Gang Beasts

Gang Beasts

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Boneloaf  [developer] Dec 21, 2016 @ 11:06am
Patch notes for the Gang Beasts 0.5.0 beta [UPDATED]
Update Monday 26 December 2016
A number of issues have impacted online multiplayer gameplay in the last 2-3 days, the following paragraph summarises the issues with information on what work has been done to address the issues until full solutions are tested and published summarised in the next paragraph.

The volume of player hosted servers trying to register with the master server since the server tool was approved on 23 December 2016 has been impacting the performance of the Master Server. A significant percentage of these registered servers that were shown in the server list did not have port forwarding configured (preventing them from being joined by other players).

To address these issues we have temporarily stopped player hosted servers from registering as public servers (players can still connect to player hosted servers with the Direct Connection option in the online menu).

For discussion and support for the Gang Beasts Server Tool please use the forum at http://steamcommunity.com/app/497110/discussions/

Patch notes for the Gang Beasts 0.5.0 beta

Since the last Steam Early Access post was published at the start of December we’ve been working with Coatsink to test significant modifications and fixes to the character, costume, game mode and networking systems (the 0.5.0 build replaces the 0.3.4 and 0.4.4 Steam Early Access builds).

Servers will be intermittently unavailable for the next hour as servers are modified (the 0.5.0 build is needed to play online as pre-0.5.0 builds are not supported by the modified server scheme)

Thank you to everyone that nominated Gang Beasts for the “Better With Friends” Steam Award.

Online / Servers

Online multiplayer support in Gang Beasts has had numerous iterations since the online beta started in May and is now sufficiently stable and scalable to release in the default Early Access builds on Steam.

Currently the Gang Beasts online multiplayer supports the following server geographies:
  • US East (N.Virginia)
  • US West (N. California)
  • EU (Ireland)
  • Asia Pacific (Sydney)
  • EU (Frankfurt)
  • South America (São Paulo)
  • Asia Pacific (Tokyo)
  • Asia Pacific (Singapore)
  • Asia Pacific (Seoul)
  • India (Mumbai)
following the publishing of the 0.5.0 beta build we plan to add support for servers in US East (Ohio), and will then assess supporting server geographies in Canada (Montreal), China (Ningxia), China (Beijing), UK (London), and France (Paris) as and when Amazon Web Services, the server hosting solution we lease server capacity from, make these server geographies available.

For reference latency will be lower if you are can connect to servers close to your location (you can use the server filter to show proximate servers), if there are no servers in close proximity to your location please email support@boneloaf.co with information on your location. If you are playing from a location that is not close to the currently supported servers please test the dedicated server tool (published with this post) as a temporary solution until the server infrastructure is expanded to support your locality (the server tool should be available through the Steam tools section and support Windows and Linux currently, please read the readme.txt file distributed with the build for more information on the server tool).

The list of modifications and fixes made to the online and server implementation in the 0.5.0 beta build are:
  • added support for modifying the camera Y axis with the single player camera (mapped to left and right D-pad and left and right cursors keys by default)
  • added an lobby to invite friends to before connecting to a server
  • added support for playing with multiple local players online
  • added online support for the blimp, billboard, buoy, and container stages
  • added PTT VoIP (Push-to-talk Voice over Internet Protocol) support *
  • fixed an issue that could make input mappings fail online
  • fixed an issue that made servers ignore input held at round start (held inputs now trigger on round start)
  • fixed an input issue with servers
  • modified the scheme for storing and retrieving servers in the central server and refactored some backend server systems
  • overhauled the master server scheme (to improve stability and implement support for polyinstancing)
* the default mapping for PTT VoIP is right trigger on game controllers and the “C” key on keyboards

Please note the 0.5.0 build will replace the current builds on both the default and unstable branches

Please note the 0.1.0 Dedicated Server Tool will only have support for Windows and Linux operating systems initially (please read the readme.txt file distributed with the tool for more information

Local

Local multiplayer support in Gang Beasts has seen a number of improvements and fixes including, an provisional support for in game camera modification (single player only), support for playing online with multiple local players, provisional support for debug spawning (we plan to expand debug spawning support to form the template for sandbox modes in later builds), and a basic version of the revised waves game mode (currently limited to the grind stage).

The list of modifications and fixes made to the local game in the 0.5.0 beta build are:
  • added modified scenes and geometry for blimp, billboard, buoy, subway, vents**, and containers
  • added provisional support for single player camera adjustments (with D-pad or cursor keys)
  • added support for playing with multiple local players online
  • exposed the debug spawning system in local (currently does not have support player-controlled characters and some nav meshes are missing) ***
  • fixed an issue in local game modes (with more than 4 players) giving false server disconnection errors
  • fixed an issue that could make playing a local game with more than 4 players fail
  • setup the waves game mode for local games (currently only the grind stage with default grey AI is available for the waves game mode)
** the name of the fans stage has been modified to vents (the original name for the fans stage)
*** debug spawning is disabled for online for official servers

Stages

We are still working to finish modified geometry for stages but are close to having final geometry on most stages (excluding colour grading and post effects), the list of stages modified for the 0.5.0 build are:
  • blimp (optimisations, blimp geometry and colouring, beef city geometry, fog sphere)
  • billboard (optimisations, billboard and scene geometry, beef city geometry, fog sphere)
  • buoy (optimisations, water implementation, beef city geometry, fog sphere)
  • chutes (optimisations, scene geometry, escalation geometry)
  • containers (optimisations, container geometry, beef city geometry, fog sphere)
  • elevators (optimisations, provisional glass break particle system)
  • incinerator (optimisations, scene geometry, fire particles)
  • subway (optimisations, scene geometry)
  • vents (optimisations, scene geometry)
Menu / UI / messaging

We’re still working to standardise the game menus, UI, and messaging to remove annoyances and make key content more accessible, the 0.5.0 beta build fixes a number of issues with game menus and a modified score screen (with star shaped balloons for points), the key modification to menus, UI, and messaging:
  • added support for saving menu and character costume settings
  • added support for storing some settings (last character selection and other game settings)
  • fixed an issue with the Steam overlay triggering the in-game pause menu
  • fixed an issues that stoped local game modes from pausing when the pause menu is invoked
  • modified input mapping screen to show keyboard and game controller mappings concurrently
  • modified online menu UI to work with the new lobby system
  • modified server browser to show more server entries per screen
  • modified the score screen shown at the end of each round to prioritise score information (we are working on solutions to show other key information and metrics contextually in game)
  • modified the temporary main menu background to improve legibility
  • modified the loading and interstitial screens to only show a new stage is loading
  • modified when loading and interstitial screens show should now only appear when a new level is loaded
Character

Character movement, force parameters, concussion system, and targeting hierarchies have been modified to improve game play and the character customisation system has been exposed for testing, the full list of modifications to the character and character costume systems are:
  • added a grab delay to the jump implementation to stop characters from targeting posterior objects and enemies when jumping
  • added the costume customisation system ****
  • fixed a field of view issue that stopped elbows from triggering
  • fixed a targeting issue to make characters prioritise anterior grab targets (over posterior grab targets)
  • fixed an issue in the character hierarchy that triggered inconsistent leg behaviour
  • fixed an issue that made characters slide vertically on walls when grip fails
  • fixed an issue that made kicking forces and movement inconsistent
  • fixed an issue where melee attacks would apply forces incorrectly (should be less prone to physics explosions)
  • fixed an issue that limited grip parameters when climbing from a jump state
  • modified and optimised character movement forces and timings
  • modified colliders on character feet for stability
  • modified concussion parameters (to reduce length for long concussions)
  • modified damage parameters for body parts to make them take more damage to the chest, waist, hips, arms, and legs on collisions (head, stomach, crotch, hands and feet parameters have not been modified)
  • modified drag forces on characters (to make lifting and throwing characters less difficult)
  • modified force parameters for climbing to make climbing less difficult (some surfaces will still be difficult to climb until grab targets are fully populated to all stages)
  • modified force scaling in damage calculations (to inflict more violence than other collisions)
  • modified force parameters for punches, head-butts, and kicks to standardise character movement
  • modified front and rear sliding to make characters elevate their legs immediately before sliding
  • modified kick parameters to limit spamming
  • modified targeting hierarchies to contextually prioritise anterior targets when jumping or falling
  • modified the character breathing simulation to improve character stability
  • modified the character’s vertical field of view (to reduce the frequency that characters target objects below their feet)
  • modified the climbing implementation to contextually offset targeting per arm
  • optimised the object targeting system for stability and performance
  • restored contextual elbowing (for contexts where enemies are immediately behind the character)
**** saved costume customisations could be lost or corrupted on subsequent updates while the system is in development

Please post issues you identify with the 0.5.0 build in the comments for this post.
Last edited by Boneloaf; Dec 26, 2016 @ 5:59pm
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Showing 1-15 of 105 comments
Golfer Mario Dec 21, 2016 @ 11:23am 
I found a camera bug in Incenerator that lets you see the void (up to its end) if you climb up to the roof, here's a screenshot:
http://steamcommunity.com/sharedfiles/filedetails/?id=822693728

Also the characters still like to spazz out in Subway:
http://steamcommunity.com/sharedfiles/filedetails/?id=822735934
I always wonder why it's only on Subway, in all the other maps they never start spazzing...

And I got an endless cycle of draws in Grind where no player would spawn and the game would make the game end in a draw after some seconds, then it woulr re-load Grind and do the same draw with no players spawning forever, here's a screen:
http://steamcommunity.com/sharedfiles/filedetails/?id=822882872

Another thing that happens is the game starting even if not all the players have finished loading (as there are times where I started with the other players already moving around)

In any case the update is AWESOME! The new stages look and play gorgeously and the improved fighting is joyous, plus character customisation is so fun to use!
Great work as always! Keep it up! <3
Last edited by Golfer Mario; Dec 21, 2016 @ 11:56am
ReRamp Dec 21, 2016 @ 11:33am 
When i launch the game it goes to a screen that said "Failed platform entitlement". Can i have some help fixing it?
Alt Tabbed Dec 21, 2016 @ 12:09pm 
how do i get the dedicated server tool?
Golfer Mario Dec 21, 2016 @ 12:14pm 
Originally posted by SLEEEEEEEEES:
how do i get the dedicated server tool?
You can't, but a developer said that it should be relased in an update (v0.5.1) coming tomorrow.
Alt Tabbed Dec 21, 2016 @ 12:19pm 
Originally posted by RainbowGamerLite:
Originally posted by SLEEEEEEEEES:
how do i get the dedicated server tool?
You can't, but a developer said that it should be relased in an update (v0.5.1) coming tomorrow.
thx c:
Odin's Son Dec 21, 2016 @ 12:21pm 
I get an infinite loading screen when i launch up the game. Is this happening to anyone else????
Kuskus Dec 21, 2016 @ 1:26pm 
Originally posted by RainbowGamerLite:
Originally posted by SLEEEEEEEEES:
how do i get the dedicated server tool?
You can't, but a developer said that it should be relased in an update (v0.5.1) coming tomorrow.
Actually if you look at a topic on the forums located near the bottom of the first page asking the same question, DrSpoof himself says its to be released later today.
vackillers Dec 21, 2016 @ 2:02pm 
Originally posted by Kuskus:
Originally posted by RainbowGamerLite:
You can't, but a developer said that it should be relased in an update (v0.5.1) coming tomorrow.
Actually if you look at a topic on the forums located near the bottom of the first page asking the same question, DrSpoof himself says its to be released later today.

indeed.. it's just needs to be steam verified..
Morgan Dec 21, 2016 @ 4:06pm 
game crashes after clicking Press any key. any fix??
mmmmm Dec 21, 2016 @ 5:26pm 
Why did you remove the "Ring" map in online rotation ? :rshocked:
Last edited by mmmmm; Dec 21, 2016 @ 5:36pm
waifu_lover Dec 21, 2016 @ 6:45pm 
Originally posted by ReRamp:
When i launch the game it goes to a screen that said "Failed platform entitlement". Can i have some help fixing it?
I have restarted my computer, and tried starting it from the desktop shortcut and from my Steam Library, but I keep getting the "failed entitlement"
Cubby001 Dec 21, 2016 @ 10:07pm 
All in all, this update stinks.
GeekyAustin Dec 21, 2016 @ 10:59pm 
I apoligize for re-posting. But the controls aren't working for me. My character doesn't attack properly and does no damage. Arms don't up high enough for punching or for victory taunts.

Sadly, my entire game seems glitched. I tried online mode and in several events I loaded to a frozen screen and couldn't do anything or I loaded onto a random portion of the map and all the players were invisible.
gadumda Dec 22, 2016 @ 12:31am 
Originally posted by vfrt7856:
Originally posted by ReRamp:
When i launch the game it goes to a screen that said "Failed platform entitlement". Can i have some help fixing it?
I have restarted my computer, and tried starting it from the desktop shortcut and from my Steam Library, but I keep getting the "failed entitlement"
have you tried verifying the integrety of the game ?
ToIntelagent Dec 22, 2016 @ 7:00am 
also getting the failed platform entitlement error, reinstalled, verified and everything
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Date Posted: Dec 21, 2016 @ 11:06am
Posts: 105