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Why do people keep using passwords?
Posted: 01 May 2005, 02:37
by Doomweaver
You hear me! it's making it a pain to join any game, it takes me about half an hour just to find one! Can people NOT! If it's OTA or whatever, mention that in the name, don't password it!
Posted: 01 May 2005, 02:44
by WeaZ
uum most of the time they are testing stuff so they dont want u to join so if they didnt password it u would join and then u would just have to leave...
or alot of the time ppl keep tryin to launch and one person wont connect for 4-5 times in a row and he wont leave so the next time u launch and he doesnt connect the host says im gonna make a room with a password that is blahblah
Posted: 01 May 2005, 02:59
by Neuralize
Yeah, but people are retarded, very retarded.
"WHAT I DIDN'T KNOW OTA MENT SOMETHING I THOUGH UR GAME NAME WAS JUST HORNSWITHBEATNOISES"
Posted: 01 May 2005, 03:08
by Webbie
I think you'll find that because there's no boot command, people will experiment until they find people that can actually play, and are properly configured, and then invite only them to their game. Make sense?
Posted: 01 May 2005, 04:56
by zwzsg
Exactly. You create one public game, it gets filled by people who go AFK without clicking ready. You quit and create another one, and this time click start as soon as possible. One ingame 75% of players crash. While spring is waiting for those who crashed to join, you tell ingame the password of the next battleroom. You quit, rehost with password, and that times you're sure to only get people for whom the game will work.
Posted: 01 May 2005, 15:32
by Torrasque
lol...how about making a link to a web site where "how configure your Nat and disable your firewall" is explained?
Posted: 01 May 2005, 17:01
by sylvinus
you can join the "passwords" chat room if you want to play :)
Posted: 01 May 2005, 20:27
by JeeZ
I have some ideas on how to fix this problem with setting up games and handling irritating people without having to password lock the game etc. I think JouninKomiko has plans to implement it also so it will be in in some future version.
If Jou wants to concentrate on AI, maybe I'll have to implement my ideas myself. We'll see what happens...
Posted: 01 May 2005, 20:34
by BlackLiger
Sweet. Battleroom update now knows when game has started.
Ps. From now on, I have decided to give unofficial tech support for spring, having suffered nearly 60% of the avalible errors in spring. Therefore, either PM me on here, rather than annoying SJ and co, Find me on the spring battleroom (AND UPDATE PEOPLE, ITS MUCH BETTER) and also on TAUniverse's IRC in the Channel #Spring
Posted: 01 May 2005, 20:36
by Torrasque
there is a new "test button" now !
Posted: 01 May 2005, 20:48
by jouninkomiko
hope it cuts those problems down :)
... as a note, i'm delaying starting on the AI until a few things happen:
1. booting works
2. find what's crashing the server
3. pm-ing is in
let me know if there are any other crucial things to be added.
Posted: 01 May 2005, 21:14
by Torrasque
A lan support, but you just said that you are working on.
Posted: 01 May 2005, 22:25
by The Grand Poobah
If you are moving the camera and you hit enter to chat, it keeps moving, and after you hit enter again, its still moving without the buttons being pressed. This is very irritating and difficult to fix in the middle of a game.
Posted: 01 May 2005, 22:39
by Ace07
The Grand Poobah wrote:If you are moving the camera and you hit enter to chat, it keeps moving, and after you hit enter again, its still moving without the buttons being pressed. This is very irritating and difficult to fix in the middle of a game.
This has to do with the engine, not the client. But yes, that is annoying. I suggest you put this in the compiled list of bugs thread?
Posted: 02 May 2005, 16:47
by Gabba
jouninkomiko wrote:
... as a note, i'm delaying starting on the AI until a few things happen:
What kind of AI do you intend to work on jouninkomiko? A computer opponent already? 'Cause I think pathfinding (especially moving large groups and arriving to the destination in an ordered formation) and unit behavior could use a lot of improvement before that.
Posted: 02 May 2005, 17:21
by zwzsg
"a lot"? The pathfinding is already ahead of the one in TA!
Posted: 02 May 2005, 23:55
by [K.B.] Napalm Cobra
Interface, then actual AI, duh.
Posted: 03 May 2005, 04:34
by Gabba
zwzsg wrote:"a lot"? The pathfinding is already ahead of the one in TA!
I don't know... sometimes units behave weirdly and push each other around. Especially when you give a move order with a close-by: they all try to reach it instead of stopping as a group as in TA. And the simple formation AI, while nice in concept, also doesn't work well at close range.
But in some aspects it does behave better than TA. What helps this (but I guess it will be adjusted eventually) is that any unit can climb any slope.