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2020 Custom games bugs list #151
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Expose to lua or add API for interacting with ability charges
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Minor |
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Lua API |
Add the amount of players in the lobby to this screen: So that players can know before accepting if a lobby filled up with all players properly, or if the host started the game prematurely with less players than is ideal for the game in question. Especially relevant since there is now a time penalty associated with declining this prompt. |
Also on the above: if the host starts the game prematurely (i.e. before the lobby is full), penalties for not accepting the above prompt should not trigger. Said penalties should only be applied when the game became ready as a result of the lobby filling up naturally and auto-starting. |
The updating process for custom games is really buggy if an update was pushed to them recently (in the last ~10-15min). This is a pain for all players when an update happens, but is especially painful for developers trying to playtest their updates, since the whole process can take 15-20 minutes and a lot of trial and error sometimes.
In the above scenario, even worse, all players get a 5 minute (or more) custom game penalty time. |
Suggestion: add a custom game version number or hash to easily identify which version is currently installed on a player's machine. |
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I've marked suggestions as off-topic |
Big things
GameRules:SetSafeToLeave(safeToLeave: bool), does not work for games which have leaver penalties enabled. Custom Hero Chaos and Clash could of enabled leaver penalty to deal with the bots, but currently its impossible to make the game safe to leave, so when a player loses first, they either stick around and watch the game or leave and cop the penalty ban. If game makers could get the game safe to leave, we could allow players to leave when appropriate.
Proposed solution: Make it so SetSafeToLeave works like in the original game, allowing players to leave from the games with penalties enabled without those penalties applied
If players form a party of 5, they can enter games which only allow 4 or lower max players anyway. Proposed solution: Disallow entering games more players than intended.
Custom game version is sometimes cached/not checked (?) when hosting/entering a lobby, leading to situations when after uploading a new version of custom game people in lobby can't start a game cause of different versions between some players, host and server. Proposed solution: Somehow force a version check/invalidate cache when hosting/entering a lobby?
Combination of lobby auto start and long loading times. When a player fails to load into a custom game (it simply takes their PC too long) and the loading screen takes too long the offending player is not removed from the lobby. If that lobby is full then the game will bring up the Accept game dialog again right away to the same players, often causing the same timeout issue, that can often repeat multiple times. Proposed solution: When timing out of the loading screen, remove players who have not loaded yet from the lobby.
Small things
All images with DXT5 compression look like this in the asset browser
Model change modifier cancelling other model changes. Steps to reproduce: go into Demo hero as Lone Druid. Use True Form. Type "-createhero lone_druid". The first LD will change his model back to the original one, while still maintaining True Form. This behavior can be reproduced with most model changing heroes as well as custom Lua Modifiers.
A more precise timer (akin to performance.now() in browser) in panorama for rudimentary timing profiling.
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