Hello!In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch.Porting everything is going really well and I've been learning a ton about optimization and better network security. Right now most of the progress is in code, but here's an example of just how much better optimized the models can get:I'll also be creating multiple LODs of every model when it gets to that stage which will really help. One code related thing I'm excited about is that saving is swapped over from the registry to Steam cloud for clients and save files for servers. This means multiple characters and save slots!Since I can't really show too much while the main effort is in coding, I probably won't make the next update post until there's something visual for you. (Maybe even a preview branch for you to test?) I'll do my best to explain what I did each day on my
Hello!The last couple days I've been debugging the new networking system and as far as I can tell everything is working properly now! Even with it being quite similar in structure to the Unity networking, however, actually integrating it into the existing code would take quite a bit of time. For this reason I think a better solution will be to do the opposite, porting bits of the game to the new networking one piece at a time. By doing it this way not only can I push out test builds faster, but I'll be able to go over every single asset in the game optimizing them and converting them to a bundle based loading system. This will allow more data to be stored for everything such as translations of the game into
Hello!Today's big update is that Mac support is now out! Hopefully everything works right out of the box, but if you're experiencing issues with this please let me know on the forums! Also due to popular request you can now rotate your ramps when focusing at the side of an existing platform. (every placeable can be rotated with right click)The Steamworks multiplayer is now close to being 1:1 with the Unity networking, but I'll still have to do a bit more work today/tomorrow to create systems for owning objects like the player.No update tomorrow however, as I'm turning 17! :DToday's community feature by LCBradley3k:http://youtu.be/eVgC510eqcw
Hello!Tomorrow I'll have more news on upcoming things, this is just a quick fix for the following issues:Fixes:-Fixed armor reversal bug on multiplayer. -Fixed cheated skills going onto synced servers.-Fixed holding backpack overhead.Thanks for reading!
Hello!Today I'd like to explain EXACTLY what is happening with the Steam networking, but first here's today's patch notes:Additions:-Added the ability to run the game in offline mode.-Added recipe for 2 Scrap with Hammer creating 1 Can.-Added link to the patch notes on the title screen.
Hello!Yesterday and today I got tons of stuff done on Steam networking, and the bugs with Steamworks.NET are now fixed so full steam ahead! (no pun intended) As a reward for all your patience and support while I work on the networking I added a highly requested weapon in this update just for you!
Hello!Today's patch is mostly fixes so I'll start off with the state of Steam networking (not public yet):The server console features an easily expandable command system, and all the commands can be executed through run-time arguments for use on a server box! Right now I can't easily work on the low level networking due to a bug in Steamworks.NET, but rlabrecque is looking into that. In the mean time I'll be working on the higher level things that will make it adaptable to the existing Unity networking.
Hello!Today/yesterday I got a ton of things done for the Steam networking which is detailed below the patch notes. I know I said I wouldn't work on the weekends anymore, but I've just been having too much fun hehe. ;DAdditions:-Updated to the newest version of Unity which should hopefully fix audio issues with chainsaws, etc that some people are reporting.
EditFixed teleporting tree stumps and thank you so much, we managed to get into the #3 spot on Steam! That's nuts.Today on the stream over 6,000 people showed up to ask questions and help design the new town! It even resulted in the creation of two new buildings, the butcher and the gun shop.
Hello!Tomorrow morning at around 10:00 AM Mountain Daylight Time I'll be streaming work on a new town in PEI on my Twitch channel Dev_Nelson, so come hang out and provide some feedback or ask questions!Today I got a ton of progress done on the Steam server integration and learned a lot about how they work which will be really helpful. I even got the chance to talk to rlabrecque some more and he's doing some fantastic work improving the C++ to C# workflow, so thanks to him Steam servers will be coming sooner than originally expected!
Recently added skins
Contact us to have your server featured on the page! (free for the first person!)