Actually it is, hover your mouse over the map and hold it there for a second :)Pwnedbyryan wrote:I don't see size of the map listed anywhere in the battleroom. :(
0.73b1 test release 4, pretty much the final 0.73b1 version
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- Posts: 32
- Joined: 16 Aug 2006, 19:25
- Shadowfury333
- Posts: 55
- Joined: 25 Sep 2006, 00:32
Are you sure that you weren't playing Soccer?OOmiz wrote:No. We had a game with three different winners.P3374H wrote:Am I the only one who's been finding that there are a large number of games that desync?
Seriously though, I hope that this gets fixed. There's not much worse than a de-synced game, though it can sometimes provide entertainment value.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Resynching could mean one client saying «look, i have a krogoth here», «what? no way, your client has no krogoth! Sync error!» - resync - «ho, wait, you do have a krogoth over there.»
Anyway, it is kind of odd, because i've seen a few times a person throw a few consecutive sync errors, me thinking the game would be doomed, but have the sync errors stop after a while...
Anyway, it is kind of odd, because i've seen a few times a person throw a few consecutive sync errors, me thinking the game would be doomed, but have the sync errors stop after a while...
The game shoudl detect desyncs and resync itself without player involvement and withotu players even noticing.
could be a simple matter of the host once every 5 seconds or so sending a ping to all clients to get a delay timsteamp, then asking for full coordinates of a set number of random untis from all clients at some exact timestamp, and if they don't match, it resyncs.
could be a simple matter of the host once every 5 seconds or so sending a ping to all clients to get a delay timsteamp, then asking for full coordinates of a set number of random untis from all clients at some exact timestamp, and if they don't match, it resyncs.
This can happen because the unit that is unsynced is destroyed, or something else happens that causes the unsynced data to be initialized again by synced data. It's not any deliberate re-syncing taking place.Anyway, it is kind of odd, because i've seen a few times a person throw a few consecutive sync errors, me thinking the game would be doomed, but have the sync errors stop after a while...
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
That's still very difficult, a manual resync command would be easier to implement.HawkMan wrote:The game shoudl detect desyncs and resync itself without player involvement and withotu players even noticing.
could be a simple matter of the host once every 5 seconds or so sending a ping to all clients to get a delay timsteamp, then asking for full coordinates of a set number of random untis from all clients at some exact timestamp, and if they don't match, it resyncs.