Unturned

Unturned Dev Tracker




04 Mar

Comment

Originally posted by danaby2

idk maybe the creator of Elver and Dango was kinda lazy and just copied the Dango building and slightly modified it for use in a survival map

maybe someone should go ask the creator of the Dango map, tsk.


02 Mar


26 Feb

Comment

You can't create a new map without naming the map first.

Comment

Your plugin is outdated and needs to be recompiled.


19 Feb

Comment

Originally posted by TheBestPersonEver69

I was like 110% sure that hes right because in the Unturned wiki it says that EVERY gun does like 2 structure damage but i guess im just stupid

I can't find a page on the wiki that says that.

You might be confusing Classic (version 2.x) damage calculations with the latest iteration of the game. Or more likely, you're seeing that every gun has structure/barricade damage, but not every gun negates invulnerability (which structures and barricades have by default).

If you're referencing infoboxes for damage values, the Negation field is next to the structure/barricade damage values.


13 Feb

Comment

Originally posted by boiiaf

My not everything has to be realistic lmaoo. Bears are apart of the game. So they will spawn no matter what map it is.

*Animals will not spawn unless the map was designed to specifically have that animal spawn. The same applies to all other game content as well.

In this case, the creators of the Rio de Janeiro map have spawns for Wolves, Bears, Deer, Pigs, and Cows.

Comment

Originally posted by boiiaf

My not everything has to be realistic lmaoo. Bears are apart of the game. So they will spawn no matter what map it is.

*Animals do not spawn unless the map was designed to have them spawn.


12 Feb

Short, but first community blog of the year 2021! We explore some of your questions about Unturned II's mechanics, take a peak at some community-made content, and export some icons.

Exporting Icons

With the 3.21.5.0 earlier this month, we removed unnecessary icons from the …/Extras folder. The icons and econ images took up a lot space (nearly half a gigabyte!) despite not being used for anything in the game.

Menu for exporting high-quality item icons.

However, the icons can still be exported by going to: ...

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09 Feb

Comment

It sounds like the issue is that Steam is default launching Unturned.exe rather than Unturned_BE.exe. Normally there's a launch option when you start the game from your Steam library ("Play Unturned" and "Play without BattlEye Anti-Cheat").

You could always launch Unturned_BE.exe directly, from the game folder. If you're launching via shortcut on your Desktop or something, then you could manually redirect it to the desired .exe file.


05 Feb

Comment

There is no version of the California Mercenary Bundle items with stripes on the helmet and mask. You're probably thinking of something like the Motorcyclist Helmet.


04 Feb

Comment

Originally posted by MoltonMontro

Hey, skimming this post and replies there's obviously some confusion regarding the latest blogpost. Namely – people have misread what features are currently being worked on for Unturned, and what features are currently being worked on for Unturned II. I'll briefly re-explain the blogpost.

Unturned's next-after-next map has custom weather. This has been promised for a while now, and needs to be implemented for Unturned. This is more-or-less the main thing being worked on for Unturned in the near future.

Unturned II needs AI systems implemented. It's not possible to implement zombies and other hazards such bandits, drones, or scarier Turned variants without an AI system. This is what's being worked on for Unturned II right now.

We could start adding our planned status bar systems (health, calories and hydration, immunity and medicine), but I would argue that laying the groundwork to impl...

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Some other notes:

  • U4 is the internal game code. It doesn't refer to 4.0, although I can see how it being mentioned in some places can be confusing. Last year I updated a majority of the blogposts to consistently refer to the game as Unturned II, and I've gone ahead and updated the mentioned Trello card.
  • Most games have their status bars balanced around the average map's size and layout. You will most likely see these status bars implemented sooner than you'll see most additional map systems (e.g., destruction systems).
  • Although drones and bandits are mentioned in the blogpost, all the perception stuff talked about is primarily relevant to zombies/Turned.
  • Some of the things mentioned in your Reddit post aren't systems that should be implemented soon, either making more sense to be implemented far later into pre-release development, or require other systems in place. Base building is a good example of that, although the pinecones were...
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Comment

Hey, skimming this post and replies there's obviously some confusion regarding the latest blogpost. Namely – people have misread what features are currently being worked on for Unturned, and what features are currently being worked on for Unturned II. I'll briefly re-explain the blogpost.

Unturned's next-after-next map has custom weather. This has been promised for a while now, and needs to be implemented for Unturned. This is more-or-less the main thing being worked on for Unturned in the near future.

Unturned II needs AI systems implemented. It's not possible to implement zombies and other hazards such bandits, drones, or scarier Turned variants without an AI system. This is what's being worked on for Unturned II right now.

We could start adding our planned status bar systems (health, calories and hydration, immunity and medicine), but I would argue that laying the groundwork to impl...

Read more

01 Feb


31 Jan

Post

Anecdotes from the past month of gamedev.

Four weeks into 2021, and four Friday updates for Unturned. It feels like we are back in 2016! Most of this month's work was not particularly exciting, but here are the highlights:

Unturned Stuff

For the next map coming soon seamless teleporters have been added. These maintain your relative position between the entrance and exit, so non-Euclidean spaces can be faked e.g. "it's bigger on the inside!"

I brought the automatic item icon measurements from 4 back to 3, which then highlighted a lot of flaws with the approach. This converted the renderer world space bounds into camera space to find the center and dimensions, but inflates the bounds when rotated. Fortunately most items have axis-aligned cameras.

Since each item, object, vehicle, etc used to be in a separate asset bundle there are a stupid number of duplicate files. I added a tool to hash all assets i...

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29 Jan


23 Jan

Comment

That's pretty cool!


19 Jan

Comment

More knowledgeable players haven't mentioned it yet, so due credit to John '00' Fleming for his mix of Tears from Heaven.