multiplayer
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Tweak scream amount
OpenRCT2, v0.2.5-127-g0cbd70029 (0cbd700 on develop) provided by GitHub
Windows 7 (x86-64)
Some ideas I had posted here: OpenRCT2/OpenRCT2#11070 (comment)
Muting is a bad idea I agree, but the screaming should be tweaked. This has been brought up on both the RCF discord and in the project's new own server too:
Making it so they don't scream
Code Documentation
There is very little documentation available for the source code. As such, the source is highly difficult to understand and interpret by others. Please consider adding in appropriate documentation as soon as possible.
Description: After TrinityCore/TrinityCore@6067a99 the spell script "spell_igb_rocket_pack " must be updated to cast this 2 spells https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/scripts/Northrend/IcecrownCitadel/boss_icecrown_gunship_battle.cpp#L1837-L1838 when the player lands and not when he use the item.
**Steps
Before you submit an issue we recommend you drop into the Gitter community and ask any questions you have or mention any problems you've had getting started with the server.
Please provide as much information as you can with this issue report. If you believe it may be an issue with one of the client libraries please report it on their [own trackers](https:
Context:
googleforgames/agones#1202 (comment)
The current Rust gRPC library has some issues around SSL, and the Rust ecosystem has changed a bit in the last while. We should review it, and see if it's worth switching out the underlying gRPC implementation -- without changing the Agones client SDK surface.
https://github.com/hyperium/tonic is looking like
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Jul 7, 2020 - TypeScript
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Jun 8, 2020 - C++
Backfill is a core scenario that most Open Match customers need to implement. Currently, Open Match do not have any published guidelines / recommendations on how to implement this scenario. Based on explorations by the community, there are some implementations (a profile per backfill) that do not scale well.
Please publish guidelines on how to implement backfill for an Open Match based Matchma
I've noticed the links to the wiki are all redirecting to the forum post about the community wiki being shut down. The old content is all hosted here: http://ue4community.wiki/legacy
If you want, we could update the links to reference that URL instead, might want to update the links within the wiki as well (if contributions are still welcome there), and also update your web page.
Basically a feature that snaps automatically a quad to another quad's corner in the same layer.
As it is now I find it difficult sometimes to align the quads properly without having some visible 1px space between them or some edges going off.
When the cornes of both quads are close enough the quad you're moving should automatically snap to the closest corner
Maybe I'm blind and there is a special page with all that stuff but I can't find it.
In deep i want to know all json properties and stuff with loading resources. Also can write some docs for this theme after creating production version of map editor. Also want to bring game.map and ttypes.ttf json or similar format (if its possible please give feedback about it).
This issue also related to n
Documentation issue
https://github.com/evennia/evennia/wiki/Tags
I would really appreciate a little clarification on tags and how to use them to extract objects. For example, if I have a list of objects and only want to get ones with "outside room" in the tag, there's no explanation of how to do so.
Suggested change
A couple examples perhaps using tags.get or something like that, s
Need to document this page http://docs.forgepowered.com/UnityIntegration/network-object-without-prefab
On the GameObject and its immediate sub-classes.
either:
- modify the constructor such that the third argument is netscheme. If this design is chosen, then make it clear that CLASSes in the netscheme must support the copy() method
or:
2. sub-classes must implement a setNetscheme() method which should always be called immediately after the constructor.
in both cases, make it clear that
The Materialization has already been used this round
error button shouldn't be showing for queued or dead units, as they're not really materializable anymore (provided #1
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Jun 27, 2020 - C
On latest clang trunk, the code
const char *text = ("Content of this directory moved to " +
xdg_data_home + "/openspades")
.c_str();
in https://github.com/yvt/openspades/blob/master/Sources/Gui/Main.cpp#L428
causes the warning
warning: object backing the pointer will be destroyed at the end of the full-expression [-Wdan
Is your feature request related to a problem? Please describe.
I get frustrated looking at magic numbers that refer to a new feature. Also, it's easy to forget to increment magic numbers.
Describe the solution you'd like
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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Jul 7, 2020 - C++
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Aug 16, 2019 - C++
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Mar 21, 2017 - JavaScript
Environment
- FreeOrion Version: v0.4.9
Description
Automatic RP allocation can confuse players.
It should be better documented.
Ideally, the research queue should show the techs that would get automatic RP allocation (e.g. with items greyed out) when there are surplus RP.
Related issue (closed as invalid): freeorion/freeorion#2830
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Jun 26, 2020 - C++
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Jul 6, 2020 - Pascal
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Jun 24, 2020 - C#
i note in your documentation most notably here
That you use
eurecaServer.export.echo = function(msg) {
console.log(msg)
}
in your code example however in other parts of your documentation you use
eurecaServer.exports.helloServer = function (userName) {
console.log('Hello Server from ',userName);
}
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The new converter (#1151) uses member objects to operate on data from the
.dat
files. While these provide the necessary functions for conversion, they are also significantly larger than the original dat file entries (20x - 400x the size). This results in a comparatively high memory usage, especially for DE2 which uses ~1.6 GB of memory for all dat file entries. Note that the converter does not