Two games on one PC, the maps by name, the server's log
New
Two games on one PC
- Join while a game is running starts a second one instead of refusing: the launcher numbers it by itself,
its window is titled
KCD:MP (2), and it keeps its own log (client-2.log). Two players at one PC, or a look at your own server from the other side. - The second window is not put on top of the first: with two monitors it takes the other one, on one monitor a window opens beside the first (right of it when there is room). The Options page says so under each display mode.
- The launcher now waits in the taskbar while the game runs, instead of vanishing, so it is one click away for that second Join; it comes back to the front when the last game closes. Updates still wait until every game is closed.
- From a console,
KcdMp_launcher --connect ...does the same on its own (a-KcdMp_instanceyou type after--is left alone).
Changed
- The maps go by their names. Wherever you read where a server plays - the launcher's list and its details,
the loading screen, the welcome in the chat and the name shown when you arrive - it says Trosky,
Kuttenberg or Sedletz Monastery, the game's own names, instead of
trosecko,kutnohorskoandklaster. The ids stay inserver.tomland on the command line. - The chat reads better. Its backing is darker: near-opaque behind the open chat box, a softer one behind lines that are still showing, none once they have faded.
- The small box in the top-left corner of the game - the KCD:MP version, the frame rate and the connection line -
is gone from a player's screen. It shows only when the game is started with
-KcdMp_console(the same switch that opens the F9 window offline), and the F9 window's Overlay tab still switches it on and off. - The launcher's Settings page lost its Master list field: the public list is the project's own. Server owners
and testers keep the
@lines ofservers.txtand--master.
Fixed
- The red screen after a death no longer sticks. When a blow killed you, the game's own death look - the red
tint and the dark edges - could stay on your screen for the rest of the session, through the respawn and a
heal. It came from the game judging the blow lethal on its own; the client now keeps that judgement out of
the way, and a respawn clears the screen.
KcdMp_death_look clearin the F9 console clears it by hand if it ever shows again. - Doors and chests inside houses now sync. A door or a chest that belongs to a house carries a long name, and both the client and the server cut it off at a length most of them are over - the use never reached the other players, with no word in any log. Doors standing on their own (the ones near the spawn) always worked, which is why it looked like the sync had stopped. Every door and container in the three levels fits now, and a server that does drop one says so in its log.
For server owners
GetLevelName()in Lua andLevelNamein C# give the level's name as a player reads it (Trosky, Kuttenberg, Sedletz Monastery);GetLevel()/Levelkeep the id for comparisons and file names. The freeroam mode's welcome and arrival text use it.- The freeroam mode has
/kill [player]for admins - a death without a blow, next to/hurt- for testing respawns and the death screen.
The server's log on disk
- Everything the server prints goes to
server.lognext toKcdMp.Server.exeas well - the previous run is kept asserver.log.1.log_fileunder[server]inserver.tomlnames another file (--log-fileon the command line);""keeps the console alone. - A server started by a double-click no longer vanishes with its error: the window stays until Enter is pressed,
and the reason is in
server.logeither way. - A port already in use says so -
cannot open udp/7777 ... is another server already listening on that port?- instead of a bare "Host creation call failed".