bugLiquid War 6 - Bugs: bug #30459, Feature request: could there be...

 
 

bug #30459: Feature request: could there be more than 4 local players?

Submitted by:  Michael Raskin <d79240fd>
Submitted on:  Fri 16 Jul 2010 06:26:35 AM UTC  
 
Category: EngineSeverity: 3 - Normal
Status: FixedPrivacy: Public
Assigned to: Christian Mauduit <ufoot>Open/Closed: Closed

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Thu 01 Sep 2011 10:24:37 AM UTC, comment #7:

Committed yesterday (available in 20110901 daily snapshot), it's now possible to configure up to 4 players through the interface plus 9 bots, with a simple "I want N bots" [N between 0 and 9] button. Much more convenient indeed.

About the 10 teams limitation, I just gave a try to a 10 players game with me & 9 bots. Well, it's just... a bit crowded ;) What was surprising in deathmatch mode is that there's always someone dying arround so new teams come popping up every now and then and it's very (very) hard to have a real strategy, ends up in a "win if you're lucky" mess, which is not very fun IMHO, but nice to observe. Maybe tuning "respawn-delay" could help (https://savannah.gnu.org/task/?9816).

Have a nice day,

Christian.

Christian Mauduit <ufoot>
Project AdministratorIn charge of this item.
Fri 16 Jul 2010 10:27:34 AM UTC, comment #6:

Well, you just support my theory. "Ten" can be just a ./configure-time constant, and people with faster machines will be able to use more.

But I will probably not use that anyway.

Michael Raskin <d79240fd>
Fri 16 Jul 2010 10:24:00 AM UTC, comment #5:

I like your idea of per-type sliders for bots.

And yes, the "ten teams" limit is really a critical limitation. In fact the more teams you have, the slower the game is, gradient calculation increases in a linear manner with team number. Plus some C structs need be static for performance issues so it's an order of magnitude easier to code and faster to execute if this limit is hardcoded. So 10 teams is already a lot, I chose this so that it's comfortable to play at 6 (seems to me the maximum reasonnable setting for a fun game) and one don't feel like "we're at the limit" when being at 6 (the old LW5 limit). But note that you can have up to 26 cursors (one for each alphabet letter) with several cursors per team. For instance having 10 teams with 2 cursors per team (so that allows twenty people to actually play & act on a map) is a valid setting.

Christian Mauduit <ufoot>
Project AdministratorIn charge of this item.
Fri 16 Jul 2010 10:01:32 AM UTC, comment #4:

I don't think that this is a good idea. Two idiots and one random seems to be the best mix currently available.

And is "ten teams" that critical a limitation for engine? Maybe a configure option for maximum team count would be nice. GUI-wise I would thank you for specifying up to four humans and then choosing bot counts via per-type sliders.

Michael Raskin <d79240fd>
Fri 16 Jul 2010 09:15:42 AM UTC, comment #3:

You score a point ;) I need to find a way that it's easier to put "many" bots on the GUI. Something like saying I want "1 to 9 bots" with just the possibility to choose the number of bots and their type (all bots of the same type) might be much easier than choosing each bot one after the other anyway.

Christian Mauduit <ufoot>
Project AdministratorIn charge of this item.
Fri 16 Jul 2010 08:35:05 AM UTC, comment #2:

Well, 4 humans on local may be OK, but having to run two instances just to play with 5 bots (6 players in total) would seem weird anyway.

Michael Raskin <d79240fd>
Fri 16 Jul 2010 08:31:48 AM UTC, comment #1:

Actually, the real "technical" limit is 10 players on a map, the reason it's limited to 4 is just the /GUI/ is limited to 4. I understand your wish but I still think 4 on local is OK given the fact in the long run with network games this should be a moot issue. Meanwhile I acknowledge that network is being delayed so much it must feel uncomfortable. I'll take a look and see if it's easy to patch it to "upgrade" to 10 players, inn theory only Guile scripts need be modified, the core engine will happily handle 10 teams.

Christian Mauduit <ufoot>
Project AdministratorIn charge of this item.
Fri 16 Jul 2010 06:26:35 AM UTC, original submission:

Given weak AI and equal army size, could we just have more than 4 players allowed for local game? Some would like to have multiple keyboard players (USB keyboards are cheap, TV-out are frequent and all that); I would like to have maybe 6 bots against me.

Michael Raskin <d79240fd>

 

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    Follow 5 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Tue 04 Oct 2011 08:22:06 AM UTCufootStatusReady For Test=>Fixed
      Open/ClosedOpen=>Closed
    Thu 01 Sep 2011 10:24:37 AM UTCufootStatusPostponed=>Ready For Test
    Fri 16 Jul 2010 08:32:15 AM UTCufootStatusNone=>Postponed
      Assigned toNone=>ufoot

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