Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: colecampbell666 on June 26, 2009, 01:08:59 pm

Title: Feature Requests for Multiplayer
Post by: colecampbell666 on June 26, 2009, 01:08:59 pm
After playing many games of multi, there are a few things that REALLY need changing.

Ingame joining is borked: and this seriously hinders getting a game going, especially when someone drops.

A button is needed to be able to go back to the briefing from the ready screen.

Auto-mod selection, have the game search your PC for the required checksums, and select the appropriate VPs. If they aren't found, boot the player.
Title: Re: Feature Requests for Multiplayer
Post by: karajorma on June 26, 2009, 01:50:07 pm
Ingame joining is borked: and this seriously hinders getting a game going, especially when someone drops.

In-game joining isn't borked. It is unfinished. There is a huge difference. :p

Quote
A button is needed to be able to go back to the briefing from the ready screen.

Ummm, why?

Quote
Auto-mod selection, have the game search your PC for the required checksums, and select the appropriate VPs. If they aren't found, boot the player.

Never going to happen. Not unless someone re-writes the entire engine to make it parse the tables at the right time.

Now if you mean simply booting anyone who isn't running the same mod as you, that's probably possible. It probably wouldn't be that hard to make the game boot anyone with hacked tables since those checks are already done.
Title: Re: Feature Requests for Multiplayer
Post by: colecampbell666 on June 26, 2009, 02:03:36 pm
I know that ingame joining is unfinished, but it should be a priority seeing as how we generally have to restart 5 times to include everyone.

The button to go back is because we also end up restarting 5 times due to borked loadouts.

3rd makes sense, people with the wrong mods crash FUBAR's FSPort server quite frequently.
Title: Re: Feature Requests for Multiplayer
Post by: castor on June 26, 2009, 04:54:34 pm
It probably wouldn't be that hard to make the game boot anyone with hacked tables since those checks are already done.
Probably not a good idea. It would make it more difficult for others to instruct the "hacked" people on how to fix the problem. And in FS, booting people is not the problem, its getting them in :)
Title: Re: Feature Requests for Multiplayer
Post by: The E on June 26, 2009, 04:59:41 pm
Agreed. Especially right now, where everyone running mediavps (and even some who don't!) get the hacked tables message, kicking them will just result in frustrated people hanging out in the lobby or giving up altogether.
Title: Re: Feature Requests for Multiplayer
Post by: chief1983 on June 26, 2009, 06:54:53 pm
Well if it's crashing the server, I'd rather they not be able to get to that point.  If it crashes them on connect, then that's when we have to block them unless we can make it stop crashing.  If it crashes on the game load, we just have to give them the option of not allowing a game to start with hacked tables, at least they can get in and ask for help.  I mean a standalone option in that case, since that's what's crashing.
Title: Re: Feature Requests for Multiplayer
Post by: FUBAR-BDHR on June 26, 2009, 08:36:35 pm
Well the idea is to get enough people playing that there is more then one server so when they do get disconnected they can just join a different server which may in the long run be better for them as they may find it to have better ping and game play and resolving the getting disconnected problem.

As for the hacked tables the way it is now should not be a problem once the 3.6.10 VPs are validated.  There is a bigger issue with people using older 3.6.1o builds which I am hoping will be resolved in the next build.  RC2 and 3 shouldn't be able to see older builds and vice versa since they aren't compatible but they can. 
Title: Re: Feature Requests for Multiplayer
Post by: chief1983 on June 27, 2009, 01:54:27 am
Unfortunately there's currently no way for the builds to 'know' what version they each are, to a specific degree of detail.  That's another reason I want to use a different version for the final builds after 3.6.10, at least stable builds would be refusing previous unstable builds, or could, if the current version information is exchanged and verified.
Title: Re: Feature Requests for Multiplayer
Post by: Aardwolf on June 27, 2009, 07:50:52 am
Let's not forget that the 'hacked tables' thing also requires the 1.2 retail patch. Not knowing that really caused a lot of confusion.