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(added sections for useful websites/programs and bugs/limitations) |
(→Known bugs and limitations: hopefully this is fixed now) |
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*No proper matches or modes yet. All players can run around and attack each other, but there is no time limit or kill limit. | *No proper matches or modes yet. All players can run around and attack each other, but there is no time limit or kill limit. | ||
*No respawning. Until respawning is introduced, players will not die. The closest thing to a score is the total damage done, displayed with the mp_score button (see "Bindable actions" section), but this number is not synchronized between players yet, so each player will probably see a higher score for himself than for others. | *No respawning. Until respawning is introduced, players will not die. The closest thing to a score is the total damage done, displayed with the mp_score button (see "Bindable actions" section), but this number is not synchronized between players yet, so each player will probably see a higher score for himself than for others. | ||
*Weapons and some other things are not synchronized yet and may cause gameplay to go out-of-sync (oos). You will have to start a new match to correct this | *Weapons and some other things are not synchronized yet, and may cause gameplay to go out-of-sync (oos). You will have to start a new match to correct this. | ||
*IPv6 is not supported yet, but will be soon. | *IPv6 is not supported yet, but will be soon. | ||
*Gameplay is currently very vulnerable to packet loss when a new player is joining; sometimes the match will "hang" because of this. To reduce packet loss, use a wired connection to your router/modem, not wireless. Packet loss resilience will come in an update fairly soon. | *Gameplay is currently very vulnerable to packet loss when a new player is joining; sometimes the match will "hang" because of this. To reduce packet loss, use a wired connection to your router/modem, not wireless. Packet loss resilience will come in an update fairly soon. |