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Ability to see user controlled flares in multiplayer #2664
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Re-opening because I want to deal with this, it came up several times already and I see no reason to not implement this properly. I'm not aware of any "first 2 user controlled flares" limitation. Let's see (making notes as I go):
CONCLUSION: CHECKLIST:
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probably to save bandwidth, but after ulteq's net rewrite should not be an issue |
The first 10 defined user flares, or the 10 flare control groups? In other words, will there be an unlimited amount of flares displayed on each flare group, or 10 flares total? |
Very good question. Currently it's the first 4 individual flares, actually. But for the future I'd like all 10 groups to be sent. |
When you extend it, will you extend it to all 10 groups? |
@willmichals You're right, in it's current state it would only transmit first 10 individual flares. I already requested change: #2690 (comment) |
Sounds and looks great. Thank you both |
The Control numbers above 10 are for the "Custom Controlled" flares. About which, Mike had asked for clarification about the other numbers and where their function could be found. |
@DarthCainRor Thanks for the reminder, answered: #2551 (comment). The takeaway: Doc is broken, only 1-10 should be used, ever. |
it seems we have already an issue for this #32 custom flares over network will be hopefully addressed soon |
The 'u' flares code was simplified and made similar to code for other flare types. Control numbers clamped to range 1-10, see short explanation RigsOfRods#2551 (comment) or detailed explanation: RigsOfRods#2664 (comment) CODECHANGES: * m_custom_light_toggle_countdown removed, using classic `getEventBoolValueBounce()` - same effect, same delay * disabled `controltoggle_status` in individual flares - replaced by `m_custom_lights` fixes RigsOfRods#2664 see also #32
The 'u' flares code was simplified and made similar to code for other flare types. Control numbers clamped to range 1-10, see short explanation #2551 (comment) or detailed explanation: #2664 (comment) CODECHANGES: * m_custom_light_toggle_countdown removed, using classic `getEventBoolValueBounce()` - same effect, same delay * disabled `controltoggle_status` in individual flares - replaced by `m_custom_lights` fixes #2664 see also #32
I'm posting this here because it has been a good while since this issue has been addressed on the git.
Why limit the amount of user controlled flares on multiplayer? If my assumption is correct, multiplayer displays the first 2 user controlled flares defined, then nothing else. If the ability is already there, why not extend it out to be able to see x amount (a reasonable quantity) of user controlled flares? Why limit it to just 2? Performance?
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