SDGNelson

SDGNelson



10 Jun


29 May

Comment

Originally posted by No_Base9939

Am I dreaming?? Is that you really ??!! First of all I want to thank you for that wonderful game really many thanks mate you deserve all the love of this world your game accompanied me since I was 14 and now I showed it to my wife and we were editing Russia together mate many thanks <3 and no I did duplicate the file into unturned directory but actually it merged i don’t know how or why with the actual Russia folder Unfortunately I didn’t want to upload it till i finished it completely I actually try to get some older versions into the temp files but no luck so far … Sorry for my broken english Sincerely, The #1 Unturned Enjoyer in France 🇫🇷 / Morocco 🇲🇦

Thanks for your kind words and longtime support! I always feel honored to hear when players have grown up with Unturned.

That is bizarre it would lose the object changes like that. Unfortunately without knowing why it did that I don't have any suggestions, but for what it's worth going forward I would suggest either:

  1. (more work, but more powerful) Using version control with your map, for example Git (free). I use Git for Unturned's versioning. It lets you undo/redo changes and keep a history of all your work on a project.
  2. Copying the map folder from Unturned/Maps into a separate backup location each day that you work on the map.

Sorry not to have an answer why the object changes were lost.


26 May

Comment

Were you editing the Russia map directly? That is to say, not editing a copy with a different file name? :(

You mention no backups, but did you upload it to the workshop at any point?


04 Apr

Comment

I've received some concerned requests about this, so to clarify for anyone else reading:

There's no need to worry. Servers can specify a thumbnail image URL for the in-game server browser to display. In this case likely a player in China hosting a server used a Chinese image hosting website for their image URL, and this player's anti-virus classified that Chinese domain as a threat. It's the same as if you used an English website like imgur to host your own server's thumbnail and a Chinese anti-virus classified it as malware.


17 Dec

Comment

Sorry about the bug! Could you email me ([[email protected]](mailto:[email protected])) your log file after this happens again please?

  1. Right-click Unturned in your Steam Library

  2. Select Properties... > Local Files > Browse...

  3. Open the Logs folder

  4. Attach the Client.log file to your email

Comment

Sorry about this! I do sympathize that it is annoying. For what it's worth, as Molt mentioned: I do intend to add an achievement management panel to the main menu at some point so that you can clear your achievements to hide it from your profile. The main thing on my to-do before some UI QoL improvements that needs doing first is upgrading the underlying UI system.


07 Nov

Comment

Sorry about this! I investigated this bug a few months ago and it seemed the Steam client incorrectly thinks you own the Gold Upgrade, but I could not figure out why. As a workaround you can use this command-line option:

  1. Right-click Unturned in your Steam Library
  2. 2. Select Properties... > General
  3. 3. Find the Launch Options field
  4. 4. Type "-NoGoldUpgrade" without quotes

06 Oct

Comment

Originally posted by throwaayayakfkrkdkfb

Don't worry about it Nelson, I've been an Unturned player and a supporter of yours pretty much since day 1 of release on steam back in like 2014. When Unturned 3.0 came out I was doing the same thing I was doing now pretty much, every Friday on the steam page checking what was updated. 1.6k hours in U3.0 and 10 hours in u2 already even with the lack of content lol. I think you're doing a fine job, but I also think the general consensus among most people is that they'd rather see something is happening regarding active development of the game, even if it's something you think is boring like the day night cycle (which is very cool, btw).

I personally really enjoy the posts where you go over the specific challenges and hurdles you encounter while developing, or how you're working on the backend to make it more efficient and performance than unturned 3.0. Stuff like the denizen rig saga was really interesting imo lol

Is there anything you'd be willing to share ...

Thanks for your longtime support! I am happy to hear you enjoyed those kinds of behind-the-scenes posts - I like those posts from other devs as well. If there is a definitive "the game is going well and will be actually released" then I would go back to those posts.

For what it's worth I will say that I did a few days work on II this past week, but I do not want to get anyone's hopes up. Unturned will also be improved further.


04 Oct

Comment

Sorry to disappoint. :(

I sympathize - there are lots of game devblogs I check weekly and it is disheartening when there is a long quiet period, not to mention the Unturned II quiet period has been *very* long.

To avoid unduly raising anyone's hopes I have been trying to be better about "show don't tell" and "actions speak louder than words". I do not want to waste anyone's time. The next time there is news about Unturned II it should ideally be "here is a fun beta worth playing" and iterate upon that, rather than "the boring beta has a physically correct day/night cycle".


31 Jul

Post

Anecdotes from the past month of gamedev.

Summary

There was an Unturned update with some features for future maps, and Yarrrr retired from the commu...

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07 Jul

Post

Reflecting on the past year.

Thank you for another great year in the Unturned community! We have now been out of early access (4 years) for longer than the early access period (3 years)! This past year saw 35 updates bringing a variety of major content and features to the game:

Reviewing Major Announcements

Elver Released

Danaby and Renaxon shook up the gameplay in really interesting ways. This kickstarted a lot of innovation in the map projects to experiment and establish unique identities. I think this cemented my role as the programmer for the game designers. Albeit I need to prioritize some of the critical foundation rewrites before...

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30 Jun

Post

Anecdotes from the past month of gamedev.

This feels like a monthly report to my boss (the Unturned community). "Uh oh what did I work on again? I promise I was not being lazy!" Though I did play a lot of Frostpunk after picking it up on the Steam summer sale.

Feedback

Unfortunately there was no clear winner of the character design debate. There has also b...

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11 Jun

Post

Revisiting the pros and cons of soft vs rigid joints.

Unturned II development is slow and challenging because I want it to be as close to perfect as possible. Conversely, developing improvements for Unturned 3.x is fast and easy because it is far from perfect.

The flaws in the current character design have been nagging at me. Negative feedback on the removal of "fingerless" gloves was the breaking point; I decided that a review of the character should be prioritized. While I did experiment with some ideas earlier this year, I am hesitant to make any firm decisions without feedback because changes may stray too far from the classic Unturned character design.

One of the tasks I worked on this week was creating an alternative character design proposal. It features similar proportions, but adds hands, feet, and rigid joints. Exact dimensions (especially the width of the hands) are subject to change. My thought here is that i...

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31 May

Post

Anecdotes from the past month of gamedev.

It feels like this month flew by! Looking back on the various completed work does not line up with how busy it seemed. Here are some of the more interesting points.

Kuwait

Refactoring weather to support sandstorms for Kuwait started late last year, and I was quite slow to finish it as the update notes or Animatic and NSTM can attest. We can also thank this for the recently added lightning strikes. They were fun, but very loud to develop, and the first newly new vanilla feature in some time.

Animatic and NSTM prepared several mythical effects for the map. Unfortunately they were not released because there is not a good system yet for non-unboxed mythicals. I had intended to do a feature for purchasable tools or crafting the Kuwait mythicals, but there are more side effects than may be apparent:

Non-preset mythical cosmetics will require some extra per-item da...

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23 May

Comment

Originally posted by 420blazeitfazeit

Yeah no problem. It actually turned out to be due to modded objects that conflicted with the aircraft such as guns and clothing. It's a little frustrating sometimes, as the only safe way to use aircraft is to play without mods. I also haven't really been playing unturned lately due to college, so I don't necessarily remember all too well which clothing/gun pack conflicted. Maybe I'll hop on this weekend to try and figure it out.

Ah, sorry about that. The game expects items/clothing to be on a collision layer that does not interact with vehicles. I will make a note to see about adding a warning for this. When switching to third-person the modded items/clothing would be re-enabled and collide with the vehicle.


14 May

Comment

Originally posted by 420blazeitfazeit

Sup Nelson! Sorry that I didn't reply to this comment earlier. It seems to be map specific, and occurs on certain modded maps. On those maps, it seems that all aircraft, including vanilla, explode when going into third person. Do you believe that this is a fixable problem?

Sorry, I guess I have not logged into this account in 3 months. If it reproducibly happens on modded maps then I should give that a try. Could you email a link to one of the workshop files to me please? ([email protected])


30 Apr

Post

Anecdotes from the past month of gamedev.

General

It has been an unusually quiet month. Lots of various behind the scenes work, and preparation for the next curated map. There were a few updates continuing previously discussed efforts in Unturned e.g. weather, effect audio replacements, physics material extensions.

ProtonMail

I moved SDG's email from G Suite to ProtonMail after using it personally for about a year. The move went smoothly after setting everything up, just swapping the MX record near midnight. It might be overkill, but I do not want to depend on too many services from any single company. This feels a little ironic considering Unturned PC depends on Steam as much as a fish depends on water.

Unturned II

Despite my recent excitement on Unturned, I should probably get back to more full-time focus on Unturned II. There has been some fun experimentat...

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31 Mar

Post

Anecdotes from the past month of gamedev. Focused on the decisions and thinking behind the RPC rewrite.

RPC Rewrite

Unturned uses "remote procedure calls" (RPC) for all gameplay netcode. This is a fancy way of saying that when you press the "pick up item [F]" key, the client asks the server to call a PickUpItem method, and then the server responds by telling the client to call an AddItemToInventory method.

Prior to the rewrite it looked something like:

public void askChat(CSteamID senderId, byte flags, string text)
...
channel.send("askChat", ESteamCall.SERVER, ESteamPacket.UPDATE_RELIABLE_BUFFER, flags, text);

This works fine, but there are a lot of aspects to improve:

  • Back when most of this old code was rewritten nameof() was not available in Unity's c# version, so a typo could break the call and not be found until runtime.
  • P...
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05 Mar

Post

Late anecdotes from the past month of gamedev.

There are less days in February than I thought, so when it was suddenly March 1st there was no blog post! Then I prioritized other tasks rather than writing this. It will only list February stuff though.

We have somehow had an Unturned update every Friday of 2021! How long will this continue...?

Roadwork

A player named Zefirka emailed me last month highlighting that all of the older maps had wonky jagged roads, and kindly offered to help update some of them. I had to decline the offer because we do not have a contributor licensing agreement (yet), but it did remind me that the nicer spline roads were added all the way back in mid 2016, and at the time I had decided it would take too long to manually update the existing maps.

I think my perception of time has changed since then. My plans for updates were a week or two ahead, whereas now my chang...

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