CSA Captain
One issue with the yells.... they continue even after the player is dead. In some staged charges for footage tonight there were several cases where one team was basically annihilated on the field yet you still heard a cacophony of victory cheers from where they laid dead on the field as they had reduced the enemy team. I think there's a high possibility of that happening a lot as the immediate local successes and failures aren't always correlating to the team morale statuses.
Gameplay Suggestions: https://www.youtube.com/watch?v=JjUuaVXTJsY
Old Pennsylvania Discord: https://discord.gg/MjxfZ5n
And fix the 2nd MD flag to its proper design pretty please. I had made a decent version with instructions on the relatively minor things that needed to be added/done to it. https://www.warofrightsforum.com/sho...tle-Flag/page2
If the player is dead. He should not trigger the huzzah or rebel yell sound, though if the player is alive and the sound is then triggered and the player then dies immediately after, then the sound will continue to play from the now dead player until the sound is finished. We might look into stopping the sound if this happens.
Currently each player within 30 meters of the camera will trigger a local version of the sound where its just this player alone that is shouting. Then for long distance shouts. Normally its just the server that is calculating the formations and it then tells the clients whether they are InFormation, Skirmishing or OutOfLine. Though when these shouts are triggered, the client also calculates where the centers of the various formations are and it then proceeds to play a long distance group shout from these various formations. That will typically be 1-4 long distance sounds playing. But this means that the sounds are always coming from the direction where the players are.
tyty, heres a little teaser
It will have some issues in the first implementation though. If you type in the wrong password, the game will just say the server is full and you will have to restart the game in order to try joining again on this particular server.
These are issues (among many others) that will be fixed when the new lobby system is ready which one of our main programmers have been working on for the past 6 months.
Once connected to the passworded server, the server owner can change the password or choose to remove it and the players already connected will remain connected. The server owner can also choose to put a password onto a server that does not have a password and again, the players already connected will remain connected until they leave or are kicked.