Community Announcements - Nelson Sexton
Hello!

These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you'll have to go read the Black Box update.

Additions:

  • Added message when the server shuts down.
  • Added mouse invert toggle.
  • Added increased FOV when sprinting.
  • Added start of gesture system with inventory and pickup animations.

Improvements:

  • Improved server side anti-piracy.
  • Improved flatten tool to use a height slider. You can still use E to sample height.

Fixes:

  • Fixed suicide button not working.
  • Fixed pine bark darkness.
  • Fixed stamina to only go down when moving and sprinting.
  • Fixed the server receiving old packets after death.
  • Fixed another bug related to rubberbanding.

Tomorrow you can expect the October roadmap.

Feedback:

Dragon
"Is Their a possible way The Old Guns will make their way back into Unturned, Such as TimberWolf,MapleStrike,And The Ak, or will their be remake's of US Guns?"
> There will be a wide range of weaponry, some of which may pay homage to 2.0. Going forward I definitely want to put a stronger focus on civilian weaponry so that it's a bigger deal when you find a military gun.

edUpBB
"OK why cant i edit the Devtest map nelson"
> The reason maps have locks in the first place is that if everyone goes around modifying them they won't be able to join any servers since they all would have different versions.

Thanks for reading!
Community Announcements - Nelson Sexton
Hello!

These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you'll have to go read the Black Box update.



Additions:

  • Added new water shader and configuration.
  • Added FOV slider.
  • Added FPS counter.
  • Added steam cloud savedata output to help debug some reported issues.
  • Added DNS support to the connect field.

Tweaks:

  • Decreased max level height.
  • Swapped singleplayer listen port to 25000.

Fixes:

  • Fixed several UI issues caused by clearing maps.
  • Fixed resource baking putting inside buildings.
  • Fixed singleplayer showing up on the internet list.
  • Fixed closing inventory when clicking equip.
  • Fixed stars with low draw distance.
  • Fixed collision in store coolers.
  • Fixed failed to find a server message.
  • Fixed connection info through exterior master server.
  • Fixed missing map message.

The water is now looking more like the intended style, but it will inevitably change a bit more over time. Tomorrow I'll be working on knocking some things off the to-do list, and as usual you can view them on the Trello!

One other thing I'd like to mention: Right now when you bake on a large map it takes a bit of time because it has to go through every single grid cell. In the future this will be improved by only baking areas that have changed or after modifying the material settings, but for now I'd recommend using the 2048, 1024 or 512 sized maps.

Feedback:

CrisChip
"Will PEI ever make a return or will the community have to remake it"
> I do have plans related to incorporating PEI into 3.0, but it won't be the same as it is now. I think that there are enough default assets in 3.0 right now that if you wanted to you could recreate most of it!

joedirt111111
"When can we expect version 3.0 to be officially released?"
> It really depends on how many more big changes need to take place, as right now it's almost in position to begin churning out content. I do have one more large upgrade I want to do, but more on that in the October roadmap.

Thanks for reading!
Community Announcements - Nelson Sexton
Hello!

These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you'll have to go read the Black Box update.

Additions:

  • Added singleplayer into 3.0. - Much testing needed.
  • Added default settings to new maps.
  • Added invisible barriers around the map.
  • Added random scaling to resources.
  • Added icons to level buttons.
  • Added filters for passworded and dedicated servers.
  • Added ping info to in-game server list.

Improvements:

  • Improved the way that clouds are drawn.
  • Split apart road and path savedata.

Tweaks:

  • Increased maximum player fall speed.
  • Increased spawn rate of all items on Devtest map.
  • Increased foliage quality on high and reduced quality on low.
  • Increased physical recoil on AR32.
  • Reduced max players to 24 for the mean time.

Fixes:

  • Fixed server filters in-game to use 100% master server. Thanks Riley!
  • Fixed black texture borders around the map.
  • Fixed connecting to dot decimal notation IPs outside of the game.
  • Fixed IP field to accept only 4 bytes.
  • Fixed crashes with connect button.
  • Fixed major rubberbanding, some fixes still needed.
  • Fixed spawning in levels with no player spawnpoints.
  • Fixed item drag offset when scrolled down.

Singleplayer likely is more buggy than multiplayer at this point, so be sure to report weird things. Hopefully it will make map creation easier because you can quickly hop in-game. One side effect is that the "Singleplayer" ServerID is now reserved. Perhaps sometime in the future we will see the return of in-game hosted servers, but that would require even more radical changes than occurred today.

Water is temporarily disabled as I was experimenting with its asthetics, but tomorrow there should be some new things related to that.

Now that the comments section has cooled down a bit it's time for the return of the feedback section! Every day I choose several interesting comments and post my replies:

Feedback:

Endercreeper
"Please add an Undo button for map edit mode."
> Adding undo functionality is high priority, but more complicated than you may think. Once the more glaring issues with 3.0 are resolved I will begin working on this, starting with things like undoing object movements.

Hasan
"Are you gonna add new things to preview branch?"
> Yes. There are many new features and new content to come. Near the start of October you guys can expect a post outlining the monthly roadmap.

ShadowPulse
"Hopefully, we will eventually have a host button capable of working with Mac as well."
> The server hosting is untested on mac, but can likely be run through its equivalent of the command prompt. In the future there will probably be Linux server support as well.

Thanks for reading!
Community Announcements - Nelson Sexton
Hello!

These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you'll have to go read the Black Box update.

Additions:

  • Added all new brush system to allow painting/terraforming along the edges of the map.
  • Added messages for short name, long name and number name.
  • Added messages for issues pre-joining a server.
  • Added information about the server on the loading screen.
  • Added password icon on the server list.
  • Added support for all numeric hotkeys.
  • Added item names to item tooltips.
  • Added a safeguard against spawning under the map after a terrain height change.
  • Added Detective Riley billboard.

Tweaks:

  • Increased mesh quality at longer ranges.
  • Changed the default mesh quality to medium.
  • Map command is case sensitive.

Fixes:

  • Fixed servers not showing up on the in-game list.
  • Fixed clicking edit on maps made by other people.
  • Fixed the most likely cause of items sometimes stacking on top of one another.
  • Fixed virus showing up as 100%.
  • Fixed the most likely cause of the D3D handle loss.
  • Fixed the roads to show up in large objects category.

The server filters sort of work in-game, although it's a really messy workaround. The creator of Steamworks.NET is looking into a bug that prevents the proper filters from getting sent to the master server, so hopefully that will be in tomorrow! My current primary focus is investigating the possibility of the return of singleplayer.

Thanks for reading!
Sep 25
Community Announcements - Nelson Sexton
Hello!

Information recovered from the black box on board the downed helicopter suggests that its crash was actually caused by unidentified broadcasts from the radio tower, not a zombified pilot as previously suspected. Intelligence obtained by the military before the apocalypse suggests that the tower is being hijacked by someone on the mainland, and used to convey an unknown message. It's up to you to decode this message.

Warnings:

  • There will probably be bugs. Lots of bugs.
  • The main focus is currently the editor and the completely new servers.
  • Many features that were previously existing are not yet in, but will be in the coming weeks after the bugs have been worked out.


Edit: here's a tutorial on how to host servers for 3.0:
https://www.youtube.com/watch?v=uA7rLSyN16U&feature=youtu.be
One thing I forgot to mention in the tutorial is that the server also uses the ports +1 and +2 from the one you choose for the steam and query ports.


Thanks for reading!
Sep 19
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!
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