Beiträge von DanielPx

    So every so often , i come online and play on unturned and then i hit favorties and there i can see the Freezzer Survival servers on EU , but i have noticed something .... there are less players playing on the servers now not like 5-6 months ago where Freezzer 3 ENG/EU were almost full everyday , now - there's only 3-9 people in that server , and on Freezzer 1 ENG/EU too , its PEI and 5-6 months ago , everyday was a battlefield , but now its a wasteland . what happened to the playerbase?

    Update Notes:


    Additions:


    • Added Empire. [ID 1481]
    • Added Empire Magazine. [ID 1483]
    • Added Devil's Bane. [ID 1484]
    • Added Devil's Bane Magazine. [ID 1485]
    • Added Luger Magazine. [ID 1487]
    • Added landmarks quality graphics option.
    • Added teleport NPC reward type to move player to specific spawnpoint in level.
    • Added crouch as a NPC pose option as well as Pose_Lean, Pose_Pitch and Pose_Head_Offset options.
    • Added invulnerable and explosion proof tags for destructible objects.
    • Added new guns and melees to skin source files.

    Improvements:


    • Improved several furniture objects to be randomly colored.

    Tweaks:


    • Tweaked foundation height shorter.
    • Tweaked forageable resources to support spawn tables.

    Fixes:


    • Fixed misaligned glass in Seattle fire station window.
    • Fixed satellite image for maps taller than 256m.
    • Fixed sound effect pitch deviation to scale with pitch.
    • Fixed incorrectly colored upstairs walls in house_3.


    Map Progress:


    6d3b0cfbfb081c7a2bfba05b95a71cbb960c2fc7.png


    Flooded portion of town beginning to develop overgrowth


    This week I finished detailing the environment and made tons of progress on filling in the some of the most time consuming locations: towns and cities. In the coming week I'll finish up the remaining work in the big city and move onto detailing the smaller locations.

    New Weaponry:


    Two new guns planned for the new map were finished this week and can now be found in airdrops. The MP40 is an antique SMG bridging the gap between carbines and assault rifles which will be improved upon in another upcoming gun, and the Determinator is a shotgun revolver with longer range but requiring better aim.


    Update Notes:


    Additions:


    • Added MP40. [ID 1477]
    • Added MP40 magazine. [ID 1479]
    • Added Determinator. [ID 1480]

    Improvements:


    • Improved scale tool to adjust sensitivity by bounds of mesh.

    Tweaks:


    • Tweaked chainsaw and jackhammer to alert zombies in a larger area. [Increased to 24m from 8m]

    Fixes:


    • Fixed to only allowing climbing while standing, sprinting or swimming.
    • Fixed off by one error when killed while spawning into server.
    • Fixed to scale up backpacks/vests slightly on mega zombie model.


    Map Progress:


    1aee180d9e01d913699bbea908f4d9e51f3ff5ab.png



    This week I mostly finished decorating the landscape - I underestimated just how long it takes to place down all those boulders on the cliffsides so there's a few patches that still need doing. My goal for next week is to make good headway on finalizing the layouts of each location and filling buildings with furniture.

    Update Notes:


    Additions:

    • Added Jackhammer to mining locations. [ID 1475]
    • Added Luger to care packages. [ID 1476]

    Improvements:

    • Improved area selecting to work with shift expand selection.
    • Improved multiselect enum dropdowns to highlight selected flags.

    Tweaks:

    • Tweaked devkit search to sort alphabetically.

    Fixes:

    • Fixed tire/battery spawn chance working opposite of intended.
    • Fixed to allow sprinting in shallow water.
    • Fixed launch preferences getting overwritten by some updates.
    • Fixed server incorrectly sending large buildable packets.
    • Fixed not granting quest note rewards clientside.
    • Fixed some curated objects still showing with Object_Browser.Show_Curated_Objects set to false.
    • Fixed area selecting flick of the mouse wrong size and items behind camera.
    • Fixed area select to respect selection mask.
    • Fixed resetting devkit search scroll between searches.

    Map Progress:

    This week the map started properly taking shape with the rough landscape in place and the planned locations in their final spots, though a few new ideas have come to mind I'd like to work on soon. A couple places are somewhat detailed, this being one of the less spoilery ones:

    9862e893865cef6f52b558c107564dc8e16fda02.png


    Over the next week I'll be polishing/finalizing the landscape with materials, foliage, trees, boulders, erosion, etc and continuing to detail the locations themselves.

    Map Progress:


    ae7f8c4543411ea56ea5cdaac2b94e1565c929b1.png


    All of the objects, nature assets and vehicles on my to-do list for the new map are now done! Though a few more are bound to come up as I go I think there's a lot of exciting stuff including suggestions going back several maps. The next step is creating the level itself: from the landscape to the decorations, spawns, lighting, etc.

    I'd hoped to have some new content this update for you but ran out of time, so my goal is to work on some of the new items to release ahead of the map in the coming weeks while primarily focusing on the level itself.



    Update Notes:


    Additions:


    • Added Allow_Shoulder_Camera gameplay config option. When disabled your third person view is centered except when leaning.
    • Added vehicle config options for chance to spawn without a battery or tire.
    • Added angle and obstruction based automatic landscape painting options.
    • Added exact foliage tool mode. [Hotkey W]
    • Added auto splatmap brush. [Hotkey W]
    • Added smooth splatmap brush. [Hotkey E]

    Tweaks:


    • Tweaked consumeables that provides more food than water to constrain the amount of water to food gain.

    Fixes:


    • Fixed foliage dithering option not working correctly.
    • Fixed to stop shooting automatic weapons when entering safezone.
    • Fixed deselecting newly copied object in devkit.
    • Fixed drag selecting in fullscreen devkit.
    • Fixed cleaning up server info refresh requests.
    • Fixed old tree models specular lighting.
    • Fixed old tree skyboxes getting cut off.
    • Fixed sending commands faster than chatrate.

    Update Notes:


    Additions:


    • 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.

    Improvements:


    • Improved to run execute.config from cloud folder as well.

    Tweaks:


    • Tweaked graphics draw distance to affect decal draw distance.

    Fixes:


    • 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:

    Link

    But there's really a difference between sandbox and survival , the act of surviving against players and if you die , you either have to start again or start lesser than what you began with. Raiding and betrayals , semi RPs, Grinding - its really different that having to die and then spawn stuff again.

    If you're asking as to why they wont go back anymore in your servers , as to what i seen - they got bored with your servers , like theres no action anymore , less and less players play on survival - there's no one for them to kill . that's why they quit . And as for me - im going to take a break from unturned ..

    Ahem , this bug has already been fixed several hours after i reported it , i believe it was you who was present at the time when i was showing Roadrunner the bug , as of now , only 7 people including u , me , roadrunner and the rest are my friends that are named us Phoenix and Jaime and some other , though i admit that we used this bug for quite some time now ( we discovered is since the release of the map of Overgrown in freezzer 8 ) for about 1 or 2 months then we stopped doing it , and then we stopped playing in the server ( just to point out that phoenix didnt abuse this bug , but i told him to promise me not to tell anyone even the staff , and please forgive phoenix for what he did keeping it from you staff and please forgive the rest of our group too who abused this bug , now that it is fixed - we cant do it anyone ) , The rest of my group doesnt have plans on playing in the server anymore so yeah - the money that were gained are now useless until the have plans on coming back but i dont think that will happen .

    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:


    Additions:

    • 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.

    Improvements:

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

    Tweaks:

    • Tweaked carepackage fall speed slightly slower.

    Fixes:

    • 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.

    Update Notes:


    Additions:


    • Added radio frequency option to groups menu.
    • Added planar reflection quality setting.
    • Added tile draw distance option to instanced foliage mesh assets.
    • Added options for max ping and queue/game timeout to server config.
    • Added placard signs. [IDs 1467-1470]

    Improvements:


    • Improved holographic sights to stay centered.
    • Improved scope off performance and scaling.
    • Improved ocean reflection performance.
    • Improved mp position compression to work with taller maps.

    Updates:


    • Updated to Unity 5.6

    Tweaks:


    • Tweaked to cap aspect ratio at 21:9
    • Tweaked stereo audio range lower.
    • Tweaked small pebbles tile draw distance lower.

    Fixes:


    • Fixed server asking itself for quest info.
    • Fixed using asset/type browsers outside of editor.
    • Fixed an exploit with NPC vendors.
    • Fixed tourist hat mythical hook.
    • Fixed moonbuggy misconfigured seats.

    Tutorials:


    This week I also uploaded two new video tutorials:


    Creating Custom Songs

    Uploading Skins to the Curated Workshop



    Unity 5.6:


    My primary motive updating to Unity 5.6 was for the new navmesh system, but unfortunately the navmesh data cannot yet be saved/loaded at runtime. This means it would have to be re-calculated when loading the level bringing loading times up into several minutes at least, so we're stuck with the old system for the moment. Here's hoping Unity will add support for getting/setting the navmesh at some point in the future!


    Note there's still a bug with canvas sort override in this version of Unity, so while dragging/dropping items in the Devkit still works you won't be able to see them.

    What about just completely removing the new ingame group system so that everything will go back to the old group system , yeah the new group system helps alot but limiting the number of people per group is kind of unfair for those groups who play on freezzer that were already big before the new group update , it might not help with anything and might still end up with them just manually inviting people through steam, but atleast it slowed them down and not having almost half the server into 1 team.

    KDR or total kills shows how much work and effort one has put into the server in achieving those stats, which can help in deciding how determined he is for the position he's applying and tells us that he has vast experience on Sandbox.

    But i have seen in the past applications as to where the staffs are saying that the kills and/or KDR ingame doesnt matter with your application for staff , i dont exactly remember which staff application it was but i saw it being mentioned.

    I'm not trying to shame you (madax) or something but can i just mention that the KDRs doesnt matter on the staff applications? Why does everyone include their KDR to the applications?