Posts by DanielPx

    Lobbies:


    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.


    Matchmaking:


    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.


    Groups:


    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 of the old system like managing huge groups across multiple servers. If you have suggestions on how to merge the two systems post your ideas; right now I'm considering bringing back Steam groups as a default group when you first join the server with lobbies overriding that, and then the ability in-game to leave or rejoin your Steam group.



    Update Notes:


    Additions:


    • Added April 2017 Workshop Crate #2
    • Added Lobbies.
    • Added Matchmaking.
    • Added revamped in-game group system.
    • Accepted 2 new outfits to the Stockpile.

    Updates:


    • Updated BattlEye.

    Tweaks:


    • Tweaked NEW labels and Steam stats to be translatable.

    Fixes:


    • Fixed potential for dropped chat messages.
    • Fixed loading into third person only servers.
    • Fixed hangar #2 doorway height.

    Update Notes:


    Additions:


    • Added stereo. [ID 1466]
    • Added playtime drop skins for all melee weapons.
    • Added option to disable featured workshop item section.
    • Added moon buggy. [ID 139]
    • Added Use_Legacy_Fog_Height and Use_Legacy_Oxygen_Height to level config.

    Improvements:


    • Transplanted PEI and surrounding waters to another planet for a change of scenery.

    Tweaks:


    • Tweaked more food items to cause hallucinations in line with their real life counterparts.

    Fixes:


    • Fixed devkit browsers to reset scrollbar when refreshed.
    • Fixed naming of skin creator secondary folders.
    • Fixed several objects showing up black.
    • Fixed coastguard window collision

    Stereo:


    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.

    But even though its been raided , its not a problem since like Phoenix said , easy repairs can be made - only a couple of roofs and stairs were destroyed , all planes were gone but then it was all spawned by two VIPs , so yeah

    It acutally got raided 7 hours ago - idk if u repaired it ... but welcome back from ur Weekend trip phoenix

    Well , yah - its an Airport+Dock+Garage , its 3in1 - we also sell planes/helis/boats here .




    Even if it gets raided , it will get fixed easily , The planes are spawned by 2 VIP players while the rest of the stuff are bought , and who will raid this thing for fun? They will just waste money for nothing

    Update Notes:


    Additions:


    • Added popular workshop item display to main menu news.
    • Added ability to spawn level objects from the asset browser and modify them in the devkit.
    • Added object upgrade wizard to convert old objects to work in the devkit and Use_Legacy_Objects option.
    • Added new upgraded visibility groups options to devkit.

    Improvements:


    • Improved skin acceptor tool.
    • Improved images in news to expand/contract when clicked.
    • Improved RAM usage.

    Updates:


    • Updated BattlEye.

    Fixes:


    • Fixed timing related duplication bug with a few item types.
    • Fixed getting stuck in corner of windmill.
    • Fixed closing doors into vehicles.
    • Fixed incorrectly formatted secondary skin outputs.

    Featured Workshop Slot:


    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.




    3e7b48e5b3cef48d84f6b69e99d11d578a9205e3.pngDevkit Objects:


    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 the map config. I'd recommend making a backup first though because this is still probably a bit wonky. If you're using the new landscape features this will speed up iteration significantly rather than swapping between the editors, and the new selection tool is far superior even in its unfinished state.



    Skin Tools:


    While not publicly useful I did put a couple more days this week into improving the skin accepting tools, so future stockpile waves/crates will be much faster to setup on my end.







    The admins here cant spawn you something without any conclusive evidence , and even with this case , its party your fault for not clearing your inventory to have enough space for the gun .


    Edit: And even with the MVP subscription , it still isnt fair to spawn something to a player because he did something wrong.

    Skin Tools:


    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.

    fd3eccab81dd1a138244205a748889cb22e7b2fb.png

    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.


    Update Notes:


    Additions:


    • Added skin creator wizard to devkit.
    • Added skin acceptor wizard to devkit.
    • Added picket sign to Extras/Bundles/Items/Barricades folder.

    Tweaks:


    • Tweaked to prevent viewing chart/GPS while blindfolded.
    • Tweaked blindfolds to show over cosmetic glasses.
    • Tweaked several Hawaii spawns/loot balance slightly.

    Fixes:


    • Fixed vehicles stuttering while falling on server.
    • Fixed missing lobby in PEI/Washington arenas.
    • Fixed to prevent entering vehicles attached to skycrane.
    • Fixed placing buildables through small gaps.
    • Fixed to include flag template in sources.
    • Fixed several exploits in caves on Hawaii.

    Update Notes:


    Additions:



    • Added blindfold. [ID 1464]
    • Added a few more caves to Hawaii and large cavern.
    • Added workshop upload wizard to devkit.
    • Added automatic serverside workshop downloads.
    • Added more foliage details to Hawaii.
    • Added maple and pine beams to Hawaii.
    • Added coastguard mega zombie.

    Tweaks:



    • Tweaked coastguard spawns.

    Fixes:



    • Fixed potential problem causing rockets to explode early.
    • Fixed no lighting mode to work more nicely with water.
    • Fixed not broadcasting player position while rubberbanding.
    • Fixed industrial pipe grate serverside collision.
    • Fixed hospital fortification slots.
    • Fixed airlock serverside collision.
    • Fixed fences serverside collision.
    • Fixed Hawaii waterpark duplicate water.

    Workshop Changes:


    Under Windows > Wizards in the devkit you can use the UGC upload wizard to publish your content to the Steam workshop. It's very similar to the old tool at the moment, but has a basic file browser to make setting up the paths easier. Next up I intend to add a tool to make creating skins easier and faster to import.



    Each server instance now has a WorkshopDownloadIDs.json file which the server will automatically download those items before starting up. It works similarly to the clientside downloads, but unfortunately it doesn't seem to be going through properly at the moment. I've asked Valve about this and will hopefully get it corrected soon - but for the moment it probably doesn't work.