desync when Terrain gets deformed

desync when Terrain gets deformed

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Haukew
Posts: 5
Joined: 26 Mar 2006, 17:54

desync when Terrain gets deformed

Post by Haukew »

Hi!
First thanks for TA: Spring - when Warcraft3 came out i was wondering how cool TA would be with the graphics of WC3, TA Spring even has a better graphic than WC3 - i love it :)

Now my problem: I am playing TA Spring (Windows Version) with cedega (Ubuntu 5.04 on a Athlon 3000+ With a GeForce FX 5900). This works perfectly, but when i host or join a game with a friend, who uses the Windows-Version, too (but with Win XP) we get those errors:

Code: Select all

No sync response
and

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Delayed Sync response from player


The more we "deform" the terrain the more errors occur and at some point (let's say when someone gets a buzzsaw or a vulcan) we cannot see each other's actions, yet still we get no "has left the game" or whatever error.
What can we do to fix that?
The errors come real often (as i said, more deformed terrain, more errors), one each second or even more often.
I hope someone can help me :)
Best regards, Hauke
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

you probably have different versions of the map.

or maybe some of you modified the data in the mod's sdz (zip).

or maybe some of you have a unit in UFO format in the main spring folder.
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

It's not any of the above, for the problem gets worse with more deformation. Different maps etc won't work at all.

The problem is with the syncing system. Currently, win-linux doesn't sync :(
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mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother »

A spate of "No Sync Response from <user>" followed by delayed sync's means that the player is lagging behind and you are getting sync's way after they were expected.

In my experience if someone is lagging out and you continue to play they will become so far out that they just desync for good.

If any of the problems that mongus or BvDork mentioned were happening you would be getting "Sync Error"s ie "Sync Error for <user> <frame#> XYZME"

So I think the problem is that your friend that is running Spring under and emulator needs a beefier machine- and is choking up when he has to do all that math.

Edit:On closer reading I see you're the one running under emulation, so I guess the guy running native is the one who needs the better machine.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

the inability to play a game between Linux and Windows builds is a known issue... sorry... you should be okay if you use wine from what I hear.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Also, the guy running wine may be lagging because of the memory leak in Spring+Wine. Recently det discovered that you have to set Wine to emulate Windows 95 and then the memory leak goes away and there's much less lagging.
Haukew
Posts: 5
Joined: 26 Mar 2006, 17:54

Post by Haukew »

Yes, i get those XYZME errors, too.
I am using WineX, not the native Linux Version...Singleplayer works perfectly for me, also other games i play with WineX (Cedega 5.1)
I will be trying setting cedega to win95 - hope it works

Edit: We tried to reinstall on both's machines, we both use a "naked" spring now - still does not work :(

Edit2: This is wineX's output:

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hauke@hauke:~/.wine/drive_c/Programme/TASpring$ cedega TASClient.exe
mmtime pid=8507 tid=8510
mmtime pid=8516 tid=8519
mmtime pid=8576 tid=8579
mmtime pid=8601 tid=8604
wine: Unhandled exception, starting debugger...

Traceback (most recent call last):
  File "/usr/lib/transgaming_cedega/Point2Play_gui.py", line 280, in monitor_cb
    def monitor_cb( self ):
KeyboardInterrupt
hauke@hauke:~/.wine/drive_c/Programme/TASpring$
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