Unturned

Unturned Dev Tracker




17 Nov

Comment

Originally posted by Rustic_Void

Okay I fixed the model not showing by copying a model from the examples and replacing the mesh with mine but i still cant enter the vehicle

It sounds like the original issue was due to not tagging/layering your assets correctly.

Does your prefab have seats for the player to sit in?


11 Nov

Comment

Originally posted by Plenty-Poetry-3498

(Custom map)

You could disable the crafting recipes for Horde Beacons, or not add the items necessary to craft one to your map.


09 Nov

Comment

Maps cannot be edited if you didn't create them, unless you Unlock the map.

https://unturned.wiki.gg/wiki/Level_editor#UNLOCKER

Comment

Really impressive base! Loving all the attention to detail both outside and in your armory. My sister even saw your post on her front page and sent it to me because it was so impressive! :)


06 Nov

Comment

Stepping in because this is (unintentionally) misleading.

The terrain is always drawn before water which means any water underneath the map will be skipped because it fails the depth test.

Since you mention memory (RAM), for most players, Unturned uses a lot of RAM when a lot of mods (including curated maps) are installed. The game pre-loads a lot of content which is undeniably problematic memory-wise, but it has its upsides, and is difficult to change at this point because it's somewhat foundational. We have a support article to help with reducing RAM usage: https://support.smartlydressedgames.com/hc/en-us/articles/12112637453076-Reducing-memory-RAM-usage


01 Nov

Comment

Happy (belated) Halloween!


31 Oct

Reminders about ComboCrate 2024, the Steam Scream Fest sale, and showcasing a variety of community-created content.

Video: “I made Unturned 10X harder!”

Is Unturned too easy? Watch as Max Winterfield cranks up the difficulty to make zombies stronger, bosses more frequent, loot harder to come by, and more in his struggle to survive.

Mod: Animated Sushi

The ...
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30 Oct

Comment

Originally posted by Serious_Gamer_5534

Hostile (red) sentries I’m pretty sure have a slightly faster firerate

The main difference between sentries is what they're allowed to target/shoot. :)


28 Oct

Comment

Originally posted by DIESELMTHRFCKR

This aged so well

Posted several years before I started officially working for SDG/Unturned, too!


27 Oct

Comment

I completely agree this would be awesome! I feel like we don't hear from singleplayer folks too often - I appreciate your posting. :)

I have kind of wondered about that as an "end goal" for the maps: Something like the horde beacon to fully clear out a location. Longer-term I envision the series having a greater PvE focus and content like this, e.g., defending your base against roaming zombie hordes.

Comment

If I recall correctly, one of the main reasons for replacing the clouds was a technical one: Previously, the clouds were giant mesh particles drawn in the 3D. This meant the camera's far clip plane needed to extend far enough to cover all of the clouds, otherwise they would get cut off on the left and right edges of your screen. Regardless of graphics settings the far clip plane was something like 4 kilometers. I wanted to make it configurable so that players on low-spec PCs could cull more distance objects (think of how area increases as circle radius increases). By moving all of the sky effects like sun, moon, clouds, aurora borealis into the sky shader it became possible to limit the draw distance as close as you want. :D

Personally, I'm happy with the current clouds, but I'd also be happy to take another crack at improving their visuals further down the road. (e.g., multiple layers or styled volumetric clouds, something along those lines) The old cloud models were contr...

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21 Oct

Comment

Auras are cosmetic masks. (As in, they use the Mask slot.)

Rather than being a modifier on a specific item (e.g., the White Fedora), the mythical effect is the cosmetic itself.


20 Oct

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What you're trying to do isn't possible. Have you considered creating a custom vehicle instead, and having that custom vehicle spawn on your map?

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https://support.smartlydressedgames.com/hc/en-us/articles/12110874710164-Playtime-item-drops

Drops have not been available for a while. Instead of drops, events have offered new crafting options.

Players have commonly asked about re-adding drops but tying them to Gold DLC to possibly mitigate some of the bot farmers. There's some issues with this (e.g., we'd have to develop the backend to support this, and bot farmers might return to the game anyways). But it is, admittedly, a common request.


16 Oct

Comment

This is great! I especially love the multi-map transition.


15 Oct

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Thanks for your interest in the future of the series! We're certainly overdue for a follow-up to my 2023 follow-up post.

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Originally posted by SeverePerspective394

Just in case it's unclear, I'd like to clarify that's not actually me.


12 Oct


09 Oct

Comment

Nice house! Feels inspired by Fallingwater. (Probably quite loud if you're near the waterfall, though!)

Comment

Originally posted by Mir1s_

used the default item ID for the timberwolf so i know its not a modded gun. Plus i tried it in both single and multiplayer so. i already ran a game verification check for it and it came out without a issue

This sounds similar to a previous bug that's been reported once, which we weren't able to replicate either.

If you're able to reliably replicate the issue, and could provide steps to do so (or a video of you performing steps that cause this to occur), that'd be helpful.

The previous reporter alleged that it was only caused when they were entering/exiting water, but unfortunately we were not able to replicate the issue based on their report.