February is going to be a polishing month for 3.0 in that a lot of the features are now there, and it's just a matter of building on them to create a bit more new content. This is going to be a bit less strict of a month in that there are less specific goals other than to improve the game by doing things such as:
Expand selection of buildables such as stairs, ladders, farms, chests and traps.
Fill in the map with more detail, furniture and locations.
Implement character specialties and skill trees.
Improve the user interface.
Boost performance.
Better item spawning in multiplayer.
Due to the flexibility of this month feedback is going to be even easier to integrate into the game, so be sure to voice your opinions!
3.6.0.0 Update Notes:
If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab.
Additions:
Added ability to use backspace instead of delete.
Added ability to ctrl-delete to remove an entire road.
Improvements:
Gold member clothing no longer provides any warmth.
Hunger is food, thirst is water and sickness is immunity to be more understandable.
Tweaks:
Swapped ghillie hood to hat slot so it provides heat.
Reduced delay between zombie inside range and attack.
Decreased sample counts of postprocessing. (ambient occlusion, light shafts, etc)
Disabled specular shaders, so let me know if you find any besides on the ice.
Black and white heightmaps are no longer halved since the vast majority of people have updated.
Visions have a 12.5% chance of altering each color channel at the same time.
Fixes:
Fixed pants being uncraftable.
Fixed node and path tools selecting the opposite and crashing.
Fixed pebble texture bleeding.
Fixed a few cases of objects misconfigured.
Fixed creating levels with the same name.
Fixed duplicating items when holding it and taking the container off.
Fixed navigation near water.
Fixed visually small objects not showing up on map.
Fixed water refraction/reflection draw layer distance.
Fixed resources generating near edge of material.
Fixed zombies cancelling searching when hit repeatedly quickly.
Fixed ragdolls to be disabled with physics disabled.
Fixed a crash when smoothing terrain.
Fixed equipment input missing a patch applied months ago.
Fixed map image resolution.
Fixed a dumb performance bug with lots of objects. (although obviously large numbers of objects still drain performance)
Keep in mind that a lot of buildings still need furniture, there will probably be quite a few performance issues that need fixing and the item spawns are poorly balanced, but the Canada map is now available to begin testing along with hundreds of new models and a few items. Do not set your expectations too high for now!
Several more locations may be added in the future as well such as a race track, golf course and mine. In the mean time be sure to let me know what you think!
February is going to be a polishing month for 3.0 in that a lot of the features are now there, and it's just a matter of building on them to create a bit more new content. This is going to be a bit less strict of a month in that there are less specific goals other than to improve the game by doing things such as:
Expand selection of buildables such as stairs, ladders, farms, chests and traps.
Fill in the map with more detail, furniture and locations.
Implement character specialties and skill trees.
Improve the user interface.
Boost performance.
Better item spawning in multiplayer.
Due to the flexibility of this month feedback is going to be even easier to integrate into the game, so be sure to voice your opinions!
3.6.0.0 Update Notes:
If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab.
Additions:
Added ability to use backspace instead of delete.
Added ability to ctrl-delete to remove an entire road.
Improvements:
Gold member clothing no longer provides any warmth.
Hunger is food, thirst is water and sickness is immunity to be more understandable.
Tweaks:
Swapped ghillie hood to hat slot so it provides heat.
Reduced delay between zombie inside range and attack.
Decreased sample counts of postprocessing. (ambient occlusion, light shafts, etc)
Disabled specular shaders, so let me know if you find any besides on the ice.
Black and white heightmaps are no longer halved since the vast majority of people have updated.
Visions have a 12.5% chance of altering each color channel at the same time.
Fixes:
Fixed pants being uncraftable.
Fixed node and path tools selecting the opposite and crashing.
Fixed pebble texture bleeding.
Fixed a few cases of objects misconfigured.
Fixed creating levels with the same name.
Fixed duplicating items when holding it and taking the container off.
Fixed navigation near water.
Fixed visually small objects not showing up on map.
Fixed water refraction/reflection draw layer distance.
Fixed resources generating near edge of material.
Fixed zombies cancelling searching when hit repeatedly quickly.
Fixed ragdolls to be disabled with physics disabled.
Fixed a crash when smoothing terrain.
Fixed equipment input missing a patch applied months ago.
Fixed map image resolution.
Fixed a dumb performance bug with lots of objects. (although obviously large numbers of objects still drain performance)
Keep in mind that a lot of buildings still need furniture, there will probably be quite a few performance issues that need fixing and the item spawns are poorly balanced, but the Canada map is now available to begin testing along with hundreds of new models and a few items. Do not set your expectations too high for now!
Several more locations may be added in the future as well such as a race track, golf course and mine. In the mean time be sure to let me know what you think!
The Canada map is now starting to feel filled out!
At this point the majority of the special locations are done, and it's looking like the full Canada map will have ~200 new models for people making maps.
Over the rest of the month the towns and cities will be filled in with buildings, (hopefully furniture) and spawns. Aside from that it's mostly a matter of proper landscaping and creating a few more new assets for the big city. If there's still time left after that some of the new items/vehicles will get in as well. (Experimental railgun and military clothes/trucks being top priority.)
Based on your feedback from the last post the crashed train has been moved onto a curvy bit of track! ;)
The Canada map is now starting to feel filled out!
At this point the majority of the special locations are done, and it's looking like the full Canada map will have ~200 new models for people making maps.
Over the rest of the month the towns and cities will be filled in with buildings, (hopefully furniture) and spawns. Aside from that it's mostly a matter of proper landscaping and creating a few more new assets for the big city. If there's still time left after that some of the new items/vehicles will get in as well. (Experimental railgun and military clothes/trucks being top priority.)
Based on your feedback from the last post the crashed train has been moved onto a curvy bit of track! ;)
The Canada map is coming along fairly well! I don't want to spoil any of the secret awesome locations, but here are some things that show off the kind of atmosphere you can expect:
This week progress is slowing down a bit due to end of semester tests, and the first diploma exam next week. Fortunately after that there's no exams until the end of the month, so everything should still be on schedule.
The Canada map is coming along fairly well! I don't want to spoil any of the secret awesome locations, but here are some things that show off the kind of atmosphere you can expect:
This week progress is slowing down a bit due to end of semester tests, and the first diploma exam next week. Fortunately after that there's no exams until the end of the month, so everything should still be on schedule.
If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab.
Additions:
Added ability to slide on ice.
Added traction to off roaders, trucks, vans, fire trucks and police cars.
Added reduced handling and brake effectiveness when driving bad traction vehicles in blizzardy conditions.
Added new structure placement system to snap buildables based on look direction as oppposed to looking at the floor.
Added ability to press F1-F8 keys in editor to toggle visibility.
Improvements:
Turning sirens on alerts all zombies regardless of speed.
Improved 16x scope model.
Scope accuracy improvement only applies when aiming.
Structures scale down a bit when destroyed to pop out better.
Improved level ownership enforcement slightly.
Tweaks:
Increased all vehicle speeds.
Increased firetruck turning rate.
Decreased default midnight brightness.
Increased Grizzly damage multiplier on chest and recoil recovery.
Disabled masks protecting against freezing.
Increased upward vehicle explosion force.
Renamed Oakbear to Colt because Grizzly is more specific than bear.
Menu graphics shows a bit more info.
Decreased the rate at which freezing occurs.
Fixes:
Fixed tree stump height.
Fixed snow particles showing up in map overview.
Fixed missing space message when swapping items.
Fixed water icon missing.
Fixed forward and backward detection radius flipped.
Fixed misaligned road on Devtest.
Fixed default water height.
Fixed no doorway/window message when unfocused.
Fixed zombie clothing models not properly scaling.
Fixed serverlist map filter not updating when loading.
Happy new year!
Edit: 3.4.9.1 Fix
Fixed ping system getting the wrong information.
Fixed new structure system misbehaving with birch/pine on servers.
If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab.
Additions:
Added ability to slide on ice.
Added traction to off roaders, trucks, vans, fire trucks and police cars.
Added reduced handling and brake effectiveness when driving bad traction vehicles in blizzardy conditions.
Added new structure placement system to snap buildables based on look direction as oppposed to looking at the floor.
Added ability to press F1-F8 keys in editor to toggle visibility.
Improvements:
Turning sirens on alerts all zombies regardless of speed.
Improved 16x scope model.
Scope accuracy improvement only applies when aiming.
Structures scale down a bit when destroyed to pop out better.
Improved level ownership enforcement slightly.
Tweaks:
Increased all vehicle speeds.
Increased firetruck turning rate.
Decreased default midnight brightness.
Increased Grizzly damage multiplier on chest and recoil recovery.
Disabled masks protecting against freezing.
Increased upward vehicle explosion force.
Renamed Oakbear to Colt because Grizzly is more specific than bear.
Menu graphics shows a bit more info.
Decreased the rate at which freezing occurs.
Fixes:
Fixed tree stump height.
Fixed snow particles showing up in map overview.
Fixed missing space message when swapping items.
Fixed water icon missing.
Fixed forward and backward detection radius flipped.
Fixed misaligned road on Devtest.
Fixed default water height.
Fixed no doorway/window message when unfocused.
Fixed zombie clothing models not properly scaling.
Fixed serverlist map filter not updating when loading.
Happy new year!
Edit: 3.4.9.1 Fix
Fixed ping system getting the wrong information.
Fixed new structure system misbehaving with birch/pine on servers.
Last month the majority voted to focus on adding new content to 3.0, and as a result over 300 new items, vehicles and objects were added! This month it's time to focus on the other side, creating a proper map to play on.
Starting tomorrow work will begin on the Canada map, spanning from the East to West coast containing many national landmarks and interesting locations to visit. You can even expect the return of Prince Edward Island! New items and vehicles will also accompany the update to fill specific roles, such as clothing for the RCMP or stuff for military installments.
Since this map will be so huge it will take a significant amount of time to complete, however frequent updates will be maintained providing information on the state of the level as well as bug fixes and optimizations. Fortunately I get a large portion of January off for diploma exams (which some time will have to go into studying for) so completing it within January seems like a reasonable target.
3.4.8.0 Update Notes:
If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab.
Additions:
Added snow drift and ice models. To disable snow on a map set its height to 0.
Added snow texture in updated alphamaps bundle. Copy the new version from Bundles/Level if you want to use snow textures on your map.
Added freezing in snow when not wearing at least a hat or mask, shirt or vest and pants. Wearing at least some clothes decreases freezing damage.
Added temporary Devtest 2 map.
Added new terrain heightmap system for higher precision and double the height. If you delete Heights.dat it will still be able to convert black and white heightmaps to the new format.
Added ability to disable water on a map by setting its height to 1.
Added ability to microwave (local button) the materials in a level to get a quick preview without blurring, object detection or secondary generation.
Added blur when underwater in-game.
Added numeric input to sea and snow level.
Added 16x scope. (ID 296)
Added nifty new gun. (ID 297)
Improvements:
Improved editor camera on massive map sizes.
Improved a performance issue when interacting with objects.
Improved visual differentiation between floors and roofs items.
Bleeding, bones and freezing icons shift furthest left.
Tweaks:
Decreased number of moon cycles to 5 from 12 so that full moons occur more frequently.
Adjusted Devtest map lighting in accordance with popular request.
Disabled the fix for zombie space program since it's too funny.
Adjusted spawn rates.
Increased density of foliage on trees.
Raised maximum world height.
Removed the holiday tree from the Devtest map.
Fixes:
Fixed blue bedroll showing up black.
Fixed default flowers and wheat edge case.
Fixed pebbles texture sneaking into top corner of grass texture atlas.
Fixed tiny changes in position not getting sent across the network.
Fixed jail and vault icons looking bad.
Fixed stick drop radius.
Fixed sun streaks showing up underwater.
Fixed metal bar icon.
Fixed closing inventory playing open inventory animation.
Fixed secondary height brush radius.
Fixed vault door blueprint.
Fixed gesture cancels stopping when quickly sent.
Fixed building out of bounds.
Fixed vehicle movement state getting constantly re-sent.
Fixed interact messages showing while dead.
Fixed a server side crash with drowning.
Fixed non-admin players getting highlighted as gold.
Fixed secondary terrain getting included in navmesh generation.
So much for taking the week off from working on Unturned. Yesterday I got bored and started adding these features! :)
Last month the majority voted to focus on adding new content to 3.0, and as a result over 300 new items, vehicles and objects were added! This month it's time to focus on the other side, creating a proper map to play on.
Starting tomorrow work will begin on the Canada map, spanning from the East to West coast containing many national landmarks and interesting locations to visit. You can even expect the return of Prince Edward Island! New items and vehicles will also accompany the update to fill specific roles, such as clothing for the RCMP or stuff for military installments.
Since this map will be so huge it will take a significant amount of time to complete, however frequent updates will be maintained providing information on the state of the level as well as bug fixes and optimizations. Fortunately I get a large portion of January off for diploma exams (which some time will have to go into studying for) so completing it within January seems like a reasonable target.
3.4.8.0 Update Notes:
If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab.
Additions:
Added snow drift and ice models. To disable snow on a map set its height to 0.
Added snow texture in updated alphamaps bundle. Copy the new version from Bundles/Level if you want to use snow textures on your map.
Added freezing in snow when not wearing at least a hat or mask, shirt or vest and pants. Wearing at least some clothes decreases freezing damage.
Added temporary Devtest 2 map.
Added new terrain heightmap system for higher precision and double the height. If you delete Heights.dat it will still be able to convert black and white heightmaps to the new format.
Added ability to disable water on a map by setting its height to 1.
Added ability to microwave (local button) the materials in a level to get a quick preview without blurring, object detection or secondary generation.
Added blur when underwater in-game.
Added numeric input to sea and snow level.
Added 16x scope. (ID 296)
Added nifty new gun. (ID 297)
Improvements:
Improved editor camera on massive map sizes.
Improved a performance issue when interacting with objects.
Improved visual differentiation between floors and roofs items.
Bleeding, bones and freezing icons shift furthest left.
Tweaks:
Decreased number of moon cycles to 5 from 12 so that full moons occur more frequently.
Adjusted Devtest map lighting in accordance with popular request.
Disabled the fix for zombie space program since it's too funny.
Adjusted spawn rates.
Increased density of foliage on trees.
Raised maximum world height.
Removed the holiday tree from the Devtest map.
Fixes:
Fixed blue bedroll showing up black.
Fixed default flowers and wheat edge case.
Fixed pebbles texture sneaking into top corner of grass texture atlas.
Fixed tiny changes in position not getting sent across the network.
Fixed jail and vault icons looking bad.
Fixed stick drop radius.
Fixed sun streaks showing up underwater.
Fixed metal bar icon.
Fixed closing inventory playing open inventory animation.
Fixed secondary height brush radius.
Fixed vault door blueprint.
Fixed gesture cancels stopping when quickly sent.
Fixed building out of bounds.
Fixed vehicle movement state getting constantly re-sent.
Fixed interact messages showing while dead.
Fixed a server side crash with drowning.
Fixed non-admin players getting highlighted as gold.
Fixed secondary terrain getting included in navmesh generation.
So much for taking the week off from working on Unturned. Yesterday I got bored and started adding these features! :)