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Multiplayer messages - chains

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Multiplayer messages - chains 24/01/2018 at 19:10 #105419
belly buster
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368 posts
I'm struggling to work out the logic of how the recipients options work on multiplayer messaging.

From what I can work out, using any of the "recipients" options other than "client/server" has no effect.

Is this inteded, or am I doing something wrong?

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Multiplayer messages - chains 24/01/2018 at 19:15 #105420
Steamer
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3985 posts
As I understand it, only hosts can send and receive messages to/from other simulations.
"Don't stress/ relax/ let life roll off your backs./ Except for death and paying taxes/ everything in life.../ is only for now." (Avenue Q)
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Multiplayer messages - chains 24/01/2018 at 20:26 #105428
belly buster
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Steamer in post 105420 said:
As I understand it, only hosts can send and receive messages to/from other simulations.
I've done some more tests and while this seems to be the case, the host can only send a message to other hosts. Also this is regardless of whether any of the recipients boxes are ticked.

Moreover this is doubly annoying when hosting more than one game - the messages windows get filled with your own messages.

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Multiplayer messages - chains 24/01/2018 at 23:25 #105429
JamesN
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belly buster in post 105428 said:
Steamer in post 105420 said:
As I understand it, only hosts can send and receive messages to/from other simulations.
I've done some more tests and while this seems to be the case, the host can only send a message to other hosts. Also this is regardless of whether any of the recipients boxes are ticked.

Moreover this is doubly annoying when hosting more than one game - the messages window get filled with your own messages.
While it’s by no means a defence, as far as I can recall that has always been the way - and I don’t recall ever expecting it to behave any differently. I’ve always thought of (and since getting involved with some dev work have since essentially confirmed) client instances of simulations behave as dumb terminals which only really copy the display of the server, allowing for a limited amount of 2 way traffic with messages back to server (messages, click events, etc). Client C’s instance of loader has no concept of the connection between Server B’s loser and Server A’s loader - it is only aware of Server B - and how would it? It only connected to server B.

Perhaps there is a UI change to be had to make this clearer? I don’t know. But changes to the behaviour are likely to increase network traffic significantly - given reports from some MP sessions are that users occasionally struggle with packet loss or similar already, I’m not convinced this would help those users. There are plenty of independent messaging clients out there. I don’t know how “official” it is regarded but there is a well-used teamspeak server that is in regular use. And you don’t (necessarily) need to have mic/speakers enabled to use it - although it is much easier! Karl (headshot119) is one of the TS admins and I’m sure he can put me straight on anything I’ve gotten wrong.

EDIT - I’ve grossly simplified some of the technical stuff in the top paragraph, I know!

Last edited: 24/01/2018 at 23:28 by JamesN
Reason: Words and Anti-Pedantry Disclaimer

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Multiplayer messages - chains 24/01/2018 at 23:56 #105431
GeoffM
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6376 posts
Mantis 19529

No comment at the moment as I'm reading/hearing different things, but it will be looked at.

SimSig Boss
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The following user said thank you: belly buster