I've been having alot of unsyncs (almost every single game) playing ever since 0.60/0.61 (can't really remember).
Does anyone confirms? Or is it just happening to me!?
I haven't have been having enough time to come here alot and so i haven't read all threads so this may have been discussed already.
Unsynching!
Moderator: Moderators
Re: Unsynching!
Matter of fact, hrmph was kind enough to help me do some testing on a map I've got in the works. Seems that with the original 'scale' (-10 to 950 height) it would always desync at ~4:00 of play time. EVERY time. Regardless of who hosted or how.PauloMorfeo wrote:I've been having alot of unsyncs (almost every single game) playing ever since 0.60/0.61 (can't really remember).
Does anyone confirms? Or is it just happening to me!?
I haven't have been having enough time to come here alot and so i haven't read all threads so this may have been discussed already.
I recompiled with a 600 maxheight, and the problem has gone away. Unfortunately it kinda ruins the map, but :/
Don't know if you're seeing that... IIRC you play Azure a lot and it is tall...
Most probably its because the lobby only checks file the archive files at the moment. If you have some files outside the archives they wont be checked in the syncing but spring will still use them which causes unsyncs. Also I dont think the lobby check if the map is the same on all computers yet so if you have changed some value in the smd file or something it could cause unsyncs.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Ok, problem solved... I re-installed everything after erasing all files in the Spring folder. (funny thing, it still had recorded my preferences. Registry, i supose)
I remember i had the repulsor tower from previous, which is now included in the XTA unit pack. I wonder if it wasn't that...
And, mother, we have indeed had alot of problems finishing games in Azure... Although we finished a great one yesterday (actually, early today) as you might remember
.
I remember i had the repulsor tower from previous, which is now included in the XTA unit pack. I wonder if it wasn't that...
And, mother, we have indeed had alot of problems finishing games in Azure... Although we finished a great one yesterday (actually, early today) as you might remember

- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
True, it only checks the mod's file and all dependeces. This is the log that I get when trying to host battle with 0.61 XTA mod:Most probably its because the lobby only checks file the archive files at the moment.
[16:43:11] Hashing file: ./mods/xta_se_v061.sdz
[16:43:11] Hashing file: ./base/springcontent.sdz
[16:43:11] Hashing file: ./base/spring/springbitmaps_v061.sdz
[16:43:11] Hashing file: ./base/spring/springdecals_v061.sdz
[16:43:11] Hashing file: ./base/spring/springloadpictures_v061.sdz
[16:43:11] Hashing file: ./base/otacontent.sdz
[16:43:11] Hashing file: ./base/tatextures.sdz
It won't hash any custom files, like any *.hpi. I use functions from unitsync.dll to do that, but I think Fnordia is working on improving it.