Unturned

Unturned

Alkaya
 This topic has been pinned, so it's probably important
JJackW  [developer] 29 Apr, 2022 @ 3:21pm
Version release notes:
v 1.0
Map release

v 1.00.0.1
Removed a spawnpoint in mid air, flattened some terrain so crops don't float a few centimeters off the ground and changed the sign when you enter Vullkhar that displayed Lievhanka.

v 1.00.0.2
Added a preview when clicking on the map in the map selection menu, with a added description and config files.

v 1.00.0.3
>Description had the word "factories" repeated twice, removed.
>Added the darkness effect to one of the bunkers of which I forgot to add it to.
>Edited material baking for the grass to not be on the road in one part of the map.

v 1.00.0.4
>Added very "useful" tips that are displayed upon loading into Alkaya in the config file.
>The offramp bridge when going into Liehvanka were made out of two different types of bridges which caused one side of the bridge be invisible from which you can enter inside it.

v 1.00.0.5
>Found and fixed unsmooth terrain

v 1.00.0.6
>Found and fixed zombie pathfinding in the military base located in north-east.
>Edited more material placements.
>Removed more grass from the roads.

v 1.00.0.7
>Added the train along "road index: 152".
>Configured the config.json file.

v 1.0.1.0
>Attempted to fix the zombies popping in and out in the deadzone bunker.
>Moved the farmlands airport further back so that the pathfindings dont fight with eachother in an attempt to stop the same issue that keeps making zombies pop in and out of existence.
>Painted up more materials on the ground.
>Updated GPS.
>Updated Chart.

v 1.00.1.1
>Materials, when I changed the location of the airport in the farmlands, I did not bake them.
>So now I did.
>Updated GPS.

v 1.00.1.1 (2)
>Removed a random road that lead to nowhere and I had no intentions for it.
>Thanks to Tiway, Alkaya now has a trailer.
>Added 5 more screenshots of Alkaya along with an updated chart.

v 1.00.1.2
>Attempted to remove grass from every road by repainting the gravel around the roads.
>The bunker in the deadzone previously had 3 navigation pathfindings for zombies, now turned into one. (dont expect zombies to go through the bunkers entrances, though the spawning and despawning zombies issues should be fixed.)
>The same went for Kahcik's region, where previously it had 4 navigation pathfindings for zombies colliding, has been turned into one along with the two houses to the north belonging to Kahcik's zone.

v 1.00.2.0
>Fixed multiple LandscapeHoleVolume errors by covering them up with various buildable objects to cover the holes up.
>Re-painted some of the textures
P.S. Finally updated, why did I take so long? uh... lazy... very lazy... plus summer, wanted to enjoy it and up until now I wasn't feeling like updating it at all up until now. Hopefully everyone enjoys it and report the bugs to me, ty.

v 1.00.2.1
>HEY YOU, yes you... have you ever wanted to touch grass? WELL NOW YOU CAN! ...on my map. (So uh for some reason the the grass just ppPoof'ed after the update and only now did I notice it when having my grass graphics up. With that I also utilized the new tools and removed most if not all of the grass from the paved roads and some house interiors, touch grass - don't be like me.)

v 1.00.2.3
-Re-added the darkness effect inside tunnels, metros, bunkers (for some odd reason they were gone)
-Re-added deadzones (for some odd reason they were gone too)

v 1.00.2.4
-One tunnel had no darkness, so I fixed that.
-Deadzone bunker had the tunnel clipping inside of it, so I made it more eye appealing.

v 1.00.2.5
-Fixed the issue of having the train not be able to cross one of the bridges.
Last edited by JJackW; 13 Feb, 2023 @ 2:13am