Comment by ~pixelherodev on ~yujiri/rts
you're welcome!
Comment by ~pixelherodev on ~pixelherodev/NineFront
actually it might be snap(1) mishandling the error
Ticket created by ~pixelherodev on ~pixelherodev/NineFront
Repro steps:
- Create FAT32 drive of small size (e.g. 100M)
- Write a single large file to it (e.g. dd -if /dev/random)
- Data is silently dropped
Comment by ~pixelherodev on ~pixelherodev/NineFront
Difficult if doable. Mumble uses protobuf I think :/
Comment by ~pixelherodev on ~pixelherodev/NineFront
REPORTED
RESOLVED IMPLEMENTEDComment by ~pixelherodev on ~yujiri/rts
but also trees totally have HP in aoe4: you have to chop it down before you can gather it ;P
Comment by ~pixelherodev on ~yujiri/rts
Yeah, that sounds right to me.
Comment by ~pixelherodev on ~yujiri/rts
Short term, I think it's best to just support this if the name is the same and the existing client is unreachable.
Or, heck, short term we can treat two connections with the same name as the same player? Same way as AOE2(?) allows multiple people to control one "player" by sharing a color, IIRC? That lets us test the networking effectively, and we can switch it once we have matchmaking?
Comment by ~pixelherodev on ~yujiri/rts
We can always support multiple, given that we're trying to make a usable engine and we can decide which one later :)