Whenever a 16th player would join, it would wrap around and overwrite the dedicated server ghost host player. This is possibly a bug in vanilla as well, but it'd only occur at 32 players so it's no wonder no one figured that out. :V
As a quick patch, I just capped cv_maxplayers to MAXPLAYERS-1 in dedicated servers only. To fix this for real, we'd need to give dedicated servers their own player & node instead of clumping in into the start of the normal ones.
Because of other G_SaveGameData instances added in the last patch, this cheat can get saved anyway. Since this is just supposed to be convenience for server hosts, we might as well make it work like other console Kart racers and just make it save anyway!
This makes it so that if the SPB'd person is passed, then the person who's getting SPB'd won't get the increased item odds for the weird feedback loop.
- Colorize items, Combi-Catcher style, while the roulette is still going. Nice Chaotix reference, and tells you when the game's just lagged.
- Items blink when you first get them! They blink white when you wait out the whole roulette, red when you mash, or rainbow for enhanced items! Blinking prevents items from being stolen too, so items can't be literally stolen before you even have a chance to see what it was.
- New item roulette sound for mashing
- Fix TC_ limits in Lua
nettimeout being 10 seconds is INSANITY, and maxping of 500 is when it starts being unplayable (I could also be bargained to raise it to 750 or 1000 though). Not sure if jointimeout causes any freezing, if it does then I'd also like to lower that
This makes rubber-burn turning even more useless, but I don't think there's a way to fix the rubber-burn turn without breaking demo playback, so let's just do the part that is needed for now. I kinda want to redo how that mechanic works anyway.
- The skin values are now locked between 1 and 9.
- kartspeed & kartweight are no longer locked on skin-switch. Combined with the above, this results in no gameplay change, other than the character select showing the proper value.
- Values used for the engine sounds are locked. No longer can overflow into character voices or freeslotted sounds.
- Removed the overzealous weight locking when in offroad.
If we want to ACTUALLY lock speed/weight for Lua too then we should do that in the Lua stuff.