In this update3
Full notes
Full Planetoid Pioneers Online update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Server
- UI and audio
- Workshop
Planetoid Pioneers Online changes
We had a really fun free first weekend playing Planetoid Pioneers Online with you all! Unfortunately, some had trouble starting the game due to obscure configuration issues with our compilers, that we now have finally tracked down and fixed. We also noticed that players with slow computers would cause whole games to slow down for everyone, due to the way we have to do networking (via determinism) with all the crazy physics going on. So, we've added a feature where slow players are detected and the others in the game are offered to vote to have them booted out. It's not so nice for the slowpoke, but it's better than the whole game experience being ruined for everyone. Keep an eye out for highlight videos on some of the game modes that you unlock later - Deathmatch and Base Battle are some of the ones we have the most fun with ourselves when we playtest! We'll publish them later today.
HIGHLIGHTS:
Fixed game not starting for some players
Added automatic kick vote, triggered for slow players
Fixed menu selection jumping when new lobbies appear or disappear
Auto picking best server more accurately based on ping measurement over longer time span
FULL CHANGELOG:
ADDITONS
Titleoid text gradient added, wip
Added font gradient functions, set PPORelease config by Release (PP) config
Menu selection stays even if menu lines get added
Added mp:getCurrentRealTimePassed() using real time for slowdown average calculation
Added kick vote, triggered for slow players
Added and bound c2d:KickPlayerFromGame()
Added simple slowdown warning, shift hint appears later
- Ammotoidhandling disconnected players, added mp:isDisconnectedPlayer(ctrl)
Added shift menu hint
UPDATES
Changed "kicked from lobby" to "kicked from game"
Updated gradients
Race: handling disconnected player on start, showing button to enter vehicle
Auto server by ping average over last 40 secs, showing reason why lobby is filtered
Removed weird exe in shaders dir
Implemented newest SDL 2.09
Merged two messages about kick into one
Team left checker off by default
Detecting disconnect via DisconnectReason() too
Removed two potentially IP infringing textures
"Saving Failed" error only in dev release
Disabled saving in tutorial
20 sec delay on game start before auto kicking
FPU try to setup to standard on game start
Triggering kickvote at 20% avg sd over 20 secs
Calculating moving average of slowdown over 1 minute for players and using for auto kick vote
Updated memory req. and recomm. check for PPO / PP
Updated the version text
Testing ending game when complete enemy team left in bb temple
Not winning bridge battle if all other leave
Not respawning disconnected players
Bridge battle: handling disconnected players
FIXES
Fixed hold shift hint overlapping mp:message
Updated build number, so it's ready for the build with startup fix etc
Fixed menu mouse broken
Fixed bug in saving menu position
- Racefixed extra capsules in netplay
Lua error on leave fix
Fixed shift menu hint
Fixed player count wrong issues
Source
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