The integration is absolutely magical, it's extremely competently done and gives you all the upsides of playing couch co-op and online co-op (you see your partners' trinkets and whatnot but the camera also follows you individually, meaning you're not tied down to the host in bigger rooms!). It's only got a tiny bit of delay (we live quite a bit apart in different countries so we were surprised that it worked better than a lot of other games' online, so this delay might be even smaller for those living closer) but once you get past the slight (but consistent!) lag you'll stop noticing it. Just tried it out with 1 other person, we did 2 runs, here's our experience: Here is some footage of tem testing it with a friend. No, it is not permanently dummied out, kil has stated that he hopes to get around to finishing this, possibly sometime after the void rework. There is a long freeze if host leaves the gameĪlthough most tests were issue free, please remember that this is NOT FINISHED! Kil has stated that work on it was halted due to numerous desync issues, so those should be expected going into this You can find Steam ID with the help of some websites (just google "steam id"!)Īlso, since you need to enable debug console, you cannot unlock things with this form of coop Please note that it was not revealed officially so it's going to be unstable! Enjoy! (UID should be client's) Now wait until the client gets connected to the Host (they should be in game)! Now the host needs to type netstart *STEAM USER ID* in debug console. ![]() So yes, there is actually a wip form of online coop still in the game's data, and it actually works! To access it you and your friend need toĢ) Go into the game's Steam Preferences and specify "-networktest" in Launch Options parameter (Kil gave us the ok to discuss this publicly but tem (aka /u/egor21312) didnt want to repost this himself, so he has allowed me to do it for him.
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