This patch is become useless with r6623 from yourself :)
Thanks,
Matt (gentildemon)
Florian Köberle a écrit :
> Why is it necessary?
>
> Extreme example: The game time is 59,9 seconds and the turn master orders the
> character to jump in oder to save him from the water which will increase in
This patch is become useless with r6623 from yourself :)
Thanks,
Matt (gentildemon)
Florian Köberle a écrit :
> When receiving a ping a non turn master knows that there were no further
> actions and can continue the game.
> ---
> src/game/game.cpp | 10 +-
> src/game/game.h |3
Applied with patch 9 and 10 at r6625
Thanks,
Matt (gentildemon)
Florian Köberle a écrit :
> ---
> src/game/game.cpp |2 +-
> 1 files changed, 1 insertions(+), 1 deletions(-)
>
> diff --git a/src/game/game.cpp b/src/game/game.cpp
> index 64d7325..1151dee 100644
> --- a/src/game/game.cpp
> +
This probably the only *awful* patch in this series!
The right way to solve the problem is to make weapon physics independant
of Draw method and refresh rate. In a perfect world, all Weapon::Draw()
would be const and the same for WeaponProjectile::Draw().
Yea, I know it is not that easy with th
(19:59:01) kurosu: bon pour le problème sous windows, vous direz à un
dev que net->CheckActivity(100) retourne -1
(19:59:26) kurosu: et que l'erreur rapportée par SDLNet_GetError est:
accept() failed
(20:01:23) kurosu: au niveau du serveur
(20:01:56) kurosu: par contre pour l'action logging: Opti