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Planetoid Pioneers OnlineEventsEA Version 2: startup and slowdown fixes!
Game update

EA Version 2: startup and slowdown fixes!

Planetoid Pioneers Online · published 16 Jul 2019, 11:35 UTC

All eventsPlayers around this dateRead on Steam

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
  • Ammotoid: handling 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
  • Race: fixed extra capsules in netplay
  • Lua error on leave fix
  • Fixed shift menu hint
  • Fixed player count wrong issues
More from Planetoid Pioneers Online

Other announcements

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Major update20 Dec 2019Winter SALE (60% OFF!) Update with Workshop Support AddedIt's been a while... the main reason for the slow updates most of this year: Data had a baby - turns out that is very distracting! However, we have pulled together a super cool thing: Being able to create or edit any planetoid, game mode, pioneer, tool, item, weapon, monster, vehicle, or robot in the separate editors available through: ... and then publish and play directly to the new Workshop…