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multiplayer

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openage
heinezen
heinezen commented Oct 1, 2021

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:

INFO [py] converting metadata
INFO [py] [0] palette
INFO [py] [1] empires.dat
INFO [py] Starting conversion...
INFO [py] Extracting Genie data...
INFO [py] Creating API-like ob
python assets good first issue
duncanspumpkin
duncanspumpkin commented Mar 25, 2022

Whilst investigating #16877 I noticed that the TrackElementDescriptor::Price is incorrect. Its a price modifier not an actual price its used to work out the price using the following calc (RideTrackPrice * TED::Price) / 65536.

Therefore the units of TrackElementDescriptor::Price should be changed to uint32_t and the name changed to PriceModifier and a comment added stating that it shou

refactor good first issue
boardgame.io
mbrinkl
mbrinkl commented Feb 17, 2022

It would be nice to have an option to pass G and ctx into the redact option in a long form move. The undoable property already has this option, so it should be fairly easy to implement. So it would looke like...

B: {
  move: (G, ctx, ...args) => {},
  redact: true/false or (G, ctx) => {},
},

For my particular use case, I have moves in my game that should normally show

agones
markmandel
markmandel commented Feb 14, 2022

What happened:

It fails sometimes!

--- FAIL: TestFleetRecreateGameServers (0.00s)
    --- FAIL: TestFleetRecreateGameServers/games
kind/bug help wanted good first issue area/tests
warzone2100
evennia
Vikka
Vikka commented Oct 8, 2020

My problem

When I select a textfield tab, I have to click a second time in the textbox.

Two tabs:
1
Select tab 2:
2
Another click for the textbox:
![3](https://user-images.github

feature-request branch-master good first issue web
dwoodruffsf
dwoodruffsf commented May 4, 2021

Describe the bug
If you spawn a Player Object explicitly like this:
newPlayer.SpawnAsPlayerObject(clientId, null, true);

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.

![image](https://user-images.githubusercontent.com/27827009/117048953-90afee00-ace1-11eb-9217-e94ba2331e41.pn

type:bug good first issue stat:awaiting triage
Pirulax
Pirulax commented Feb 18, 2022

Describe the bug
setSoundEffectParameters doesn't work in onClientSoundEvent, because the underlaying BASS handle isn't created at that point, only a frame later.

https://discord.com/channels/801330706252038164/801411628600000522/944225468167634975
I looked into it, and found out that the handle isn't even created at the point the event is called:
https://github.com/multitheftauto/mt

bug good first issue

游戏服务器框架,网络层分别用SocketAPI、Boost Asio、Libuv三种方式实现, 框架内使用共享内存,无锁队列,对象池,内存池来提高服务器性能。还包含一个不断完善的Unity 3D客户端,客户端含大量完整资源,坐骑,宠物,伙伴,装备, 这些均己实现上阵和穿戴, 并可进入副本战斗,多人玩法也己实现, 持续开发中。

  • Updated Feb 22, 2022
  • C++
XAMPPRocky
XAMPPRocky commented Mar 21, 2022

Currently converting filter configuration requires you to first decode into the protobuf version of the configuration and then use TryFrom::try_from to convert to the configuration. There's a couple of issues with this, the first being that's awkward, you need to go through two steps to get the type you want, and the second being that the protobuf version of filter configuration is not exposed i

kind/feature good first issue help wanted area/user-experience

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