This will be one of the last updates with 32-bit Windows support. According to the Steam hardware survey 32-bit Windows is approximately 0.22% of players. The final update with 32-bit Windows support will be sometime in early August, and will also remain permanently available on a Steam beta branch for anyone returning to the game on a 32-bit PC.
Unturned will automatically convert hole volumes on existing maps to the painted hole mask, but there might be some gaps until the level creator manually reviews the changes. Alongside this upgrade any maps using the old terrain tools are automatically converted to the new terrain tools, which have also finally been merged into the regular editor. In order to "dogfood" these changes I manually upgraded Germany, Hawaii, and Greece (which was using the old terrain system), so hopefully that shows I really believe this is an important improvement for the game even if there are some wonky effects on older maps that need manual revision. (Sorry!) If you are working on a map and run into any problems with this conversion please feel free to email me nelson@smartlydressedgames.com.
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Rather than freezing for several seconds when loading or unloading large bases in multiplayer, the work is now spread over multiple frames at a slightly lower framerate. This is hopefully better, but certainly not perfect yet. These improvements depended on the netcode rewrites from earlier this year, and likewise further improvements will depend on this update. For more technical details:
Edit: It seems the crash / log spam some players have been experiencing only happens if Discord is running, and is related to the latest version of the Discord API which Unturned updated to. I'm going to reapply the patch and disable the Discord Rich Presence integration for now.
After taking some time off over the last week I'm feeling less burned out, and have been getting lots of stuff done for 3.24.0.0! Once that releases (likely next week) I'll be putting some more time back into 4.0, and hopefully finally getting the roadmap up - the delay there is around figuring out the actual details of things like the survival mechanics, but I'll be reviewing more community feedback and getting an initial plan all filled out.
To quickly find an ideal server (especially for new players) you can use the matchmaker under the play menu which will find a server with the most players and lowest ping it can. In the options menu you can configure the minimum players and maximum ping as well as show the full list of maps.
Once a bit of this data is recorded I'll hopefully be able to upload it somewhere so you can see! Should be interesting to get an idea of what specialities are often used, how players die the most and what the average framerate is.
Yesterday I finally got started with NPCs! Right now the plan is to have a safezone out of the way on some maps where you can choose to visit and interact with the them - i.e. it's completely optional and you won't be running into AI bandits in the wild. I think it might also be a good reason to bring back the reputation system, where keeping a good rep is required for getting quests/trading (not offloading junk, more like the gunsmith is looking for high tier attachments/weapons) with most NPCs, and others a bad rep. Rewards for quests I'm thinking would include things like specially boosted weapons, otherwise unobtainable items and blueprints to craft modified items. Definitely this is very different for the genre, so I'll be keeping an extra close eye out for your suggestions/feedback. Personally I'm hopeful it will provide a lot more singleplayer and PvE content.
Going off of the polls from yesterday it looks like the vast majority of you guys play multiplayer with about half preferring the cooperative aspect. Going forward hopefully this can be improved to have better networking and support for working together more!
Additions:Added hunting.Added full moon alerts and zombie respawning in singleplayer when full moon.Added global stats to the main menu.Added animal spawns to the level editor.Added deer. [ID 1]Added raw vension. [ID 514]Added cooked venison. [ID 515]Added leather. [ID 516]Added leather top. [ID 517]Added leather bottom. [ID 518]
This week I worked on separating out various Steamworks related features from one another (which should have been done from the start of development, if you have a time machine go tell Nelson to fix that). This will make working on the networking easier because it uses Steam's multiplayer API, and previously I had it entangled with other Steam features like workshop and achievements. Hopefully this cleanup will be finished with each service abstracted nicely for next week's patch. Rocket mods should be functional with these changes, as Sven [developer of Rocket] was kind enough to patch it with an early version of the update.
You can now pick up buildable items if they have full health, or if they have been damaged you will get some of the ingredients back! This can be done by the player who placed it and the group they were in. Now that weapons are not needed to remove these most guns and melee do not damage them anymore, so explosives are your best bet to take down a base.
Support YellOwStaR departed TSM during the mid-season break to return to Fnatic, and after a Korean bootcamp during the mid-season break to try out new support players, TSM signed Dream Team's Biofrost as his replacement. Despite being a LCS rookie, Biofrost proved himself almost immediately at the start of the Summer Season. TSM didn't lose a single series until week 8, where they fell 0-2 to then ninth-place Phoenix1. That series was their only loss of the regular season, and they also nearly swept the Playoffs, defeating CLG 3-0 and then Cloud9 3-1 in the finals, qualifying them for the World Championship with North America's first seed.
After a disappointing finish to MSI 2019, Liquid started out the 2019 LCS Summer Split with a poor 2-2 start, tying them for 4th place. However, they regained their footing and managed to take sole ownership of first place in a few short weeks. They once again finished atop the LCS with a 14-4 record. In the summer playoffs, Liquid beat Clutch Gaming in a close five games series to secure their place at Worlds 2019. They advanced to the summer finals where they met the second seeded Cloud9. It was a tightly contested series with Liquid winning the first game of the series, but dropping games 2 and 3 to Cloud9. Liquid managed to turn the tables and win games 4 and 5 to secure their 4th straight LCS trophy and Doublelift his 7th championship overall. This victory made Doublelift the player with the most titles in NA LCS history. At Worlds 2019 Liquid had a lackluster 3-3 performance which led to them once again being eliminated in the group stage.
SERIES HISTORY: 29th regular-season meeting. Giants lead series, 15-13. Saints coach Sean Payton has been a nemesis for the team he once worked for and helped reach Super Bowl XXXV. He is 4-0 against the Giants, the latest victory coming in a wild 52-49 win in the Mercedes-Benz Superdome last Nov. 1. In that one, Drew Brees equaled the NFL record with seven scoring passes and Eli Manning tossed six while combining for 855 passing yards before Kai Forbath won it with a 50-yard field goal on the game's final play. The Saints have won five of the past seven matchups. One of those two Saints losses was a 52-27 setback in MetLife Stadium in 2012 when Payton was serving a one-year bounty suspension. 2ff7e9595c
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