multiplayer
Here are 1,957 public repositories matching this topic...
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Oct 3, 2021 - C++
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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Oct 3, 2021 - C++
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Oct 1, 2021 - Go
FleetAutoscaler keeps alive all TLS connections permanently causing memory leak on webhook server
What happened:
Over time my https server which hosts the FleetAutoscaler webhook goes OOM. This is caused by 1000s of never dying sockets on the server. This does NOT happen when I call it with cURL or a browser. It only happens with Agones calls the endpoint.
/app $ lsof -p $PID | grep socket
...
1 /app/zeus-rest socket:[289294771]
1 /app/zeus-rest socket:[28929478
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Oct 1, 2021 - C++
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Oct 1, 2021 - TypeScript
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Sep 22, 2021 - Go
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Oct 3, 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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Oct 3, 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 30, 2021 - Pascal
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Oct 3, 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.

To Reproduce
- Set any of the objects I mentioned above to breakable="false"
Expected behavior
- Objects become unbreakable and do not fall apart after a heavy weight passes on them
Screenshots
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Sep 23, 2021 - C++
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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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Oct 3, 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 29, 2021 - C#
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Required skills: Python
Difficulty: Easy
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