Unturned

Unturned Dev Tracker




27 Oct

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If I recall correctly, one of the main reasons for replacing the clouds was a technical one: Previously, the clouds were giant mesh particles drawn in the 3D. This meant the camera's far clip plane needed to extend far enough to cover all of the clouds, otherwise they would get cut off on the left and right edges of your screen. Regardless of graphics settings the far clip plane was something like 4 kilometers. I wanted to make it configurable so that players on low-spec PCs could cull more distance objects (think of how area increases as circle radius increases). By moving all of the sky effects like sun, moon, clouds, aurora borealis into the sky shader it became possible to limit the draw distance as close as you want. :D

Personally, I'm happy with the current clouds, but I'd also be happy to take another crack at improving their visuals further down the road. (e.g., multiple layers or styled volumetric clouds, something along those lines) The old cloud models were contr...

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21 Oct

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Auras are cosmetic masks. (As in, they use the Mask slot.)

Rather than being a modifier on a specific item (e.g., the White Fedora), the mythical effect is the cosmetic itself.


20 Oct

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What you're trying to do isn't possible. Have you considered creating a custom vehicle instead, and having that custom vehicle spawn on your map?

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https://support.smartlydressedgames.com/hc/en-us/articles/12110874710164-Playtime-item-drops

Drops have not been available for a while. Instead of drops, events have offered new crafting options.

Players have commonly asked about re-adding drops but tying them to Gold DLC to possibly mitigate some of the bot farmers. There's some issues with this (e.g., we'd have to develop the backend to support this, and bot farmers might return to the game anyways). But it is, admittedly, a common request.


16 Oct

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This is great! I especially love the multi-map transition.


15 Oct

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Thanks for your interest in the future of the series! We're certainly overdue for a follow-up to my 2023 follow-up post.

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Originally posted by SeverePerspective394

Just in case it's unclear, I'd like to clarify that's not actually me.


12 Oct


09 Oct

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Nice house! Feels inspired by Fallingwater. (Probably quite loud if you're near the waterfall, though!)

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Originally posted by Mir1s_

used the default item ID for the timberwolf so i know its not a modded gun. Plus i tried it in both single and multiplayer so. i already ran a game verification check for it and it came out without a issue

This sounds similar to a previous bug that's been reported once, which we weren't able to replicate either.

If you're able to reliably replicate the issue, and could provide steps to do so (or a video of you performing steps that cause this to occur), that'd be helpful.

The previous reporter alleged that it was only caused when they were entering/exiting water, but unfortunately we were not able to replicate the issue based on their report.

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What version is your game running on / what version is your server running? What's the specific error message you're receiving?


08 Oct

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I wasn't able to recreate this bug, but it kinda looks like you're using a modded weapon (rather than the actual, vanilla Timberwolf).

Maybe one of the mods you're using adds a gun that looks like the Timberwolf and can share skins from it, but the modder didn't set this up properly?


07 Oct

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Originally posted by SSSteakyyy

Nope but of course I’ve got to try it now thanks so much for creating such an amazing game I started playing back in the dead zone and unturned 2.0 days and I just always come back

Thanks for your kind words and your longtime support - all the way back to Deadzone! :O

I'm honored that it's something you've enjoyed coming back to over so many years, and I hope to make the future of the game/series worthy of this support!


06 Oct

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I'm late to the party suggesting this, but is it possible the roads it's not generating on were scaled negative/flipped? IIRC there was a similar issue at one point with the roads on Kuwait.

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Sorry for the trouble! Can you use the "copy to clipboard" button to paste the exact error message, please?


03 Oct

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Originally posted by YeahItsRyan

If you need me to recreate it at all I could arrange for that as it happens extremely consistently. I can also provide any other necessary info

Sorry for my delay following up with news on this:

It seems we miscommunicated about this during the map's development. Level objects that can be opened/closed aren't currently compatible as destructible objects, whereas I'd thought they were destructible barricade items placed in the editor. I'm going to see about supporting destruction on those object types and allowing zombies to destroy them, and then Buak could be updated to use that.

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Originally posted by AmazingInstruction68

i do, so just to clarify, the setting is not to increase the maximum rounds in a box, but to increase the multiplier in which the non filled crate has?

My apologies for the delay - Yes, it only affects the amount of ammo spawned in non-full ammo boxes, not the total maximum ammo unfortunately.

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Happy to hear you enjoyed the Buak quests! :)

Have you played the Elver final questline? It's pretty wild.


30 Sep

Showcasing a variety of community-created content, from funny videos to cool artwork! And of course, responding to player-submitted questions or suggestions.

Though, let’s start with these shark plushies first.

Mod: Shark Plushies

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29 Sep

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Looks fun! Is it an arena map, or something more like the custom "deathmatch" maps? Or is it a survival map with a focus on PvP/combat?