Rocket

Rocket



27 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
Note in the latest update, we added constants for rad2deg and deg2rad to help with conversiuon instruction creation.

21 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
Hi there, what are you trying to do that is causing this to happen? Is this happening when you try and host a game? or is it when the game itself is booting?

Many of those errors are not fatal, just old code bloat that is throwing warnings, however this one is concerning:
ArgumentException: Partial byte sequence encountered in the input.
Parameter name: string
at (wrapper managed-to-native)
...
Assets.Scripts.Networking.NetworkManager:FetchPublicIp()
Assets.Scripts.Networking.NetworkManager:Init(TransportType)
Assets.Scripts.GameManager:Awake()

This error indicates your computer is trying to host a multiplayer game, but failing because the response from your computers network device is truncated. That means, the game asked your network device what your IP is, and halfway through it's reply, it stopped talking.

18 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
Are you on beta branch? I had introduced a bug on beta branch that was causing an issue with connectivity of components

14 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
One of the major changes in this area was the addition of deep miners. Cows are Evil has a great video outlining them:
https://www.youtube.com/watch?v=WgXzCSkLtS4

07 Apr

Comment
    Rocket on Steam Forums - Thread - Direct
Have you tried this guide?

https://github.com/rocket2guns/StationeersDedicatedServerGuide

Many of the guides out there are for the old dedicated servers. We did a major refactor, the new dedicated servers (and multiplayer in general) is much better than before. Sadly configuration is completely different now though

Let us know if you have any problems

27 Mar

Comment
    Rocket on Steam Forums - Thread - Direct
Note high CPU utilisation occurs because the game is optimised to use more “cores” on your CPU than games typically do. This is because Stationeers does a lot of simulation, so it is created to use a lot of “threads” on these cores. This is called “multi threading”.

I’ve seen a few threads pop up suggesting the games high CPU usage is because it is not optimised. The reality is that games can be very unoptimised and have low CPU usage. Multi threading is not very common as it creates a lot of complexity.

11 Mar

Comment
    Rocket on Steam Forums - Thread - Direct
Round based play is something we have wanted to do, given the games inspiration from SS13. We realized though we needed to overcome a number of hurdles before we could look at round based play, particularly performance in terms of size of bases as well as multiplayer.

The old multiplayer system was heavily coupled with Unity (the game engine) making it difficult for player avatars to be separated from the players connection. Additionally, the game suffered performance issues in medium or large bases especially with more than three players.

With the new multiplayer system and our further performance improvements there are many less obstacles in the way of what is needed to run public servers and the like.

That unfortunately doesn’t mean we will be rushing straight to these features. We have been methodically going through core features and redoing them with a consistent vision of how we see the game, given what is possible.

Certainly I can see u... Read more

24 Jan

Comment
    Rocket on Steam Forums - Thread - Direct
I have added the ability to repair Aimee (for now, using Duct Tape) as well as the ability to desconstruct (using a drill) into revision 18349. This will deploy onto beta during the next deployment.
Comment
    Rocket on Steam Forums - Thread - Direct
We are working hard on this. Because we completely replaced how multiplayer was done so that we could fix the myriad of issues with it, as well as moving the requirement for the game to have steam running, it necessitated us redoing the Steam P2P from scratch. This has the added benefit of us being able to really properly implement steamp2p and give a much more stable implementation.

Will include a full status update in each patch notes. It is a major priority at the studio - so the task gets priority over many other things and has company resources available to it. As soon as we can we will get it out for testing.

21 Jan

Comment
    Rocket on Steam Forums - Thread - Direct
the 'lb' is the instruction, means "load from batch". In other words, it will load a variable off a batch of devices.

the 'r1' is the register to store the result into

the 'battery' is the type, being a "prefab id", which is a type identifier. In this case, it refers to all Station Batteries.

the 'Charge' is a variable that exists on batteries. Different types of objects have different variables you can read. Charge is the total energy.

the last input 'Sum' is the method to use when taking all the batched devices. Should they be added up? Averaged? The Maximum? or Minimum?

As recommended, if you want to know the total charge of all the batteries on a network, you might be best to use "Ratio" and the method "Average". This will give you the average ratio (0 being totall empty, 1 being totally full) across all of that kind of battery

09 Jan

Comment
    Rocket on Steam Forums - Thread - Direct
Note the reason for this change was discussed extensively at the project level and has three core elements

1. To standardize player experience for development
It had become almost impossible to balance the and game and add content that was consistent when there were n number of conditions players could adopt.

2. To focus the experience towards an overall experience "intent"
Players often describe this as the "reason why" or "endgame". In game development this might be described as the "hook". We feel as a studio we have become quite good at making *systems* for systems based games - but we need to make those systems *matter*.

To help with this focusing the experience more allows us to develop towards a specific experience and goal. This doesn't mean we don't intend to support and allow players to craft their own experiences (which is why we left the settings in the ini), but we needed to start working towards this if we ever hope to achie... Read more
Comment
    Rocket on Steam Forums - Thread - Direct
The art style, as noted, was heavily driven by pragmatism in terms of ease to create content and performance. If I was doing the project again, I would actually probably go further with reducing the complexity of the art assets - so performance and scaling would be even better. Wouldn't necessarily mean *more* cartoony, though. Just a lot less complexity. This would allow more simulation, more scale, and better lighting and effects. Maybe even then VR would become an option also.

29 Nov

Comment
    Rocket on Steam Forums - Thread - Direct
As noted above, we are looking at how to do respawning resources in open world. In our last steering group meeting we discussed doing this in multiple parts to ease development. Respawning ores is probably going to be more straightforward than respawning trees/bushes. We want to make sure we do it as best as we can, so we are studying the systems behind it and working out the best way to balance tech/performance/design/UX considerations before implementing.
Comment
    Rocket on Steam Forums - Thread - Direct
Please do raise a steam support ticket relating to download and install issues. Many users have reported issues with steam download and verification of download speeds. We upload the files to steam, and they provision them via their content delivery servers. Unfortunately, we have no control over how this occurs. We do have many users report issues with how updates occur, including in our other product, which appears to have started just over a year ago when Valve made some changes to how downloads are applied.

By raising a support ticket with Steam, they might be able to diagnose the specific issues that are causing downloads to be a problem for some users, and it can be very frustrating with some having to resort to refunding the game. It also makes us extra cautious to apply hotfixes, which is challenging because sometimes we really need to get a fix out.

18 Nov

Comment
    Rocket on Steam Forums - Thread - Direct
Originally posted by ArkAngel: I already tried to verify the files, it did not resolve the problem.
Yes, I confirmed the issue (i got it too) so I changed the version, to one from testing on wednesday. If you verify files again, it will ensure you have that version.

The working version will be: 1.2.25.104225-rel-Styx
Comment
    Rocket on Steam Forums - Thread - Direct
CONFIRMED.

I have rolled back to the last safe experimental - there will be *some* things missing from it. Apologies folks. Will get that sorted. For now, reverify and get the new version.
Comment
    Rocket on Steam Forums - Thread - Direct
Try "verify game". We have noticed dramatic increases in corruption and slow downloads after Steam made changes to how files were distributed. Many users have problems, which is why we only do one game update a week. Let me know how you get on.
Comment
    Rocket on Steam Forums - Thread - Direct
Sorry its out now, I was the delay I wanted to put a few messages in it - as we have a lot in it and much more planned going forward. So we are wanting to be very clear about the changes we are making.

16 Nov

Post
    Rocket on Steam - Thread - Direct
A core system had an expired domain record. No build needs to be deployed. In some cases, it make take a little longer for your game to begin working again due to DNS propagation, but in most cases it should start working again immediately. If you are already in game, the game will begin syncing. If you are in the main menu, you might want to restart the game eventually waits some time between connection attempts. You can also flush your DNS to expedite the process (warning: this is an advanced maneuver).

Apologies for the outage, many of our team worked throughout the night to resolve it. It ended up being down for between 12-24 hours depending on your DNS.

We have deployed the experimental yesterday (separate to the outage) which has significant performance improvements and includes our initial work on dynamic missions for open-world.

If you still have issues connecting at the main menu:
  1. Try doing a "flushdns"
  2. Try restart your ...
Read more
Comment
    Rocket on Steam Forums - Thread - Direct
Извините за беспокойство. Мы пытаемся решить проблему быстро.