slipher

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I think a conversion script could handle a lot of trivial tasks more conveniently than the engine/gamelogic: - Rename the BSP if necessary - Move the levelshot - Convert repeaters...

You can configure your server to start a new game if the sgame stops: ``` set common.watchdogTime 1 // to do it faster set common.watchdogCmd "map plat23" ```

If we add my last message into the sample config, can we consider this fixed? If not, what else would you want to happen?

The map rotation state is stored as cvars, so the rotation state will still be there. But we should double-check that it doesn't do `broken` again.

Well the default behavior for the server is to shutdown 60 seconds after an sgame drop. This makes sense as server hosters usually restart `daemonded` in a loop (since the...

All clients are disconnected on any sgame drop. ServerApplication::OnDrop calls SV_Shutdown which tells all the clients to disconnect.

I rebased everything locally to check if my [circlemenu rewrite](https://github.com/UnvanquishedAssets/unvanquished_src.dpkdir/pull/40) (just the beacon menu so far) will still work. It was mostly OK after doing the required mechanical substitutions. I...

Pushed a new version of the code to the `rmlui3/sync` branch (in this repository and unvanquished_src.dpkdir). Fixed 3 of the open issues in the OP (UI scaling, circle menus are...

I got it to build on my Mac (https://gitlab.com/xonotic/netradiant/-/merge_requests/195) and reproduced the bug, but I don't have any idea how to fix it.

> > > I've sneaked in some more commit without touching the previous ones, let me know if that's bad style Yeah I'd say it's bad form when reviews have...