Leave = Resign
Posted: 07 May 2010, 13:56
When somebody leaves the game, be it disconnect or whatever reason, the game keeps going on.
It shouldn't, obviously.
It shouldn't, obviously.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
FFffff ok stop nitpicking jerkzwzsg wrote:You're missing the case of FFA. Try again.
It was nebulous and in need of precise explanations.JohannesH wrote:It was so obvious I didnt feel the need to explain...
Yet your proposed changes would ruin them.JohannesH wrote:Its not about fucking teamgames or ffas
No I will not. This is 'Development >> Feature Requests', so that means you're asking for the feature to be hard coded into the engine, impacting every game and every user. If the feature isn't thoroughly analysed before being implemented, then we would introduce bugs. It's because of people like YOU that FAIL to consider consequences of their knee-jerks changes that we keep getting regressions like crash on AI death or game over on start vs AI.luckywaldo7 wrote:FFffff ok stop nitpicking jerk
Alone? Like just 1 team, not even a null ai as opponent? Gaia is not covered if there is not AI player for gaiateam (I never thought gaia is an active part of the game). But again it's a mod option. It will work like as usual if disabled. (suggested default is disabled to prevent such and any other non-considered case)zwzsg wrote:Also, there's the case of testing the game alone, and of playing vs gaia,[...]
Yes. Modder sometimes play alone to test stuff. It was a well welcomed commit the one that removed the hassle of moving the game over window away when doing so.SirMaverick wrote:Alone? Like just 1 team, not even a null ai as opponent?
You cannot assign a bot to gaia. So Spring has no way to know if there's a gadget spawning gaia units or not. Though I know of only one game using gaia as an opponent when there are no others, Gundam.SirMaverick wrote:AI player for gaiateam
I'd rather have it done well, and all mod benefit from it without extra work, than having it half-broken and pretending it's okay because it's optional.SirMaverick wrote:But again it's a mod option. It will work like as usual if disabled.
Which commit? How do you setup the game?zwzsg wrote:Yes. Modder sometimes play alone to test stuff. It was a well welcomed commit the one that removed the hassle of moving the game over window away when doing so.SirMaverick wrote:Alone? Like just 1 team, not even a null ai as opponent?
How does this work? Wouldn't the game end instantly?You cannot assign a bot to gaia. So Spring has no way to know if there's a gadget spawning gaia units or not. Though I know of only one game using gaia as an opponent when there are no others, Gundam.SirMaverick wrote:AI player for gaiateam
At first I suggested to make this a permanent change but that wasn't accepted: people might want to fight till the end/kill all remaining units. That's the reason is was made an option.I'd rather have it done well, and all mod benefit from it without extra work, than having it half-broken and pretending it's okay because it's optional.SirMaverick wrote:But again it's a mod option. It will work like as usual if disabled.
You run SpringLobby or TASClient, do no wait for other players, do not add AIs.SirMaverick wrote:How do you setup the game?
When the gadget detects there are humans without enemies, it makes chickens spawn in gaiateam.SirMaverick wrote:How does this work?
No, thanks to that commit that suppress game over when it would happen at game start.SirMaverick wrote:Wouldn't the game end instantly?
/godmodeSirMaverick wrote:if interaction is needed
We already have a mod option for linage/kill all commanders/kill all units.SirMaverick wrote:people might want to fight till the end/kill all remaining units
Game ends when last player resigns anyway, no?zwzsg wrote:We already have a mod option for linage/kill all commanders/kill all units.SirMaverick wrote:people might want to fight till the end/kill all remaining units
So only the window is not show, but game still counts as over? (Of course it will continue in single player if you don't close.)zwzsg wrote:It was a well welcomed commit the one that removed the hassle of moving the game over window away when doing so.
Tried with CA, KP and Gundam. In SP and hosting a battle. It always ends directly after game start.zwzsg wrote:You run SpringLobby or TASClient, do no wait for other players, do not add AIs.SirMaverick wrote:How do you setup the game?
For units, yes. But if you want to test new lua code you might need (several) real teams./godmodeSirMaverick wrote:if interaction is needed
These are different game modes. "Leave = Resign" will always stop the game if you are the last remaining alliance. No chance to kill all remaining units.We already have a mod option for linage/kill all commanders/kill all units.SirMaverick wrote:people might want to fight till the end/kill all remaining units
Thanks for kindly correcting me. Somehow I got confused with that. It's curious I could not remember having to push the game over windows considering how much I play alone.SirMaverick wrote:Tried with CA, KP and Gundam. In SP and hosting a battle. It always ends directly after game start.zwzsg wrote:You run SpringLobby or TASClient, do no wait for other players, do not add AIs.SirMaverick wrote:How do you setup the game?
Oh. And to think that me, to test new multiplayer lua code, I go through the trouble of enlisting real online people!SirMaverick wrote:For units, yes. But if you want to test new lua code you might need (several) real teams.zwzsg wrote:/godmodeSirMaverick wrote:if interaction is needed
Hmm, I see the difference now. An option for people who like to kill units of disconnected people, right?SirMaverick wrote:These are different game modes. "Leave = Resign" will always stop the game if you are the last remaining alliance. No chance to kill all remaining units.zwzsg wrote:We already have a mod option for linage/kill all commanders/kill all units.SirMaverick wrote:people might want to fight till the end/kill all remaining units
Yes. As I said that was the reason why it was not accepted as hard coded change.zwzsg wrote:Hmm, I see the difference now. An option for people who like to kill units of disconnected people, right?
That makes no sense, if people really wanted that game wouldnt end at resign either.SirMaverick wrote:Yes. As I said that was the reason why it was not accepted as hard coded change.zwzsg wrote:Hmm, I see the difference now. An option for people who like to kill units of disconnected people, right?