These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF"
Roar! Zombies are now in 3.0! They are far superior to the 2.0 zombies in many ways such as gameplay, customization, pathfinding and optimization:
Zombies in 3.0 are built to be expanded over time for a much wider variety of zombie types, and are open to many new features such as how you can now sneak up behind them, or how the full moon increases their strength and swarming capabilities.
With the editor, for example, you can fully customize what they look like for whatever zombie you need for your map! Astronaut zombies here we come. (If nobody makes a Mars map I'm adding one when Workshop is fully ready!)
In terms of optimization they use a much better suited pathfinding library for increased performance, and are networked in such a way as to dramatically reduce bandwidth and cheating.
Additions:
Added new visualizations of the map borders and navigation.
Added moon cycles updating in-game.
Added blood option.
Added options for zombie loot table and chance of clothing.
Improvements:
Improved navmesh saving system to take less time and only save when a change is made.
Improved navmesh generation quality.
Tweaks:
Increased IP field max limit to 64.
Increased length of hitmarker.
Tweaked amount of recoil.
Increased nighttime brightness to make it more fun.
Increased map border width.
Fixes:
Fixed a silly bug that broke hit detection in some situations especially with melee.
Fixed timing of damage with strong melee swing.
Fixed player to only be visible after clothing is loaded.
Fixed being able to chance stances while midair. (Sprint jumping is still allowed.)
Fixed getting locked when respawning or teleporting.
Fixed some cases where the loading screen would disappear before loading was done.
Fixed death screen to be black and white.
Fixed gun audio to not play only in the right speaker.
Fixed Steam name to update when on the menu and editing externally.
Fixed road textures stretching out at long range.
Fixed server and client stance getting out of sync when respawning.
Fixed scopes to spawn.
Fixed flickering of bullet holes.
Fixed scope sensitivity when dequipping while aiming.
Fixed time and cycle commands to take immediate effect in singleplayer.
Fixed spelling of suppressor.
The last bit of October will be spent ticking things off the miscellaneous list on Trello, fixing bugs with zombies and getting the rest of the communication features such as voice chat in. You can expect November to be a very exciting month for Unturned 3.0.
Please keep in mind that the zombies currently have no audio and very few animations, but this is just the first iteration to test their core gameplay.
Questions:
GamerGuy "Is there a date for when unturned will update or 3.0 is finished?" > You can expect updates to 3.0 every few days, and now that the core aspects of the game are in you can expect the full release of 3.0 sometime in the next month or two with even more content than 2.0!
These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF"
Roar! Zombies are now in 3.0! They are far superior to the 2.0 zombies in many ways such as gameplay, customization, pathfinding and optimization:
Zombies in 3.0 are built to be expanded over time for a much wider variety of zombie types, and are open to many new features such as how you can now sneak up behind them, or how the full moon increases their strength and swarming capabilities.
With the editor, for example, you can fully customize what they look like for whatever zombie you need for your map! Astronaut zombies here we come. (If nobody makes a Mars map I'm adding one when Workshop is fully ready!)
In terms of optimization they use a much better suited pathfinding library for increased performance, and are networked in such a way as to dramatically reduce bandwidth and cheating.
Additions:
Added new visualizations of the map borders and navigation.
Added moon cycles updating in-game.
Added blood option.
Added options for zombie loot table and chance of clothing.
Improvements:
Improved navmesh saving system to take less time and only save when a change is made.
Improved navmesh generation quality.
Tweaks:
Increased IP field max limit to 64.
Increased length of hitmarker.
Tweaked amount of recoil.
Increased nighttime brightness to make it more fun.
Increased map border width.
Fixes:
Fixed a silly bug that broke hit detection in some situations especially with melee.
Fixed timing of damage with strong melee swing.
Fixed player to only be visible after clothing is loaded.
Fixed being able to chance stances while midair. (Sprint jumping is still allowed.)
Fixed getting locked when respawning or teleporting.
Fixed some cases where the loading screen would disappear before loading was done.
Fixed death screen to be black and white.
Fixed gun audio to not play only in the right speaker.
Fixed Steam name to update when on the menu and editing externally.
Fixed road textures stretching out at long range.
Fixed server and client stance getting out of sync when respawning.
Fixed scopes to spawn.
Fixed flickering of bullet holes.
Fixed scope sensitivity when dequipping while aiming.
Fixed time and cycle commands to take immediate effect in singleplayer.
Fixed spelling of suppressor.
The last bit of October will be spent ticking things off the miscellaneous list on Trello, fixing bugs with zombies and getting the rest of the communication features such as voice chat in. You can expect November to be a very exciting month for Unturned 3.0.
Please keep in mind that the zombies currently have no audio and very few animations, but this is just the first iteration to test their core gameplay.
Questions:
GamerGuy "Is there a date for when unturned will update or 3.0 is finished?" > You can expect updates to 3.0 every few days, and now that the core aspects of the game are in you can expect the full release of 3.0 sometime in the next month or two with even more content than 2.0!
These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF"
Additions:
Added pathfinding tab to the editor.
Added zombies tab to the editor.
Added visibility tab to the editor.
Added bind command to assign an internal IP to the server.
Added viewmodel shake when dropping from up high.
Added explanation to all commands that can be viewed with Help [CommandName].
Improvements:
Removed staying scoped in when firing a bolt rifle due to popular demand.
Unlimited roads can now be placed.
All the move keys are tool_2 rather than a mix.
Tweaks:
Increased reflection resolution slightly.
Fixes:
Fixed a crash that kicked all players.
Fixed hitbox when a player respawned.
Fixed aiming movement multiplier.
Fixed a bug when spawning objects in the editor.
You can now begin laying out the pathfinding regions to your level (Which is automated and very easy, super exciting!) and placing zombie spawnpoints, however zombies are not in yet. This patch was focused on adding the navigation graphs required for zombies to actually pathfind, so probably next update. The saving takes a bit longer now due to the way the navmeshes are saved, but this performance will improve with optimizations.
Regarding the numerous questions as to why 3.1.0.0 did not mean the full release of 3.0: The version number system is set up as [Major Update].[Large Update].[Medium Update].[Small Update/Patch]. As for the initial public version you can probably expect it to be coming up in the next month or so, as once the next few large features are in it'll be quick to start adding content and smaller features.
Questions:
LYY "All kinds of the gun is too large, resulting in the shortcut key accounts for all the 5/4." > The current inventory system will be vastly expanded on, for one there will be specific slots for primary/secondary weapons that will appear on the character model. This way the 1 and 2 keys will be bound to a weapon and the other hotkeys to whatever is in the hotbar.
collin1158 "Nelson can you make a tutorial on how to add an object from blender to unturned? That was be soooo great, thanks in advance!" > I will personally make a few videos on how to make specific types of things (buildings, guns, etc) much further down the road, but for now there are a few nice tutorials on the /r/unturned subreddit. For people looking to convert their files I believe someone was posting the other day about a tool that lets you package them into a .unity3d file.
These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF"
Additions:
Added pathfinding tab to the editor.
Added zombies tab to the editor.
Added visibility tab to the editor.
Added bind command to assign an internal IP to the server.
Added viewmodel shake when dropping from up high.
Added explanation to all commands that can be viewed with Help [CommandName].
Improvements:
Removed staying scoped in when firing a bolt rifle due to popular demand.
Unlimited roads can now be placed.
All the move keys are tool_2 rather than a mix.
Tweaks:
Increased reflection resolution slightly.
Fixes:
Fixed a crash that kicked all players.
Fixed hitbox when a player respawned.
Fixed aiming movement multiplier.
Fixed a bug when spawning objects in the editor.
You can now begin laying out the pathfinding regions to your level (Which is automated and very easy, super exciting!) and placing zombie spawnpoints, however zombies are not in yet. This patch was focused on adding the navigation graphs required for zombies to actually pathfind, so probably next update. The saving takes a bit longer now due to the way the navmeshes are saved, but this performance will improve with optimizations.
Regarding the numerous questions as to why 3.1.0.0 did not mean the full release of 3.0: The version number system is set up as [Major Update].[Large Update].[Medium Update].[Small Update/Patch]. As for the initial public version you can probably expect it to be coming up in the next month or so, as once the next few large features are in it'll be quick to start adding content and smaller features.
Questions:
LYY "All kinds of the gun is too large, resulting in the shortcut key accounts for all the 5/4." > The current inventory system will be vastly expanded on, for one there will be specific slots for primary/secondary weapons that will appear on the character model. This way the 1 and 2 keys will be bound to a weapon and the other hotkeys to whatever is in the hotbar.
collin1158 "Nelson can you make a tutorial on how to add an object from blender to unturned? That was be soooo great, thanks in advance!" > I will personally make a few videos on how to make specific types of things (buildings, guns, etc) much further down the road, but for now there are a few nice tutorials on the /r/unturned subreddit. For people looking to convert their files I believe someone was posting the other day about a tool that lets you package them into a .unity3d file.
These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF"
Additions:
Added far superior hit detection system.
Added new read/write system to allow even larger file sizes and unlimited objects, trees and spawns in the editor.*
Added all new packet routing system to resolve crazy multiplayer issues.
Added graphics option for scope quality. (Recommend high.)
Added temporary lock when a prediction error occurs.
Improvements:
Added more letters to the valid set.
Changed hashing to require less performance.
Players don't show up until they're fully loaded.
Tweaks:
Increased draw distance of roads significantly.
Decreased buffer size of network/smaller writes.
Decreased ping samples and increased sample rate.
Fixes:
Fixed fog to draw in the dual render scope.
Fixed swapping stance insanely fast.
Fixed movement jitter when changing stance.
Fixed a crash loading lists.
Fixed a method relay issue in singleplayer.
Fixed using commands on the server.
Fixed singleplayer inventory UI updating on death.
Fixed a bug with equipping items.
Fixed position interpolation for other clients.
Fixed a performance issue with scopes.
Fixed another inventory UI bug.
Fixed equipping items when the server finished an action first.
Fixed default water height. (Keep in mind you can change it in Lighting.)
The hit detection is now way better than it was in the last update, and a big thanks to Gray and Lhyme for being a huge help testing on proper servers!
Unfortunately it's late and I have to go in a minute, but rest assured that the hit detection can only get better as time goes on and that work on pathfinding will begin tomorrow!
*A side effect of the new savedata is that the playerlist on each server has been reset.
These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF"
Additions:
Added far superior hit detection system.
Added new read/write system to allow even larger file sizes and unlimited objects, trees and spawns in the editor.*
Added all new packet routing system to resolve crazy multiplayer issues.
Added graphics option for scope quality. (Recommend high.)
Added temporary lock when a prediction error occurs.
Improvements:
Added more letters to the valid set.
Changed hashing to require less performance.
Players don't show up until they're fully loaded.
Tweaks:
Increased draw distance of roads significantly.
Decreased buffer size of network/smaller writes.
Decreased ping samples and increased sample rate.
Fixes:
Fixed fog to draw in the dual render scope.
Fixed swapping stance insanely fast.
Fixed movement jitter when changing stance.
Fixed a crash loading lists.
Fixed a method relay issue in singleplayer.
Fixed using commands on the server.
Fixed singleplayer inventory UI updating on death.
Fixed a bug with equipping items.
Fixed position interpolation for other clients.
Fixed a performance issue with scopes.
Fixed another inventory UI bug.
Fixed equipping items when the server finished an action first.
Fixed default water height. (Keep in mind you can change it in Lighting.)
The hit detection is now way better than it was in the last update, and a big thanks to Gray and Lhyme for being a huge help testing on proper servers!
Unfortunately it's late and I have to go in a minute, but rest assured that the hit detection can only get better as time goes on and that work on pathfinding will begin tomorrow!
*A side effect of the new savedata is that the playerlist on each server has been reset.
These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF"
I'll also be working on swapping a lot of the file writing related things to a new class specifically for handling large amounts of data, as well as fixing some issues with packet routing that result in odd behavior such as teleporting.
Work on the last bit of the October Roadmap (Pathfinding/Zombies) will start after these three things are done, which should be sometime in the next few days.
Additions:
Added Timberwolf.
Added teleport command.
Added say command.
Added chat.
Added running commands as admin by prefixing with @.
Added player list.
Added bolt action rifle category.
Added caliber system to attachments.
Added dual-render scope system.
Added sensitivity adjustment when aiming.
Added more server-side filters to keep out odd names.
Added muzzle parameter to guns.
Improvements:
Gun audio range is equivelant to damage range.
Improved viewmodel rotation system.
Moved hitmarkers to client side.
Improved the rest of commands to use all types of player.
Tweaks:
Increased physics update rate.
Renamed AR32 to Eaglefire.
Increased tooltip box size.
Increased respawn rate.
Decreased cloud and star movement speed.
Fixes:
Fixed updating the inventory player with attachment updates.
Fixed duplicating attachments.
Fixed big magazines unloading into small magazines.
Fixed a savedata crash when odd letters were used.
Fixed a server crash caused by odd names.
Fixed lights flashing.
Fixed reloading when already reloading due to lag.
Fixed a bug with picking up items.
Fixed item drop position on dead player when rejoining region.
Fixed pickup animation when prone and crouched.
Fixed clothing to draw at long ranges of player.
Fixed base of street light being red.
Fixed aiming with no sights.
Fixed beard and hair draw distance.
Fixed server character name.
Fixed sprinting when pressing sprint before moving.
Fixed attachments screen getting stuck on display after death.
Fixed firing with safety on when shooting.
Fixed inventory crash caused by changed item sizes.
Fixed car lift collision.
Fixed all menu map lists to stay in sync.
Fixed a bug when a localization file didn't exist.
Fixed UI replacements for Gold members only.
Fixed flickering muzzle flash.
Fixed text field label offset issues.
Fixed a crash loading the server playerlist.
Updated to a Unity 4.5.4p3 to fix some Unity related issues. (Losing connection when tabbing out of fullscreen.)
A big thanks to you guys for reporting so many bugs, and to Shadow for putting them into a nice list!
I hope you all had a nice thanksgiving! :) (Assuming you live in Canada, it's a different day in other parts of the world.)
Today to wrap up there's a special video: Entak let me onto his show to do an interview about things going on with 3.0! http://youtu.be/r9i9YCU1fCw Thanks for reading!
These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF"
I'll also be working on swapping a lot of the file writing related things to a new class specifically for handling large amounts of data, as well as fixing some issues with packet routing that result in odd behavior such as teleporting.
Work on the last bit of the October Roadmap (Pathfinding/Zombies) will start after these three things are done, which should be sometime in the next few days.
Additions:
Added Timberwolf.
Added teleport command.
Added say command.
Added chat.
Added running commands as admin by prefixing with @.
Added player list.
Added bolt action rifle category.
Added caliber system to attachments.
Added dual-render scope system.
Added sensitivity adjustment when aiming.
Added more server-side filters to keep out odd names.
Added muzzle parameter to guns.
Improvements:
Gun audio range is equivelant to damage range.
Improved viewmodel rotation system.
Moved hitmarkers to client side.
Improved the rest of commands to use all types of player.
Tweaks:
Increased physics update rate.
Renamed AR32 to Eaglefire.
Increased tooltip box size.
Increased respawn rate.
Decreased cloud and star movement speed.
Fixes:
Fixed updating the inventory player with attachment updates.
Fixed duplicating attachments.
Fixed big magazines unloading into small magazines.
Fixed a savedata crash when odd letters were used.
Fixed a server crash caused by odd names.
Fixed lights flashing.
Fixed reloading when already reloading due to lag.
Fixed a bug with picking up items.
Fixed item drop position on dead player when rejoining region.
Fixed pickup animation when prone and crouched.
Fixed clothing to draw at long ranges of player.
Fixed base of street light being red.
Fixed aiming with no sights.
Fixed beard and hair draw distance.
Fixed server character name.
Fixed sprinting when pressing sprint before moving.
Fixed attachments screen getting stuck on display after death.
Fixed firing with safety on when shooting.
Fixed inventory crash caused by changed item sizes.
Fixed car lift collision.
Fixed all menu map lists to stay in sync.
Fixed a bug when a localization file didn't exist.
Fixed UI replacements for Gold members only.
Fixed flickering muzzle flash.
Fixed text field label offset issues.
Fixed a crash loading the server playerlist.
Updated to a Unity 4.5.4p3 to fix some Unity related issues. (Losing connection when tabbing out of fullscreen.)
A big thanks to you guys for reporting so many bugs, and to Shadow for putting them into a nice list!
I hope you all had a nice thanksgiving! :) (Assuming you live in Canada, it's a different day in other parts of the world.)
Today to wrap up there's a special video: Entak let me onto his show to do an interview about things going on with 3.0! http://youtu.be/r9i9YCU1fCw Thanks for reading!
These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF"
This patch fixes a lot of the bugs from yesterday, but I'm not sure that it fixes the mass-disconnection issue. Be sure to me know when you find any bugs that may have resulted from the server side input processing! :)
Additions:
Added new positiontal correction system to reduce wrongful checks.
Added better clientside view interpolation to fix jittery movement.
Added seaside and cliffside audio.
Improvements:
Improved max quality water performance.
Improved simulation performance.
Improved ping display to take more than one sample.
Tweaks:
Swapped input packets to send instantly as UDP. - 3.0.8.1
Reduced volume of silencer.
Increased width of filing cabinet.
Fixes:
Fixed inventory state updating, such as reload not applying in singleplayer.
Fixed removing items from the inventory.
Fixed using items after already starting using them.
Fixed a copy paste bug in the editor.
Fixed most likely cause of slow motion bug.
Fixed most likely cause of "teleporting to other players" bug.
Fixed hashing of SDG namespace.
Fixed clouds clipping into the sun and moon.
One other bug that a few of you have reported is one where some of the buttons on the menu get disabled. If this happens to you please post a bug report with your output_log.txt file in Unturned_Data, as well as what things you did leading up to this issue.
Questions:
BencuriouszHUN "I started to translate your game into Hungarian, but if I use this letters: (á, ö, ő, ó, ú, ü, ű, é, í) then that's all I see in the game: (?) ... (?) ... (?).... etc" > When creating a localization/translation for 3.0 be sure to use the UTF-8 format, as that's what the game looks for.
These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF"
This patch fixes a lot of the bugs from yesterday, but I'm not sure that it fixes the mass-disconnection issue. Be sure to me know when you find any bugs that may have resulted from the server side input processing! :)
Additions:
Added new positiontal correction system to reduce wrongful checks.
Added better clientside view interpolation to fix jittery movement.
Added seaside and cliffside audio.
Improvements:
Improved max quality water performance.
Improved simulation performance.
Improved ping display to take more than one sample.
Tweaks:
Swapped input packets to send instantly as UDP. - 3.0.8.1
Reduced volume of silencer.
Increased width of filing cabinet.
Fixes:
Fixed inventory state updating, such as reload not applying in singleplayer.
Fixed removing items from the inventory.
Fixed using items after already starting using them.
Fixed a copy paste bug in the editor.
Fixed most likely cause of slow motion bug.
Fixed most likely cause of "teleporting to other players" bug.
Fixed hashing of SDG namespace.
Fixed clouds clipping into the sun and moon.
One other bug that a few of you have reported is one where some of the buttons on the menu get disabled. If this happens to you please post a bug report with your output_log.txt file in Unturned_Data, as well as what things you did leading up to this issue.
Questions:
BencuriouszHUN "I started to translate your game into Hungarian, but if I use this letters: (á, ö, ő, ó, ú, ü, ű, é, í) then that's all I see in the game: (?) ... (?) ... (?).... etc" > When creating a localization/translation for 3.0 be sure to use the UTF-8 format, as that's what the game looks for.