This week the map started properly taking shape with the rough landscape in place and the planned locations in their final spots, though a few new ideas have come to mind I'd like to work on soon. A couple places are somewhat detailed, this being one of the less spoilery ones:
Over the next week I'll be polishing/finalizing the landscape with materials, foliage, trees, boulders, erosion, etc and continuing to detail the locations themselves.
All of the objects, nature assets and vehicles on my to-do list for the new map are now done! Though a few more are bound to come up as I go I think there's a lot of exciting stuff including suggestions going back several maps. The next step is creating the level itself: from the landscape to the decorations, spawns, lighting, etc.
I'd hoped to have some new content this update for you but ran out of time, so my goal is to work on some of the new items to release ahead of the map in the coming weeks while primarily focusing on the level itself.
Added Top Gun quest for Andy on the Liberator.
Improved to run execute.config from cloud folder as well.
Tweaked graphics draw distance to affect decal draw distance.
I made quite a bit more progress on the assets this week, and will continue with that next week hopefully wrapping up the objects/nature stuff before Friday, then leading into working on the map itself properly. Thanks for all the great suggestions/feedback - keep it coming!
One of the areas I mentioned last week that I worked on are the burning ...Read More
This week I've been continuing work on the objects for the new map, Silo 22's big brother being the most exciting, and looking through the suggestions/feedback many of you have been posting.
If you have any city/town related ideas I'm especially curious to see those at the moment, for example Washington had the new largest city with overpasses and skyscrapers and Russia had the underground metro system, thinking of a few unique ones for this map like burned to the ground in rubble, flooded district, Coalition fortified encampment - no guarantees but along those lines.
My thinking with the zombie difficulty assets is to allow a new sort of progression where the higher tiered areas of the map have higher concentrations of the more challenging zombie types
Very tangential but Silo 22 was the first object I made the same day we started planning Russia which got me really excited to release the map, I think it's kind of the centerpiece/setpiece, and these new bases have given me the same feeling again!
The goal for next week is to continue new objects, start on the landscape details and potentially begin making new ...Read More
Added support for shooting turret from pilot seat.
This week I've been working on new vehicles and objects for the next official map. The exact geographic position isn't decided yet, but I've got some interesting locations in mind and aiming for something more mountainous and vertical. If you have feedback/suggestions for what you'd like to see in this map make sure to post them and I'll be keeping an eye out!
It's still aways out so don't get hyped up yet, though I wanted to let you know what I'll be working on (do you prefer that I keep it secret or should I hint at the progress each week?), in the meantime here's a small teaser:
Added radio frequency option to groups menu.
Added planar reflection quality setting.
Added tile draw distance option to instanced foliage mesh assets.
Added options for max ping and queue/game timeout to server config. Added placard signs. [IDs 1467-1470]
Improved holographic sights to stay centered.
Improved scope off performance and scaling. Improved ocean reflection performance.
Improved mp position compression to work with taller maps.
Updated to Unity 5.6
Tweaked to cap aspect ratio at 21:9 Tweaked stereo audio range lower.
Tweaked small pebbles tile draw distance lower.
Fixed server asking itself for quest info.
Fixed using asset/type browsers outside of editor.
Fixed an exploit with NPC vendors.
Fixed tourist hat mythical hook. Fixed moonbuggy misconfigured seats.
This week I also uploaded two new video tutorials:
Creating Custom Songs
Uploading Skins to the Curated Workshop
My primary motive updating to Unity 5.6 was for the new navmesh system, but unfortunately the navmesh data cannot yet be saved/loaded at runtime. This means it would have to be re-calculated when loading the level bringing loading times up into several minutes at least, so we're stuck with ...Read More
Under the play menu you can now form a lobby and invite friends from your Steam friends list. When the lobby leader joins a server everyone else in the lobby will automatically join as well and form a group in-game.
To quickly find an ideal server (especially for new players) you can use the matchmaker under the play menu which will find a server with the most players and lowest ping it can. In the options menu you can configure the minimum players and maximum ping as well as show the full list of maps.
Previously you could form alliances in-game by forming a Steam group, but this was a lot of hassle. Now you can create, join and leave groups in-game from the playerlist, and automatically get put into a group when playing in a lobby. As group owner you can rename the group and promote/demote admins to invite and kick members.Edit: Old groups were converted to the new group system when joining the server with the first player to join as the owner so bases should still be functional, but I'm seeing a lot of feedback arguing for some of the pros ...Read More
Transplanted PEI and surrounding waters to another planet for a change of scenery.
Tweaked more food items to cause hallucinations in line with their real life counterparts.
For the moment only Unturned's theme song is available officially, but adding custom music is relatively straightforward. Export audioclips from Unity into an assetbundle ending with .content. Then create a stereo song asset from the asset browser (right click) and drag/drop the audioclip into the song slot. The theme song example file can be found in Bundles/Assets/Songs.Read More
The main menu now automatically features an announcement post about one of the top three workshop items from the past month. The goal here is to help give traffic to some of the best community content when you might not otherwise see it, and I can manually highlight/promote specific high quality workshop items that aren't getting the attention they deserve.
If your map is using the devkit you can now convert old objects to work properly with the devkit tools by using the upgrade wizard and then setting Use_Legacy_Objects to false in ...Read More
You can now open a level in the devkit and use the Skin Creator Wizard under Windows -> Wizards to create and preview skins in-game.
Once your skin is looking good you can output it to a folder and upload it with the new UGC Upload Wizard to the Curated Workshop. Skins created with this tool will get the "Verified" label and be prioritized for acceptance into the game because I've also added the Skin Acceptor Wizard which is able to import them very quickly.
Hawaii is Unturned's first Curated map and now available in-game!
It's been built from the ground up by the following community workshop creators:
Justin "Gamez2much" Morton
Terran "Spyjack" Orion
Alex "Rainz2much" Stoyanov
Amanda "Mooki2much" Hubler
If you are enjoying the map and would like to support them consider checking out the new Hawaii Mystery Box!
View Hawaii Map Mystery Box
We're trying something a bit different - this past week I've been involved cleaning up and fixing the map, but the continued development remains in their hands (although I will still help with fixes, making sure it fits the artstyle, etc) and they'll be able to upload updates to the map. You can submit your feedback/bug reports to them through the feedback link in the map selection menu.
Here's the launch post on their team's blog: Hawaii is here!
Thanks for all your submissions - the response was overwhelming! I scanned through a couple thousand and accepted many winners, but unfortunately couldn't cover them all. It's obviously been very popular however, so it will continue through the community screenshots section. I will consider screenshots following the same rules ...Read More
Are you a survivor with an eye for photography? You're in luck - this week we're running a contest to update Unturned's loading screens! If your screenshot is selected it will be used in the background art and you'll win a special in-game item!
Send your entry to contest[at]smartlydressedgames.com with links to your screenshot(s) and your Steam profile (needed to grant award)!
All vehicles now spawn with a battery. The battery charges while the engine is running, and drains down if the headlights/siren are left on with the engine off. If the battery runs out while driving the horn, headlights, taillights and sirens will stop working. If the battery is dead when entering the vehicle the ignition will not function. You can remove the battery in the vehicle context menu, and add one by using a replacement found at mechanics/gas stations.
Caltrops and weaponry now damage most wheeled vehicles' tires. Handling is significantly impacted by lack of wheels, but they can be replaced by attaching a new tire found at mechanics/gas stations.
Tweaks ...Read More
You can use this to quickly mass-place objects like pebbles, grass, trees and boulders. For example you could paint some pebbles onto the ground around a crash site, or boulder objects onto a cliffside like in the Russia map. Check out painting the Boulders_00_Collection for an example of that. Hold shift to erase painted details, or control to erase only the selected asset/collectionRead More
It's now possible to have multiple elevations and connected bodies of water in a level using the new water volumes, for example lakes, dams and swimming pools. Previously water was completely flat allowing a simple ...
The first community-created mystery box is now dropping as the January 2017 Workshop Crate #1! All of the contents were voted on in the curated workshop, and are the first time you can get mythical variants of workshop items!
To open a workshop crate you will need the associated workshop key available from the stockpile. This is because the sales of the special key are split with the creators of the items in the crate. Future non-workshop mystery boxes will continue to use the normal mystery box key, however.
For anyone who worked with the old localization features this should hopefully be a huge upgrade. From the devkit you can now open the new translation editor which automatically handles several annoying tasks from before:
Misses list shows all translation references that failed to find their text, and gives you the option to add the missing text.
Delta list displays every english token that either doesn't exist in your loaded translation, or has been updated/changed since you last translated it alongside their english counterpart for comparison.
Tree editor groups all tokens in english or your translation language from any official and mod namespaces installed ...
Added vehicle perspective option which limits third person to vehicles only.
Improved singleplayer menu to categorize map types. [Hawaii and other upcoming community-created updates will belong to the Curated category.]
Cleaned up after festive event.
Fixed precision building mode sometimes getting scrambled when moving large numbers of objects between tiles.
Fixed to remove grass under bases again. [Forgot to add this feature to the new system last week!]
Fixed to pad character buildable obstruction bounds slightly.
Fixed sticky grenade getting stuck midair immediately after throw.
Fixed new foliage wind off on low setting.
Fixed unable to toggle lasers/lights in safezone.
Fixed new candycane skins' descriptions.
Bullet-proofed many custom asset/content related features.
We're off to Vancouver visiting family the next few days so the update is earlier this week, but next Friday everything should be back to schedule.
Workshop Crate Upcoming:
Valve has added support for mystery boxes containing community-created items, so if you're working on some cool skins make sure to get them on the workshop soon! I'll be aiming to set one of these ...Read More
Unturned has been nominated for the "I Thought This Game Was Cool Before It Won An Award" award alongside Starbound, Euro Truck Simulator 2, Stardew Valley and Paladins!
If you would like to cast your vote here's a link to the page on Steam:
Huge thanks to everyone who voted for Unturned in the nominations and this final round, I never imagined Unturned would be in the running for an award so this is absolutely mind blowing! Regardless of whether or not we win the award, I'm very humbled by all your awesome support and proud to see Unturned in the company of these other amazing games!
Upgraded all official maps to use the new landscape and foliage features.
Added wizard to help convert existing terrain to the new systems.
Added miscellaneous features required for the upgrade to the foliage editors and devkit.
Added graphics option to draw foliage when aiming scope or binoculars.
Added alert to the main menu when BattleEye is not running.
Wrapped up presents under trees on Festive Russia map.
Accepted a few more festive themed curated workshop skins.
Updated to Unity 5.5.0p3 ...Read More
Russia has frozen over for the winter! It's cold enough that a swim is an easy way to freeze yourself, but on land you should be fine - aside from the restricted visibility! The Festive Gift Present is also dropping again with some new skins and elf outfit, although at a 50% chance rather than the usual 100% because the event is longer than previously. A few curated workshop items were accepted this week, but there will be another wave next week so get yours in as soon as possible if you're working on a holiday themed item!
Added Festive Russia map.
Added Festive Gift Present to drops with some new items inside.
Added 10x higher detail versions of every tree model and option to enable them.
Added graphics option for wind quality, low being the old windy foliage option.
Added rewritten higher performance/quality grass/foliage system, more info below.
Accepted a few festive themed curated workshop skins.
BattlEye security update. (for all BattlEye protected games)
Tweaked several large boulders to have landmark LODs.
Temporarily disabled ambient occlusion in forward render mode.
Fixed items in storage getting dropping in the ...
Edit for 22.214.171.124:
There was a very confusing bug in multiplayer after the update came out where your character would bounce up/down while playing on a server, so I reverted the update while hunting it down. Unfortunately I didn't run into it while testing because of an option I had enabled on my server. It turned out that due to the bayonet fix the input packet was getting corrupted such that the server thought you were holding the jump key, so your player was rubberbanding to match the server's bunnyhops! :)
Added rewritten/upgraded landscape system, new tools and holes support.
Added Devtest4 map.
Added basic type browser/content browser.
Added terrain quality graphics option.
Improved snow and ice to glitter in the sunlight and added option to disable.
Improved landscape and nature objects to use triplanar mapping and added option to disable.
Improved rain puddles not to form under main sea level.
Tweaked snowflake particle lighting to be more visible.
Tweaked traps not to count as PvP deaths.
Fixed server incorrectly rejecting bayonet hits.
Fixed to prevent specular highlights on foliage and terrain aside from rain.
Fixed standing ...
Added Earpiece. [ID 1446]
Added devkit save window.
Added devkit object inspector.
Added devkit asset browser.
Added base functionality to devkit selection/transform tool.
Added devkit undo/redo transactions window.
Added per-server instance maps/bundles folders for limited server hosts.
Updated to Unity 5.5.0f3.
Tweaked BattlEye ban alerts to show in chat.
Tweaked transparent object sorting to change based on water and camera position.
Tweaked scoped recoil reduction lower.
Fixed potential issue when checking for Gold ownership with Steam.
Fixed exiting editor window while dragging or resizing.
Fixed not to render motion vectors for intersect highlight materials.
Added terminal argument and key/value parsers to cover all C# built-in types.
Cleaned up field/property delta undo/redo code and performance.
Cleaned up translation metadata reading.
Cleaned up key/value file reading/writing code.
This week we're up to ~8,600 bans, (~1,200 more than last week) so it looks like the cheaters are starting to give up!
If you've been getting an "Unsupported Modules" BattlEye kick you'll need to remove any folders other than "Framework" and "Unturned" from your Unturned/Modules directory. In the future as modules ...Read More
Added Walkie Talkie. [ID 1445]
Added ability to pop out editor windows and keep in fullscreen.
Added new upgraded translation system.
Added basic visuals for selection and terrain brush tools.
Added new undo/redo system to the devkit.
Accepted 9 new curated workshop items.
Improved editor to save default window layout and menu for saving/loading.
Improved debug lines intersecting objects to darken and checkerboard.
Tweaked command line to forward terminal commands.
Tweaked Steam messages to print in Steam terminal category.
Tweaked terminal messages to be included in .log files.
Fixed to render editor handles after image effects.
Fixed binding terminal to mouse buttons.
Fixed valid caliber range.
Fixed ambiguous Gold error message.
Fixed resetting rain after joining arena server.
Fixed viewport rendertexture scaling.
Another week and we're up to ~7,400 confirmed cheaters banned!
Right now the Walkie Talkie broadcasts on all frequencies, but in the future selecting a specific frequency and listening for radio through car stereo or placeable radio are on the roadmap.
I made quite a bit more progress on the editor revamp this week in a lot of different areas, the most visibly different ...Read More
Bastian [the founder of BattlEye] and I have been back and forth about integrating it for absolutely ages, and today I'm very happy to say BattlEye starts a trial run in Unturned! Because of how Unturned cheats work it should be able to completely block them, meaning all servers running BattlEye should become almost cheater free!
The trial run will last a month where we'll be making sure it's effective, fixing any issues related to it and getting an idea of the average traffic to BattlEye's backend servers. Note that pricing is dependant on player population, so fair warning: it might become a Gold Server only feature.
Most of my time this week went into debugging Unturned BattlEye [First Unity/C# game using it!] so there's not much new content, but as a result I'm relatively confident it's stable.
Serverside modules/plugins [e.g. RocketMod] should be compatible, but if you want you can disable BattlEye on your server by setting BattlEye_Secure to false in Config.json. Clientside modules, however, require that you select the alternative launch option in Steam "Play without BattlEye" because clientside modules can be used as cheats.
Note: You ...Read More
Edit for 126.96.36.199 Patch:
Aside from fixes this patch also adds an option to enable/disable Skybox Reflections, unfortunately this is lower performance compared to the previous method, but that didn't work outside the editor.
With these updates changing so many core features I think we'll start using the preview branch again soon to avoid breaking the public version.
Added nifty new inventions available from Doc Ernie.
Added settings for chromatic aberration, film grain, TAA and screenspace reflections.
Added settings to disable anisotropic filtering.
Added Coalition rank and quest achievements.
Added config option for Ray_Aggressor_Distance, now default 8 rather than 4.
Added skins for Hawkhound, Schofield and Masterkey.
Added first step of Modules feature.
Improved rain to form puddles and ripple on the ground.
Improved postprocessing to use new official Unity shaders.
Improved explosions to leave scorch marks in deferred render mode.
Updated to Unity 5.4.2p3 from 5.4.0p4.
Tweaked unboxing to show warning if unknown item is opened.
Tweaked aircraft carrier to have a basic navmesh.
Fixed buildables to better fit incorrectly placed slots.
Fixed quest interactable clientside prediction issues.
Fixed Hawkhound_8, Sportshot_10 and Viper_25 to be ...
In celebration of Halloween until the next update you will now get dropped Halloween Gift Presents filled with free costumes, and can visit the Liberator to find the crew all dressed up! The biggest wave yet of mostly spooky curated workshop items was also accepted and now available on the Stockpile if you'd like to take a look:
The most exciting bit for last however: there's a new secret achievement to solve, much more complex than the first! In my opinion it's a lot fairer (no localchat puzzle), so no hints this time!
Added Mk. II achievement/puzzle/easter egg.
Added new items to Halloween Gift Present.
Accepted a ton of new curated workshop items.
Decorated the Liberator for Halloween.
Tweaked galley to sell snack food items.
Fixed bug preventing binding keys to mouse buttons 4-7.
Fixed chamber door decal material.
Fixed missing space in scout dialogue.
Fixed using bayonet while sprinting.
Fixed some issues with fog in deferred mode.
Fixed satellite terrain capture in deferred mode.
Fixed decals swapping modes when reloading area.
Fixed terrain reflection to only use basemap.
Fixed radiation splat decal deferred emission.
Added traitor uncovering questline.
Added lightningstrike boss zombie quest for Ensign Cliff.
Added groundpounder boss zombie quest for Peter.
Added flamethrower boss zombie quest for Norbert.
Added config options to include boss zombies in spawns.
Added ability to track a quest in the HUD.
Added Industrial Gas Can. [ID 1440]
Added NPC/dialogue/quest/vendor documentation to workshop documentation.
Added deferred decal support and converted many decal-like objects to use it.
Improved aggressive actions to mark entire group.
Tweaked player buttons to link to Steam profile.
Tweaked armory to sell rangefinder instead of detonator.
Fixed a variety of bugs with the bayonet.
Fixed to allow scaling NPCs.
Fixed using mannequin while using item.
Fixed nightvision glow after toggling cosmetics.
Fixed missing ceiling collision in one of Mooki's houses.
It was a bit of a nightmare to get everything working with them, but as far as I can tell the only issue now is a slight lighting difference with Use_Skybox_Ambience. Now that we have SMAA I think keeping forward rendering around alongside deferred isn't worth it considering the benefits of deferred, for example these decals or screen-space reflections (which I'll be swapping ...Read More
This week I improved and expanded a lot of the NPC features, added the ability to have objects tied to quests e.g. fixing the map's radio towers, added the Liberator/new objects to Russia and got started filling it with characters/quests. If you do visit the Liberator there are several interesting quests, but be warned it feels very empty without all the dialogue complete/missing characters.
Going forward I'll be adding the rest of the core quests/dialogue, of which I have some ideas I'm pretty excited about like uncovering a traitor and solving a murder mystery. Then the side characters will come in to fill things out (for example the guards will instruct to visit the Captain when you come aboard, address you by your rank and keep a close eye on low rep players). I also want to give the Scientist character some unique rewards to research as you help out to reward trying different quests, so you'll come to him after doing a few quests and get a blueprint for maybe a bayonet or 4 barrel shotgun.
If you want to get started with NPCs in your own map you ...Read More
Added Lieutenant Oswald in charge of scouting the area.
Added Doc Ernie blueprint unlocks/dialogue.
Added Mechanic's engine repair quest.
Added Medic's research recovery quest.
Added Ensign Franklin to buy replacement uniforms from.
Added Nautical Nuisance quest for Rusty.
Added assorted filler NPCs with dialogue.
Added Quadbarrel. [ID 1436]
Added Bayonet. [ID 1438]
Improved missing a shot/swing that travelled within 4 meters of a player to mark you as an aggressor if not under attack.
Improved using lockpick/detonator/grenade to mark you as an aggressor if not under attack.
Improved vendor menu to show how many of a buyable item you already have.
Tweaked to show warning message when building in safezone.
Tweaked quest menu to better expand vertically and added return button.
Tweaked gunshot audio rolloff to make more sense.
Tweaked quest interactables to play effect when used.
Tweaked scaled buildables in editor to reset when deselected to avoid confusion.
Fixed using carjack/lockpick in safezone.
Fixed to allow suicide in non-arena safezones.
Fixed cleaning up last chat icon.
Fixed vendor item description applying rich text in wrong order.
Fixed fertilizer applying before animation.
Fixed using ladders to cancel animations.
Added graphics option to enable SMAA.
Added ability to pose/mirror mannequins.
Added ability to delete cosmetics/skins.
Accepted a few new curated workshop items.
Updated from Unity 5.2.5f1 to 5.4.0p4.
Improved every single light to use emissive textures rather than halos.
Improved server info to list names of workshop files installed.
Improved server info screen to show config changes.
Improved nightvision glow to enable/disable.
Improved taclaser/rangefinder to work in 3rd person.
Tweaked horde beacon zombie health to not scale up as much.
Tweaked several more items to be scrapable.
Tweaked zombies to gradually wander to where they came from when pulled.
Fixed siphoning/refilling exploded vehicles.
Fixed incorrectly placed window slots in mansion_0.
Fixed profanity filter to cover server name/description.
Fixed a potential exploit with group IDs when joining server.
Fixed server info screen and in some cases drops not closing all menus.
Fixed server disabling all resources.
Fixed to completely prevent placing items that intersect a character.
Fixed to dequip item if obstruction check fails serverside.
Fixed invisible face_0 when refreshing character.
Fixed dropship missing engine audio.
Fixed a few possible issues with effect cleanup ...
Added new server info screen when connecting.
Added ability to rotate items in display storage.
Added graphics options to enable/disable ragdolls and debris.
Added config options for remaining gamemode differences.
Added craftable sandwiches for all meats/fishes. [IDs 1398-1407]
Added Mannequins. [IDs 1408-1409]
Added Plaques. [IDs 1410-1413]
Improved performance of several core systems.
Tweaked medium/small engines to use the old audio.
Fixed potential cause of storage stuck in "busy" state.
Fixed wind rapidly changing direction.
Fixed detect radius multiplier to apply to all alerts.
Fixed amount of ammo in Matamorez Box.
Fixed repairing fishing rods rather than
Fixed dropped clothing losing metadata.
Fixed placement of several bridges on Russia.
Fixed several easily abused spots in tank train tunnel.
Now when browsing the server list you can click on a server for more information about it before joining. If you host a server you can also include some extra details by setting a URL to a .png or .jpg icon and a short description in the Config.json file.
Options such as hitmarkers, crosshairs, ballistics and maps are now available in the gameplay config section, and zombie speed in ...Read More
Added HMG to Hind and HMG Box. [ID 1395]
Added Ghillie Netting. [IDs 1396-1397]
Added support for server plugins to request client to view URL.
Added guide for creating community updates.
Improved wheeled vehicle audio.
Improved objects to save by file name rather than ID.
Tweaked several more actions/sounds to attract zombies.
Tweaked generator/fire/drill noises to be less annoying.
Tweaked bans to apply by IP as well as steam ID if the target is connected.
Tweaked streamer mode to hide slightly more info.
Fixed hole in roof at end of metro tunnel.
Fixed farm tractor spawns.
Fixed note_18 line count.
Fixed fire_1 side door slot.
Fixed gap in silo radio tower ladder.
Fixed floating bush near junkyard.
Fixed floating lights at mansion.
Fixed confusingly placed boat objects.
Fixed switches at factory/junction.
Fixed several jumps in main line tracks.
Fixed zombie spawn in airport rafters.
Fixed zombie spawn in wall of camp cottage.
Fixed incorrect boat spawns in wrong places.
Fixed mafia zombie drops spawnrate.
Fixed up collision issues a bit with Mooki's objects.
Fixed underground zombie/vehicle spawns in front of airport.
Fixed missing and/or over exaggerated rubble ...
The map you've all been waiting for is finally here - Russia is now available to play!
Russia is Unturned's new largest map clocking in at 4x the size of PEI/Washington/Yukon giving you tons of room for bases and exploration, and through its tiered loot progression provides an interesting blend between survival and combat. Many of the new gameplay features from the past couple months have been designed with this map in mind as well, for example the best items are hidden away in the new radioactive deadzones giving reason to loot the lower portions of the map for gasmasks/filters.
It's also been a bit of an experiment: until now Unturned's development has been entirely solo, but for this project I worked together with several community members popular for their workshop submissions to help on the map. This has proven a very interesting experience, and in the near future I'll be putting together documentation/tips/rules based on what I learned through the process so that this can be expanded to more community-created updates!
Thanks to Justin "Gamez2much" Morton and Mitch "Sketches" Wheaton for their work on the map itself, Alex ...Read More