworldDev Blog 153

    Hi Hurtworldians! In this detailed dev update, we outline details of the next big content patch as well as a roadmap for the near future of development. Highly recommended read if you're interested in the future of Hurtworld! Check out the full update here: http://hurtworld.com/hurtworld-update-153/View the full update entry
  4. KahunaElGrande

    HurtworldHotfix 0.7.1.2 Is Live!

    Hi Hurtworldians, Tonight's hotfix aims to increase the stability of interactions around tethers and should make things run a little smoother. Change Log Fixed the force position and visuals not matching up on tethers Added a min tether length to prevent flying feedback loop on short tethers on vehicles Fixed a bug where getting forced into a vehicle (or crash vehicle aka tether) would fail and kill you instantly and leave you in an invalid state Fixed not being able to be tethered while holding a heavy slot item View the full update entry
  5. KahunaElGrande

    HurtworldHotfix 0.7.1.1 Is Live!

    Hey Hurtworldians, We're releasing a small hotfix to take care of some issues with the latest 0.7.1.0 patch and reduce false positives in our DDoS protection system. Whilst this patch doesn't make any changes to the tether system yet we realize there are still several bugs and strange behaviours around tethering and will be working on sorting those out next week. As always the 'oldversion' beta branch is hosting 0.7.1.0 so you can continue to play on community servers before they update Changelog Improved DDoS flood detection to reduce false positives Fixed incorrect hitbox setup on land crab mines Removed player collisions with poison traps (they still get triggered, this is just about restricting movement) Tokars now drop poison sacs correctly Improved camera positioning for crash 'vehicle' View the full update entry
  6. KahunaElGrande

    HurtworldPatch 0.7.1.0 Is Live!

    Hi Hurtworldians! Tonight we have our first content patch since the V2 launch. This patch brings the first of the physics toys that should expand ways of interacting with objects out in the world. Tether SystemThis introduces a range of new gameplay opportunities beginning with a way to interact with your enemies in a non lethal way. The first attack with the tether bow will force a hit player into a bound state (similar to falling off a bike) and allow the shooter to drag them around at their leisure. The bound player can be freed by another player cutting the line or the attacker switching weapons from the tether bow. Although this sounds overpowered in a PVP situation, we've made the bow projectile speed very low, making it quite hard to hit anyone with, while consuming expensive arrows. In any scenario where you can capture someone using this weapon, you would likely been able to kill them easily with a cheaper weapon. The bound player always has the option to suicide using the console (F1->kill), which means the worst case scenario you die. In some cases your attackers will set you free or even enrich your gameplay experience by forcing you into slavery of some kind. Once you have a single target tethered, you can bind it to another object by hitting a second "tetherable" physical object. At this point this can include other players or vehicles. There is no limit to the amount of objects that can be tethered together, however the weight will add up the more you want to lift / drag, make sure there is sufficient pulling power to toe your chain of victims across the map. More pulling forces are better than one in cases you want to lift something heavy, combining multiple vehicles towing / lifting will increase your pulling power. CosmeticsWhile we've been busy working on stabilizing the servers against DDOS attacks and garbage collection spikes, our art team have been heavily expanding our gear cosmetics to replace a bunch of placeholder gear with more application specific looks as well as tons of hats and masks to ensure no two players look the same. TrapsAll the traps from legacy have had a revamp and been brought into V2 along with all new fake sleepers, fake loot crates and fake air drops to bait your opponents into ambushes or just kill them outright. All this with a ton of bug fixes and improvements. See the changelog for a breakdown. Happy hunting Change Log Added new tethering system and tether bow item for tying players and vehicles together with rope Added several new vanity items (these items have no gameplay stats and are visual only) Added new 'Rebel' gear set replacing several items from the heat protection progression The combat helmet has been converted into a vanity item Added fake sleeper traps, these will explode when destroyed Added fake airdrop trap, these will call in an airdrop when placed, the cargo crate from this airdrop will explode when interacted with Landcrab mines, medusa vines and poison traps are returning from legacy Poison trap overhauled so it no longer destroys itself when triggered, instead it will need to be disassembled with a machine wrench Crosshair hit markers are now activated by the server rather than being client predicted (seeing a non-blue hit marker should now always be a reliable hit) Succulent plants and sunscreen are returning from legacy Inactive item transitions now also have a progress bar so falloff progress can be tracked Added irradiated owrong seeds as a new item transition from owrong seeds Plugged up several rock cave base locations in Nullius Fixed regressions in balance changes (Mozzy insurance cost and pistol rate of fire are now fixed again) Fixed machines not being irradiated properly Fixed TimedEffectZones trying to affect destroyed entities Fixed a potential null reference exception in MapComponentMarker Fixed Mozzys not consuming fuel properly View the full update entry
  7. KahunaElGrande

    7DaystoDieAlpha 17.2 Is Out!

    We’ve just released Alpha 17.2 B27 with many fixes, changes and some great new game options. Alpha 17.2 Release Notes [7daystodie.com] View the full update entry
  8. KahunaElGrande

    HurtworldHotfix 0.7.0.13 Is Live!

    Hey Hurtworldians, Just a quick hotfix for this afternoon to update our EasyAntiCheat integration, all saves are still compatible and no wipes are required. As always 0.7.0.12 will be hosted on the 'oldversion' beta branch so you can continue to play on community servers that have not updated yet.View the full update entry
  9. KahunaElGrande

    7DaystoDieAlpha 17.2 b27 experimental is out

    Alpha 17.2 b27 experimental is out: https://7daystodie.com/forums/showthread.php?110709-Alpha-17-2-Experimental-B27-bug-reporting-thread View the full update entry
  10. KahunaElGrande

    HurtworldHotfix 0.7.0.12 Is Live!

    Hi Hurtworldians! Hotfix 0.7.0.12 is now live. Tonight's hotfix furthers our push in the war against DDOS attacks. While the attacks keep getting smarter and adapting to our network protocols, we believe we are patching out the last of the holes that allow targeted attacks to effectively bring down servers. This patch adds a new layer that allows the game process to pass IP addresses to the operating system to implement firewall filtering and free up the Hurtworld main thread from dealing with malicious packets. Server owners will find a new handle_ddos_ip.sh / handle_ddos_ip.bat in the server builds that will be called with an IP address as a parameter whenever the server process detects excessive data from a specific IP address. It is up to each server owner to configure this script to block the IP permanently / temporarily and will change greatly depending on OS configuration. Another powerful use for this would be calling out to your ISP's hardware firewall API and blocking the IPs from there (I know OVH supports this). We are currently working on an IPSet/IPTables implementation example for linux servers that we will push out in the next couple days. In the meantime competent server admins should be able to work filtering out.View the full update entry
  11. hi buddy, could you send a invite of the discord channel related to this website?

  12. KahunaElGrande

    HurtworldDev Update 152

    Hi Hurtworldians! In this weeks dev update we check out some new gear, outline our plans for the next patch and unveil the flagship feature of our first V2 content patch which we're really excited about: Physics Tethers Check out the full update here: http://hurtworld.com/hurtworld-update-152/View the full update entry
  13. Hey Hurtworldians, We've delayed the major content patch until the next wipe (28th Feb, more info on this in our next devblog coming very soon) but have got a hotfix patch with some important bugfixes for you instead. Official servers are also wiping with this patch but community servers can make their own decision as saves are still compatible. As always the 'oldversion' beta branch is hosting 0.7.0.10 so you can continue to play on community servers until they update. Full Changelog Improved camera collision detection again to stop players peeking into bases Fixed construction placement validation volumes on several construction pieces Fixed some layout issues in clan UI Added an extra player volume to sleepers so construction validation checks against them are identical to players Items with durability can no longer be recycled Halved Beretta 9mm Pistol fire rate Fixed players occasionally respawning at vehicles instead of their chosen respawn point Added a vertical offset to crash vehicle camera to stop it colliding with the ground when rolling (makes camera much smoother when crashing) Fixed ammo UI being cutoff for some languages Fixed Mozzy claiming not consuming the amber cost Fixed Mozzy sounds playing at incorrect times View the full update entry
  14. KahunaElGrande

    HurtworldHotfix 0.7.0.10 Is Live!

    Hi Hurtworldians, After a fair bit of chaos over the weekend where all our official servers were hit by a coordinated DDOS attack specifically designed to exploit a vulnerability in the network middle-ware we use, all official servers are back online and immune to the weekends attacks. All servers should be in the same state they were at the start of the attacks yesterday with no decay or amber consumption from stakes. We apologise for the downtime, and we are pretty confident that this vulnerability is now fixed and should make our official and community servers much more robust. Thanks for hanging in there with us. Change Log: Big improvements to targeted DDOS attack protection Fixed Emote crouch bypassing stand up check and being used to get into rocks View the full update entry
  15. Alpha 17.2 Experimental B20 is out read more here! Alpha 17.2 Experimental B20 is out! [7daystodie.com] View the full update entry
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