Communist Mode! - Spawns additional commanders for extra players on a comsharing team. - Allows each player on the team to pick a commander's faction and start point. - Notifies the team when a self destruct order is given (who gave it and the affected units).
Instructions: - Set up teams with everyone on the same ID. - Please don't press 'READY' until everyone has chosen a start point and faction. - Right click anywhere on the map to change faction, your start point message will change ie. (ARM) or (CORE)
1.04 -> 1.05 - Fixed the cursor icon for allied cursors widget, tracking improved, renamed so it doesn't clash with versions people may have in /luaui/. - Fixed lua errors when spectators sent a teamchange request. - Improved handling of coop teams allied with single players. - No sharing to enemies mod option on by default.
1.02 -> 1.04 - You should now also see allied teams start points. - Corrected version number (1.02 was tagged 1.03 oops).
1.01 -> 1.02 - Fixed Comgate for multiple commanders. - Fixed minimap start pos indicators. - Fixed spectators spawning extra commanders for the team they were watching. - Spectators now see all start points and see self destruct notifications for the team they're watching.
1.00 -> 1.01 - Coop startbox widget now just stops your existing startbox widgets rather than disabling them.
If you have two separate coops on a team, you can't see the allied coops start pyramids
One player connected very late (I think after his coop buddy clicked a point and hit ready), resulting in a desync
We tried two largish games with different hosts and it got rather laggy. This might not be a coincidence - if every player were sending duplicate commands for their entire coop (like we observed with the start points), then the number of commands would increase exponentially (for 2v2 would have 4 times the number of commands as 1v1, and a 4v4 would have 4 times the number of commands as a 2v2 (so about as much as a 16 player normal game). A 7v7 like we tried would thus have a number of commands equal to what would otherwise be a 98 player game (!!!)
If this is the case, then the lag is due to an engine bug.
Hmm why does 1.02 label itself as "1.03" when I host a game
Oops
YokoZar wrote:
If you have two separate coops on a team, you can't see the allied coops start pyramids
Can fix this.
Quote:
One player connected very late (I think after his coop buddy clicked a point and hit ready), resulting in a desync
I can possibly see this happening if they connected after GameStart, i'll look into fixing this.
Quote:
We tried two largish games with different hosts and it got rather laggy. This might not be a coincidence - if every player were sending duplicate commands for their entire coop (like we observed with the start points), then the number of commands would increase exponentially (for 2v2 would have 4 times the number of commands as 1v1, and a 4v4 would have 4 times the number of commands as a 2v2 (so about as much as a 16 player normal game). A 7v7 like we tried would thus have a number of commands equal to what would otherwise be a 98 player game (!!!)
If this is the case, then the lag is due to an engine bug.
There's no duplicate commands that was due to something unrelated in the early gadget for coop mode which is now fixed.
The lua behind coop pretty much lays dormant once the game is started aside from watching for self D orders, if there was noticeable lag in this mode but not in a normal game it would be due to something in the engine.
It would be great to see the player's view (like the markers in CA) with the different colour per player (and have adv player list widget show that)
and as was said before, highlighting selected units by a different player (with relevant colour) is a must-have too, as well as possibly have it to display a command given to a unit (i.e. move order) for 2-5 seconds with fading. Should prevent players having to give a number of orders to a unit, trying to make it fallback in different directions
Include the already-made 'ally cursors' widget as a default, and done
Ally cursors widget doesn't label who's cursor is which. And I'm also pretty sure it doesn't show which units are selected by your allies.
By the way, I'm thinking it may be handy to disable control-Z in coop games to prevent unfortunate accidental grabbing of units with orders queued already.
If someone writes a widget that automatically draws the order queue of units you have selected that would be useful (so you can see it changing or what's previously been ordered etc).
If someone writes a widget that automatically draws the order queue of units you have selected that would be useful (so you can see it changing or what's previously been ordered etc).
here's a weird bug: somehow a spectator was able to ctrl-a+ctrl-d. It didn't do anything, but it did trip the lua widget that says "player x issued a self destruct order to x units"
here's a weird bug: somehow a spectator was able to ctrl-a+ctrl-d. It didn't do anything, but it did trip the lua widget that says "player x issued a self destruct order to x units"
I suppose that would happen cause technically they're on the right team, but i didn't think their "orders" were real orders heh.. i'll fix that thanks.
here's a weird bug: somehow a spectator was able to ctrl-a+ctrl-d. It didn't do anything, but it did trip the lua widget that says "player x issued a self destruct order to x units"
I suppose that would happen cause technically they're on the right team, but i didn't think their "orders" were real orders heh.. i'll fix that thanks.
If spectators have a bunch of order-issuing widgets (eg immobile builders), would those possibly get confused and try to keep sending out orders to the server anyway? If so spectators might be a source of lag, and we should be ignoring every unit order they send.
(...) [ 0] Player []lennart connected with number 1 (client version 0.78.2.1 (0.78.2.1-0-g768a2af{@}-s)) [ 0] Player [PWN]Raghna connected with number 16 (client version 0.78.2.1 (0.78.2.1-0-g768a2af{@}-s))
(...)
[ 0] Player [LOeT]Station connected with number 7 (client version 0.78.2.0)
(...)
[ 14] Sync error for [LOeT]Station in frame 1 (9eaf3d5a)
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