SYNC ERRORS ARE REAL - Page 5

SYNC ERRORS ARE REAL

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: SYNC ERRORS ARE REAL

Post by Beherith »

There are some maps that consistently say sync error from the very start of the game yet show no signs of it.
Some of you in this thread play more then I do, so PLEASE post the maps that consistently desync so we can find the cause of this sync error!
User avatar
Carpenter
Posts: 216
Joined: 10 Jul 2009, 16:07

Re: SYNC ERRORS ARE REAL

Post by Carpenter »

Here comes my list, someone should add more maps for it though because I cant remember all of them:

-CooperHill
-Tangerine
-Tropical
-Quoth_v2 (yeh at least v2 does it iirc)
-TheRockFinal (often, not always but often)
-Altair Crossing
-SSB
-Adamantine_Mountiain-v1
-Brazillian Battlefield (dunno about remake)
-Sands of War v2
-LLTAComplexV2

Those are maps I've played recently and seen sync errors on, but I'm sure there are many other maps with constant sync error spam.
User avatar
Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: SYNC ERRORS ARE REAL

Post by Spawn_Retard »

Can i just take that map that they were taking into account.


If a tree, or a number of trees were desynced, and you were to reclaim them for energy, for production of a unit, or even firing of a weapons, then if basic had reclaimed a tree and it made him capable of repelling an attack because he had enough energy to fire his llt say, or maybe by producing an extra peewee just before triton kills his lab then in basics game he could come back to win the game, where as any order basic gives to his dead lab in tritons game wouldn't exist, and therefore wouldn't happen in his game.

this goes a whole deal further if a tree blocks a shot in basics game but doesnt in tritons game, making the difference between a com explosion or not.


You're a fool if you think that one or two descyned games wont effect gameplay.

And Beh, next time triton takes you off your leash and you continue to back him with all of your might, you might want think before trying to troll me.
User avatar
triton
Lobby Moderator
Posts: 330
Joined: 18 Nov 2009, 14:27

Re: SYNC ERRORS ARE REAL

Post by triton »

<3 to you Retard :regret:
User avatar
Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Re: SYNC ERRORS ARE REAL

Post by Mav »

Spawn_Retard wrote:Can i just take that map that they were taking into account.


If a tree, or a number of trees were desynced, and you were to reclaim them for energy, for production of a unit, or even firing of a weapons, then if basic had reclaimed a tree and it made him capable of repelling an attack because he had enough energy to fire his llt say, or maybe by producing an extra peewee just before triton kills his lab then in basics game he could come back to win the game, where as any order basic gives to his dead lab in tritons game wouldn't exist, and therefore wouldn't happen in his game.

this goes a whole deal further if a tree blocks a shot in basics game but doesnt in tritons game, making the difference between a com explosion or not.


You're a fool if you think that one or two descyned games wont effect gameplay.

And Beh, next time triton takes you off your leash and you continue to back him with all of your might, you might want think before trying to troll me.
Have you watched my replay yet? It has only been downloaded once. Take a look and see if you can find a problem like the one you describe. Because in the two dozen or so LLTA games I've played in the current version of Spring, none of them have had sync errors big enough to notice. I mean, seriously, not a single game had to be ended because of a sync issue as large as the one you describe.

Can it happen? Yes. Has it happened? No.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: SYNC ERRORS ARE REAL

Post by Tobi »

Good chance these are related to mantis #1750 I'd say.
User avatar
Sefidel
Posts: 77
Joined: 14 Dec 2006, 02:02

Re: SYNC ERRORS ARE REAL

Post by Sefidel »

The point is you dont know. its like being at a stop light and you dont know what color it is. 9/10 you can go and you wont hit anyone, but its not a guarantee.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: SYNC ERRORS ARE REAL

Post by Tobi »

No, the point is that it is probably fixed.
User avatar
Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: SYNC ERRORS ARE REAL

Post by Spawn_Retard »

Mav wrote:
Spawn_Retard wrote:Can i just take that map that they were taking into account.


If a tree, or a number of trees were desynced, and you were to reclaim them for energy, for production of a unit, or even firing of a weapons, then if basic had reclaimed a tree and it made him capable of repelling an attack because he had enough energy to fire his llt say, or maybe by producing an extra peewee just before triton kills his lab then in basics game he could come back to win the game, where as any order basic gives to his dead lab in tritons game wouldn't exist, and therefore wouldn't happen in his game.

this goes a whole deal further if a tree blocks a shot in basics game but doesnt in tritons game, making the difference between a com explosion or not.


You're a fool if you think that one or two descyned games wont effect gameplay.

And Beh, next time triton takes you off your leash and you continue to back him with all of your might, you might want think before trying to troll me.
Have you watched my replay yet? It has only been downloaded once. Take a look and see if you can find a problem like the one you describe. Because in the two dozen or so LLTA games I've played in the current version of Spring, none of them have had sync errors big enough to notice. I mean, seriously, not a single game had to be ended because of a sync issue as large as the one you describe.

Can it happen? Yes. Has it happened? No.
1 tree could be the difference between building a krog or not. even the slightest difference could mean completely different games in theory.

When i try to help the community by showing you guys a flaw in the engine i dont expect people to act blind to the situation just because you cant be bothered to restart the game.

Any desync error that appears should be a big enough reason to restart.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: SYNC ERRORS ARE REAL

Post by Neddie »

Tobi wrote:No, the point is that it is probably fixed.
Any further questions?
User avatar
Carpenter
Posts: 216
Joined: 10 Jul 2009, 16:07

Re: SYNC ERRORS ARE REAL

Post by Carpenter »

Spawn_Retard wrote: 1 tree could be the difference between building a krog or not. even the slightest difference could mean completely different games in theory.

When i try to help the community by showing you guys a flaw in the engine i dont expect people to act blind to the situation just because you cant be bothered to restart the game.

Any desync error that appears should be a big enough reason to restart.
It's just that there are several maps where sync errors appear constantly, and restarting the game wouldn't help a shit. It would be meaningless to do that, especially if it's about one tree or two.

EDIT: Oh yes and by not playing different maps including water and tree maps, it would just mean one thing. DSD ONLY ;) And this issue is leading us all to play dsd only, I'm just saying.
User avatar
Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Re: SYNC ERRORS ARE REAL

Post by Mav »

Spawn_Retard wrote:
Mav wrote:
Spawn_Retard wrote:Can i just take that map that they were taking into account.


If a tree, or a number of trees were desynced, and you were to reclaim them for energy, for production of a unit, or even firing of a weapons, then if basic had reclaimed a tree and it made him capable of repelling an attack because he had enough energy to fire his llt say, or maybe by producing an extra peewee just before triton kills his lab then in basics game he could come back to win the game, where as any order basic gives to his dead lab in tritons game wouldn't exist, and therefore wouldn't happen in his game.

this goes a whole deal further if a tree blocks a shot in basics game but doesnt in tritons game, making the difference between a com explosion or not.


You're a fool if you think that one or two descyned games wont effect gameplay.

And Beh, next time triton takes you off your leash and you continue to back him with all of your might, you might want think before trying to troll me.
Have you watched my replay yet? It has only been downloaded once. Take a look and see if you can find a problem like the one you describe. Because in the two dozen or so LLTA games I've played in the current version of Spring, none of them have had sync errors big enough to notice. I mean, seriously, not a single game had to be ended because of a sync issue as large as the one you describe.

Can it happen? Yes. Has it happened? No.
1 tree could be the difference between building a krog or not. even the slightest difference could mean completely different games in theory.

When i try to help the community by showing you guys a flaw in the engine i dont expect people to act blind to the situation just because you cant be bothered to restart the game.

Any desync error that appears should be a big enough reason to restart.
1)The krog/no krog scenario has not happened yet in 2 dozen games.
2)Some maps cause "desyncs" every single game. Restarting them fixes nothing. They desync from 20 seconds to the end of the game.

My point is that if one is 20 games on these "bad" maps causes a desync, then it's worth playing them each time and seeing what happens. Saying that there are ALWAYS game altering desyncs is simply not true.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: SYNC ERRORS ARE REAL

Post by TradeMark »

IMO the spring should crash instantly when a sync error is occured. theres no point letting it run after sync error.

OR we should just have two sync checks: 1) critical, would check sync only for those things that are really needed for continuing playing 2) stuff that doesnt really matter in means of finishing the game.

(i suppose that the fake sync errors arent a bug, but caused by "useless" sync check that doesnt much matter when playing the game)
Last edited by TradeMark on 19 Jan 2010, 01:00, edited 1 time in total.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: SYNC ERRORS ARE REAL

Post by Neddie »

Most sync errors now are trivial. For instance, map syncs in 1944. Utterly inconsequential.
User avatar
Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Re: SYNC ERRORS ARE REAL

Post by Mav »

neddiedrow wrote:Most sync errors now are trivial. For instance, map syncs in 1944. Utterly inconsequential.
Try explaining this to the everyone else. God knows I've been trying without success...
User avatar
Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: SYNC ERRORS ARE REAL

Post by Spawn_Retard »

Mav wrote:
neddiedrow wrote:Most sync errors now are trivial. For instance, map syncs in 1944. Utterly inconsequential.
Try explaining this to the everyone else. God knows I've been trying without success...
Mav i know what your saying, and i take that your trying to play the odds.

if a popular map has desyncs from the get go it should be fixed by the map community.

if i lost on a map where desyncs happened id just claim i was playing a different game out of ignorance, im pretty sure most of the community would also.

Now we dont want anymore reason for people to play DSD now do we?

in conclusion to this thread :


Fix the maps so they don't desync, simple.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: SYNC ERRORS ARE REAL

Post by imbaczek »

triton and others: get some peeps to test the new spring rc for sync errors on bluebend and other known maps, make a 4-way 1v1 invitational or something.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: SYNC ERRORS ARE REAL

Post by Beherith »

Fake sync errors fixed in .81 rc.
Locked

Return to “General Discussion”