multiplayer
Here are 2,104 public repositories matching this topic...
Operating System
N/A
OpenRCT2 build
Current develop branch
Describe the issue
The manpage (distribution/man/openrct2.6) and help output (src/openrct2/cmdline/RootCommands.cpp) both reference a link that no longer exists: https://openrct2.io/files/SnowyPark.sv6. If possible, a new saved park should be posted and those two files updated, otherwise those examples should be remove
When assigning the minPlayers and maxPlayers properties of the game object, this can influence the player counts a user can select when creating a new match in the lobby. However, these bounds do not appear to be enforced by the lobby server.
For example, the following request will succeed in creating a match of tic-tac-toe running on localhost with the property maxPlayers set to 2:
-
Updated
Feb 1, 2022 - C++
-
Updated
Jan 31, 2022 - Go
What happened:
The test TestGameServerRestartBeforeReadyCrash is quite flaky!
Short version:
--- FAIL: TestGameServerRestartBe
-
Updated
Jan 18, 2022 - C++
-
Updated
Jan 27, 2022 - TypeScript
If there are repeated matches, how does the evaluator expand horizontally?thanks
-
Updated
Jan 23, 2022 - C++
Currently, they are stored in a comma-separated string list inside the config file, but this doesn't properly handle a number of edge cases.
-
Updated
Jan 30, 2022 - C++
-
Updated
Aug 24, 2021 - C#
My problem
When I select a textfield tab, I have to click a second time in the textbox.
Two tabs:

Select tab 2:

Another click for the textbox:
;
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
-
Updated
Jan 13, 2022 - C++
-
Updated
Jan 18, 2022 - 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
-
Updated
Jan 31, 2022 - 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
-
Updated
Feb 1, 2022 - C#
-
Updated
Jan 30, 2022 - C#
Improve this page
Add a description, image, and links to the multiplayer topic page so that developers can more easily learn about it.
Add this topic to your repo
To associate your repository with the multiplayer topic, visit your repo's landing page and select "manage topics."


Required skills: Python
Difficulty: Easy
For the initial asset conversion, openage provides textual output to signal which stage of conversion has been reached. The output usually looks like this: