Unturned

Unturned Dev Tracker




05 Jun

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It's probably in your Maps folder then.


04 Jun

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2019.4

EDIT: As of the 3.21.20.0 update, it's changed from 2019.4.20f1 to 2019.4.28f1.


02 Jun

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Some mods, which includes curated content, may have reworked versions of vanilla items. Depending on how the mod maker has chosen to implement such items, they can allow for skins to function on the items, but this isn't something that's always going to happen.

This is not a bug – skins only apply to the actual vanilla content.


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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Comment

Originally posted by JustinSKorean

Sorry for no context. This is the unlimited URP map that is based on the California map. When I play this on single play it always ends up like this even if I unsubscribe and resubscribe the map or when I restart the game.

You're likely missing other mods that the map requires. You should check the Workshop page of the map.

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Unturned has been downloaded tens of millions of times – any new achievements we add at this point will, most likely, always remain around a 1% mark unless the achievement isn't a map-exclusive.


29 May

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Not every vehicle can be locked.


25 May

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Unturned does not have an "accounts" system. You log into Steam to download, install, and play Unturned.

To log out of Steam, you click the "Log out of account: " button from the Steam client.


24 May

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Mystery boxes should have stopped dropping years ago. Did you get a mystery box recently?

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Custom localizations are mods. You "activate" them by downloading the mod from the Steam Workshop.

Custom localizations use files from the Localization folder, Translations folder, and Bundles folder. Only a few systems use the "Translations" system, but all game features use the "Localizations" system. For example, you can translate song names with a custom .translation file.


23 May

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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.

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You can mine bricks from the clay lumps located in the ocean.


20 May

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Ionized kelp can be found in the deadzone.


14 May

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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])


10 May

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Feed the cats

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Spawn tables use a parent-child hierarchy, which is a form of relational model. I suggest looking up object-oriented programming if you want to better understand where the terms come from and how they're used. It has nothing to do with biology, and it has nothing to do with multiple items spawning together.

For the purposes of what you're looking at, parents are the table. Children are sub-tables or the actual individual asset. Assets are always children in this case, but tables can be either or both.

When you place an item spawn node on a map, that spawn node is referencing one of your tables. When the game tries to spawn an item, it looks at the children of the table, and randomly chooses one child to spawn. If the game randomly chose a child is also a table, then the game will go into that sub-table and choose repeat the process. This process repeats until the game chooses a child that is also an actual asset (e.g., an item like the Eaglefire).

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The console ports are developed by 505 Games / FunLabs. Feedback should be sent to them directly through the 505 Games Support website, as opposed to through Nelson/SDG/Steam.