It has been a turbulent year for many reasons, but we are starting to climb above the pile, with help and support from our partners at Coatsink, SuperGenius, Robot Teddy, and Unity. Added blockers to prevent players from getting stuck in doors.Added an Out of Bounds check that should stop anyone who does manage to escape!.Increased the size of Elimination Zones to better catch escaping players.Corrected PS4 lobby nameplate UI not showing.Fixed server ping checks not properly connecting to Sydney.Adjusted the damage reduction timer from 10 seconds to 4.Fixed the pesky infinite loading screen.The second measure bypasses the physics system entirely, and will always eliminate players regardless of velocities or any other issues inherent to physics that can prevent the first method from working. The first measure is adding a few more checks to the characters when they enter an Elimination Volume, so it is more likely to be detected, and expanding these volumes further to increase the chance of detection. In this update, we have added two more solutions: one that should stop it from happening, and another that will guarantee that if it happens the players get eliminated anyway. We have tried to fix this a few times and, although each attempt reduced its frequency, it was still being triggered. Gang Beasts being such a physics heavy game, any changes to the engine’s physics can have knock-on effects with the gameplay. This issue was a weird one, that seems to have manifested itself since the engine upgrade. The Elimination BugĪnother bug people have been experiencing lately is the characters not getting eliminated when thrown out of stages. So thank you for being patient with us, and hopefully, we will not have anything as problematic in the future. It is annoying that these things happen from time to time (especially for us!), but we are always working to improve Gang Beasts, which has been evolving for 6+ years now. In addition, there was a significant engine upgrade (Unity 2017 to 2020), which made unnoticed changes to the networking library we use, adding many more avenues for the issue to manifest. It also appears that the more recent optimisations and fixes, which made certain aspects of the game quicker, inflamed the issue, making it more prominent for these users. Although we have found out that some of the bugs have been there all along, they were very rarely triggered, at least on tests we did with the hardware we have. The trigger case is very hardware and connection dependent. You may be wondering why we released the previous update with such a glaring bug? Well, to put it simply, it hasn't turned up before. This highlighted to us that in fact, it was several bugs manifesting as one! All of which we have fixed and should never rear their ugly heads again. With this new tool we managed to reproduce the issue consistently, and in a way that we could generate logs to help guide us to a solution. To find it we had to create a new debugging tool for the server and client builds to help us track it down. The bug initially was just incredibly hard to reproduce internally, which is the first step towards finding out what was actually happening. This happened on ps4 1.19.50 no experiment features no mods no anything.We are happy to announce we have fixed the notorious loading screen bug, that has been plaguing some people, and we wanted to explain a few things to help shed some light on why it took so long for us t o fix it. I don’t know if this matters but my ender chest and inventory were full. The time I logged off before I saved and quit, then didn’t close game until on world screen. I was loading into a single player world when I got in my inventory was wiped absolutely nothing, also sent to spawn with no death message and if I died I would have gone to bed, as well when I checked ender chest was wiped clean. Please note: if you notice that your inventory is missing when you join a world, leave immediately and then rejoin - that should result in your correct player save loading in. Please be assured we are actively looking into a solution and apologize for any inconvenience caused. Thank you for your patience while we continue to work on addressing the issue raised here.
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