F*cking sync issues

F*cking sync issues

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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

F*cking sync issues

Post by SpikedHelmet »

I'm getting these nasty sync errors every time I try to play on my map with someone:

Sync error for [S44]Nemo in frame 4914 (0x8F0DA9B0)

The host never has errors, only joined players.

What causes this?

The only thing that's changed since earlier versions of the map (which experienced no sync issues) was the addition of tons of custom features.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: F*cking sync issues

Post by SpikedHelmet »

Oh, meant to post this in the mapping forum. Someone move it there please?
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: F*cking sync issues

Post by Peet »

Moved to the public one because there is a non-mapper (lurker) who I am currently poking to help me test this.
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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Re: F*cking sync issues

Post by ralphie »

I used to get the opposite with my new maps - I sync out, they keep going.

Deleting all the paths for that map seems to solve it for me, then it's fine from there.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: F*cking sync issues

Post by Peet »

ralphie wrote:I used to get the opposite with my new maps - I sync out, they keep going.

Deleting all the paths for that map seems to solve it for me, then it's fine from there.
Ah yes I bet that's it actually...pathing for a different version of the map with the same name (basically when you were testing it initially) would definitely break it. Delete 'em.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: F*cking sync issues

Post by SpikedHelmet »

Awesome, I'll give it a try.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: F*cking sync issues

Post by SpikedHelmet »

Fucking awesome, seems to have worked. Thanks a bunch guys.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: F*cking sync issues

Post by lurker »

Also, sync checking is done relative to the host, so yeah, the host won't get error messages. :P
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: F*cking sync issues

Post by Warlord Zsinj »

I've been having some really annoying sync errors while testing on my own (o_O), but I need to do some more testing before I make a proper post, and I'll probably start my own thread, as this issue appears to be unrelated (and resolved).
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: F*cking sync issues

Post by Pxtl »

Perhaps unitsync should be checking path hashes? Dunno.
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