8 months
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Coffee Stain Studios
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0s | can either generate |
---|---|
2s | a man there's going to be a lot of words |
4s | that I'm not going to be to pronouncing |
5s | this video |
9s | so hey everyone snot here welcome back |
12s | to yet another video and today's video |
14s | is going to be absolutely packed with |
16s | information you you better clear your |
18s | schedules cuz there there's there's a |
20s | lot to cover today okay in this video |
23s | we're going to mainly talk about |
24s | dedicated servers we've spent a lot of |
26s | time improving them and we have a couple |
28s | of really juicy new features to unveil |
30s | for you today before we dive into this |
32s | though I have a couple of really cool |
34s | announcements to make the first one is |
36s | that the official soundtrack for |
38s | satisfactory has been released on Steam |
40s | and it is available right freaking now |
43s | okay a lot of people have been asking us |
44s | about the soundtrack and we initially |
46s | said that we were going to release it |
47s | along with 1.0 but we got we got a |
50s | little bit trigger happy so we we're |
52s | releasing it now okay it's currently |
54s | available on Steam and we might release |
56s | it on other streaming platforms |
57s | something in the future check the link |
59s | for that stuff it's got bangers such as |
63s | this not to mention this |
66s | song and this |
70s | song wow such great Tunes the next thing |
72s | I want to mention is a little something |
74s | made by our friends over at box Dragon a |
76s | different Game Dev studio in gothamberg |
78s | sort of part of the you know the Cain |
80s | family |
82s | ecosystem uh and they've been tinkering |
84s | on a strategy roguelike deck builder |
86s | called as we descend and they just |
89s | revealed this game this week actually so |
91s | so good for them not much has been shown |
94s | yet but I just want to let you know that |
96s | this exists and and let you know that |
98s | they're actually looking for people that |
99s | might enjoy this type of genre to give |
101s | them feedback on their game uh because |
103s | they're also planning to host a close |
105s | beta sometime in the near future so if |
107s | you think this genre sounds interesting |
109s | and games like slay the Spire is up your |
111s | alley then then don't hesitate to sign |
114s | up check out their steam page in the |
116s | description and and why don't you wish |
118s | list it I don't know you follow your |
120s | heart the last thing I want to mention |
121s | before you dive into the good stuff is |
123s | that between March 28 and April 11 |
126s | there's going to be a big publishing |
127s | sale a big publishing sale uh and it's a |
131s | joint sale between Cofe stain publishing |
133s | and Ghost Ship publishing where multiple |
135s | coffee stain games will be on sale |
137s | including you know this silly little |
139s | game um it's actually at its lowest |
142s | discount ever in the sale so I mean |
144s | that's cool I guess uh there's also a |
147s | bunch of bundles as well so if you're |
149s | into sales then this is bang on target |
152s | pal all right so anyways links are in |
154s | the description and if you're watching |
156s | this video after April 1124 then tough |
160s | luck I guess too bad let's get to the |
163s | main course all right let's talk about |
164s | dedicated servers so up until this point |
167s | we've needed to focus and prioritize our |
169s | efforts on the main game so dedicated |
171s | server support has always sort of Fallen |
173s | a bit short but as of 1.0 dedicated |
176s | servers are going to get a bit more love |
178s | before we talk about the new features I |
179s | need to address one thing and that is |
181s | the current state when it comes to bugs |
183s | when playing on dedicated servers |
185s | there's a couple of bugs that happen on |
187s | dedicated servers only and in some cases |
189s | these are pretty severe so in the past |
192s | we've not always had chance to like fix |
194s | these issues as they we sort of had to |
196s | focus on the main game but going forward |
198s | we're going to pay more attention to |
200s | fixing these problems and we're also |
201s | going to resolve some of the like |
203s | lingering issues that we've had up until |
205s | this point you know everything not might |
206s | not be perfect on release but our |
208s | atttention at least is to better support |
210s | dedicated servers from now on and the |
212s | goal is to not have you know any |
214s | critical issues linger any longer okay |
217s | so with that out of the way let's dive |
220s | into the actual topic of the video which |
222s | is dedicated servers all right let's go |
223s | here we go first of all dedicated |
225s | servers are going to be easier to |
226s | install in general the distribution size |
229s | has decreased significantly so they're |
231s | way faster to download now when setting |
233s | up dedicated servers the servers now |
235s | only use one port from now on and this |
237s | is both for UDP and TCP and that Port is |
242s | 7777 sounds like a children's song |
246s | 77777 and it's important to to remember |
248s | to let both UDP and TCP through that one |
251s | port the server now also correctly binds |
253s | to both ipv4 and IPv6 end points |
257s | simultaneously so you no longer need to |
259s | use like the multi-home command line |
261s | option thingy if you need to bind it to |
263s | ipv4 the server executable also now |
265s | comes in both the form of a window |
267s | application and a console application uh |
270s | this is because there are some cases |
272s | where having the server run as a window |
274s | application can cause some issues in |
275s | certain setups uh there are other |
278s | benefits to the console application as |
279s | well uh such as having better logging |
281s | and being able to like run scripts and |
283s | stuff like that that booted up and etc |
285s | etc another Improvement to Dedicated |
287s | servers is that we've implemented |
288s | support for TLS which stands for |
290s | transferred layer security uh which is |
293s | endtoend encryption for both server |
295s | traffic and game traffic when creating a |
297s | dedicated server you can either generate |
299s | a certific ific at manually or have the |
301s | server generate one for you uh when |
304s | booting up automatically and when |
306s | connecting to the server you'll be |
307s | prompted with the certificate to verify |
309s | that the instance is safe to connect to |
311s | this might sound a bit complicated but |
313s | it really is quite easy like even I |
314s | could do it so like when you connect you |
316s | just need to check that the the |
318s | certificate is correct and you know if |
320s | you don't care about this stuff then you |
321s | can just close your eyes and just press |
323s | the button or whatever just connect I |
325s | just connect to any dedicated server I |
327s | find honestly when booting up a fresh |
328s | dedicated server you'll be greeted by |
330s | this little guy this is the unreal |
332s | console uh with this bad boy you can |
334s | clearly see server status you can see |
336s | uptime which build it's running Etc it's |
338s | a bit better than like the general you |
339s | know console application that you get it |
341s | also makes logging way better because |
343s | you'll be able to better like filter |
345s | logs and and best of all it has a |
347s | built-in terminal so you can type in |
349s | like supported uh server commands in the |
352s | running instance right there and then so |
354s | I mean it's pretty it's pretty nice it's |
356s | pretty nice once you have the service |
357s | set up and and you've claimed the server |
359s | with your your user which pretty much |
361s | works the same way as before um it's now |
364s | also easier to set up like new game |
366s | sessions and sort of the flow that |
368s | follows the same as when you create like |
369s | any other uh game session in |
371s | satisfactory dedicated servers now also |
373s | support being able to set up Advanced |
375s | game settings right here in the menu so |
378s | you no longer need to like send up a |
379s | save file with AGS enabled or anything |
382s | like that it can all be set up in this |
383s | menu uh and it'll also be possible to |
385s | sort of configure AGS settings uh when |
388s | loading save files on the server there's |
389s | also a couple of new configuration |
391s | settings in the server menu it's now |
393s | possible to set stuff like the save |
394s | interval servers restart interval uh |
397s | whether you want to send gameplay data |
399s | or not and most importantly being able |
401s | to set the network quality on server |
403s | easily some of these settings will |
404s | require the server to restart to take |
406s | effect and this is clearly marked in the |
408s | menu now when this is the case we might |
410s | still add more options to this menu in |
412s | the future such as being able to set the |
414s | connection time out another neat thing |
416s | is that it's now possible to download |
417s | the save file directly from the server |
420s | in this menu however this is only |
422s | possible for Server admins and on the |
424s | client side one Improvement we've done |
426s | is that in game the server now notifies |
428s | all clients when it's about to save so |
430s | everyone will get like a notification |
432s | that the server is saving letting people |
434s | know that the server might currently be |
435s | under a heavy workload and in some cases |
438s | be a bit unresponsive this feature is |
440s | not exclusive to Dedicated servers so |
442s | this will work in regular multiplayer as |
444s | well some things that we weren't able to |
446s | finish yet are that we want to add the |
448s | ability to set client privileges such as |
450s | being able to like have people join the |
452s | server but maybe not be allowed to |
453s | dismantle or stuff like that uh we also |
456s | want to improve how blueprints are |
457s | handle server side so it'll be easier to |
459s | sort of upload blueprints to the server |
461s | or make it possible to use blueprints |
463s | created locally on client or or |
465s | something I don't know we haven't quite |
467s | you know figured this stuff out yet but |
469s | we'll see what we do there but this is |
470s | something that we at least want to look |
472s | into in the future I think so these are |
474s | some of the new additions to Dedicated |
475s | servers uh but but wait there's more |
478s | okay I've saved the best to last at |
480s | least in my opinion and that is that |
482s | we've implemented support for an HTTP |
484s | API that can handle HTTP request methods |
487s | between the server and the client what |
490s | the hell does that mean tell you what |
492s | that means so what this means is that it |
494s | will be possible to develop external |
496s | applications that can talk directly to |
498s | the dedicated server by using token |
499s | authentication applications are going to |
501s | be able to send HTP requests to the |
503s | server such requests could be like |
505s | getting the server state or you know any |
507s | information about the current game |
508s | session or telling the ser to pause or |
511s | shut down like there's there's a bunch |
513s | of stuff that you're going to be able to |
514s | take advantage of uh using this API and |
517s | it makes the server way more extendable |
519s | for scripting and you know any kind of |
521s | cool service that you might want to |
522s | develop for it and depending on what |
524s | people make with this we might extend |
526s | the functionality for the API in the |
527s | future and while we don't have any |
530s | documentation for the API right now we |
533s | do plan to release some documentation |
534s | for the API in the future but the thing |
536s | that I am looking forward to the most uh |
538s | is once the mon Community managed to get |
540s | proper modding support for dedicated |
542s | servers which by the way I know you all |
544s | are working really hard on this like |
546s | just hang in their modders okay uh once |
548s | they do this they're going to be able to |
550s | create their own hooks into this API so |
553s | we're really looking forward to see like |
554s | what you people make with this cool so |
556s | yeah those are some of the new features |
558s | and improvements coming to Dedicated |
559s | servers in 1.0 but the video ain't over |
562s | yet okay we actually have more to |
565s | cover because I also want to talk about |
566s | some improvements and new features |
568s | coming to the regular online subsystem |
570s | handling the regular you know |
571s | peer-to-peer connectivity for the game |
573s | yeah I don't know what to tell you man |
574s | we there's there's a lot of stuff we've |
576s | made like we've been hard at work on |
577s | this so up until this point when |
579s | creating a regular peer-to-peer game |
581s | session we've been using epic's online |
583s | services to manage the connectivity |
585s | aspect of things and on Steam we've now |
587s | also implemented support for steam's |
589s | backend version of this so people on |
591s | Steam are going to be able to choose |
593s | between using EOS or steam's backend |
595s | when creating game sessions this will |
597s | only be viable if you're only playing |
599s | with other people on Steam because if |
601s | you want to crossplay between epic and |
603s | steam you'll need to use EOS still but |
605s | now the option is there at least and it |
607s | will be sort of possible to upt out of |
609s | crossplay if you choose there's also |
611s | going to be a single player option to |
612s | sort of disable the online subsystem if |
614s | you know you don't want anyone to be |
616s | able to connect to your session and it |
618s | should optimize the game a little bit if |
621s | you do this uh if you want to like |
622s | disable online play completely for the |
624s | session you can potentially you know |
627s | maybe get a tiny bit more performance I |
629s | don't know if you if you do create a |
630s | single player session please note that |
631s | you will need to sort of restart the |
633s | game session if you want to switch back |
634s | to online uh it will no longer be |
637s | seamless to connect to you it is also |
638s | important to note that this doesn't mean |
640s | that the game will start pausing when |
642s | you open the main menu even in single |
644s | player I know a lot of people really |
646s | want that but yeah we still need to sort |
648s | of implement handling pausing and |
649s | unpausing regardless of if you're |
651s | playing online and I don't think we'll |
653s | have time to do that for 1.0 honestly |
655s | there's also going to be an option to |
656s | connect directly to an IP address |
658s | circumventing sort of all the services |
660s | that are in place to sort of make |
661s | connectivity seamless uh this is going |
663s | to require a bit of knowledge and |
665s | require a bit of Technical and |
666s | networking knowledge as you will need to |
668s | sort of connect manually in the console |
671s | but we figured that we'd add this option |
673s | in case uh you know steams or epic |
674s | Services go down and you know if you are |
676s | a bit Savvy and can manage all right |
679s | done I'm done that's it holy that |
682s | was a lot of information I don't know if |
684s | I'll ever recover emotionally from |
685s | recording this video uh anyway if you |
687s | made it all the way to the end please |
689s | post something like that was a lot of |
690s | information or something I don't know uh |
693s | I appreciate you all so much thank you |
695s | so much for watching until next time |
697s | take |
704s | care |