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by Unturned Updates at 21:23
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New Weaponry:

Two new guns planned for the new map were finished this week and can now be found in airdrops. The MP40 is an antique SMG bridging the gap between carbines and assault rifles which will be improved upon in another upcoming gun, and the Determinator is a shotgun revolver with longer range but requiring better aim.

Update Notes:

  • Added MP40. [ID 1477]
  • Added MP40 magazine. [ID 1479]
  • Added Determinator. [ID 1480]
  • Improved scale tool to adjust sensitivity by bounds of mesh.
  • Tweaked chainsaw and jackhammer to alert zombies in a larger area. [Increased to 24m from 8m]
  • Fixed to only allowing climbing while standing, sprinting or swimming.
  • Fixed off by one error when killed while spawning into server.
  • Fixed to scale up backpacks/vests slightly on mega zombie model.
Map Progress:

This week I mostly finished decorating the...
by Unturned Updates at 23:42
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Update Notes:

  • Added Jackhammer to mining locations. [ID 1475]
  • Added Luger to care packages. [ID 1476]
  • Improved area selecting to work with shift expand selection.
  • Improved multiselect enum dropdowns to highlight selected flags.
  • Tweaked devkit search to sort alphabetically.
  • Fixed tire/battery spawn chance working opposite of intended.
  • Fixed to allow sprinting in shallow water.
  • Fixed launch preferences getting overwritten by some updates.
  • Fixed server incorrectly sending large buildable packets.
  • Fixed not granting quest note rewards clientside.
  • Fixed some curated objects still showing with Object_Browser.Show_Curated_Objects set to false.
  • Fixed area selecting flick of the mouse wrong size and items behind camera.
  • Fixed area select to respect selection mask.
  • Fixed resetting devkit search scroll between searches....
by Unturned Updates at 02:45
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Map Progress:

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.

Update Notes:

  • Added Allow_Shoulder_Camera gameplay config option. When disabled your third person view is centered except when leaning.
  • Added vehicle config options for chance to spawn without a battery or tire.
  • Added angle and obstruction based automatic landscape painting options.
  • Added exact foliage tool mode. [Hotkey W]
  • Added auto splatmap brush. [Hotkey W]
  • Added smooth...
by Unturned Updates at 03:27
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Update Notes:

  • Added Top Gun quest for Andy on the Liberator.
  • Added Fighter Jet. [ID 140]
  • Added Fighter Pilot Outfit. [IDs 1472-1474]
  • Added assets for waterfalls, simple example in Devtest4.
  • Added effect volumes to devkit for placing particle effects.
  • Added lock handles option to selection tool.
  • Added ability to spawn objects/types by E hotkey in devkit.
  • Added search fields to landscape and foliage filtered browsers.
  • Improved to run execute.config from cloud folder as well.
  • Tweaked graphics draw distance to affect decal draw distance.
  • Fixed a performance problem with debug visualization in devkit.
  • Fixed devkit save window checkboxes.
  • Fixed some bugs with pilot weaponry in multiplayer.
  • Fixed decal visibility group visible option.
  • Fixed copying decal selection in devkit.
  • Fixed discolored corner of Diner #3...
by Unturned Updates at 00:59
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Map Progress:

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...