99版本及续作更新!

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Streets of Rogue
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Surprise! 2+ years after version 98, Streets of Rogue has gotten a rather extensive “maintenance” update! So what's the occasion? Well, the matchmaking service that SOR was using to display lobbies and make connections has been sent to the dustbin, so in order for online multiplayer to continue functioning, I needed to switch matchmaking services. This in turn led to a revamp of the game’s multiplayer codebase, much of which had already been tested on SOR2. So basically, the game should be functioning almost exactly the same as it did before, but hopefully a bit better in the online multiplayer department. If you do happen to run into major bugs of any sort, please let me know on the bug report forums on Steam or Discord! While my main focus is currently on SOR2, I’m hoping to do more updates to SOR1 in the future. There’s plenty of opportunity to back-port some of my work from SOR2 into SOR1. I see the two games as distinct experiences from one another, and I plan on keeping both alive until I myself am dead. Version 99 Online multiplayer infrastructure has been updated to match Streets of Rogue 2 - The UNet system that SOR was using has been deprecated for oh… 7 YEARS, so SOR has been updated to use its modern equivalent, Mirror. This should hopefully result in a slightly better overall online experience. New matchmaking service is now used for multiplayer games Updated Unity engine to version 2022.3.60f1 Updated Rewired gamepad plugin to latest version Removed Devlog button from main menu, as this had more relevance when the game was in Early Access. Removed Feedback form - Unfortunately the script that this was running has stopped working on my web hosting for whatever reason, so if you’ve sent me a message through here in recent months I may not have received it. Twitch support has been removed for the time being - The system through which this was functioning appears to have been altered to a degree, causing this feature to be broken for a while. I don’t have the personal bandwidth to do a proper fix at the moment (I’d like to come back to this in the future). The first v99 builds (released over the past couple days) had some notable new bugs, which have now been resolved. v99g Fix for multiplayer issues some players were having with doors/windows/counters not appearing correctly and/or being non-interactable. Fix for player/npc falling animation not playing. v99h Fix for single-player issues accidentally introduced in 99g v99i Fix for destroyed objects sometimes spawning on multiplayer client when they join mid-game Fix for NPCs disappearing from host if they were in combat with a client when that client disconnects Fix for Turrets and Security Cams disappearing on multiplayer client when rotated Fix for multiplayer explosion-related errors Fix for cases where players, NPCs and items might not be visible on the multiplayer client immediately after teleporting to a new location Fix for errors occurring on Power Sap explosion and Alien Mind Control explosion Fix for bodies on the ground sometimes appearing with incorrect z-positioning on multiplayer client Fix for NPCs’ facial hair appearing the incorrect color when they are burnt Mac cloud data folder has been corrected. Game save data is currently stored in the following folder: ~/Library/Application Support/com.Streets-of-Rogue.Streets-of-Rogue/ If you find that you've lost your save data when you start the game, check around the other folders in Application Support for other Streets of Rogue folders, as you may find your save data in these. This would need to be copied into the folder above. Sorry for the inconvenience! Streets of Rogue 2 Update Hey wait a minute, where's Streets of Rogue 2? What's going on with that?? Wasn't that supposed to be out last year??? I've been posting updates from time to time, primarily on the Streets of Rogue 2 news page, but here are the key points: I was intending to do an Early Access release last October, but I felt it needed more time in the oven before it shipped. I posted a video devlog about this with a lot more detail. I won't be saying anything about release dates until I'm 100% sure of a release date. Check out the roadmap if you're interested in tracking the game's progress. There's a demo out that you can play right now! It's wildly unbalanced, buggy, and missing some key features, but it's been great for getting feedback that will translate to a much better game when it's fully released into Early Access. Think of it as a rough sandbox-y glimpse into what's to come. I wish I had some scandalous excuse for why the game is late, but the actual reasons are waaayyy more boring. It really just boils down to "game really big", "polish takes time", and "children require attention". Thank you for your patience, it'll be worth the wait! And in case you missed it, here's our most recent trailer, featuring literal jumping sharks!