multiplayer
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Is there a way, built-in already, to take the initial game state and step through the log to receive a G object back at each step?
I see the ability to do this in debug, but how can we do this in the client regular user interface? The use case is, being able to rewind time to review previous moves, especially after loading the page mid-game.
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Sep 19, 2021 - C++
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Sep 18, 2021 - Go
Is your feature request related to a problem? Please describe.
A healthcheck POST to the REST endpoint with an empty body should return a 400 instead of a 200. The body must contain {} for the healthcheck to be registered by the agones sidecar.
Additional context
See googleforgames/agones#2132 (comment).
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Sep 13, 2021 - C++
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Sep 16, 2021 - TypeScript
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Sep 17, 2021 - Go
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Jun 21, 2021 - C++
Describe the feature you'd like
We should limit the miss angle to effectively be around 15 degrees.
Describe why do you think it is needed
Missing a target by 90 degrees just look stupid - a miss is a miss. Doesn't have to be that off
https://www.reddit.com/r/warzone2100/comments/gy87wg/rookie_units_are_as_helpful_as_ever/
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Sep 18, 2021 - C++
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Aug 24, 2021 - C#
Is your feature request related to a problem? Please describe.
Right now, this condition check on the delete() outcome has no value.
Describe the solution you'd like
I'd like to see the DefaultScript.delete() method check to make sure the deletion was done properly and then return a boolean value.
Or as @Griatch put it
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Sep 18, 2021 - Pascal
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Sep 19, 2021 - Java
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May 4, 2021 - JavaScript
Describe the bug
If you spawn a Player Object explicitly like this:
newPlayer.SpawnAsPlayerObject(clientId, null, true);
It will clean up if the player disconnects. But if the server force-ends the client connection via DisconnectClient, the object is left hanging around.
Returns true if successful, false otherwise
The volumetric shadows option can already be changed by the client in MTA Settings > Video > Volumetric Shadows.
Any server using this function will override the client's choice until they leave t
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Sep 17, 2021 - C++
Cleanup the Cmake
The CMakeLists files of this project is kinda messy, mostly due to my limited understanding of the topic.
So they definitely need to be cleaned up at some point
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Sep 19, 2021 - C++
This is a feature proposal issue
It would be nice to be able to bind Quilkin's sender socket to a given address and port pair. When Quilkin proxies the packets to an upstream host server, it chooses a random socket to use. This feature would remove the randomness and allow us to control which address and port pair to use.
Why do we need this?
- The first reason behind this feature request
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May 20, 2021 - C++
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Sep 20, 2021 - C#
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Required skills: Cython
Difficulty: Medium
Animation frames from AoE2 graphics files are packed into a texture atlas by the openage converter. We use bin packing to find the optimal arrangement (= smallest atlas dimensions) of the frames in the atlas. Bin packing becomes computationally intensive if a lot of frames are packed (look