Feature #986
hack: allow more than 16 team ids/use unique team ids
| Status: | Resolved | Start date: | 07/04/2009 | |
|---|---|---|---|---|
| Priority: | Normal | Due date: | ||
| Assignee: | % Done: | 0% |
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| Category: | program general | |||
| Target version: | 2.0 improved functionality | |||
| Resolution: | fixed | Platform: | All |
Description
This would be only a temporary hack, till the lobby server supports more than 16 team ids.
Idea: Server restricts to 16 team ids. But spring engine does not really care about the lobby server. So the host could instead, when creating the script.txt use unique team ids for each player.
Implementation: Only hosts needs the change. Lobby behavior remains the same. Balance will balance with 16 team ids (restricted due to lobby protocol, right?) and n ally ids. But when the host writes the script.txt it does not use the 16 team ids like in the battle window, it uses a unique one for each player. Ally id is not changed. Non-host players do not need the change, so no update needed for them and other lobbies should work, too.
GUI: No gui element and only an option in the config file.
Only 1 option and small changes when creating script.txt. This should be easy to implement (and remove when the server supports more team ids).
Pros:
- we could have real 16v16 (and more) games now!
- easy to implement and remove
Cons (mostly minor):
- no cooperation mode at the same time when using this
- color issues (due to same team id in lobby)
History
Updated by koshi almost 3 years ago
- Target version set to 2.0 improved functionality
i'd much rather have someone fix tasserver already
Updated by BrainDamage almost 3 years ago
problems:
- the temporary change would be in reality permanent, the server is unmaintained since 3 years, replacement attempts failed and nothing currently hints about a change in this trend.
- users complain when they don't see the changes in the lobby, i introduced a bug for a short period where the autobalance result would not be broadcasted from the host to clients, and the result was a ton of grief from users and many leaving the battle because they didn't believe it would be correct when the game starts.
- autobalance has to be run exactly the moment before starting, or the network based feedback loop from the server would reset all teams/allies within 0-16 range ( already 100% possible and implemented ), but it means that clients won't know the balance until they actually are ingame.
Updated by koshi almost 3 years ago
- Assignee set to BrainDamage
Updated by BrainDamage about 2 years ago
- Status changed from New to Resolved
- Resolution set to fixed
did this long time ago