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KCOM Connecting players issue (Anti-Sync), screenshots on discord server(! gunslinger#9774)

im not one, who cant see his friend(brother or sister), its name ANTI-Sync, 1 player starting server with upnp, or opened ports manually, 2 player connecting (use random authid), console says index 1 and index 2 connected, friends trying to start lobby basement map, when its loaded, they cant find, player 1 cant see player 2 moves and actions, players are full invsible for each other, and player 2 cant see player 1 moves and actions, but dialog triggers are working(idk how it is working), kiwifruit fix it please, i cant send screenshots because im on phone and my time is 1 am

Unable to load addon, no "Detected map" string

Under different user configurations, players cannot load the addon when launching the software and loading a map.

This could be due to issue #1 but other factors can contribute as well.

If you are having this problem, please let me know what your configuration is using the template below:

Hosting a dedicated server? Yes/No
Connecting to a remote server? Yes/No
Self-hosting/hosting a listen server? Yes/No
Player count? 1-16
Can players connect? Yes/No
Does "Detected map" show up in the output? Yes/No
Do all players have the KCOM addon enabled? Yes/No
What is your launch options? [Paste from Steam]
Is your game's language set to English? Yes/No
Have you already tried troubleshooting steps? Yes/No

Thank you for helping with solving this issue!

Chapter 1 - Entanglement

Map Report

Description

Official map included with Half-Life: Alyx.

This is the introduction chapter where a cutscene plays on initial load.


Attributes

Quick information related to this map.

Attribute Information
Series Official campaign
Episode Chapter 1 - Entanglement
Author Valve
Workshop URL N/A
KCOM Support No

Internal Map Names

The map names reported by VConsole when loading the map.

a1_intro_world
a1_intro_world_2

Progress

Current state of the map.

  • Map starts in KCOM
    • The map can be selected in KCOM and the VScript file starts without issue.
  • Map allows players to see each other
    • Players connected to a server running this map can view each other's head/hand models.
  • Map allows important named physics objects to sync
    • Named physics objects (targetname assigned through Hammer) are able to sync with grace periods properly without issue.
  • Map allows important unnamed physics objects to sync
    • Unnamed physics objects (Blank targetname value) that are relevant to the map are able to sync with grace periods properly without issue.
  • Map does not lag
    • No heavy amounts of lag or latency is caused by this map.
  • KCOM does not lag
    • No heavy amounts of lag or latency is present within the KCOM application.
  • Map logic is synced
    • Logical entities (including triggers and other map-specific logic) are synced across players when joining at the same time.
  • VR logic is synced
    • Logic specific to VR mode can be synced without issue.
  • Players in buddha mode are invincible
    • Players who have enabled the buddha command cannot die through map logic.
  • Template entities work as intended
    • See #11 for more details.
  • Player "state" is synced across map
    • The player's current "state" is synced, this is vague as maps can have different states depending on logic.

Known Issues

None so far.


Additional Information

Part of the Campaign Maps milestone.

Current player head model lacks direction

The current headset model used in KCOM does not give off direction very well. It should be replaced with one that would fit this criteria, ideally something that would fit the game's art style.

Implement a player respawn mechanic

It is possible to prevent the player from dying using the buddha command, perhaps it could be used to respawn players when they reach 1% health. Respawning as of now results in a map reload, resulting in a broken map sequence.

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