Giga managed to install Mumble, and we had everybody in voicechat! We had excellent 5, 6, or 7 players all the time.
VOD on twitch for 14 days, and IchoTolot will upload the session to youtube, split into several parts.
Thanks to everybody for joining this session!
I had a blast, and I've noted some issues to work on.
Multiplayer games should start with shuffled spawn positions, but the game instead orders by player color in every match. Sounds like an easy fix because the server already sends a permutation, the game just ignores it.
Exited lixes can be batted long after entering the exit. This doesn't do anything physically, it's like batting air, but it still plays the meaty batter-hit sound instead of batter-miss.
Feature request: When your mouse hovers over the multiplayer score bars, you should get a large tooltip that tables player names for the colors and detailed statistics.
The overtime rule is strange: Even when everybody wants the game to end immediately, the overtime must run out entirely before the nuke. I'm toying with different ideas. The most likely candidate idea is: When everybody presses nuke or has no lix left, then the nuke happens immediately instead of waiting for overtime to run out.
Windows Lix crashed sometimes on very large maps or with lots of action, segfaulting during memmove or inside Allegro functions. I assume this means out of RAM or VRAM. I already manage the VRAM terrain savestates by hand, but I really want solid handling, no crashes. And I want to wrap the pointer-heavy Lix job object-orientation in tagged unions for raw speed... lots of things to try, and too technical for this high-level report.
-- Simon