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Streets of rogue bad ending
Streets of rogue bad ending







streets of rogue bad ending

This bug gets reported to me a lot, though I’ve never been able to reproduce it. It’s also possible that it’s already been fixed, so let me know if you spot it in b9. I’ve been doing some research on this, and I believe it only occurs when port forwarding is attempted. Basically, you’ll connect, and then see a message in that chat saying that you’ve been disconnected, even though you technically haven’t, and you end up in a weird limbo state. Getting disconnected immediately after connecting Big-ass bugs that still exist in the multiplayer For the curious, I’m using this plugin to create the connections. So the game does its best to get you the best option. Direct connect tends to result in the least lag, followed by NAT punchthrough, followed by relay servers. When you join a game as a client, there are three types of connections that the game can make: Direct connect, NAT punchthrough, and a connection through Unity’s relay servers. If you happen to be a developer, and any of the bugs listed below strike you as familiar, please get in touch with me via email, as I’d really appreciate the input. If your game crashes or something else really bad happens, send me the output_log.txt file from the StreetsOfRogue_Data folder. If there’s a definite pattern to the bugs that you’re seeing, that please let me know, because that information will make it much easier to solve.

streets of rogue bad ending

Keep playing the game, keep reporting bugs to me, and post videos of your online sessions. Look, if a banana turns into a television set, that’s a bug, but it falls into an acceptable realm of “haha, it’s alpha, what can ya do?” On the other hand, if you’re getting disconnected from your game every 15 minutes, that’s a major problem that can severely limit your enjoyment of the game. While the game has a number of minor and major gameplay bugs, I’m not really as concerned with these as I am with connection and lag issues.

#Streets of rogue bad ending plus#

Multiplayer probably the toughest aspect of the game to test, given the unpredictability of people’s connections, plus the fact that I’m one person, and it’s not possible to properly simulate an internet game with four people located in different parts of the world from my home. It’s come a long ways since the first iteration, but it’s not as stable as I’d like it to be just yet. Multiplayer has been available in Streets of Rogue for about a month and a half now. It has a bunch of little fixes (and hopefully a few big ones).

streets of rogue bad ending

This means the game should run more smoothly, and you won’t have to deal with the console log making a mess of your screen anymore.Īlpha 15b9 is out.

  • I’ve removed the “development mode” stuff, because it appeared to be affecting multiplayer performance by a small degree.
  • I was also able to increase the bandwidth limits that Unity places on users going through their relay servers, which may have been the cause of some disconnects.
  • The game is more likely to use NAT Punchthrough than it was before, which could mean faster connections.
  • I’ve made some major changes to how data is sent, which appears to be reducing bandwidth consumption by around 50%.
  • So, your feedback would be really helpful to me. I’m working on a lot of different new features (more details on that soon), but it’s really important to me that the multiplayer works well for people right out of the gate, and my time is limited. I don’t think it’s any major secret that the game will be out in Early Access next month (I mean, it’s on the Steam page!). If you’ve had big issues with the multiplayer mode in the past, definitely check out this build and let me know how it goes.









    Streets of rogue bad ending