▶
3.23.2.0 Update Notes
Added
This update should bring a noticeable performance increase on vanilla maps, and curated/modded maps too if/when the map creators opt-in. There was a similar update several years ago, but it had to be disabled because it used too much memory (RAM) for some players - actually reducing performance and/or crashing. According to the Steam hardware survey ~96% of players have 8+ GB of RAM now, so with some useful improvements it has been re-enabled. As a precaution it can be disabled by default on the backend if the update goes poorly, and you can disable it with this command-line option if necessary: -UseLevelBatching=false For more information there are two new articles intended for map developers: Level Batching Manual Object Culling
[ 2023-02-17 17:07:45 CET ] [ Original post ]
Changelog:
Added
- Option to use the classic crosshair shape.
- "Manual Object Culling" volume type which replaces/improves old per-object-asset LOD area settings.
- Instantiated_Item_Name_Override and Instantiated_Attachment_Name_Override options to simplify workarounds for animation component.
- Exclude_From_Culling_Volumes [bool] option for objects.
- Exclude_From_Level_Batching [bool] option for objects and trees.
- "-DisableCullingVolumes" command-line flag. Not recommended.
- "-UseLevelBatching=true/false" command-line option.
- Valentine's day holiday condition for secret admirer note quest on Liberator.
- Per-location option to hide from map UI.
- Improved and re-enabled batching of level objects and trees.
- Assets with duplicate guid are now skipped during registration rather than assigning a new guid.
- Use same collision height (2 meters) for all zombie types.
- Slightly increase zombie vertical attack range by 0.1 meter.
- Slide while standing on zombie's/animal's head.
- Allow masks to work as underwater breathing apparatus with backpack.
- Semi-auto repairing melee items play an impact sound.
- Terrain tool weight target option can be used with auto foundation option.
- Stereo not *playing* the tracks not installed on the server, rendering the change in the previous update pointless. [Thanks Timmy!]
- Teleport animals that fall out of the map to a valid spawnpoint. [Thanks Toothy Deerryte!]
- Pooled effects getting prematurely destroyed. [Thanks Gamingtoday093!]
- Transparent pixels in supersampled screenshots. [Thanks Tiway!]
- Some inconsistent skin/cosmetic emissive intensity values. [Thanks diddlyono!]
- Animal collider not getting disabled on server. [Thanks surv0013!]
- Misaligned UVs on player/zombie ragdoll neck. [Thanks Toothy Deerryte!]
- Extremely small network positions off by one. [Thanks Gamingtoday093!]
- Some inconsistencies when enabling/disabling crosshair. [Thanks KarmaWSYD!]
- Interior culling size of several objects.
- Loading screen not appearing between clicking exit and reaching the main menu.
- Legacy airdrop/location node conversion not assigning instance ID.
Batching performance improvements:
This update should bring a noticeable performance increase on vanilla maps, and curated/modded maps too if/when the map creators opt-in. There was a similar update several years ago, but it had to be disabled because it used too much memory (RAM) for some players - actually reducing performance and/or crashing. According to the Steam hardware survey ~96% of players have 8+ GB of RAM now, so with some useful improvements it has been re-enabled. As a precaution it can be disabled by default on the backend if the update goes poorly, and you can disable it with this command-line option if necessary: -UseLevelBatching=false For more information there are two new articles intended for map developers: Level Batching Manual Object Culling
[ 2023-02-17 17:07:45 CET ] [ Original post ]
Unturned
Smartly Dressed Games
Developer
Smartly Dressed Games
Publisher
2017-07-07
Release
Game News Posts:
247
🎹🖱️Keyboard + Mouse
Very Positive
(546725 reviews)
The Game includes VR Support
Public Linux Depots:
- Unturned Linux 64 [633.48 M]
Available DLCs:
- Unturned - Permanent Gold Upgrade
Unturned is a sandbox game in the emerging multiplayer apocalypse survival genre. Rather than focusing on being an MMO it provides players with easy systems to sit down and survive the zombie infestation with their friends. Over the course of a typical adventure, groups will have a blast fortifying locations, scavenging for supplies, trying to live off the land and negotiating with other people. The game is being developed entirely with the community in focus, and tons of features are based entirely on feedback:
Fortification:
Players can build massive forts out of structural building blocks, or build onto smaller buildings in the world with barricades. It is also possible to create traps and intricate electronic systems. More options for building are constantly being added based on what the community requests.
Survival:
It is entirely possible to live off the wilderness by harvesting resources, fishing, growing crops and hunting animals down. What sort of survival stuff is added is entirely decided by the community.
Explore:
The game goes where the community wants it to. The initial release map is set on the lovely Prince Edward Island, but over the next few months many more locations will arrive for players to explore depending on what the community wants to see. Currently the island has plenty of interesting locations to discover and loot.
Bandits:
Players can choose to enter player versus player servers and battle other players to steal their gear. Banditry is highly supported with plenty of weapons and sneaky devices.
Heroes:
Players can join player versus environment servers to team up with other people, and easily create clans to play with their pals.
Unturned's level editor now supports the Vive! You can build the visuals of your maps using motion controllers with modes that provide the same functionality as the desktop editor, along with some special abilities like throwing objects. For non-visuals elements of the level such as data entry, spawn management or navigation baking the desktop editor is still required.
Fortification:
Players can build massive forts out of structural building blocks, or build onto smaller buildings in the world with barricades. It is also possible to create traps and intricate electronic systems. More options for building are constantly being added based on what the community requests.
Survival:
It is entirely possible to live off the wilderness by harvesting resources, fishing, growing crops and hunting animals down. What sort of survival stuff is added is entirely decided by the community.
Explore:
The game goes where the community wants it to. The initial release map is set on the lovely Prince Edward Island, but over the next few months many more locations will arrive for players to explore depending on what the community wants to see. Currently the island has plenty of interesting locations to discover and loot.
Bandits:
Players can choose to enter player versus player servers and battle other players to steal their gear. Banditry is highly supported with plenty of weapons and sneaky devices.
Heroes:
Players can join player versus environment servers to team up with other people, and easily create clans to play with their pals.
Roomscale VR Support:
Unturned's level editor now supports the Vive! You can build the visuals of your maps using motion controllers with modes that provide the same functionality as the desktop editor, along with some special abilities like throwing objects. For non-visuals elements of the level such as data entry, spawn management or navigation baking the desktop editor is still required.
MINIMAL SETUP
- OS: Ubuntu 16.04+
- Processor: 3 GHzMemory: 8 GB RAMStorage: 4 GB available space
- Memory: 8 GB RAMStorage: 4 GB available space
- Storage: 4 GB available space
- OS: Ubuntu 20.04+
- Processor: 4 GHzMemory: 16 GB RAMNetwork: Broadband Internet connectionStorage: 6 GB available space
- Memory: 16 GB RAMNetwork: Broadband Internet connectionStorage: 6 GB available space
- Storage: 6 GB available space
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[ 3241 ]
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