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There should be a log in the following location: %USERPROFILE%\AppData\LocalLow\Revival\Overload
If you could attach or copy/paste the log we can take a look at what’s going on when it crashes.
Hey Whiteshark, that definitely helps visualize what the problem is. We’re continuing to look into it, but a few more sort of “default” troubleshooting questions to ask:
Are you running any middleware application to boost visuals/performance? (We’ve had multiple issues with people who were using Reshade in the past)
Is your ping/latency consistent in these matches?
Are you often running any other applications that would be causing CPU utilization to be high?
We’ll continue to see if there’s any repro cases we can get or anything we can get out of the log, but wanted to get as much information as possible too.
We don’t have an official release date yet (probably just a mistake that it’s listed as today). We’ll definitely post everywhere when we have a date.
Would you be able to post the output log here even if nothing looks out of the ordinary? Multiplayer and Singleplayer will have slightly different movement calculations, so a slight difference is expected, but shouldn’t be perceived as laggy. If you could get a video as well that would be helpful.
We’re looking at interest in more merch, we’ve got a poll in our Discord server now and it does appear T-shirt demand is highest. Stay tuned.
Also glad you like the merch, Merlin!
2c got you on the tl;dr version of this, I’ll try to follow up a bit to try to clarify and let you know our scope.
1. Can players join games in progress
-No, the way lobbies are currently set up we do not support joining in progress. Public games and the way the game ranks players don’t really allow for it either.
2. Is the net code peer to peer or peer to server
-Peer to server. Dedicated servers have been pretty much the most requested MP feature though, it’s on our radar, but don’t count on it anytime soon. There is a way to run a local server in the game’s folder on your computer, but it’s still technically peer to server and it is limited to being a local server.
3. Do game options need to be same for each player? Meaning if my load out for ships is one thing and a different play has a ship load out thats different from mine, can we not play together?
-Loadout and Modifier settings are designed to allow for different play styles between players so you’ll be placed in matches with people having any combination of these.
4. Do the different ships have different armor, or apply more damage? Or are they just changing your starting weapons.
-All ship appearance settings are purely cosmetic and do not change any stats. Modifiers are the only setting that will change ship performance settings.
Since the game is peer to server you may notice what you had mentioned with some jittery-ness going on depending on other players’ ping to the server, but if it’s happening significantly and frequently that may be an indication the server needs some maintenance that you can point out here in the forums or in the Discord server. As for plans to optimize we’ll see. We’re focusing on the console launch that may require some optimizations that will also effect the game in its current form, but I don’t want to make any promises that it’ll be significantly different than it is now.
No plans on selling any physical copies for any system unfortunately, digital distribution makes the console launch significantly smoother as far as requirements for submission go.
Cheats do disable NG+, we can look into disabling the banner in later patches as that is indeed misleading.
Hey Lance, looking into this now, would you be able to upload at least one of the save files anywhere so we can try loading them on our end too?
Also think Merlin was referring to our Discord’s bugs channel which you can also go to at discord.playoverload.com