Into the Radius 2: Difference between revisions
(10 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{Warning|ITR2 is currently early access. The game is incomplete.}} | |||
This page is to document current jank and bugs in ITR2 (mostly in coop) that you should know about or have workarounds for. It is going to be likely outdated very quickly as it document a rapidly changing game. | This page is to document current jank and bugs in ITR2 (mostly in coop) that you should know about or have workarounds for. It is going to be likely outdated very quickly as it document a rapidly changing game. | ||
Line 21: | Line 23: | ||
* Lagging when the host uses items from the rig - This can be SOMETIMES mitigated by resetting the host's rig. If it happens at all; try a save-load first. This does a better job at resetting the items. | * Lagging when the host uses items from the rig - This can be SOMETIMES mitigated by resetting the host's rig. If it happens at all; try a save-load first. This does a better job at resetting the items. | ||
* Artifact grabbing - There's a bit of a bug as the client can break jars on client side but still can't grab the artifact. Clients at the moment shouldn't go artifact hunting by themselves. Clients can grab other types of artifacts though. | * Artifact grabbing - There's a bit of a bug as the client can break jars on client side but still can't grab the artifact. Clients at the moment shouldn't go artifact hunting by themselves. Clients can grab other types of artifacts though. | ||
* | * Magazines and Ammo Boxes do not change the 'count' shown on the box or in the magazine. The info popup has to be used instead. It will contain ammo just it won't be visible. | ||
* Artifact Detector - Does not work for client. | * Artifact Detector - Does not work for client. | ||
* Unusable/vanished items - The client will sometimes not see items in their own rig. The host should grab and put them back in the client's rig for them. | * Unusable/vanished items - The client will sometimes not see items in their own rig. The host should grab and put them back in the client's rig for them. | ||
Line 28: | Line 30: | ||
* Weapon unloading - Some weapons (Shotguns and...?) will unload on loading a new zone. Do not assume a shotgun is loaded. | * Weapon unloading - Some weapons (Shotguns and...?) will unload on loading a new zone. Do not assume a shotgun is loaded. | ||
* Weapon wall: Clients can't use the weapon wall properly; anything put on will go onto the wall but will just be in the middle. | * Weapon wall: Clients can't use the weapon wall properly; anything put on will go onto the wall but will just be in the middle. | ||
* Lost Items: Client holding a quest item got it lost on loading the main base once. Not common but hosts should carry quest items. | |||
* Suppressors: Clients using a suppressor is buggy and shouldn't be used. When a client carries a gun with a suppressor attachment through a load zone, the gun is usually unusable until the suppressor is reattached, which can be difficult because the suppressor might not be in the same area as the gun. | |||
* Shotguns - Shotguns have problems. EG: Loading a shotgun doesn't deplete the ammo box but the weapon still loads. And fires. It also does damage most of the time. However you can enter a glitched state where you shoot ghost rounds that land but don't damage. Swapping to a different box of ammo seems to fix this. In addition do not assume shotguns are loaded. Since they kind of use phantom ammo. | |||
== Visuals == | == Visuals/Sound == | ||
* Corpses - Enemies don't float and dissolve yet for the client, they just vanish. | * Corpses - Enemies don't float and dissolve yet for the client, they just vanish. | ||
* Suppressed shots from the host are completely silent to the client. Not sure if this is intentional. | |||
== Anomalies == | == Anomalies == | ||
* Anomalies are actually synced. | * Anomalies are actually synced. | ||
* Host going into a portal can hang the client for 10 or more seconds. | * Host going into a portal can hang the client for 10 or more seconds. If the client goes into the portal first, then they might just crash outright. Probably some sort of level loading problem. | ||
== Interface == | == Interface == | ||
Line 50: | Line 56: | ||
== Save/Load == | == Save/Load == | ||
* Sometimes loading a save will do goofy stuff on load. Such as putting the client (or host!) into a wall or having the client just die | * Sometimes loading a save will do goofy stuff on load. Such as putting the client (or host!) into a wall or having the client just die. 10.3 note: I haven't seen this in 10.3, this might be fixed. | ||
== Misc == | |||
* Ladders - Ladders can launch you various locations. Crouching seems to trigger it. Launch varies from a couple metres to into space. | |||
= | = Everyone Jank = | ||
* Weapons not showing a round in the chamber - (Some?) weapons don't show that a round is in the chamber. Very annoying since it's important to pull the slide or bolt back a bit to check if it's loaded. You need to either fully cycle and reload the magazine or keep mental track. | * Weapons not showing a round in the chamber - (Some?) weapons don't show that a round is in the chamber. Very annoying since it's important to pull the slide or bolt back a bit to check if it's loaded. You need to either fully cycle and reload the magazine or keep mental track. | ||
** Affected: GSh18, SKS | ** Affected: GSh18, SKS | ||
* More item sync: Items like to wander from their physical location on the rig or backpack and be floating in the air. You'll have to put the rig or pack down so the items are 'floating' somewhere you can grab them. | |||
= Balance Issues = | = Balance Issues = | ||
* In coop you get the same amount of money as singleplayer but have to buy stuff for two people. While combat is easier, it's not cheaper. You will probably have to do lots more side missions and money runs than you would in single player. | * In coop you get the same amount of money as singleplayer but have to buy stuff for two people. While combat is easier, it's not cheaper. You will probably have to do lots more side missions and money runs than you would in single player. The upside is there's enough free weapons lying around that you can equip both players. |
Latest revision as of 13:21, 9 September 2024
This page is to document current jank and bugs in ITR2 (mostly in coop) that you should know about or have workarounds for. It is going to be likely outdated very quickly as it document a rapidly changing game.
In the early stage coop is janky but very fun. Radiusing with the bro(s) is a great way to experience the zone. It changes the game quite a lot though, mainly in terms of atmosphere. It's less about being an oppressive trawl through hostile conditions and more a challenging adventure. Plenty of solo stuff to do in the first game though.
Coop intro
How coop works at the moment is a host:client system. Only one client is supported in early access, but I presume they will add more later. The host has the master save file for the multiplayer session. This save contains mission and story progression status, and client items.
To host, simply start a coop game. To join, join someones game on steam; it's integrated into steam so you can just right clikc their name in your friends list and join.
Each different client gets a different set of items. They start with a basic kit with a makarov, ammo, heals, probes, rig, backpack, etc. If a client disconnects (or crashes) they take items with them until they load back in. Make sure they don't leave with quest items.
While there is a lot of jank at the moment; it is in a mostly playable state if you know about the issues. It's a lot of fun. There's very little that beats the thrill of scoping out an anomaly field in a house to see if you can find a path inside and then accidentally bumping into a military checkpoint and running away under a hail of bullets.
Coop Workarounds / Jank
Items
- Item sync in general - Items don't sync perfectly which causes issues. Specfically:
- Sometimes only the host can see items/vis versa.
- Lagging when the host uses items from the rig - This can be SOMETIMES mitigated by resetting the host's rig. If it happens at all; try a save-load first. This does a better job at resetting the items.
- Artifact grabbing - There's a bit of a bug as the client can break jars on client side but still can't grab the artifact. Clients at the moment shouldn't go artifact hunting by themselves. Clients can grab other types of artifacts though.
- Magazines and Ammo Boxes do not change the 'count' shown on the box or in the magazine. The info popup has to be used instead. It will contain ammo just it won't be visible.
- Artifact Detector - Does not work for client.
- Unusable/vanished items - The client will sometimes not see items in their own rig. The host should grab and put them back in the client's rig for them.
- Clients can't use probes - I hope this is fixed soon, the only workaround is have the host use all the probes.
- Spoiler warning: The client should not hold onto items while going through portals; it can glitch out. Lost a pistol this way, it yeeted off into space and then into the red water.
- Weapon unloading - Some weapons (Shotguns and...?) will unload on loading a new zone. Do not assume a shotgun is loaded.
- Weapon wall: Clients can't use the weapon wall properly; anything put on will go onto the wall but will just be in the middle.
- Lost Items: Client holding a quest item got it lost on loading the main base once. Not common but hosts should carry quest items.
- Suppressors: Clients using a suppressor is buggy and shouldn't be used. When a client carries a gun with a suppressor attachment through a load zone, the gun is usually unusable until the suppressor is reattached, which can be difficult because the suppressor might not be in the same area as the gun.
- Shotguns - Shotguns have problems. EG: Loading a shotgun doesn't deplete the ammo box but the weapon still loads. And fires. It also does damage most of the time. However you can enter a glitched state where you shoot ghost rounds that land but don't damage. Swapping to a different box of ammo seems to fix this. In addition do not assume shotguns are loaded. Since they kind of use phantom ammo.
Visuals/Sound
- Corpses - Enemies don't float and dissolve yet for the client, they just vanish.
- Suppressed shots from the host are completely silent to the client. Not sure if this is intentional.
Anomalies
- Anomalies are actually synced.
- Host going into a portal can hang the client for 10 or more seconds. If the client goes into the portal first, then they might just crash outright. Probably some sort of level loading problem.
Interface
- When loading a save after death for some reason the single player saves are listed. You will need to respawn (come back to life) and use the main menu load function to access your coop saves.
Crashes
- When loading into a new zone, client crashes are likely. Notably coming back to base causes crashes a fair amount.
- Possible causes:
- Any player holding any variant of the IZh-27 shotgun
Save/Load
- Sometimes loading a save will do goofy stuff on load. Such as putting the client (or host!) into a wall or having the client just die. 10.3 note: I haven't seen this in 10.3, this might be fixed.
Misc
- Ladders - Ladders can launch you various locations. Crouching seems to trigger it. Launch varies from a couple metres to into space.
Everyone Jank
- Weapons not showing a round in the chamber - (Some?) weapons don't show that a round is in the chamber. Very annoying since it's important to pull the slide or bolt back a bit to check if it's loaded. You need to either fully cycle and reload the magazine or keep mental track.
- Affected: GSh18, SKS
- More item sync: Items like to wander from their physical location on the rig or backpack and be floating in the air. You'll have to put the rig or pack down so the items are 'floating' somewhere you can grab them.
Balance Issues
- In coop you get the same amount of money as singleplayer but have to buy stuff for two people. While combat is easier, it's not cheaper. You will probably have to do lots more side missions and money runs than you would in single player. The upside is there's enough free weapons lying around that you can equip both players.