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Unturned - LaroGames.cz
Update 3.15.0.0 | Zveřejněno: 13/05/2016 23:19Napsal: DarkAng3l
Update Notes:

Additions:
  • Added environmental destruction. [More info in full post!]
  • Added facepalm and rest gestures.
  • Added Gold server list. [More info in full post!]
  • Added separate column for map on server list.
  • Added per-map sun rays options.

 

Improvements:

  • Improved appearance of most impact/damage/breaking particle effects.
  • Improved tree/object/animal drops to use spawn tables.
  • Improved player/vehicle update grouping on server.
  • Improved performance of several object/buildable updates.

Tweaks:

  • Tweaked viewmodel to tilt when spinning.
  • Tweaked raw/crushed/pie berry stats and toxic berries are now more useful than non-toxic.
  • Tweaked Shadowstalker to have more projectile/less explosive damage.

Fixes:

  • Fixed workshop/combat filters not working with cheats filter.
  • Fixed not updating vehicles on maps without vehicle spawns.
  • Fixed Alpha Valley missing ambience file.
  • Fixed holding stance mode while jumping.
  • Fixed to check that server has a mod before spawning it.
  • Fixed wheel/tree rigidbody interpolation setting.
Environmental Destruction:


Many objects around the maps have been updated with destruction! Now you can barge right through all those pesky stop signs on your vehicular rampage! For a demo of all of the upgraded objects and effects copy the "Destruction" map from Unturned/Builds/Shared/Extras to Unturned/Maps.

Next week I'll continue work on converting more destructible objects among other features. The objects documentation has been updated with information on destruction. You can even make your buildings crumble to the ground when all the supports are destroyed! [Although that's not currently planned for any official maps]

Gold Server List:


Prior to this update there was a Gold difficulty which was used for Gold-only servers. This did not make sense because Gold is not a difficulty, and the Gold-specific settings are now in the config files, so the few servers running it were usually empty. Now you can use the "Gold" command to restrict the server to members, and it will show on the Gold server list.

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Update 3.14.16.0 | Zveřejněno: 06/05/2016 21:52Napsal: DarkAng3l
Update Notes:

Additions:
  • Added new completely overhauled spawn system! [Important info for modders in full post]
  • Added indictators when dying from food/water/infection/oxygen.
  • Added repair/salvage blueprints to many melee/clothing items.
  • Added option for hold/toggle leaning.
  • Added config option for skills/inventory lost on death.
  • Added objects for crops rather than terrain details.
  • Accepted 13 new Curated Workshop items.

 

Improvements:

  • Improved claim flag/safezone radiator to show claimed/safe areas.
  • Improved ammo crafting to use emptiest first.
  • Improved crafting menu to sort available blueprints to the top.
  • Improved spawns editor to allow renaming tables/tiers.
  • Improved syncing responsiveness in multiplayer. [Experimental]

Tweaks:

  • Tweaked pumpjacks to be placeable on most ground materials.
  • Tweaked foliage to be turn offable now that crops are separate.
  • Tweaked refill/fuel durability lower and saltwater higher.
  • Tweaked buildable item spawn rate lower.
  • Tweaked small plate/frame/siding health lower.
  • Tweaked rocket projectile despawn time higher.

Fixes:

  • Fixed case where vehicles were invulnerable to explosions.
  • Fixed farm occasionally showing as grown when planted.
  • Fixed some flaws in the network snapshot buffer.
  • Fixed selecting objects through node.
  • Fixed node colors in editor.
  • Fixed potential issue with item heartbeat.
  • Fixed potential issue with voice chat.
  • Fixed log/stick changing color.
  • Fixed missing tree example file.
  • Fixed arena to reject outside spawns.
  • Fixed spam swapping seats in vehicle.
  • Fixed spam toggling cosmetics.
  • Fixed missed shots using empty input.
  • Fixed crouch not reducing footstep volume.
  • Fixed eating cheese sound.
  • Fixed desert falcon damage.
  • Fixed blowing self up with rocket.
  • Fixed missing recent exported item icons.
Spawn Assets:


TL;DR: Workshop mod creators can set up their content to automatically start spawning on official maps. For example a pack that adds some rare guns could start spawning in the spec ops weaponry table. Map creators can also opt into this system which means that when new content is added to the game it will spawn on their maps.

I've been very excited about adding these new features for ages now and can't wait to see what you do with them! There are three main parts, so feel free to read them all or whatever is relevant to you.

Content:

To get your custom content spawning you'll need to set up a spawn table for it. I'd recommend creating one table as a buffer/proxy which generates the root spawner which generates each rarity of item which then actually spawn the items. In order to allow further extension on these spawners the minimum weight should be around 10, and the proxy spawner should be higher maybe around 100. Once your spawner is set up you can find any appropriate map spawners to assign as roots.

Spawn Tables:

These are a new asset type which represent the chances of getting an item/vehicle/animal. They follow this format when creating the asset:

Type Spawn
ID # // 1-1000 are reserved

Roots # // Parent count
Root_#_Spawn_ID // Spawner to set as parent
Root_#_Weight // Weight in the parent spawner

Tables # // Child count
Table_#_Asset_ID // Item/vehicle/animal ID to spawn
Table_#_Spawn_ID // If no assetID is set, spawn this spawner
Table_#_Weight // Weight of this child

Roots are the spawners that your spawner will attach itself to. If this is a spawner for a map you probably won't use this, but for a mod they can be used to extend existing spawn tables. Tables are the things that will get spawned by your spawner. A spawner at the bottom of the chain will be entirely assetIDs, whereas one near the top will likely be entirely spawnIDs.

Tip: You can debug any spawner by using the new Spawns tool on the main menu under Workshop which lets you enter a spawnID to view what it generates, what generates it and the chances of each. By clicking on the parent/child spawners you can navigate up and down the tree. For example viewing ID 112 in item mode will show you what the chances of getting flares are.

Maps:

For the most part just using the legacy spawning system is probably fine for your map. If you would like to get the advantages mentioned above, however, it is fairly straightforward to upgrade your map and I've spent a good amount of time making the tools easy to do most of the work for you.

The first important thing is to rename any tables that shouldn't use existing ones. For example if your table is called "Fire" it will find the existing fire fighter spawn table and use it instead. Any tiers that just spawn variants of an item, like flares, will find the spawner generating them and use it. When you're ready you can enter a starting ID above 1000 and export legacy tables. These files will appear in your level folder and will also create an IDs.csv spreadsheet so that you can keep track of what's what. If you are making a new map and want to set up the table names and proxies quickly you can use the export proxy tables button.

Tip: You can now include assets for a specific map by putting them in a folder named "Bundles". The primary use for this is including spawn table assets, but can also be used for custom files that won't be part of a separate pack.

One of the other neat results is it's starting to open up a path for accepting maps using this system into the official pool which I'm working toward as well.

Servers:

There are no hash checks on the spawners because they are entirely server side, so you can easily modify them to add/remove/adjust your spawns.

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Update 3.14.15.0 | Zveřejněno: 29/04/2016 20:09Napsal: DarkAng3l
Update Notes:

Additions:
  • Added Industrial Generator. [ID 1230]
  • Added Flags. [IDs 1231-1234]
  • Added Doubledoors. [IDs 1235-1238]
  • Added building interior culling. [More info in full post!]
  • Added outlines of powered areas when placing powered buildables.
  • Added per-map rain frequency/duration multipliers.
  • Added delay parameter to shutdown command and alert when nearing shutdown.
  • Added option to play warning timer sound before Arena start.
  • Added footstep option for road terrain material.
  • Added ResetConfig command to restore defaults for current mode.

 

Improvements:

  • Improved active zombie/animal update performance.
  • Improved prevention of near clipping plane through wall.
  • Improved lights to fade out over distance.
  • Improved server to apply new values to config file.
  • Improved gas/refill message to show alongside interactable info.
  • Improved backpack to not show through vehicle seat.

Tweaks:

  • Tweaked slides to be slippery.
  • Tweaked Seattle mall to have some scaffholding.
  • Tweaked editor/power to use intersect shader.
  • Tweaked claim flag to be explosion proof.
  • Tweaked default rain frequency to 2.3, 7.6.
  • Tweaked options explanation labels.

Fixes:

  • Fixed hospital window navmesh.
  • Fixed some missing words in the chat filter.
  • Fixed soup/pasta textures.
  • Fixed stutter when equipping gun with scope. [More info in full post!]
  • Fixed off scope quality to not render first frame.
  • Fixed zombie/animal noises on pause screen.
  • Fixed walking on helipad in Seattle.
  • Fixed land animals sometimes forgetting they aren't fishes.
Building Interior Culling:


You can now mark your buildings to hide the objects inside when further away for better performance. The easiest option is to add the "LOD Mesh" flag which uses the mesh bounds to determine what is inside. For concave objects you can instead use "LOD Area" and add multiple OcclusionAreas for the volumes with objects. Very large objects can also have a "LOD_Bias" multiplier which adjusts the activation distance. This also means you can have much more detailed interiors now, assuming the building is set up properly.

Active Zombie/Animal Performance:


Several server side performance improvements/update balancing were also made in an attempt to keep everything stable as it gets busy. The hope is that this will help keep the ping closer to just the travel time, but we'll see.

Scope Performance:


Previously the dual-render scopes only rendered twice when a scope was attached, but as part of a fix last week to reduce stutter when moving around the map with foliage enabled the same issue seems to have begun happening when enabling the scope camera, so to avoid these delays I've tweaked the scopes to always render in the background.

If this causes a drop in performance you can also use the overlay scope option, but if it's generally too severe we can adjust the default scope quality or bring back the option to disable foliage.

Ideally requiring foliage can be kept because it provides some cover, but fortunately there are bushes which are rendered regardless of the foliage setting.

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Autor: DarkAng3l Entertainment