Unturned - LaroGames.cz
Update | Zveřejněno: 13/05/2017 11:04Napsal: DarkAng3l
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 window.
Map Progress:

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 city assets which I teased here if you missed it:

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Update | Zveřejněno: 06/05/2017 09:48Napsal: DarkAng3l
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 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 items some of which might come out before the map. Update-wise the next version of Hawaii will ideally be ready sometime before this new map I'm working on.

Update Notes:


  • Added zombie difficulty assets.
  • Added shift-# hotkeys for devkit tools.
  • Added quaternion inspector to devkit.
  • Added transform copy/paste ctrl-b/n hotkeys to dekvit.
  • Added selection mask option to selection tool.
  • Added object browser to devkit.


  • Improved houses to have randomized colors.
  • Improved devkit to save tool configurations.
  • Improved visibility groups panel layout.


  • Tweaked carepackage fall speed slightly slower.


  • Fixed misaligned save/load button labels in devkit.
  • Fixed quest objects not showing up after loading in.
  • Fixed imported workshop skins emissive maps.
  • Fixed using flares to destroy rotors in PvE.
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Update | Zveřejněno: 28/04/2017 19:27Napsal: DarkAng3l
Update Notes:


  • Added support for shooting turret from pilot seat.


  • Fixed some cases where neck could get stuck.
  • Fixed exploit using crops to push camera through wall.
  • Fixed off scope reticule scaling.
  • Fixed several buildables showing flat white.
  • Fixed potential problem corrupting long text on signs.
  • Fixed popping some vehicles' wheels off.
  • Fixed turning off vehicle exhaust after death.
Next Official Map:

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:

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Autor: DarkAng3l Entertainment