Schedule 1 Gets Multiplayer & Game Optimizations Ahead of Shrooms Update

Published 2 weeks, 2 days ago by

We've got a new update in Schedule 1 today focusing on not much content but instead bug fixes and tweaks, with a large focus on multiplayer. This game update comes before the Shrooms update which is expected to hit in December now.

We see several tweaks to vehicles to help optimize the game client with regards to how they exist which is a good thing. Multiplayer sees several bugs fixed due to poor syncing of clients to the host so now non-host players should have a better overall experience as well, and increased performance due to lower bandwidth usage.

Read on for the full list of changes.

Quote From Tyler

This patch delivers a number of bug fixes and tweaks, particularly for multiplayer. I've spent the past two weeks rewriting a bunch of yucky code to make it less error-prone and easier for me to work with in the future. You likely won't notice any significant changes, but behind the scenes, things are a lot tidier now!

I wasn't originally anticipating doing this patch before the Shrooms update, but I thought it'd be best to do some 'cleaning' and bug fixing before more content is introduced. Because of this, there's a good chance the Shrooms update will be pushed back into early-mid December, sorry. As always, I'll try my best to get it done on time, but I want to acknowledge the possibility of a delay sooner rather than later.

Additions

  • Added a network replication queue system, which staggers the data being sent whenever a player joins a multiplayer game.
  • Added an optional quest entry to the 'Deal for the Benzies' quest advising the player how to break the truce.

Tweaks/Improvements

  • Refactored a lot of networking code to minimise bandwidth usage.
  • Refactored how visuals are applied to mixed products in different states (unpackaged, baggie, jar, stored, equipped, etc). The old system was way too brittle and needed to be cleaned up before another drug type was added.
  • Cleaned up a variety of product meshes, combining separate meshes into one where possible.
  • Actions against the cartel now lower influence a bit faster, making it less tedious to unlock new regions.
  • Moved the vehicle color code to a separate, dedicated script. This has allowed me to replace all the static, decorative vehicles around the map with simplified versions that don't contain a bunch of unused scripts and components.
  • Modified how vehicles apply colors to avoid unnecessary instantiation of new materials.
  • Tweaked vehicle sounds.
  • Refactored how vehicles decide if they should currently be physically simulated or not.
  • Adjusted the friction properties of vehicle wheels when the handbrake is applied, making it a bit more effective at bringing vehicles to a stop.
  • Enabled physics for post boxes.

Bug fixes

  • Fixed bagged meth and coke using the wrong consume animation.
  • Cartel dealers no longer send 'inventory depleted' notifications to the player.
  • Fixed the cartel deal quest UI not reactivating.
  • Fixed merchant dialogue sometimes not working for non-host players.
  • Fixed purchased cars spawning in mid-air.
  • Fixed the main volume mixer failing to silence in-game sounds while the loading screen is active.
  • Fixed the lag spike that occurred as the loading screen closed.
  • Fixed vehicle wheels not spinning for non-host players in multiplayer.
  • Fixed Jessi never being selected as the random sewer key possessor.
  • Fixed skateboard and vehicle inputs not working when you have rebound the main movement keys (WASD) to something else.
  • The player no longer gets XP for deals completed by cartel dealers.
  • Fixed customers being listed several times in the customer selection menu for dealers.
  • Fixed a missing collider in Stash & Dash.
  • Fixed drying rack management UI mislabelling.
  • Fixed non-host graffiti not lowering cartel influence in multiplayer.
  • Fixed missing font and incorrect text color in the vehicle repaint interface.
  • Fixed a multiplayer bug where removing an item from a slot and quickly inserting another would cause the item to disappear.
  • Fixed some null reference errors that happen when a player leaves the game while wanted or in combat.
  • Fixed police sometimes not noticing non-host players breaking curfew.
  • Fixed dead/unconscious cartel goons respawning and standing around doing nothing after a day passes.
  • Fixed NPC behaviour/schedule update methods not running at 4 am.

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