#Alpine Faction
1 messages · Page 11 of 1

It also has those updated bag locations
cracking
went ahead and made controller management future-proof enough for local multiplayer if that's ever gonna happen.
From what I understand doing my own development projects, splitscreen itself is actually fairly easy. It's the multiplayer part of splitscreen that requires some work, but it seems that's already more or less being taken care of.
It's nice to have the futureproofing at any rate.
at best: you'd need to update the gyro and rumble stuffs to ensure it's per-controller instead of global (that's intentionally until actual local splitscreen is in)
i feared it'll be a far more involved process, and I think you'd need a separate menu for local multiplayer for the sake of sane management and rebinds
otherwise: the gyro portion may not work due to how SDL Gyro's fancy hotswaps is handled (but you can always use joy_reset command to fix it).
(i think a Menu overhaul is gonna be needed in the end.)
in the meantime: mostly finalized Steam Controller 2 support...feel like I'm missing one more setting to complete the pack...something something momentums/trackball behavior?
while most people won't experience those new settings (long story), those who own the GOG version (or launching outside of Steam) will be able to take full advantage of Steam Controller 2 support*
*please ensure desktop config is disabled by default, otherwise: double input bug
*note: this is on a separate branch using the most up-to-date bleeding edge version of SDL3 at the moment, since it'll have the most amount of Steam Controller improvements over there.
Still testing level transistion.
This is a good solution and is one of the ones I proposed in the thread. Great work.
My 5 minutes thing was a bit much. I changed it to 1 minute and 30 seconds. Also I am trying to see why my counter doesn't work. Like it stays at 0/2 players lol.
I was able to get to Chapter 2, then it crashed a bit in, I am going to look more into it.
My goal with this project is to literally be able to play the game with my fiancé, in a similar way we have played Half-Life 2.
i want this for my GF
i would be in your debt sir 
Also since I run mainly on SteamOS, I wanted a way to build and install my Alpine Faction build so I made a podman/docker script to build it, and another script that installs it. I feel like it'll be a good way for Steam Deck and soon Steam Machine users to be able to experience Alpine Faction without much hassle.
I admire that dedication highly.
hoolyy coop speedrun strats @desert crown
with c4 plants and headjumping
i wonder if all players would need to hit end trigger transition or more than half or could it be set by command r smth
big W for attempting this
a lot of big grins here already 
This will be good for all linux gamers 👍
So far I've made it that if all players have reached the next level transistion, then it will transistion immediately, otherwise it will countdown from 90 seconds to automatically transistion.
I don't think it would be so complicated to implement a feature where if the majority let's say 80 percent have reached it, it will also just instantly transistion.
is it possible that if the first person leaves then it will stop and only start if re-entered?
when in arena server, im assuming the settings are when 2 non bot clients join, the bots then do not spawn. i think there may be a bug with vote to extend with the bots? one of the two bots will continue to spawn if there are 2 non bot clients in server and you vote to extend
Bots will also spawn, when one human player gets shot and waits before re-spawning.
Because in this case the number of the alive players is 1 because 2 inactive bots and one human player alive and one dead human player.
Don't know if this interferes here also to the "vote extend" option but wanted to mention.
That is one of the reason why some servers are using an ideal_player_count of maybe 10 for avoiding inactive bots - but with the sideeffect that a 1v1 without bots is not possible without configuration change.