@thibault nice, I actually imagined that Linux users would be the least likely to want to use it given the agent setup there has been better historically so that’s a good sign
I’ve been using the in-built Windows OpenSSH Agent service for a while (which itself has been a vast improvement on the way we used to have to do it) but I’m wondering what this route is like, since I’m already a 1P user
Since this is a co-op game and I don't care about cheating I could have just made stamina wholly client-authoritative, but I don't want to rule out having stamina available on the server as well, even if it's slightly out sometimes. I've found that having the server decide when "exhausted" happens even if the client slightly disagrees works fine, wheras real-time replication from server->client of stamina looks terrible in the UI even with smoothing because of the lag & variable replication rate
I feel like I'm cheating a lot with some of my multiplayer code but it really helps, e.g. if you want a stamina attribute which the server has authority over the "boundary" effects of (e.g. running out) but you want the local version to change smoothly and without lag (most of it is driven by player input), the best way I found was turn off replication except at authoritative boundaries & let client & server run them in parallel in between, allowing a little drift for the sake of client visuals
Oof, filter cartridges for our kitchen tap have gone up by 50% in 2 years 😲 I know inflation has been high, but not that high. Could be profiteering or Brexit or both I guess. I always buy 2 years worth at a time because of the bulk discount but it definitely stings. Hard to know if the off-brand alternatives are any good, which is I guess how they get you
Ugh, the update I posted on Fab last Monday that Epic told me had been approved & set live on Thursday isn't showing for customers in the Epic Launcher, even installing fresh just gets you the previous version. Admin panel in Fab claims the new version is live but it's clearly not. Siiigggh
A lot of my days are spent making something quite simple but which is rendered waaay more complicated because of multiplayer - and I’m not even making a competitive game so I don’t care very much about cheating (if you want to break the game you play co-operatively with friends, knock yourself out).
It can be quite frustrating that everything takes longer, but when testing, just the act of messing about in the game with another person makes it feel worth it