about 1 year
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Coffee Stain Studios
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0s | we've been in on we've we've |
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4s | um oh boy this is going to be a |
7s | video hey everyone my name is snot I am |
9s | the community manager at coffee stain |
11s | Studios long time no see we haven't seen |
14s | each other for a while because uh I |
16s | haven't been |
17s | uploading and I've been grinding the |
19s | patch notes video which I'm really |
20s | looking forward to releasing uh coming |
23s | soon anyways I that's kind of what I |
25s | want to talk about actually today uh I |
27s | kind of wanted to sort of well you've |
29s | read the title I want to announce when |
30s | when um update 8 is coming out on the |
32s | Early Access Branch so yeah we're |
34s | finally ready to release update 8 on the |
35s | Early Access Branch we've been on the |
37s | experimental Branch for you know |
40s | billions and billions of years we've |
42s | been sort of hard at work finishing up |
43s | the last few things but we feel happy |
45s | with the state of things and we're |
47s | finally ready to move it over so when is |
48s | it SN when is the date when is it coming |
50s | out you're probably screaming right now |
52s | cuz we're probably like an hour into the |
54s | video already and I still haven't said |
56s | anything November 14th is going to be |
58s | the DAT of |
63s | Reckoning yeah November 14th which is |
65s | next week uh kind of like last second |
68s | announcement I guess but that's sort of |
69s | how it is you you've probably been here |
70s | before you know how it is so so that's |
72s | just how the cookie crumbles sometimes |
74s | so yeah next week November 14th is when |
76s | we're going to be releasing update on |
77s | the experimental Branch now that's dope |
82s | but I've got some really important |
84s | information to share with you all in |
86s | this video uh so so let's do it okay so |
90s | if you followed us here on YouTube and |
91s | on on Twitch and whatever you probably |
93s | know everything that's going into update |
95s | one thing we haven't talked too much |
96s | about is a new addition and update that |
98s | came in kind of late in during |
99s | experimental and that is that we have |
101s | updated our online subsystem for the |
103s | game now what is this online subsystem |
106s | you might be asking yourself so when it |
107s | comes to the online aspect of our game |
109s | there's sort of two layers to this right |
110s | there's the lowlevel stuff which is |
113s | handling like the actual like sending |
114s | data and like handling you know the UDP |
117s | request and and all that stuff um that's |
119s | all handled by Epic and like their SDK |
121s | and all that and we're taking |
122s | advantage of that and dopes up glad that |
125s | we don't have to deal with that and then |
126s | we have sort of the top layer on top of |
128s | that and that is our online subsystem |
130s | and that system sort of takes care of |
131s | stuff like you know when you're logging |
133s | into steam it's grabbing your friends |
134s | list uh being able to like send invites |
137s | to your friends to the game um if you |
139s | have an epic account and you want to |
141s | link that on Steam you can do that and |
143s | you know that sort of handled in that |
144s | like top layer and that layer has been |
146s | sort of reworked in up to dat and it |
148s | came in like I said kind of late you may |
149s | have seen like the that the UI in the |
151s | menus and stuff have changed uh and |
153s | that's along with like the changes that |
155s | are coming with that system uh now it's |
157s | really important to to take note of that |
159s | that system is still a little bit |
160s | working progress and it's going to be a |
162s | bit working progress once update hits EA |
164s | as well so why would we push a working |
167s | progress system well I'm going to |
168s | explain that real quick okay one of the |
169s | reasons why we needed to update this |
171s | system was because it was old as hell we |
172s | haven't changed that system since pretty |
174s | much the steam launch and it was way |
177s | overdue to be reworked uh and we we felt |
180s | that like during update now is the |
182s | perfect time to do it another reason we |
184s | also needed to update the system was |
185s | because in the back end when we were |
186s | handling authentication with the |
187s | different online services uh that needed |
190s | to be updated and that needed to happen |
192s | before December this year so we sort of |
195s | saw that as like an opportunity like |
196s | let's rework the system let's update it |
199s | with the authentication that's needed |
201s | and then get it all out in one go so to |
203s | speak another reason is also sort of |
205s | that like by implementing that system |
207s | we're also setting us up for future work |
209s | that's going to go into that system |
211s | that's going to improve over time so we |
212s | felt that now is the perfect time to |
214s | sort of get those two things in at the |
215s | same time while also being able to set |
217s | us up for future work that's going to go |
219s | into that to be able to like extend the |
220s | functionality of the online sell system |
222s | because that's something we felt we |
223s | couldn't really do with the old system |
225s | without reworking it we felt that we |
226s | couldn't add new features to it you know |
229s | um so that's sort of the reasoning |
231s | behind adding that system in in the |
233s | first place but development is a finicky |
235s | thing and we didn't have time to fully |
238s | finish that system before we need needed |
240s | to to push it out so we've decided to |
243s | sort of push up toate with the current |
245s | implementation of that system uh to EA |
248s | and then we'll keep working on the |
249s | online subsystem on experimental for a |
252s | bit uh so we can test it and all that |
254s | stuff and then once we get to a good |
255s | spot with the new online subsystem will |
257s | update uh the game once again on EA with |
260s | those new features essentially so while |
262s | that new online subsystem is sort of |
264s | working progress we still feel that it's |
265s | quite stable it's good enough for us to |
267s | be able to to release up to dat to Early |
269s | Access |
270s | and then we'll keep working on the the |
272s | online s system uh on the experimental |
274s | branch and then keep working on it and |
276s | then once we feel that it it's come to a |
278s | good State then we'll update the game |
280s | again with the new features that's |
281s | coming in the online subsystem um and |
284s | then we'll be Gucci so here are a couple |
286s | of known issues when it comes to the |
287s | state of the online s system like most |
289s | of the functionality is there um but |
291s | there are a couple of things to like be |
292s | aware of at least when it comes to this |
294s | stuff so one known issue is a bug that's |
296s | been in the game since launch so this |
298s | isn't anything new or anything like that |
300s | that the way the game sort of like |
301s | decides who you should uh spawn as like |
304s | which character is based on your session |
306s | ID so that's your online ID and if you |
309s | forever reason fail to connect to the |
311s | services or if you're playing offline or |
312s | whatever the game doesn't know like who |
314s | you are in the world and it will spawn |
316s | you as a new character there's a couple |
317s | of reasons why we've designed the system |
319s | to be in this way uh and have these like |
321s | unfortunate trade-offs but one is that |
323s | we want to have like one seamless uh |
325s | online connectivity sort of experience |
328s | so like being handling the game as one |
330s | online game is is easier to handle like |
332s | when people are connecting and and |
334s | seamlessly be able to connect and all |
335s | that stuff uh the other reason is |
337s | because we wanted to be able to like |
338s | when you're having your save file you |
339s | should be able to like use your one save |
341s | file and send it over your friend and |
342s | like being able to like determine like |
344s | who what person were in the safe file |
346s | and still connect and all that stuff and |
348s | that's possible by doing it this way uh |
350s | but the trade-off of course is that if |
352s | we don't have your online ID then we |
354s | don't know who you are essentially in |
355s | the safe file so in that case you will |
356s | spawn as a new character in The Hub um |
359s | you can still get your inventory back if |
362s | you go over to your where you last save |
364s | and and take care of business if you |
367s | know what I'm saying very violently |
373s | okay so if you do that you can get your |
376s | inventory back uh the unfortunate thing |
378s | is that you will probably lose out your |
380s | hot bar which sucks also if last time |
382s | you Sav you in a vehicle uh you won't be |
385s | able to dismantle that vehicle and you |
386s | won't be able to get the player out the |
388s | only way to solve it at the moment is to |
389s | use a editor it's really annoying and uh |
393s | we're not proud of that bug but we are |
395s | going to in the future do something |
397s | about it so like you can eject the |
398s | player from vehicles and stuff like that |
399s | and the reason I'm telling you about |
400s | this bug is because there might be some |
402s | edge cases where you might start the |
405s | game offline without realizing it and |
407s | that happens so if that happens uh it's |
410s | probably due to like the service either |
412s | either failing to sign you in and |
414s | getting you know proper authentication |
416s | and stuff like that for the online |
417s | services um and the way to resolve that |
420s | is to to restart the game and one |
423s | particular case when this can happen is |
424s | when you first start the game from |
426s | updating the first time because the game |
428s | sort of takes longer uh in the initial |
430s | boot to do a lot a lot of stuff in the |
433s | back end uh such as like building |
434s | shaders and stuff like that so it takes |
436s | longer for the game to boot up the first |
437s | time um and what happens then is you |
439s | might time out when you're trying to |
440s | connect and fail the sort of signin |
443s | process essentially to the services and |
445s | and yeah the way to circumvent that is |
447s | to just restart the game again after the |
449s | initial Boot and then hopefully that |
451s | will sort of uh resolve the issue and |
453s | you should be online again and you |
454s | shouldn't run into that offline issue |
456s | we're going to address that issue in the |
457s | future we actually have a pretty |
458s | involved solution in mind where you can |
460s | like sort of pick who to spawn as in the |
463s | future potentially uh we'll see how that |
465s | goes but we have a solution in mind it's |
467s | just that it's it's been taking us a bit |
469s | to to sort of get to that and now that |
471s | we have this new online subsystem in the |
473s | in in place that sort of sets us up to |
475s | be able to start working on that uh |
477s | whenever that happens uh so yeah another |
479s | known issue with the current |
480s | implementation of the online subsystem |
482s | is that currently you cannot unlink |
484s | accounts so if you are on Steam and |
486s | you've linked your epic account uh |
488s | previously in the game you were able to |
490s | like unlink those accounts within the |
492s | game uh that's not going to be possible |
494s | at the moment the reason behind that is |
496s | because that feature of unlinking all |
497s | that stuff we sort of want to move that |
499s | out from the game so you can sort of |
501s | handle that separately so you can go |
503s | like on epics website or whatever and |
504s | handle your accounts and and like sort |
506s | of make it more transparent as like |
508s | what's going on um um but uh we haven't |
511s | had time to fully wrap that up so you |
513s | can actually do the unlinking so that's |
515s | something that's coming in the future so |
517s | yeah I just want to make you guys aware |
518s | that this is a system that's still a bit |
520s | working progress it's going to be stable |
521s | on up toate but there are more features |
524s | coming and there's a bit of like a some |
526s | workarounds that might be necessary to |
528s | do but for the most part it should work |
530s | uh fine so yeah up to dat exciting times |
533s | we working out it for so long and I |
534s | can't believe it's finally coming out oh |
537s | boy uh anyways we usually have a release |
540s | stream on on on the date of release and |
543s | uh it who who would have thought we |
545s | actually have our weekly Dev streams uh |
547s | at at this time so we'll probably stream |
550s | as to like when we'll release the update |
552s | like what time I don't know at the |
553s | moment maybe we'll put it on the screen |
555s | here or maybe we won't who knows like |
557s | but um it's usually around the time when |
559s | we do our our Dev streams so join us |
562s | then and then you know we'll have a good |
565s | time okay we'll figure it out all right |
568s | uh I actually haven't planned for that |
570s | stream so so I hope |
573s | uh it's probably fine see you all on |
575s | Tuesday until then |
581s | [Music] |
584s | bye |