Bugs be gone! (Fun fact: That was because I used a j instead of an i. )
(Death counters only count player->player frags (and suicides). Monster related deaths, for example, aren't included in the count.)
I can't think of much else to do with it (and there isn't much more room, honestly), but anybody have any quick ideas?
Last edited by edward850 on Tue Jun 17, 2014 12:19 am, edited 1 time in total.
Hmm, I think in co-op, Frags should only count monster kills and Player frags subtract from the score.
I guess like Zandronum and also Unreal Tournament's Monster Hunt.
Ping and Playtime could be useful, but that would have to call for smaller text or scale.
Perhaps the color column could have it's header removed and the blocks themselves a bit smaller.
Usually, a player's color doesn't really matter, so it could be removed entirely, but I don't think you'd want to do that.
I agree that the color column looks a bit wider than necessary. If not the color bars themselves, the margin before the names looks oddly wide. (Perhaps reduce it to one "character width"?)
dark-slayer-201 wrote:Hmm, I think in co-op, Frags should only count monster kills and Player frags subtract from the score.
I guess like Zandronum and also Unreal Tournament's Monster Hunt.
I'm redesigning the deathmatch intermission (so it actually has one). Not changing gameplay rules.
dark-slayer-201 wrote:Ping
Doesn't exist.
NeuralStunner wrote:I agree that the color column looks a bit wider than necessary. If not the color bars themselves, the margin before the names looks oddly wide. (Perhaps reduce it to one "character width"?)
It is a bit pointless. So I moved it completely:
And in Co-op as well:
The question is now, what to do with it next? 8 players is a lot of players for it, and it barely fits in 320x200. Adding more players will quickly push things out of the screen. Perhaps a pageup/down system is in order...
edward850 wrote:The question is now, what to do with it next? 8 players is a lot of players for it, and it barely fits in 320x200. Adding more players will quickly push things out of the screen. Perhaps a pageup/down system is in order...
If you're not in the Top 8, have a 9th row just for you on the bottom. If there's room.
EDIT, alternative: Reduce the Top 8 to the Top 5. If you are outside the Top 5, have the players just ahead and just behind you sandwiching your position below the top 5.
I think I would want to see my own score, even if I didn't palce in the top 8. Also, what if the top 9 players are all tied? (Also, presumably everyone has a relevant score in coop.) A scrolling scoreboard (if only for the intermission) would be fine.
The ingame scoreboard could perhaps still be limited to 8 players (since you'd have no controls to scroll it).
Unless netplay modifications cause an upsurge in ZDoom multiplayer, though, I suspect >8 player counts will rarely come up (outside of adding bots).
Spoiler: Speaking of Bots
If the ]game arbitrator adds a bot that's in their Bots.cfg but nobody else's, what happens? Is the name and player info still sent to other clients, or will it desync immediately? I admit ZCajun bots aren't the best players, but they're at least marginally competent, plus being coop-capable. I even adjusted one of my mods so they can use the reloading system properly.
NeuralStunner wrote:If the game arbitrator adds a bot that's in their Bots.cfg but nobody else's, what happens? Is the name and player info still sent to other clients, or will it desync immediately?
When you add a bot, a "net special" is built with their user info (like a player's) and some additional bot specific keys. This then gets fed into the network buffer for recording/net games, and come the next tic (or whenever the user command is reached), they are spawned in with said special. The bot.cfg is only needed on the machine creating the bot.
Basically, addbot doesn't add a bot, it makes a command with all the bot info, which then spawns a bot.
It's strangely the only bot code that makes sense.