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PostPosted: Tue Dec 31, 2013 5:40 pm 
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Imagine when RWR comes out to Steam, having let's say 20 servers. With the current server list disposition you will have to click Next page twice at least.
I think it would be better to have all the possbile servers to join at a fast look on your screen.


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PostPosted: Tue Dec 31, 2013 6:10 pm 
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Ewetcr wrote:
Imagine when RWR comes out to Steam, having let's say 20 servers. With the current server list disposition you will have to click Next page twice at least.
I think it would be better to have all the possbile servers to join at a fast look on your screen.


Currently there are two major problems to that
* a scrollable UI element doesn't exist; making one is also a challenge as there's no existing way to clip the UI elements inside a container.. not to mention the other issues with "virtual" lists that fetch new remote info based on the scrolling position and re-use visual row elements ..
* the font doesn't scale very well to a very small size; if the additional server info space would be removed, then maybe 10-15 servers could be made to fit a page

These reasons tend to push my thinking towards expanding http://serverlist.modulaatio.com instead. To make it easier to join a server directly from a web browser, it would be possible to make the game installer register a handler for rwr://, so the serverlist site could provide clickable elements that would start/inform a running RWR to join the selected server, much like RWR Watcher does.

Also, I don't know what sort of things Steam could provide for us. If we can transfer the server list / browsing there, it would be sweet.

Another option could be to improve sorting or filtering in the in-game list, show empty ones last, allow searching with a keyword, allow to mark certain servers as favorite, that sort of thing.


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PostPosted: Tue Dec 31, 2013 8:01 pm 
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well moving server listing and that it is possible, isnt it part of steam dev kit or what it was?

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PostPosted: Thu Jan 02, 2014 1:45 pm 
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I always check rwr_server_list before opening the game. Games like Ace Of Spades Classic use it too, you don't open the game itself but by clicking on a server; but it is an online multiplayer only game. However, rwr_server_list provides better info, or in a faster way, about servers to me than the game server list.


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PostPosted: Thu Jan 02, 2014 3:08 pm 
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you can also use the RWRWatcher tool which is basically the same as the rwr_server_list but with some more options like audible signal when there are people on and directly joins the server you clicked.


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PostPosted: Sun Jan 05, 2014 3:50 pm 
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Joined: Fri Dec 09, 2011 5:59 pm
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I had to log in just to reply to this thread. What you don't seem to realize is that, once RWR launches in Steam, your average player won't be someone dedicated to the game and will definitely not know of RWRWatcher or any external websites that are required to smoothly select a server.

A functional server browser is a pretty basic requirement in a game with multiplayer. If there isn't one, new players will quickly tick the game off as bad or broken. Well sure, the current browser works for a playerbase of 10, but what happens when there are actually more than 5 servers? There is no way to sort servers, search by name, and you can only view a tiny amount of servers at a time. No offense but that is pretty damn terrible.

The whole browser needs to be redone and extended to the whole screen. What on earth do you need the empty space for? It also needs scrolling, sorting by name/ping/players, and some sort of steam integration when it comes to searching for players etc. It needs some filter possibilities, distinct vanilla servers from modded ones (perhaps automatic file downloading for MP mods as well?) and the goddamn mouse shouldn't drag so much in the menus in general.

I know, it probably is a lot of work, but let's face it: The current server browser is horrid and will put new players off from multiplayer games.


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PostPosted: Sun Jan 05, 2014 4:59 pm 
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Monsteri wrote:
...

I'm sorry but I hardly care. RWR 1.0 is primarily a single player game, for coop you can use the manual IP input just fine.

If there's going to be enough demand for a significantly better server browser, I strongly believe it will be made outside the game as the game's internal UI toolkit isn't up for the task.


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