Comments (2)
Other notes I want to make about the complications of raising kMaxPlayers: doing so may mean adding additional "teams" and team colors as well, or possibly even completely changing how teams and colors work. (Like allowing players to completely customize their color, assuming FFA by default, but having to assign teams via some new UI mechanism.)
Also, a lot of levels are going to only have 6 incarnators, and so we might want to figure out a way to "queue" the additional players into joining later.
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#101 closes this--turns out raising the limit is easy, we may run into issues in practice.
As @tra has mentioned, Avara makes players * (players - 1)
connections between all the clients, and 56 connections is a lot of places to go wrong.
To go any higher we will probably need to consider using the server packet routing method. I'm concerned that with the latency that adds, lockstep itself may become untenable. And changing lockstep to something else will be vastly complex, a little beyond the scope of what we're able to do realistically. There's still experiments to be done there, though.
At least we were able to add another two players, and with reasonable broadband or LAN connections, 8 players should work. We may even want to make a LAN or arcade/Avara appliance mode for the build that lets you go higher.
As for internet play, going any farther than 8 might be a goal for a fork or sequel. In any case it would be a major refactor.
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Related Issues (20)
- Character escape sequences don't work in ALF files HOT 4
- "Recent Levels" crashes the game if a level set in its list is not found
- Allow Avarascript variables in color attributes (fill, frame, *.c)
- Ambient light color affects hudWorld elements
- Allow resource loading by Avarascript variable name, not just numeric identifier
- Angles in ALF are "backwards"
- loading game from lobby causes server-player to join that game? need to investigate HOT 1
- Latency-Paused games can't be restarted HOT 1
- memory error when loading "treble" HOT 1
- disconnecting from windows crashes HOT 2
- mouse handling is sketchy HOT 1
- spectator player that gets booted has corrupted state when game ends HOT 2
- Reset CViewParameters zoom state after game ends
- /l with no arguments segfaults. HOT 2
- utf8? characters in the server name cause crash
- mouseSensitivity not sticking after game pause on Windows
- Numerous bugs in single-player levels + 2 minor graphical things HOT 8
- Registers with tracker regardless of checkbox HOT 4
- Unable to change LT unless hosting
- `make tests` segfaults on the 2nd test
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