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11:20am
Community Announcements - Nelson Sexton
Hello!

In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which is not currently on the public branch. 3.0 refers to said upcoming update, and 2.0 to the existing version of the game. Just to be clear: the following features are in 3.0, not 2.0.

The test map for 3.0 is now done:


The last few days I've just been polishing it a bit and working on some potential performance issues, but for the most part it's going to be what you play on. Many other things have changed from the last post as well such as hundreds of new models, proper loading screens, character options, etc.

You can now view my to-do list on Trello, although keep in mind that things are constantly being added/removed throughout each day as I work. Most likely the early preview branch will become available sometime next week.

Thanks for reading!
Community Announcements - Nelson Sexton
Hello!

In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which is not currently on the public branch. 3.0 refers to said upcoming update, and 2.0 to the existing version of the game. Just to be clear: the following features are in 3.0, not 2.0.

The past couple days several thousand of you showed up the the development streams and provided amazing feedback to help shape the initial test level for 3.0:


One highly requested change is that the levels become more apocalyptic, so the map is experimenting with things like overgrowth, wreckage and broken objects. This should also provide interesting new gameplay aspects like climbing through the wreckage of destroyed buildings.

Some other huge new changes are related to the amount of detail in the level: there shouldn't be as much repetition of assets (for example seeing the same house all over P.E.I) and the amount of object clutter is much higher and interesting.

It seems that school is turning out to be more busy than I expected, but hopefully everything will stabilize soon. In the mean time I'll be working on this map when I can, and occasionally streaming to get more ideas from you guys. You can expect the next news post once the map is nearing completion.

Thanks for reading!
Community Announcements - Nelson Sexton
Hello!

Tomorrow (Sunday 7/9/14) I'll be streaming work on the 3.0 test map starting at 2:00 PM Mountain Time on my Twitch.TV channel! I'll be doing my best to respond to all the questions in chat, and the entire design of the level will be dictated by those of you that show up!

Today's community feature is FC's FANTASTIC dune buggy advertisement:
http://youtu.be/sYADXTpq1Wo

Thanks for reading!
Sep 2
Community Announcements - Nelson Sexton
Hello!

In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which is not currently on the public branch. 3.0 refers to said upcoming update, and 2.0 to the existing version of the game. Just to be clear: the following features are in 3.0, not 2.0.

The last few days I've been working on getting all of the functionality into the main menu with some of the following key new features:

(The menu is not finalized and will likely change dramatically over the next few months, but for now it's structured similarly to the editor interface.)

-After posting a query on twitter the majority of community suggested specialty ideas are now in, but for now I'm staying away from things like military/bandit/police classes.

-If you have a Gold account you now have complete control over your hair/skin colors with RGB inputs.

-You can choose from a list of resolutions now rather than dragging a slider. If people want the slider can make a return in accompaniment to the list, however.

-The server list is available underneath the Play menu. Some things such as filters and icons still need to implemented for this.

I was originally planning to have a video for you today, but this post is sort of last minute and it turns out school actually starts tomorrow! Fortunately I think that school will re-motivate me to get more stuff done for Unturned, as lately I've been slacking off playing some other games. : )

The next several days I'll be focusing on improving gameplay. You can expect more news on Friday.

There was a minor patch today to 2.0, it fixed a few things as well as an exploit with garage doors.

Thanks for reading!
Community Announcements - Nelson Sexton
Hello!

In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch.

To start off here's my approximate list of things to do before 3.0 testing comes out:
- Fully implement the main menu. (Actual resolution options instead of a slider, anyone?)
- Finish off existing content.
- Add enough assets for a simple test map/town.
- Add audio to everything.
- Build the test map on stream.
- Private tests to find major bugs.
- Public tests on the preview branch mid-September.

That said, new things could pop up, but hopefully that gives you a bit of an idea of what has to happen before you can first try 3.0. Here's some of the things I worked on over the last few days:

More assets are available in the editor all with more fidelity to them such as windowsills and crosswalk lines:

It'll be nice to have houses with realistic numbers of rooms, and even the possibility of dynamic objects such as lights, windows and doors.

The trees are now much more optimized, tested with 16,000 destructible trees on the 64km² map:

The technique used is now an integral part of the networking so that every other aspect of the game can be adopted into it, allowing for much higher numbers of objects!

Most of the other stuff is optimization and infrastructure, but I promise the next post will have more to properly show you! (Perhaps another video?) You can expect news about the 3.0 menu on Tuesday.

Today's community feature is Killsinoo's animation:
http://youtu.be/GFzZQaWc6kU

Thanks for reading!
Community Announcements - Nelson Sexton
Hello!

In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch.

Edit: It seems something messed up and the video is quite low resolution, but hopefully any future videos should turn out better.

Here's a video of the 3.0 editor in action and some information on initial release:
http://youtu.be/TQy9Os23oWc
A lot of features in that video are actually newly added in the last few days such as texture painting, copy/pasting objects and adjusting the sun color. One thing not shown is the new fog shader that makes fog accumulate closer to the ground adding a more eerie effect when standing on hills.

The new few days I'll be working on wrapping up all the currently implemented game mechanics in 3.0, and you can expect more news on Saturday.

Thanks for reading!
Aug 24
Community Announcements - Nelson Sexton
Hello!

In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch.

The last few days I've been working on polishing existing features as well as the introduction of the resource and spawn table tools:

-You can now build up loot tables for your levels by adding a table, creating tiers for it and then assigning items to the tiers. You completely control the percentage chances of each tier per spawn, and can then place nodes representing tables around the level!


-You can import trees into the terrain tool and generate them onto the terrain automatically checking to make sure they aren't in places they shouldn't be. The physics are also in place to allow you to actually fell a tree when you chop it! Currently the trees need optimizing for the 64km² map, but I'll do that over the next few days.

-It's now possible to create maps as small as 500x500 meters which will allow groups to create clan headquarters, or even a stronghold base!

-Items can have a "quality" attribute applied to them that represents their current wear and tear. A rotten fruit, for example, would now just be a normal fruit with a low quality value, or an ax could eventually become so battle-scarred that it needs maintenance. This will allow a repairing skill to be implemented. (More below.)

-All of the level related files take up a fraction of the size, however this upgrade still needs to be done to player data.

-I built a new tool directly into Unity that creates OSX/Windows builds, splits out the shared content and uploads to Steamworks. This should bring patch times down significantly from ~30 minutes to ~5 and reduce bandwidth for Valve! (Since files used in Windows and OSX are now put together.)

The rest of the changes aren't very interesting, so I would like to bring up a topic for discussion: character specialties:

Character specialties will allow each character you create to have a unique skill tree that nobody else can perform. A mechanic, for example, would be significantly better at repairing items. They could also lend special abilities such as doctors using medical supplies on other players for increased healing, or chefs being able to craft proper meals rather than eating individual ingredients.

In my opinion this will make PvE more fun, increase replayability and reduce kill on sight mentality because there is a reason to take people hostage. What are your thoughts? Let me know in the comments!

The editor related things are so close to completion that the next few days I shall focus solely on them, such as the aforementioned tree optimizations. You can expect more news on Wednesday, and perhaps a video of the editor in action!

You may have noticed a small patch to 2.0 last night, it was a few fixes to help prevent some cheats.

Thanks for reading!
Aug 21
Community Announcements - Nelson Sexton
Hello!

In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch.

These past several days I've been working on some huge improvements to the day/night, roads/objects and inventory systems:

-You now have complete control over the day/night cycle with the editor, the cycle looks nicer and moon stages are supported. (Zombies will be affected by the full moon!) The time in the editor is represented from 0-1 so on your server you can decide how long the day should be and what time it currently is.



-The road tool is in and very useful, I wish I had it for the roads on PEI! It allows you to use any road texture you want and produce paths that conform to the terrain. You can even adjust it to suit things like 4 lane highways and train tracks!


-Objects can now be imported through the editor and spawned into the level.

-Items have physics now which is possible due to the new way servers handle them. You can literally have a loot pile in your base!

-While still be expanded on, the inventory is way better than it was on Monday! Item icons are now rendered from the actual model which means you can see your attachments even in the inventory screen, as well as the ability to scale for any use. Please post any ideas you have for how to make it better in the comments!


The next few days I'll be working on cleaning up existing features, adding the ability to create loot tables as well as harvesting resources. You can expect more news on Sunday. (Swapped "news" with "update" because it was confusing.)

I'd also like to respond to questions about the next development livestream: Once all the editor functionality is in and the initial preview features are ready I'll be streaming the work behind the test map so that you can see how it works, etc.

Thanks for reading!
Community Announcements - Nelson Sexton
Hello!

In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch.

The last few days I've been worked on the following new things:

-The public editor supports 8 ground materials (2 splatmaps) at a time now with 4x the resolution, as well as the abilities to mark which ones should have grass and rock details on them. The details tab allows you to configure all your grass and rocks.


-The inventory has gone from a slot-based system on Friday to an entirely new grid-based system today! It allows you to store items in your clothes that have storage, and will add a whole new dynamic to looting. The UI is completely placeholder, however, and I'll be working on some new aspects for it over the next few days.


-Rather than only having one character you can now create several and customize each one individually with a name, appearance and specialty. Gold members get extra character slots!

-Every player on the server gets allocated a unique 16-bit identity that will making moderating even easier because it is associated with your SteamID, username, etc. This means someone can report a player by username, and even if the offending player leaves the host can easily look them up and investigate them.

The next several days I'll be working on improving the inventory even more, upgrading the day/night cycle and adding the ability to construct roads/buildings in the editor! (Right now that new barn was directly imported.) You can expect the next update on Thursday.

Thanks for reading!
Community Announcements - Nelson Sexton
Hello!

In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch.

To start off I'd like to address fears that your 2.0 savedata is going to be lost: 3.0 is going to on a Preview branch to start off (Sometime in the next few weeks or so?), and once it's fully complete it will swap places with 2.0. You'll have the choice to play the default 3.0 experience, or swap to a "Classic" branch that still has 2.0 and all your savedata.

This past week I've implemented a ton of core functionality into 3.0, and shifted the scope of the project towards not only the features in the header, but trying to improve the issues people have with 2.0 by doing things that couldn't happen in the existing framework:


It's now possible to wear a hat, glasses, mask, backpack, vest, shirt and pants all at the same time. This will allow you to wear your nightvision goggles at the same time as your hat, which was has been a highly requested feature in 2.0 for a long time. Hair and beards aren't in yet, but once they are you'll be able to have both at the same time as well!


The mesh quality for everything is much higher than before with better performance, and even the animations are significantly improved. As you can see on this new AR32, attachments can now be seen even on the ground.

Those are the main things that have visually changed, but behind the scenes many improvements were made. Here are the more useful features, but if you're not interested skip to the bottom:

-Servers can be hosted in Secure, Insecure and LAN mode which will allow hackers to keep playing after they get banned (on Insecure servers), but keep the game safe for legit people.

-Hosts can blacklist, whitelist and kick players straight from the dedicated console or by adding their names to the whitelist/blacklist files. Hosts can also choose to give other players Admin powers which will help moderate the server and keep cheaters away. When banning and kicking you can choose how long you want it to last, and provide a reason for the logs.

-The rich presence API is integrated allowing you to see what level your friends are playing on, if they're editing or if they're on the menu. You can also join them by clicking join game on the friends list or getting an invite from them.

From now on I'm going to be doing my best to get a 3.0 update post out every few days, along with the schedule for what will be added so you know exactly what's going on. Here's the current upcoming roadmap:

Saturday -> Revamp existing 3.0 inventory to allow per-clothing storage.
Sunday -> Implement the multiple character system and main menu.
Monday -> Improve terrain tool functionality and post the next update!

And to wrap it all up, here's /u/B3arBrotel's amazing "Enclave" base:
http://youtu.be/H8FXf9LjqJ4

Thanks for reading!
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