This is way too much work for such an edge case. Won’t fix.
Crashes do not affect darkness. Player deaths do. And, yes, for everyone.
Fixed in v.96 Bug
Fixed in v.96 Bug
What is the content of that 2nd Arabic message?
This is way too much work for such an edge case. Won’t fix.
Crashes do not affect darkness. Player deaths do. And, yes, for everyone.
Fixed in v.96 Bug
Fixed in v.96 Bug
What is the content of that 2nd Arabic message?
What’s the difference? Doesn’t the player die when their ship crashes?
Yet another opportunity for me to ask about translucent ship colours which are gone due to updated cheats protection.
Fixed in v.96 Bug
Yes, but the player could also die for other reasons (e.g., getting hit by an egg). There’s no code that specifically checks for crashes, that’s all I’m saying.
So what’s the question? And how does it relate to “too much work”? The reason translucency is unsupported isn’t because it would be too much work. It’s because it would look crap and make no in-universe sense.
I agree with no sense but people used to create nice painjobs with it, combining visible and invisible stuff.
Uh-uh, I strongly disagree, enough of the pain ideas okay
You mean counter-clockwise?
same thing
that not unnecessary,it won’t be darkness anymore
I also reported it here:
But what if you have to disconnect???
Maybe make it if the host disconnect, other joining players will disconnect too(automatically) and when they log-in, they’ll continue from the same wave just like the host.
I have an idea:
When the current host disconnected,
If there was a player with host , he/she will become host(if two or more, who joined first will become the host)
If there was only one host, the game will remove from the multiplayer missions list.(I know this is already in game)
Changing the host in the middle of the mission is not possible because it’s technical hell.
Fixed in v.96 Bug
The button is not strictly necessary (because you can hold ESC and then disconnect separately), but it doesn’t hurt either.
That’s not really feasible. They might log in at different times, or not at all.
Maybe the host went away. Did you try refreshing the list? Also, there were some problems with “Force UDP port” that are fixed in v.96 – see if it happens again.
Then make them join normally in the middle of the wave whenever they log in. And if someone log in after the mission ended, they’ll be taken to final results screen.
This is better than being kicked out if host disconnected
How? Like they disconnected or paused the game? I joined rooms that were paused before.
Yes, multiple times. I even disconnect and logged in again but it’s the same result.
Ok, then.