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Some ideas #1
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1 and 2 are very easy updates, I would probably just use mem.servers in the multiplayer event itself.
Where Connect would present the user with a list of favorites and "Add new..." and Host would just do the same thing as the Start MP Server button, but maybe with a short instructional message about keeping the simulation running. So my idea still uses 1 info button, but your idea has the potential to annoy players a bit (some players might have a rapid-load playstyle, maybe they die a lot during some specific mission and reloading to answer the multiplayer question isn't ideal). I can think of hacky ways to patch this but I think the real solution is a better design idea. |
I think that as long as you make it so the player can mash enter to automatically join their last joined server it shouldn't be a problem no? Another option would be to allow plugins to add buttons to the main menu. Then you could just add a multiplayer option and let that be it. It would make it so you can't mash enter and would need quite a bit of engine support so not entirely sure that's a better solution though. |
A slight problem with (2) and the reason why you are asked for both... |
It should be easy to add that (just need to expose some C API to Lua). Probably an even better idea to just implement |
If you go down this route, can you make it non-blocking? You know where I'm going with this :) |
local luatk = require "luatk"
local wdw = luatk.msgInput( "Test", "Just a test", 50, function( str )
print( str )
end )
wdw:setUpdate( function ()
naev.unpause()
wdw:setUpdate( nil )
end )
luatk.run()
naev.pause() The above should work. Might make things catch on fire and burn, we shall see :) |
Just some ideas dropped here:
192.168.0.1:6789
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