Bugbear Community

Wreckfest => Multiplayer => Topic started by: Purple44 on August 17, 2015, 11:32:06 AM

Title: Is there anything still missing in Multiplayer mode?
Post by: Purple44 on August 17, 2015, 11:32:06 AM
We have had 2 Builds now with Multiplayer mode. We had over a month to checkout the second Build of Multiplayer, so I think it time to take a good look at online mode and do we call Multiplayer good or are there still a few things missing and if anything need to be fix or tweaked?

I took a look at my Multiplayer Do's and Don'ts. (http://community.bugbeargames.com/index.php/topic,655.0.html) thread and I'm glad I can say Bugbear has done the 5 Do's I listed and a bunch more ask for features!!!  I think Wreckfest online features are close to being the best I have seen since I got started racing online in 2005. :D  GOOD JOB Bugbear!! :D

Ok here my list of things still missing or need improving on to make Wreckfest online extra GREAT! In no particular order. 

1. #5. Please give players enough time to finish the race. Minimum time should at least be 30 seconds, 60 seconds is better or let host set the time to finish the race ( 30, 60, 120 or 180 ).

We got 60 second to finish a race and I think this been working good for the 10 lap or less races online. But now we can do 60 lap races or use a mod to do 120 lap races, I would like to see host have an option to increase the finish the race timer to 90, 120 seconds.

2. Option for host to setup a custom tournament like we could in Flatout 2. In Flatout 2 we could do up to a 12 event tournament and make a mixture of racing, derby and stunts.

(http://www.lay-zmattress.com/flatout2/purple44/flatout%202/custom-tournament.jpg)

3. Host start option, random start or use a reverse start order from the previous race. The reverse start order would work good with tournament option.

4. A random track, random car, random mode. The game pick a random track, then random car for all players to use for that race\derby and a random mode like race or derby, last man standing or deathmatch. I really, really would like to see this feature online. I miss the random track mode we had modded into Flatout 1.

(http://www.lay-zmattress.com/flatout2/purple44/FOv3-random-track.jpg)

5. If player not "ready up" when timer hits zero, players stay in the lobby. We had this in Flatout 2. Player may had to go answer the phone or had to visit the bathroom or get a beer or a Mountain Dew or needed to stretch his legs after an hour or 2 of constant racing. And when you got a full lobby and your buddy get drop from lobby, he may loose his spot when he get back and tries to rejoin.

6. If Reset option is enabled, in a race, car need to stop moving for 5 seconds before reset will work. In a derby, use a 10 second delay before reset works. Reset should be mappable to a button or key on KB.

7. Show a pic of track or arena and show track layout as track is being loaded.

(http://www.lay-zmattress.com/flatout2/purple44/GasGuzzlers/track-layout.jpg)

8. Make lobby window taller so all 24 players show in one glance to make it easier for host to know if all players are readied up and all players are done chatting. Thanks again Bugbear for the chat bubble. :)

Dedicated server

1. A player host can stop the count down timer anytime, but in a dedicated server, an admin can find it hard to stop the count down timer. Right now, the only sure way to stop count down timer is to change the track. This is not a good way to stop the timer. A dedicated server admin ( and I would add moderator) should be able to stop count down timer if needed.

Now Admin(s) can stop count down timer if all Admins are unchecked, not ready.

2. A dedicated server need the option to cycle through some tracks\derbys, so server not just running 1 track 24\7, unless host wants it that way, like running just the oval track.

Server software now can be set up with rotation of tracks and derbys.

3. Found out today that if host say has 17 bots, when 7 players join the server, I can't join server and kick a bot. A player has to leave or Heddly had to kick some bots to make room for me to join. Bots should be automatically kick if a player is joining. Not sure if this happens with a player host using bots.

Bots now get kicked when lobby full when a player joins, if players are in the lobby. Wreckfest can't kick bot if host is full and players are in a middle of a race or derby. Bot get kicked when players return to the lobby.

**********************************

OK guys, you got anything to add?
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Dillinja187 on August 17, 2015, 01:14:59 PM
Not sure if this has been said but it would be nice for the "Lobby" to know that the Host or Admin has balanced teams (msg in chat box like adding admin). Almost every race there are players moaning they thought they were blue but there were actually red, because players can change teams I /balanceteams just before race starts as to not give players the chance to change teams again and unbalance the game again which is great but players may have looked at there own colour 10 secs before server launches and thought "im red" but I or Admin will balance teams 2 secs before launch and it will change said player to green = Confusion

 As part of the server message I added when players join it warns about this and suggests to view final team colour on the grid just before you pull away but not all read it etc etc so would be nice that everybody knows that's /balanceteams has been used and to check your team colour

Or just make it another server option where we can turn "allow change team" on and off .

+1 Grid layout for players, reverse as purple44 said but also individual grid place selection

+1 for track cycle on Dedicated

+1 for bigger lobby so we can view all 24p in 1 hit :)

But did want to say about the ready up button, yeah it is kinda brutal and annoying this way but I do think its best or at least better than 3-4 players in your lobby not actually playing taking space when there could be 20 players trying to get on your server.

Great Post Purple44 btw :)



Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Marky on August 17, 2015, 04:26:32 PM
Just a few ideas from the dedicated server side; (some more may pop into my head later, just being brief);

1. More ports available to choose from, right now it's very limited and it's also using the same default port as many other steam games, if this could be changed, or a wider port range could be introduced, that would help hosts with having multiple servers on at once.

2. I agree totally on the track/event cycle. It would be great if all the settings for each track could be set inside the config, so an admin doesn't need to change from banger to team race etc.

3. Custom modes/scripts - a little advanced, but It would appeal to the modding community without actually having to introduce mods. A few have been suggested which the modding community could have a crack at, i.e. tag mode (tig/tag, whatever you call it-- one person starts as 'it', and have to tag others to join them). Many more could come out of this, such as follow the leader, 'one' person being the target in demo derby, etc. Possibilities are almost endless.

4. Ability for host to change teams/cars of players, AND more crucially an option to 'force players to host car' or something like that. Either that or an option of which cars are allowed in the race, and which class is allowed (in an attempt to eventually get fair races without having to kick/shout at people to change).

5. I realise this is more of a bug, but-- better performance on dedicated servers. Right now it uses a ridiculous amount of CPU, has very little baring to what is going on (same CPU with 20 and 1 player, doesn't make much sense). Further optimisations, if the server could use more RAM to help out the CPU that would be good too, right now it's a huge CPU hog and has no baring on how many people are playing or whats going on ingame (lots of crashes/objects being thrown about).

I'll post more if they come into my head later.

Good job nonetheless!
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Dillinja187 on August 17, 2015, 06:29:37 PM
This is how my server runs

https://drive.google.com/open?id=0B7_5YmyqeAWfcXZ5QXBENjd5a3c

and this is how it runs still functioning normal hosting 24 players and running GTA5

https://drive.google.com/open?id=0B7_5YmyqeAWfbzR2Sk81cWFpRTg
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: sam223 on August 17, 2015, 08:27:08 PM
Save race results to external document.
Current session progress info for those in lobby.
Free practise mode (similar to team death match without any points) - players can join session at anytime.
Option to turn off out of bounds/reverse protection.
More than 4 teams in team modes.
Host option for no assists allowed.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Exo#72 on August 17, 2015, 09:45:31 PM
 
 More players? surely could put a slider in so host can maximize his/her rig and connection? sure some of these dutch servers(Dillinjas for example) could hold more. Also not sure on the afk guys being allowed to stay in once race starts, maybe if they were flagged up to the host so he could keep an eye on them and kick if they continue to afk.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Purple44 on August 17, 2015, 10:37:34 PM

 More players? surely could put a slider in so host can maximize his/her rig and connection? sure some of these dutch servers(Dillinjas for example) could hold more. Also not sure on the afk guys being allowed to stay in once race starts, maybe if they were flagged up to the host so he could keep an eye on them and kick if they continue to afk.

A host can kick afk player if want to or players in a dedicated server could vote to kick a player.

Hmm, in Flatout 2 when there was a kick vote on, all players got message asking if they wanted to kick that player. In Wreckfest, chat window say there kick vote going on, but I think a lot players do not know about right clicking a player's name to vote kick a player. I had to ask the lobby how to vote first time I saw a kick vote going on. Most players not going to bother voting if don't make it easy and actually ask them if they want to kick a player. If player don't vote in 10 seconds, window goes away and count as a no vote.

But right now, if there a host or admin, they can kick anyone without a vote and I'm good with that.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: sam223 on August 19, 2015, 01:54:30 PM
Free control of gamemodes for hosts.e.g
Score points per lap yes/no
Number of finishing places scoring points 1/2/3/4/5/6//7/8/9/10/11/12
Points scored multiplier (for longer races in tournaments) 1x/1.5x/2x/3x/4x etc
Score points for fastest lap yes/no
Score points for takedowns yes/no

etc etc

as much control as possible really,even if its done via an external file loaded by dedicated server
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Purple44 on August 23, 2015, 11:25:43 AM
Found something missing today while testing Heddly Wreckfest server. We can have only 3 admins that including Heddly as Host. I went to make Zeb a fourth Admin and it was grey out!  :o I could only make him a moderator. A moderator can't change the track or mode, can only kick or ban a player.

Have you other Admins run into the same problem, there a limit how many admins we can have?
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Zebulon55 on January 02, 2016, 05:38:43 AM
I'm resurrecting this old thread, rather than starting a new one, because it seems the best place to request anew that we have majority vote options for track change and bot adding when then no admin is available on a dedicated server. Several servers are left up and unattended and it would be nice for 1 or more players who find themselves on one of these servers to be able to change tracks and add bots. Like, today I found a derby server up, but stuck on small arena. It wasn't so much fun, one car on a derby field.

Voting for other features would be nice, particularly team play and number of teams.

Also, two more suggestions for the server browser filters:
Add "Hide incompatible version servers"
Add a selection box and tab for Favorite servers.

Thanks.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Purple44 on January 02, 2016, 08:09:54 AM

Add "Hide incompatible version servers"


But there some that don't let Steam do automatic game updates, so they would see an empty server list when they go online.

Also when I do Cops and Robbers mod, they would not see my host being listed.  :(
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Zebulon55 on January 02, 2016, 12:25:27 PM

Add "Hide incompatible version servers"


But there some that don't let Steam do automatic game updates, so they would see an empty server list when they go online.

Also when I do Cops and Robbers mod, they would not see my host being listed.  :(

Then perhaps show what version it is?
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Stuntman-Lee on January 03, 2016, 07:49:57 PM
Im sure all of my suggestions have been mentioned above. I had considered setting up a league (with associated website and forum) to run once a month or so, something in line with UK Bangers and the ability to:

Set Grid Positions
Reverse Grid from previous race
Set event tournaments of maybe 4 or 6 races in one session
Export or save race and tournament results
Set points for race result standings and speeder/mad dog/heavy hitter
Include speeder/mad dog/heavy hitter in team races
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: quad4racing on January 18, 2016, 12:57:46 AM
Add the ability for the host to start the game, but not be placed on the track.
This way the host can take a break an not have to disband the lobby or have a dead car in the starting grid.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Purple44 on February 09, 2016, 12:30:16 PM
I'm posting element request form over at Steam forum here so Bugbear will see it:

http://steamcommunity.com/app/228380/discussions/0/405691147600617027/?tscn=1454988756

Quote from: element109;405691147601187981
Right now if I set max players to 8 and 8 people join my server cant handle it. But I would like to have 8 cars even if 4 are only bots. As it is now the only way I can control how many people and how many cars is the same maxplayers. If they do what I stated I could have 4 max human players + 4 bots = 8 cars total. IMO 4 cars does not make a good game of wreckfest. This would mean that if I started my server with:
maxplayers=8
bots=8
minbots=4

4 people would be able to join my server replacing 4 of the bots. At that point the server would accept no more players and I would have 4 humans and 4 bots.

maxplayers = maxplayers - minbots

If minbots = 0 is the default setting you would not notice any different behaviour then right now.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Purple44 on February 14, 2016, 08:16:18 PM
Here a repost of some ideas from DD-Indeed:



This is what have been discussed too, a lot. This game is all about multiplayer; It's already a hit among the players, devs should see it too, they have a ''goldmine'' in their hand with it. I understand, that they did a huge job to bring us that multiplayer to be played, but it hasn't developed any further ever since. So now would be time to at least add these things to it:

-Permanent Ban
-Ability to see banlist and maintain it
-More stable server process and maintaining (It's currently buggy and unstable, it's been suspected, that it has memory leak or catche-issues, that causes a lot of trouble, like server crashes, console input bugs, etc, etc. Sometimes the CPU usage shoots up to 90 % because of it, and that's really alarming.)
-Ability for Mod to change track and gamemode (currently, they only can kick people out, that's rather pointless isn't it ? But they shouldn't be able to touch the server name, message or the password.)
-Mods, Admins and Host should be never thrown out of the lobby, if they forgot to press ready (they only should be put to Spectating-mode. It's frustrating, that you can't have a break, without being part of the game, you'll always be thrown out, if you're not participating)
-Console should log itself, especially, in case of crashing.
-Ability to select multiple performance classes for the cars (Currently, we absolutely hate it, when people come into derbies with lawnmowers, they spoil the whole idea of derbying, by turning it to ''bowling''. We just would wanna put them out from the gameplay, they're caused more harm than fun.)

Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Purple44 on April 25, 2016, 10:02:37 AM
bump

Hope Bugbear still checking this thread. We did get a few the suggestions put into Wreckfest. :)
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: DD-Indeed on April 25, 2016, 10:55:55 AM
Here a repost of some ideas from DD-Indeed:



This is what have been discussed too, a lot. This game is all about multiplayer; It's already a hit among the players, devs should see it too, they have a ''goldmine'' in their hand with it. I understand, that they did a huge job to bring us that multiplayer to be played, but it hasn't developed any further ever since. So now would be time to at least add these things to it:

-Permanent Ban <--- Ban same player 3 times to make it permaban
-Ability to see banlist and maintain it
-More stable server process and maintaining (It's currently buggy and unstable, it's been suspected, that it has memory leak or catche-issues, that causes a lot of trouble, like server crashes, console input bugs, etc, etc. Sometimes the CPU usage shoots up to 90 % because of it, and that's really alarming.)
-Ability for Mod to change track and gamemode (currently, they only can kick people out, that's rather pointless isn't it ? But they shouldn't be able to touch the server name, message or the password.)
-Mods, Admins and Host should be never thrown out of the lobby, if they forgot to press ready (they only should be put to Spectating-mode. It's frustrating, that you can't have a break, without being part of the game, you'll always be thrown out, if you're not participating)
-Console should log itself, especially, in case of crashing. <---- It's currently logging yes, but there's no crash info about the reason or anything.
-Ability to select multiple performance classes for the cars (Currently, we absolutely hate it, when people come into derbies with lawnmowers, they spoil the whole idea of derbying, by turning it to ''bowling''. We just would wanna put them out from the gameplay, they're caused more harm than fun.)




Overlined the things, that are not relevant anymore. :)
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Facial_Burns on April 27, 2016, 10:29:19 AM
Maybe a more complete version of the sprint cup so we can setup tournaments easily maybe a 5-6 race sprint cup
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Zebulon55 on August 28, 2016, 11:09:32 AM
Woke this thread from a 4 month nap. :o

It's probably been mentioned already, but it would be nice for dedicated servers to have simple majority voting on tracks and on bots, so that if someone happened into a lobby alone, with no admin, they could have some control over the server, and they might stay there and play alone with bots for awhile in hopes of having people join in. Being the only person on a racetrack or a derby is no fun.

Being able to find an online game with live players might improve online activity overall.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Mopower on October 26, 2016, 11:45:42 PM
I'm still waiting on last team standing derbies.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: MSPORTBMW on October 27, 2016, 12:13:48 PM
Agreed with zebulon55
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Purple44 on November 13, 2016, 11:51:12 AM
Not missing, but was reminded again tonight when we did some team racing, I think the sorcing is in need of some tweaking. Here a post I did awhile ago:

I think it time to talk about how team racing getting scored ( not team derby scoring, that might need a new thread ). I think it can use a little tweaking. What you guys think? I'm liking this mode online.  :D

Here a post I just did over here, but think we need an online thread about team racing scoring:

BEST *Single Player* mode... hands down. Has got to be... (http://community.bugbeargames.com/index.php/topic,7861.0.html)

Yeah... I need to look up the point system. 
The first car starts at 7 or 8 (cant remember exactly) and the points go down quickly after 3rd place.   Single points do not ever really help.  I will need to play more to get a feel of the point system (or just search on it around here) but the cars in the middle deserve more than 1 point.  There should be 'group' breakdowns where 1, 2 and 3rd place get higher points - but then cars in the middle should get something like 3 or 2 points for a while... then the last 4 cars or so should get 1.    The single point rewards start too early.

I will have to look this up.

Ya I agree there should be more points given to players in the middle of the pack when they finish a lap. Ive only done team racing online.

Maybe the points can scale to how many players start the race and break up the scoring  into 3 groups: top, middle, bottom.

6 or less - Top 3, B3

7-8 players Top 3, M1-2 , B3

9-14 players - Top 4, M2-4, B3-6

15-20 players - Top 5, M4-7, B6-8

21-24 players - Top 6, M7-9, B8-9


I do like when you in the bottom half, you can score extra points by wrecking the other team's cars!  :D

I've been taking the blocker roll online with the Sedan on oval races. :)

Right now only the top 5 players a lap score more than 1 point. I think the scoring should be adjusted ( depending on how full the server is ) where about half the players score more than 1 point. So players in the middle can feel they are helping to build up the score.  The bottom half players can be busy trying take out the leader and wrecking other team's car for points.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Purple44 on April 16, 2017, 11:52:49 PM
Bump. I sure hope Bugbear will give us a 5 second delay reset and is redoing the team racing scoring before they release the new beta Build.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: jquitwho on April 17, 2017, 12:20:04 AM
I seem to be a little late to the party...
It would be great to be able to host a tournament. An actual tounament.  Participants could "buy in" with their game funds and there could then be good winnings for the top 5 or 10.  Or a buy in with winner takes all! If you're not 1st... Or an invite only tourney where the host could give payouts/prizes to the players out of his/her game pocket.

Special thanks to Purple44 for starting this post and all of the great replies!
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: blazngun on April 17, 2017, 02:08:23 AM
Like the tournament idea. Problem with "buying in" to a race is that its too easy to milk the currency, whether through mods or using the mowers on figure8, so negates any meaning of budget.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: BenDover on April 19, 2017, 11:32:26 PM
Something we should need now is a better way to handle servers with installed mods. (Maybe even rework the whole mod system to work better with the servers?)

If you wanna join a server that have mods, you join the server and the mods are beeing downloaded when you join just like others game like CS for example.

For me, I want to add some tracks to my servers maybe but then ppl need to go and try to find those and many wont do that, why not make it simple and you just download what you need and then just play.

Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Purple44 on September 17, 2017, 11:26:21 AM
Just ran into this problem again online tonight.

Went to a deathmatch derby, but timer defaults to 20 mins and I forgot to change it to my usually pick of 6 min timer.

Bugbear, can we get this default timer lower to maybe 8 or 10 mns?

Players in the lobby get tried of waiting and leave the lobby!!  :( :(  :'(
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: KingOfTheCakes on September 30, 2017, 03:57:37 AM
I'm gonna throw in an idea where Host can select a region only class for everyone.

For example have European cars only in a race.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Purple44 on October 11, 2017, 10:35:07 AM
Janne, is there a valid reason why Wreckfest when it goes online, treat the skin files that use vepa files as a modded game so we can't join a stock host or server when using custom skin that use vepa?

vepa files lets the skinners add custom skins without overwriting stock skins and when cars have only 1-3 skins, it let us have more skins to pick from for these cars.  :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/zeb-halloween.jpg)
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: St. Jimmy on October 11, 2017, 01:51:19 PM
Janne, is there a valid reason why Wreckfest when it goes online, treat the skin files that use vepa files as a modded game so we can't join a stock host or server when using custom skin that use vepa?

vepa files lets the skinners add custom skins without overwriting stock skins and when cars have only 1-3 skins, it let us have more skins to pick from for these cars.  :D
Good question, because editing the actual .vepa files doesn't trigger modded game. Just adding more of them triggers it.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: RickyB on October 11, 2017, 03:18:30 PM
vepa files lets the skinners add custom skins without overwriting stock skins and when cars have only 1-3 skins, it let us have more skins to pick from for these cars.  :D
Good question, because editing the actual .vepa files doesn't trigger modded game. Just adding more of them triggers it.
Maybe the problem is something like this - For example, if vanilla game has 5 skins for a car but my modded version has 10 slots and uses skin 7 - what skin is the vanilla version (of the other players) supposed to use when it only has 5? The vanilla game probably doesn't know what to do with that? Could maybe choose a random one but I guess BB would have to write some code specifically for that.(?)
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: sam223 on October 11, 2017, 04:35:03 PM
It could revert to a default i guess like it does when its missing a texture. Thats basically what ive done with my mod,packed 25 additional .vepas into the mod and flagged them as disabled (so they dont show up in game). Then when people make their own custom skins they can take control of a disabled .vepa and bypass the anticheat.

2 things id like to see;
1) Export race result to .txt
2)Image texture line within any part file. So you can have multiple versions of 1 part. Multiple driver overalls,clean/rusty engine,different coloured steering wheels,full decal number options (1-999) without wasting parts slots. Same system as is used for rims,but for any part.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Zebulon55 on October 11, 2017, 07:36:56 PM
It could revert to a default i guess like it does when its missing a texture. Thats basically what ive done with my mod,packed 25 additional .vepas into the mod and flagged them as disabled (so they dont show up in game). Then when people make their own custom skins they can take control of a disabled .vepa and bypass the anticheat.

2 things id like to see;
1) Export race result to .txt
2)Image texture line within any part file. So you can have multiple versions of 1 part. Multiple driver overalls,clean/rusty engine,different coloured steering wheels,full decal number options (1-999) without wasting parts slots. Same system as is used for rims,but for any part.
Blank to 999. I like to make my own numbers on some skins. 8)

Sent from my XT1055 using Tapatalk

Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Janne Suur-Näkki on October 12, 2017, 01:24:30 PM
For the skin thing, RickyB is on the right track - since the data needs to be in sync for all clients it was done like this, i.e. it's not possible for some clients to have more slots than others.

There are some significant changes coming in the skin department.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Zebulon55 on October 12, 2017, 03:35:48 PM




There are some significant changes coming in the skin department.
 
I figured as much, and so haven't created a skins mod yet.

Will we get to see those changes in a build before release, Janne?


Sent from my XT1055 using Tapatalk

Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Janne Suur-Näkki on October 12, 2017, 05:20:40 PM
While I cannot share any specifics at the moment, that's the plan.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: RickyB on November 18, 2017, 04:05:07 PM
To be honest, the inability to change parts in lobby made me stay away from multiplayer, because I always felt as if I was making a compromise and could not drive the setup I would have wanted to for the specific track. Leaving the server, changing parts and joining again can result in 'race did already start' or, on full servers, 'server is full - can't join, because someone else took your place.'

Now reading that apparently changing parts in lobby won't come back?
For lobby, changing parts is not planned at the moment for various reasons - but we're confident that the significant number of cars available in the final game will alleviate the problem.
But if want swap suspension or tires (...) and maybe tranny, we will have to leave the lobby to do so?

Changing cars instead of parts cannot and should not be the solution - I guess lots of people, including me, want to drive their favourite car with a setup that fits the track without having to leave the server. This could be solved with various setups for each car...
So will we be able to load different setups in the lobby?

Could we please have some clarification on this? Will there be different setups for each car or do we really will have to leave the server, change parts and (hopefully be able to) join again?
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Caley19 on November 18, 2017, 04:49:29 PM
Well I'm not sure if this can help but I've posted this idea before about changing parts in mp:

"Hi there guys I was playing some online racing today and there were these situations where one track was gravel and another was tarmac with completly different surface. So imagine that you have your car and you want to use it on all tracks but you don't want to spend a lot of time in garage because you need to change suspension, tires, maybe some parts for better protection (if the next track is more dangerous and you want to have less fast/more protected car) etc... so I was thinking that would be very nice if we could somehow save multiple setup/builds for one car and name them as we want. For example if I'am going to race on tarmac I will chose or "load" tarmac setup for my car and for gravel I will chose other setup. I can't see anything bad about that so I think it will be great and very useful to have this option in game. What do you think."

You know, changing parts in mp is very similar to repair system we had before (before "repair all" button has been added), It can take some time to change all parts and it can increase waiting time before race. So maybe this idea can help with that - you can build different setups for your car and then save it.. and maybe if BB have problem with changing parts in mp then this can be a lot easier becuase its like changing another car (another setup for car) and we already have feature to change your car in mp of course :)
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: CFodder on January 12, 2018, 11:14:09 PM
Something we should need now is a better way to handle servers with installed mods. (Maybe even rework the whole mod system to work better with the servers?)

If you wanna join a server that have mods, you join the server and the mods are beeing downloaded when you join just like others game like CS for example.

For me, I want to add some tracks to my servers maybe but then ppl need to go and try to find those and many wont do that, why not make it simple and you just download what you need and then just play.

So much agree with BD on this, there surely has to be a better way to handle mods on servers, sadly this is about the worst implementation of mods server side I've seen. We have people who install the 2 track packs we use on the server who can connect fine, some who have the mods and can't connect who've gone to the length of uninstalling the game deleting all files both the game and user yet still can't join.

Why not have a system whereby if the client doesn't have the mods they are downloaded from the server (be a server option of course with also the ability to use redirects) are something along similar lines. Other games you could have multiple mods with different skins etc and it doesn't anywhere near as many problems as it does with WF.

Server stability also needs to be looked at possibly with crash info added into the server log so we can send it to BB for analysis, our servers (stock) seem to crash at least a couple of times.

Agree with others above that mods should able to change tracks, stop the eventloop etc if needed in addition to kick/ban - however no need for them to touch the server name message, # players.

Have server option for voting and what to allow, would definitely like to see kick/ban voting be able to be turned on/off and if on exempt admins from having votes against them. Also quite happy to have an option voting for tracks perhaps have allow vote tracks, allow vote tracks no admin or mod that will allow people to change when neither are present only.
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: Purple44 on January 13, 2018, 03:53:57 AM
Definitely agree server moderators should have the option to change tracks!

Players in the lobby will request tracks or ask to do a derby, be nice that moderators can do this if there no Admin around.  :D
Title: Re: Is there anything still missing in Multiplayer mode?
Post by: sam223 on January 13, 2018, 04:01:20 AM
Definitely agree server moderators should have the option to change tracks!

Players in the lobby will request tracks or ask to do a derby, be nice that moderators can do this if there no Admin around.  :D
Agree,the moderators really have no use right now