Again thanks everybody for such a diverse session! Finally, we're getting many maps for 5-8 players. Raymanni, and Colorful Arty are getting into multiplayer map design with unique ideas.
Looking forward to Tuesday, September 19th!
Some issues, largely the same as last week:
The game should terminate when everybody has pushed nuke, ignoring remaining overtime. We cancelled several maps by asking everybody to manually exit to lobby.
Flopsy had 0.8.5 crash during a race map. Flopsy, if you have a screenshot, please post it here, or PM it!
Akseli had 0.8.4 crash with out-of-RAM (apparently not out of VRAM) during 5-player Organ Symphony, but nobody else crashed. I'd love to make the gameplay largely independent from garbage collection. It's a tall order, but it's attackable working from the inside out, and the D compiler helps by guaranteeing no allocation within @nogc-tagged functions.
The game server application crashed once. It ran for 7 days and then crashed after we played on it for 2 hours. I ssh'd onto the machine and restarted the server app, worked fine afterwards again. Last week, the server app crashed before the session after it ran for 3-4 weeks. I have no idea what causes this, but it's likely my own code; the server hasn't crashed while nobody was on it. The code should be reasonably robust, but I plan at least one improvement anyway.
Organ Symphony with 5 players still had lag spikes of several seconds because Lix's design amplifies lag: If I lag, you get my packets late, therefore you must recalculate more than usual, therefore you lag.
The dude-where's-my-exit button should highlight hatches, too.
-- Simon