Slawomir, are you sure it's impossible to evade that? In Native, on sieges with death limit for defenders, if you died certain times as a defender, you couldn't respawn even after relogging
It can be done, but some sort of server logging system has to be written. In Native that death count was saved in player slot, just like I did in 0.4 (there was 2 respawn limit), so I'm pretty sure it got reseted after player rejoining.
Can you reduce the amount of smoke please, or make an option to choose the amount of it so people won't have to remove it because of lagg? When there is 30+ people on a server it's nearly impossible to play with particle systems turned on.
Aye, on friday's event I've noticed that it kills my PC too. It shouldn't, because I reduced amount of smoke comparing to 0.4. However, I probably made a little synch mistake on server-client - particles were called on clients and also on server, so I guess they were called two times if player was near the effect. I've changed the system a little and will see how it will work.
I'm also working on customizable Mod Options. A lot is done, but I need to code a system that will save the picked options, so that player will not have to set them each time he launches the game. If I'll have it ready, I'll also add an option to turn down or lower by half the amount of smoke particles for muskets, pistols, grenades and cannons.
edit: Speaking of Invasion respawn... we talked about this a lot on our polish forums. Many players write, that waitning time is too long. However, I think that allowing players to respawn more often will actually kill the Invasion game type. It's all about surviving as many bot waves as you can, not about charging the enemy to get some frags, die, respawn, charge again... Players are supposed to **** bricks when new enemy wave comes. They're supposed to work in team, not charge like an idiot and get killed quickly. I think the 4 round respawn is fine and shouldn't be changed.