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Unturned - LaroGames.cz
Update 3.17.11.0 | Zveřejněno: 23/12/2016 21:37Napsal: DarkAng3l
 
Additions:
  • 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.
Improvements:
  • Updated to Unity 5.5.0p3.
Tweaks:
  • Tweaked new tree roots/stumps to look nicer on hills.

 

Fixes:

  • Fixed placing doors/gates/shutters that open/close into a wall.
  • Fixed foliage bounds getting reset to origin. (caused it only to stream in when looking at origin)
  • Fixed edgecase incorrect foliage tiles passed into landscape foliage bake.
  • Fixed undo/redo transactions with >1 depth.
  • Fixed Pine_06 and Birch_03 using wrong shaders.
  • Fixed House_1 using wrong fortification slots.
  • Fixed to split in-game update notes paragraph meshes. [last one hit 65k vertices]
  • Fixed old trees using new tree hitboxes but not new tree trunk scale.
  • Fixed wrong name shown in some cases when cursor hovering over object.
  • Fixed a problem with the NPCs object filter.
  • Fixed projectile launchers to check for nearby surfaces similar to grenades.
  • Fixed a lighting related crash when loading very very old maps.
Foliage Upgrade:


All of the official maps have been converted! Check out the shoreline of Russia and the overhangs especially, I'm really happy with how it looks now. For a full rundown of the benefits of these improvements check out the Foliage section of last week's post.

Note that the old Ultra grass setting is about equivalent to somewhere between the new Medium/High settings, so you might want to tune it down. Enabling the scoped foliage option can also be expensive because it requires loading and drawing 2x as much grass.

If your GPU doesn't support instancing Unturned will show a warning next to the grass setting to let you know you probably don't want to enable it, although my guess is that if you were in that case you probably didn't have it enabled in the first place.

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Update 3.17.10.0 | Zveřejněno: 16/12/2016 21:19Napsal: DarkAng3l
Festive Update:

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!

Update Notes:

Additions:
  • 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.
Improvements:
  • BattlEye security update. (for all BattlEye protected games)
Tweaks:
  • Tweaked several large boulders to have landmark LODs.
  • Temporarily disabled ambient occlusion in forward render mode.
Fixes:
  • Fixed items in storage getting dropping in the wrong spot when an attached vehicle was destroyed.
  • Fixed standing inside door when placed.
  • Fixed unable to interact with mannequins.
  • Fixed dropping window tabs into the wrong slot.
  • Fixed loading BattlEye from non-ANSI paths.
  • Fixed another animation issue with left-handed driving.
  • Fixed connect screen missing gold message.
  • Fixed mixed-up insanimus grizzly IDs.
  • Fixed 4th terrain mask sampling 3rd.
  • Fixed slightly incorrect landscape splatmap to world coordinates.
  • Fixed a splatmap brush blending issue, added normalize button for repair.

 

Trees:


TL;DR: Try out "New Trees - Blending Off" with wind quality "Low" and see if your computer can handle it!

You might remember a bit over a year ago I experimented with some alternate appearances for the trees which got everyone excited, but this week I actually upgraded every single tree and got them into the game! There are two graphics options related to these: tree quality and wind quality.

Legacy tree quality will use the original models. Blending off uses the new models, but with sharp transitions between LODs, whereas blending on smoothly grows out tree details as you get closer at a significant performance cost. Changing tree quality requires a game restart to take effect. Using the old tree models will still use the new tree hitboxes, however.

Wind quality is the bigger peformance drain. Low is equivelant to the old windy foliage setting, but won't apply any wind to the new tree models. Ultra looks really fantastic especially in very windy conditions like in a storm or next to a helicopter hovering - the trunk bends to the wind, branches swaying slightly and leaves rustling.

Comparison picture:



Grass/Foliage:


TL;DR: If your GPU supports instancing check out the higher performance/quality grass on Devtest4! Note that the new grass wind/displacement shader isn't properly finished yet, however.

This is where I spent most of my time this week, rewriting the grass/foliage system. The current maps PEI, Washington, etc all use Unity's built-in terrain grass (Devtest4 is using the new system), but this rewrite is a big upgrade in every way:

The old grass has a significant FPS stutter when a new camera is enabled (equipping a scoped weapon) and when moving around the terrain, which are no longer present in the new one. Foliage information occupies only a small amount of memory and is streamed in/out on a separate thread as you travel the map. Rendering is done with hardware instancing, although note that this means grass performance will likely be worse than before for you if your GPU doesn't support instancing (and much better than before if it does). You can check the instancing performance difference with the foliage.force_instancing_off command.

Another limitation of the built-in terrain grass was that it could only be placed/baked onto the ground, but now the new grass will automatically be generated both on the landscape and any surface with foliage information like the grass meshes used for overhangs or above tunnels/caves. Foliage baking rules are also much better than before where each surface (terrain material, object) references a foliage collection asset which contains a list of different foliage asset types like grass, rocks, bushes, trees, etc which then can each have different rules about where/how they are placed. Those classes can also be extended for very customized situations.

The next terrain upgrade will focus on making all these assets easy to create, converting trees to the new system (same baking rules as other foliage, for example: create a grass object, bake foliage and automatically the grass object will have grass/pebbles/trees/bushes on it), hopefully adding the foliage brush (paint foliage/trees wherever you like, useful for foliage covered cities, not removed when baking), minor features like a graphics option to draw grass at scope focus (zoom in with binoculars far away and still load grass there) and most importantly starting to convert the existing official maps to the new landscape and foliage features.

If you try baking foliage in the devkit on a custom map it will currently freeze up for a while, but don't worry it hasn't crashed. A future update will add a progress bar for this.

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Update 3.17.9.0 | Zveřejněno: 09/12/2016 19:23Napsal: DarkAng3l
Update Notes:

Additions:
  • Added rewritten/upgraded landscape system, new tools and holes support.
  • Added Devtest4 map.
  • Added basic type browser/content browser.
  • Added terrain quality graphics option.
Improvements:
  • 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.
Tweaks:
  • Tweaked snowflake particle lighting to be more visible.
  • Tweaked traps not to count as PvP deaths.

 

Fixes:

  • Fixed server incorrectly rejecting bayonet hits.
  • Fixed to prevent specular highlights on foliage and terrain aside from rain.
  • Fixed standing inside door while closing to use it as an elevator.
  • Fixed new item format not loading name, fixed crafting search on items without names.
  • Fixed (re-exported) note assetbundles to update materials.
  • Fixed Stockpile button linking to New section when there aren't new items.
  • Fixed left-handed driving viewmodel.
  • Fixed clouds to render a bit further away.
  • Cleaned up devkit layout loading/saving.
  • Cleaned up devkit window inheritance chain.
Landscape:


This week I completely rewrote the landscape features as the first half of a big improvement to the terrain systems/visuals - the next half (foliage/trees) hopefully being ready to go next week. I've put together a little demo on the Devtest4 map if you'd like to check some of these improvements out:

Terrains can have caves/holes in them now by creating a LandscapeHoleVolume from the type browser. Previously underground areas on maps were large pits in the ground covered by meshes, so I'm really excited for the potential to create metro systems that connect multiple cities, underground cave networks, sewers, etc! This feature works with the old non-devkit terrains as well, so you don't need to upgrade your map to take advantage of it.

Landscapes are composed of tiles which can be expanded in any direction, so your map doesn't have to be square and if you have an idea for a new location you can just extend your map. Tiles can also be deleted.

Each tile can have up to 8 different terrain materials instead of the global 8 material limit previously, so a map can have many different biomes with different textures for mountains, swamps, flatlands, etc. Materials are added automatically when painting, but if you hit the 8 material limit you can select the tile and remove one to free up a slot.

I've also really improved the sculpting/painting tools and they have a few features I haven't seen in any other terrain editors like eyedropping materials. If you want to try your hand at landscape creation open a map in the devkit, add a Landscape from the type browser, open the Landscape Tool from the window list and click in an empty space to add a new tile, or just open the Devtest4 map.

Automatically converting old non-devkit terrains to the new system is supported in the tile menu, but although your material placement is preserved it can't automatically link the material assets. I need to improve and add some more features to the inspector before this becomes easy, so I'd recommend on holding off upgrading your existing maps until I upgrade the official ones.

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Autor: DarkAng3l Entertainment