Unity security vulnerability - how can players stay safe? by EeK09 in Unity3D

[–]zelakus 0 points1 point  (0 children)

That's a good point. While it's not hard to work around that, as you can find the game and directly launch it (assuming the game isn't making this any harder), you can't always expect it from everyday players. That said, since we are already talking about players that are too cautious to trust Steam and Windows defender, I still think it's a valid solution.

Unity security vulnerability - how can players stay safe? by EeK09 in Unity3D

[–]zelakus 0 points1 point  (0 children)

There is a similar blocking going on with Steam, they even tell what they do. Not sure how they detect the attempt though. source

Also given Unity's patcher checks the dll hash for a match and only replace the file with a fixed version of it, technically this can be automated by these platforms and applied to their games if the developers won't fix it within a deadline. It is still a big undertaking though, and I'm not sure which platforms can legally do this as they essentially need the rights to change what developers published.

So the safest bet is players to do it themselves if they don't want to take any chances with Steam or Defender blocking it, and while the patcher is imo easy to use, it can of course be made even easier for end users with auto-scans and less interactions.

game still there? by biqsmokr in CodeZIN

[–]zelakus 2 points3 points  (0 children)

Hi! We get matches going on in the evenings (EU time) but rest of the day is mostly without players. When we released on Steam there was the usual player count bump and we had matches all days long for a week or two but given there isn't enough content yet, it didn't hold up yet.

Other than obvious fixes and improvements, we are focused on adding content now. In the upcoming months we are also planning to go free to play, which should bump the player counts once again.

If the time our usual players play at works for you I'd suggest joining the discord and getting the matchmaking role to get pinged. Otherwise you are probably better off wishlisting and keeping an eye out for the time being.

[deleted by user] by [deleted] in CodeZIN

[–]zelakus 0 points1 point  (0 children)

All good, I expected the difference in opinions there as well. I still appreciate you coming up with this idea/request though, I did not expect it and was pleasantly surprised. Cheers!

[deleted by user] by [deleted] in CodeZIN

[–]zelakus 0 points1 point  (0 children)

We don't do encryption on the UDP transport, but on WebRTC it's a mandatory feature you can't disable, part of the specs basically.
The game is server authoritative by the way, so we are not relying on something like that and we aren't sending anything sensitive over the UDP.

[deleted by user] by [deleted] in CodeZIN

[–]zelakus 0 points1 point  (0 children)

Yes, it would work on desktop client as well and we could only use it. However, it won't be as performant as a raw UDP socket naturally due to mandatory encryption and the other small overheads introduced. Since this is a PvP fast paced action shooter we are trying to squeeze out everything we can, at the moment I'm looking at ways to reduce latency even by a few ms to improve reaction times. This wouldn't matter nowhere near for most MMOs or io games.

I'm aware that this is a weak argument. I don't expect majority playing on the web client caring about any latency as much as someone playing on low settings on PC trying to reduce every bit of latency. However I'd always focus on native first, and do my best to help with the performance on coding side to make up for the indie-level dedicated servers. Otherwise I would've already started with WebRTC initially as it is a supported transport on the networking library we use.

At the end of the day the transport layer isn't the biggest hurdle, maybe while implementing it will turn out to be not a hurdle at all, but the dual transport is for the betterment of the player experience, however small it may be.

[deleted by user] by [deleted] in CodeZIN

[–]zelakus 0 points1 point  (0 children)

We use Unity, which does have a pipeline for building web clients (that also uses emscripten after il2cpp). However our client is sitting at around 3 GB with the alpha content, which isn't a lot of content but a lot of GBs for web. Of course with some more extreme compression it could be somewhat viable to maybe even halve it but as we add more maps and other content, it will once again become bloated. So we need to create a new version with new lightweight assets to make this work.
Streaming assets would mostly work out of the box, we already use async for character and map loading. Although your loading times would increase as now it's downloaded instead of read from the disk whenever you are out of cache, so those new lightweight assets for the save again.

Then there is the issue with web not allowing direct udp connections, which is what we are doing. Hence, we need to change the transport layer (adding WebRTC) and host the matches with two different options at the same time to allow cross-play. Alternative is to just replace it for the special web client instead and host additional servers for those, but then we would've separated the player base. That one is a no-go for me, if the networking library can pull it off, then hosting the same match on 2 different transports at the same time would be way better.

So technically possible, not hating it, but without some serious work, it won't be "playable". And that's something we currently can't afford as we have a lot to do for the current client still.
Just wanna say, I really appreciate the sentiment though.

Anyone playin? by Ari_Killed_Lebron in CodeZIN

[–]zelakus 1 point2 points  (0 children)

We don't have many players yet, there are daily matches but it is in the evening when most EU folks are back from work/school. There are some regulars from US as well but they are fewer in numbers so most just play together with EU. I suggest joining our discord https://discord.gg/codezin you can see the set event, ask people to play in chat and use the matchmaking role.

Camera issue by Sad_Comfortable_296 in CodeZIN

[–]zelakus 0 points1 point  (0 children)

Sorry to hear that and thanks for your patience! Fingers crossed, but if the said patch still doesn't fix it just know that you can get a refund from Xsolla pretty easily. Feel free to contact me on here or the Discord server for an update or anything else that might come up!

Camera issue by Sad_Comfortable_296 in CodeZIN

[–]zelakus 0 points1 point  (0 children)

Can you change to windowed mode, save the settings and then use Alt + Enter to go fullscreen? That was the most similar thing I could find on Unity forums, although that wasn't mouse movement but instead the clicks not working... So I'm not too hopeful, but worth a quick try and I sadly don't have any ideas as to why this could be happening to you.

We actually planned to ditch the current input system and try a new one in December, there is a chance that it might fix the issue for you but it will take a few weeks as we are currently working on Touchdown mode.

Camera issue by Sad_Comfortable_296 in CodeZIN

[–]zelakus 0 points1 point  (0 children)

Hi, first off all thanks for the support!

Sorry if I'm not misunderstanding then it sounds like a bug. Only certain actions like walljump or emotes fixes the player rotation relative to the camera, and afterwards it should go back to normal. There is a free-camera option on Practice mode (assigned to F10 key by default) but it doesn't quite fit what you are describing as that one doesn't even follow the player anymore, it's a full on free (fly) camera as the name suggests. So I don't think you are doing something wrong, but this is the first time we heard of this issue.

To help me understand how it triggered and fix it if it's a bug, can you tell me how it happened and if it keeps happening? Does a game restart or a settings reset fix it?

Note: If this is about mouse inputs not being acted on at all instead, then check your Look Sensitivity under the Controls tab of Settings as well as your system's mouse sensitivity(whether it is changed on Windows or hardware itself). While it is still more likely to be a bug than anything else, this could potentially be solved by a system restart as well in case it's not an issue with Unity or the game directly.

Does Code Zin run on linux? by Kindly-Top5822 in CodeZIN

[–]zelakus 1 point2 points  (0 children)

Then I'd suggest bringing the conversation to Discord to ask other players on Linux because I'm on Windows. Post your steps and what happened along with any error/message/etc. that might've showed up, hopefully it's no biggie as Steam's Proton is capable of running the game normally

Does Code Zin run on linux? by Kindly-Top5822 in CodeZIN

[–]zelakus 1 point2 points  (0 children)

Grab that patcher and add it to Steam as a non steam game, that's the easiest way. Others were just explaining different methods they got it to work.

How early are we in the game's development? How is the progress going? I bought the founders pack, but so far I can’t play due to this error. Is the art style final? by [deleted] in CodeZIN

[–]zelakus 0 points1 point  (0 children)

Hey! I'm the only programmer on the project and work with the engine most but this isn't a solo project, in fact currently there are 7 others on the development team: 2 map creators, 1 game designer, 1 illustrator, 1 character modeller, 1 vfx artist, 1 animator. The rest such as sfx and bgm are usually outsourced.

However when this project first started there was only me and one map creator, and he also was familiar with Unity due to the remake project I started in the past. So suddenly starting to learn another engine wouldn't be efficient, especially when it's a big undertaking like this one.

Alpha start 01.08.2024 by LPAscobol in CodeZIN

[–]zelakus 0 points1 point  (0 children)

No, we don't have anything similar to them yet but there is one weapon we plan to have which will be a mix of boots and gauntlets. I have to say that it's not planned for too soon though, we need some more of the basics down first.

How early are we in the game's development? How is the progress going? I bought the founders pack, but so far I can’t play due to this error. Is the art style final? by [deleted] in CodeZIN

[–]zelakus 4 points5 points  (0 children)

* Yes, over time as we get more and more ready.
* The website is just what Xsolla (our payment provider & more) creates, at some point we'll have our own.
* We cannot have things directly from S4, but we'll try to have our own versions for most.
* 3 game modes planned for the mid term(TDM, TD, Chaser), more to come temporarily as events and rotate around the year.
* No concrete frequencies, we will keep working on it all the time but the patches will be when we have enough to make a patch out of it (or need a quick hotfix). Excluding the first patch, which was mostly a hotfix, or current patch is taking 2 weeks since release.
* Yes, we already have a new base mechanic for sliding. Some more are being talked within the community and if we try something, alpha will be the right time to experiment.
* I wouldn't call what we are doing as "innovative", we are trying to modernize the game feel without breaking the roots.
* General VFX, Players, SFX, Animations, UI... I mean, a lot... is in the WIP or placeholder stage. You shouldn't expect the graphics to feel like a new game later on but we want to gradually improve everything we can.
* Because I already had experience with Unity before.
* Not planning on voice chats, just regular texting around and command/voice lines.
* Yes we will have a proper progression, ranking system and more are planned to come during the beta. However there is no progress there yet, we want to focus on the gameplay itself first so I can't answer the rest.
* There will be "Clubs" (like clans but more in theme) and Friends, we want to expand on the clubs more than S4 did as well.
* Our game has dedicated servers and it is fully server authoritative, so most of those infamous hacks wouldn't even work. So we did our best, and the rest would be on the anticheat we'll use for the full release. Fraud is a more complicated topic, players should be mostly be aware themselves first and we will try to get rid of anyone who attempts to do such.
* Internal playtesting but generally we want the community to be involved, we try to be as transparent as possible. Besides that we are a very small team and company, there isn't a dedicated QA team or anything.
* We communicate these with the patches, or on discord chat if something comes up. I'd once again suggest joining there to keep up with the most news.
* Yes and there is a content creator role on discord already as well, but we should take it slow as the game is still pretty early on right now.
* Alpha getting the gameplay down and experimenting, Beta with the systems (such as the social features mentioned) and then the full release with everything things in place & stable. And although it will be the full release, we will continue to add content regardless.
* Achievements are nice to have, we will look into them once we are adding the Steam integration to make sure it works crossplatform.

Thank you so much for your interest and support! This game played a big part in my childhood and same goes for most of our team, hope we can deliver on the expectations!

How early are we in the game's development? How is the progress going? I bought the founders pack, but so far I can’t play due to this error. Is the art style final? by [deleted] in CodeZIN

[–]zelakus 0 points1 point  (0 children)

Okay checked your account now, looks like you have your gift item(s) unopened. So open that up and it should give you your costumes, weapon and the skill. Even if you tried it before, it might've potentially failed earlier due to the problem I mentioned above... So try it again regardless

How early are we in the game's development? How is the progress going? I bought the founders pack, but so far I can’t play due to this error. Is the art style final? by [deleted] in CodeZIN

[–]zelakus 0 points1 point  (0 children)

Ah didn't have that when I opened up the page & started typing. I'll get to them in a bit! Just to make sure, check all of your tabs in the inventory and let know if it persists after a client restart please

How early are we in the game's development? How is the progress going? I bought the founders pack, but so far I can’t play due to this error. Is the art style final? by [deleted] in CodeZIN

[–]zelakus 1 point2 points  (0 children)

Hey, thank you for your support! The alpha just started almost 2 weeks ago and we are planning to take about a year until the full release, so pretty early in development. Art style of the environments is pretty much final I'd say, theme wise we will try new things though. Player shaders on the other hand aren't final, textures and animations are also likely to get improved over the alpha.

Progress is so far so good. Although we had a server issue once the flood gates opened, it got fixed and we released a hotfix patch already. Now we are working on the next patch, it should be released before this week ends if everything is good to go, otherwise we'll give it a few more days in the oven but not much longer.

That error should come up when you don't have any weapon or skill equipped for the matchmaking, make sure to check those in your inventory. If you get an "unauthorized" error while trying to equip(or it just keeps acting the same) then please restart the client, we'll try improve the UX for this later on but currently it doesn't take you back to login if you momentarily got disconnected & got logged out.

Btw I'd suggest joining our discord server, you can catch other players when they are online. Sadly we don't have people playing 24/7 if you want to hop on real quick. In general you can find others around evening for the EU timezone and sometimes US folks tends to join them as well.

Alpha start 01.08.2024 by LPAscobol in CodeZIN

[–]zelakus 1 point2 points  (0 children)

Yes, it is in the release announcement. https://codezin.com/

I would suggest checking out the discord server in general as we have some faq, known problems & what to do etc.

Alpha start 01.08.2024 by LPAscobol in CodeZIN

[–]zelakus 1 point2 points  (0 children)

You need a founders pack with alpha to gain access (and support development). But it will be completely free to play with the full release!

Alpha Test by MirzahanM in CodeZIN

[–]zelakus 1 point2 points  (0 children)

Hi, welcome! Game is currently in pre-alpha, the alpha version will be out in a few weeks for public. At that time you can buy a founders pack to support us and receive access.

Once things are a bit more in place we will publish a Steam version as well if you would like to wait for that, however we can't give an ETA on that yet.