Awarded
Changed in v.126 Idea
Not a bug. In multiplayer games, server and client simulations can get out of sync, and collisions cannot be reported instantly, so this can happen (even for the host). If gets worse the move uneven your ping is.
Probably, but it’s not likely I’ll ever be able to track it down.
This looks like just another “join a multiplayer game while it’s paused” or “pause game exactly on spawn frame” issue.
Maybe the server was overloaded and it failed to check in on time. It should reappear within the next minute.
Those numbers would not mean anything to players. Besides, they’re non-linear.
It’s not.
Because you can have the same music in the “wave” and “boss” slots.
I initially thought so too, but I was wrong. The probability is the same regardless of how many times it’s listed.
I’d rather not inflate the download size (another consideration is that I can’t track down the original authors individually to request permission). Maybe they could be put in a mod instead?
All credits are listed in the “What’s this?” button in the main menu
I’m not sure what you’re asking exactly, however it’s unlikely I’ll be able to change the categorization of anything because it’s dictated by the class hierarchy in the implementation.
It’s only a workarond, but you can set loadMode
to 0. Read this for more information: 🛠 Troubleshooting - #5 by InterAction_studios
Fixed in v.126 Bug However, note that in multiplayer games, some players might turn one way, while other players turn the other way, so there will be some discrepancy no matter which direction the starfield chooses.
Fixed in v.126 Bug
Actually, this year I’m allowing code changes, so… Fixed in v.126 Bug
Oof… that’s going to be… not easy. Will look into it.