Clients try to connect faster than host can load?

Clients try to connect faster than host can load?

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CatalyticPrefect
Posts: 48
Joined: 01 May 2005, 23:09

Clients try to connect faster than host can load?

Post by CatalyticPrefect »

I've been trying to get a game working with a friend. Whenever I host and start the game, my friend's client seems to load faster and he reports getting a 10...9...8..7... connecting to server screen while I am still loading as the host. I get into the game loaded and he drops because his counter reached 0 before I was loaded. I found the wierdest walk around though, we do a failed launch and I keep the game open, then launch him again from the gameroom into a second client then it works and I just ctrl-alt-del the first client. It crashed halfway through that one with wierd unit placement errors and stuff.. :(
Tsumari
Posts: 37
Joined: 02 May 2005, 10:28

Post by Tsumari »

Yes, it might work better to drop the auto countdown-exit and just issue a warning after X seconds.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I thought only the "Calculating estimating path cost" was long enough to cause the problem you described. And that is only done the first time you run a new map.
Tsumari
Posts: 37
Joined: 02 May 2005, 10:28

Post by Tsumari »

I've had this problem a couple of times over the past few days, but I loaded up today and I see the countdown has been pushed up to a bit over 30 seconds, and that should probably fix most of the problems I've had involving this issue.
Liam
Posts: 93
Joined: 02 Nov 2004, 22:43

Post by Liam »

or as i've already said, get them to run "spring.exe script.txt" or put this file in their ta spring folder and run that after it fails (the host needs to keep their client open)
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Webbie
Posts: 89
Joined: 31 Mar 2005, 20:27

Post by Webbie »

If that happens, have the client that crashed run "spring.exe script.txt" from the command line in the Spring directory.

Edit: what he said.
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