Barotrauma

Barotrauma Dev Tracker




19 Jun

Comment

I wrote a somewhat related comment about this change here:

Basically our intention with the change was to make the chat (both text and voice) a little more intuitive and make both the text and voice work with the same logic. E.g. in voice activation mode you would still need to use the push-to-talk keys to use the local chat, and there was no indication which one you're using, and different keys were used to use the different modes of communication for text and voice.

We didn't actually anticipate that so many people actually liked the sort of "hybrid voice activation / pu...

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Comment

Originally posted by dough_dracula

Can you comment on the change to how radio/local voice chat buttons work? To me it seems like a step backwards in usability, and I couldn't seem to find a way to revert to the old system (there's a "legacy" option in keybinds but it didn't seem to work)

Basically our intention with the change was to make the chat (both text and voice) a little more intuitive and make both the text and voice work with the same logic. E.g. in voice activation mode you would still need to use the push-to-talk keys to use the local chat, and there was no indication which one you're using, and different keys were used to use the different modes of communication for text and voice.

We didn't actually anticipate that so many people actually liked the sort of "hybrid voice activation / push-to-talk" method of communicating, but since we've gotten so much feedback about it, we ...

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18 Jun

Comment

We had a feeling the overall reduction of resources and supplies and the probably most drastic balance chances we've done so far would be controversial changes. And we know there is still a lot more adjustments to be done on the balance front, so any feedback on it is really valuable to us.

However, I do want to argue that the loadout changes aren't as bad as you're making them out to be. The motivation behind many of the changes in this update was to improve the sense of progression in the campaign (you should not have access to everything right off the bat, but slowly gain more resources and better equipment) and to make resources overall more scarce. This was the case with the loadouts as well: now the classes start with a bare minimum of items instead of every character getting a free set of valuable gear (every time they respawn, even!).

While I can understand the argument that it makes the roles "identical", I don't really agree with that argument. In my opin...

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Comment

Have you disabled VSync? It caps the FPS to 60.


15 Jun


31 May

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The recent updates, and the latest one in particular, did unfortunately cause quite a bit of performance issues for a lot of people, which we've been trying hard to diagnose and fix. We've done a bunch of optimizations for the last few unstable builds a...

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22 Apr

Comment

We're currently trying to diagnose these networking problems, and it seems that there are at least a couple of unrelated issues that are causing disconnects. In order to address this it would be very important for us to know what the exact error message is; in your case, is it "SteamP2P connection could not be established", "SteamP2P connection timed out" or maybe something else?

Thanks and sorry for the inconvenience, I hope we can sort this problem out soon. :/


20 Apr


08 Apr

Comment

Originally posted by supah_science

Yeah, specially some multithreading, this game is single thread, so each piece of the sub, player, and enemy is all beign handled by one core, spreading it out would be great

Hi! We don't usually talk much on Reddit to keep ourselves from being spread too thin across the internet, but since performance issues are a bit of a hot potato lately, I wanted to write back about this.

For one thing, we already employ multithreading in some parts of the game and have done so for a couple of years. Adding more might be helpful in some ways, but it's not a magic bullet that would improve performance across the board (in any game). Barotrauma has so many moving parts that affect performance, one-shot solutions sadly don't exist, and the task is more complex: we need to find the performance-hurting parts of the game and optimise them each individually. This is work that we do continuously, and it seems that with the Rising Tide update, there were some setbacks in the department.

We're sadly not confident that we've uncovered all the causes of those setbacks yet. That is why we are not promising a thorough fix to the recent performance issues...

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18 Mar


04 Mar

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You first need to create a new sound config file (similar to Content/Sounds/sounds.xml), and add that custom impact sound to it as follows:

Then change the impact sound tag of the item (located in the item's xml element) to

impactsoundtag="impact_custom"


02 Mar

Comment

Sorry to hear about the trouble you're having with the game. :/

We have gotten some reports about decreased performance after the latest update (even though, many players are weirdly reporting drastically improved performance), so it's most likely not an issue with your system. Unfortunately we haven't managed to pinpoint what's causing the performance problems yet.

Something that could give us more clues is if you enabled the in-game performance statistics and took a screenshot of what you see when the FPS drops. You can enable it by opening the debug console by pressing F3, and entering the command "showperf" in the console.

I'm sorry for the inconvenience, I hope we can get this fixed asap!

Comment

You can also just modify the game code to unlock every achievement when the game starts or use Steam Achievement Manager. :^)

There's obviously tons of ways to build completely overpowered submarines in the sub editor, but personally I don't see the need to prevent that. If that's how you enjoy playing the game, go ahead!

Comment

We have been getting several reports about this issue, but unfortunately we haven't been able to find a way to reproduce it yet. :/ We've tested this in single player and multiplayer, with different numbers of players and different networking conditions, but no luck so far.

If anyone has any clues on what specific situations cause this to occur (multiplayer only, bad networking conditions, some specific content in the store interface...?), it'd help us a lot in diagnosing this.


28 Feb

Comment

Originally posted by falsewall

Despite saying they fixed it, my character just lost all his stats on his first death after playing 6 hours in vanilla.

Back to waiting for them to say they fixed the issue a third time .....

The issue that was fixed in this update had to do with the entire character getting discarded (wiping all talents, skills and items) in a situation where you hadn't even died.

Losing skills when you die intentional is not a bug though. It's intentional that when you die, you lose your accumulated skill levels (although this can be remedied to some extent with certain talents).


24 Feb


11 Feb


09 Feb

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Originally posted by Knifetoface

Where do I find a list of these preferred containers in the files?

Thanks.

They're included in the item config files in "Content/Items/"


08 Feb

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Originally posted by Knifetoface

Thank you!

So I would put “plantcontainer” in the tags line for the cabinet in the grow room the same way I put “storagecab” on the locker in the fab room?

I tried putting “plantitem” in that line but it did not recognize that. I figured since all plants, seeds etc have “plantitem” in their tags they would be directed there but sadly not!

So to properly tag a storage container I do not use the common tags of the items I want in that container like “plantitem”. What I actually need is some grouping tag like “plantcontainer” or “storagecab”. How would I then go about tagging a container for a specific item? Would I use a grouping tag that included the item I want then in the restrictions line use a tag that is exclusive to that item or the items name itself?

Ill look at this when I get home, but does the item config file show the grouping tags for items such as “plantcontainer” “storagecab” etc? Where do I found the others? I definitely want to know th...

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Yep, "plantcontainer" would be put in the cabinet the same way as you'd use "storagecab". I'm not sure why that didn't work though, "plantcontainer" is defined as the primary container for the plants. I think I'll do some debugging.

How these tags work is that each item defines its "preferred containers" in the xml. For example, a welding fuel tank prefers to go inside welding tools, engineering cabinets and such. These are also used to fill up the subs with the initial supplies (hence the spawn probability and min/max amount values).