Unturned

Unturned Dev Tracker




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.

Comment

I'm more of a bard, but I think the Unturned equivalent would be mic-spamming and that's no fun. :x

Comment

My assumption would be that the mod that adds the item is possibly outdated and not compatible with the game. I would refer to the mod's Workshop page.


12 Jan

Comment

Originally posted by hox_useless

three ports? huh alright ill try, also hi molton, havent seen you talk before!

(ps: 3 ports? there isnt a 3rd option other than TCP and UDP) could you elaborate?

To clarify, my suggestion was that you port forward three separate times. 27015 as start/end for the first, 27016 as start/end for second, and 27017 for start/end for the third.

Comment

27015 should be starting and ending ports. Create three port rules, one for each port.


04 Jan

Comment

Originally posted by TheBestPersonEver69

This same happened to me like two days ago, but i think we have to just wait for Our God The Holy Nelson to fix it

I just double-checked this on Russia with the Annushka and it did not explode when switching perspectives. Does it happen consistently on a specific map / vehicle?

If using modded items one potential problem is if the clothes are setup to collide with vehicles.


02 Jan

Comment

Any workshop content that has been banned for breaking Steam policies.


01 Jan


31 Dec

Post

Looking ahead to the new year.

For 2020 along with the regular updates I completed three big refactors that had been on the to-do list for a long time: foliage streaming, network transport layers, and support for uGUI. This has me feeling optimistic (aside from Unity frustrations...) for refactoring in 2021 with one particular goal in mind: eliminating multiplayer "lag lines".

Currently in multiplayer the game has awful lag spikes / hitches / stutters when loading large bases on the client. A lot of players refer to this as "lag lines" because there is no hysteresis - walking back and forth across a grid cell boundary repeatedly destroys and reloads bases.

The core problem is that all barricades and structures in a region are synced in a single frame. The server has to send a lot of data all at once, and the client stalls the game thread to process it and instantiate all of the objects. This is currently necessary becaus...

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30 Dec

Comment

There isn't a debug menu, but it sounds like you're thinking of the devkit map editor.