Unturned

Unturned Dev Tracker




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.


05 Oct

Comment

I would be incredibly surprised if you could run any version of the game.


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".


29 Sep

Comment

Originally posted by ShattersheadS

In the Elver folder there are some .dat files in "...\Elver\Spawn", like Animals, Vehicles, Items ecc. but if i try to open them with Wordpad or Notepad++ i can only see random symbols. They are probably the right files to modify, but i don't know how to edit them.

PS: In other mods the same files are perfectly readable in Notepad ++

Spawn tables are assets โ€“ they are located in the Bundles folder. You're currently looking at spawn points.


24 Sep

Comment

An issue with a lot of similar-but-different things using similar terminology. But, I'll clarify on these things here.

Most Mythical rarity items are generated from mystery boxes. These items are guaranteed to have a random mythical effect attached to them, and will have a Mythical rarity prefix. The possible mythical effect depends on the mystery box it had been generated from, along with a few other conditions such as valid equip regions.

There are a few emissive effects that are tied to the cosmetic/skin's textures, and are always present on that item. These effects are meant to provide the player with additional information about the item. They are: Dynamic (animated 2D texture), Luminescent (glows), and Uses Hair Color.

Particle effects are attached to items that have been crafted by the player. These effects are identical to traditional non-emissive mythical effects, but the item does not have the Myth...

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19 Sep

Comment

I think you've misunderstood how to set up the files. Link to the LevelAsset.asset from your Config.json, and then link to CraftingBlacklistAsset.asset from your LevelAsset.asset.

Here are three code blocks, as examples for your three files:

Config.json

{
    "Asset":
    {
        "GUID": "0d05249e95ee4385874f2482d33192af"
    }
}

LevelAsset.asset

"Metadata"
{
    "GUID" "0d05249e95ee4385874f2482d33192af" 
    "Type" "SDG.Unturned.LevelAsset, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
}
"Asset"
{
    "Skills"
    [
        {
            "Id" "Sharpshooter"
            "Default_Level" "0"
            "Max_Unlockable_Level" "0"
        }
    ]
    "Crafting_Blacklists"
    [
        {
            "GUID" "c0d3f2a6-860b-45e0-be8e-333593ada2d5"
        }
    ]
}

CraftingBlacklistAsset.asset

"Metadata"
{
    "...
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Comment

You can do both in the same file. Both are their own, separate arrays.


17 Sep

Elver and next-gen is coming to Unturned on console, the Chef Zombie plushies have shipped, and more!

Unturned on Console

Hey, console players! The Elver map is coming to Unturned on console, followed by next-gen updates for PlayStation 5 and Xbox Series X|S!

...
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16 Sep

Comment

Thank you for the bug report. You can follow the bug's status on our GitHub repo.

https://github.com/SmartlyDressedGames/Unturned-3.x-Community/issues/2825


15 Sep

Comment

Your original account is likely only a limited user account. Limited user accounts cannot trade Steam Community items, nor use the marketplace. Refer to Steam documentation for more information.

https://help.steampowered.com/en/faqs/view/71D3-35C2-AD96-AA3A


14 Sep


10 Sep

Comment

To follow-up on this, this bug has been fixed with the latest game update (3.21.27.0).


09 Sep


04 Sep

Comment

Originally posted by danaby2

idk

On mobile, but my assumption is that zombie armor multiplier is only used in zombie damage calculations. OP said they're using the player damage setting. As far as Fists go, to simplify it certain damage sources don't have the same distinctions. Bayonets are a good example.

EDIT: These two configuration settings are currently incompatible with each other. Regardless, 400% damage multiplier would basically the same as just playing without the setting, and might even be easier. If an interaction between the two settings was added, I would suggest a 1.15 multiplier instead.

I've created an issue regarding the bug. You can follow it here: https://github.com/SmartlyDressedGames/Unturned-3.x-Community/issues/2808


27 Aug

Comment

Originally posted by green_vase

Yes I understand that I supplied an email. I received 2 emails from makeship, one stating that the product was funded, another saying that my order is "on the way". I haven't received anything else. Is there a special email that gets sent? Is it sent by makeship? If you want I can DM you my order number/proof of purchase?

I'm sorry if I sound rude or condescending, I'm just a massive fan of unturned (started playing in late 2015) and I really want to make sure I'm not missing out on a piece of history.

All emails regarding the Unturned Chef Zombie will be sent from Makeship. These emails can arrive at different times, so you may need to wait longer, closer to the original intended/listed shipping date of September.

If you don't receive the email containing your Steam CD key within a reasonable amount of time, you should contact Makeship with proof of purchase, as they are the retailer.


26 Aug

Comment

Originally posted by Miro_Meme_EXPERT

eeeee

eeeee


25 Aug

Comment

Originally posted by green_vase

I bought the plushie, but didn't have a makeship account at the time. Am I boned or what? Where/when did you get your code?

When you make a purchase, you have to supply an email. Shipping information, the CD key, etc. are emailed to you. This is applicable to most online storefronts.

Comment

Originally posted by TinThor

What I had to do, with my limited knowledge of editing game files, was edit a spawn table that was already in the game. Then I made a copy of the Russia map (different name) and went into the editor to change all the item lists to that one I edited. A duct tape solution, but it works! Anybody could do it for their own map, maybe publishing RussiaRandom, FranceRandom, GermanyRandom, etc. would work for the workshop? But I'm not sure how to get a new spawn table into the files of another person's game haha

Instead of creating a custom map, you could create a single custom spawn table.

You would set it so every vanilla spawn table (at the top of the spawn hierarchy, so ~15 different parent spawn tables) is a root. Then, you'd have Root_#_Override set to true for each parent, so that the default spawns in the vanilla spawn tables are weighted as 0 (effectively, 0% spawn chance). Finally, you'd just have your custom spawn table re-add every item in the game, with an equal spawn weight (e.g., 10).

https://github.com/SmartlyDressedGames/U3-Docs/blob/master/SpawnAsset.md...

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24 Aug

Comment

Originally posted by Mr_Eggs

I haven't played since 2017-ish. When was this update?

It was July 7, 2017. So, relatively 2017-ish.