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I haven't looked at the code yet, but I think we can detect the host closing the match on both sides and send the messages to the bot as usual, as elexis suggested. Or maybe just take note when the game server of the host suddenly disappears before receiving any messages. On the other hand, the case where the client leaves, and the host finishes (and wins) the match on his own is the tricky one. Adding "game start" messages as you suggested would allow us to know which players took part in the game. And if we additionally record clients leaving, we can tell when that situation occurs, and then just accept the game report that the host sends on its own (maybe except if the client was kicked). If we don't want to trust the host with it, we can still just automatically count it as a loss for the client, if he doesn't return within five minutes or so. Well, that could result in some lag, but they still shouldn't repeatedly lose connection entirely.
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ModernGUI R28 Update : The top panel is now resizable and support 4 presets that renders well Snapping walls (and palisades) now support snapping to other buildings better More stats, more tooltips, better panels! Direct Download link mod.io GitLab
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No we'd go to GLTF, the standard. OBJ doesn't support animations.
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By Adriano0ad · Posted
Hello everyone... I'm here to share these images of the new weapons and units available so far, starting with the first era: chipped stone, polished stone, and finally copper. We can see all the evolutions of the weapons and units. -
It is not just about "a stable internet connection". It depends how far the players are away or how well their isps interact. IMO: The auto-pause on disconnection feature from autociv should get implemented in the main game. Connection, disconnections, pauses should be logged. Logging should be done with timestamps
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