Unturned

Unturned Dev Tracker




20 Nov


15 Nov

Comment

Originally posted by Key_Organization_643

im owner the server

Note that there's a difference between having created a server, and having admin permissions on that server.

Comment

Originally posted by Key_Organization_643

oh sorry i forgot its on multiplayer

You have to be an admin on the server to use commands such as /give


08 Nov

Comment

As others have correctly pointed out—you are using a mod. I suggest looking at the Steam Workshop page of the mod you are using.


07 Nov

Comment

Note that metal structures/barricades only take 50% of the damage dealt to them. A metal wall's effective health is actually 2200, a jail door's is 1400, and so on. Same applies to brick structures.


06 Nov

Comment

Edit the following file:

...\Steam\userdata\...\304930\remote\Settings\Graphics.json

By default, "UserInterfaceScale" should be set to "1", and "Resolution" should be set to your monitor's native resolution.


25 Oct

Comment

Tenfoot is not an Unturned file. Tenfoot is a Steam file, used for Steam Big Picture mode.


13 Oct

Comment

Only items with the "Marketable" Steam Inventory tag can be sold on the Steam Community Market. When viewing items in the Stockpile (or any other game's equivalent Steam Item Storefront), you can see tags under the "Add to Cart" button.

For Unturned, a majority of the items are not marketable. The main exceptions will typically be unboxed items, or anything only available on the Stockpile for a limited amount of time.


08 Oct

Tokyo Game Show 2021, Unturned: Paper Edition fan project, mod showcases, and more!

Tokyo Game Show 2021

The Tokyo Game Show, commonly shortened to TGS, happens annually each September. This year, we made a brief appearance to discuss and showcase the upcoming Elver DLC (and next-gen upgrades) coming to Unturned on consoles.

Mod Showcase: Vehicles ++

JPepe's Vehicles ++ mod takes all your beloved vanilla Unturned vehicles, and gives them an overhaul both visually and mechanically. The remastered vehicles use a custom vehicle physics profile to make them more controllable compared to the flighty vanilla physics. They have new, higher-poly models, damage states, animated trunks and dashboards, and more. Lastly, these vehicles will spawn naturally on offi...

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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 – 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