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Posted: 12 Jun 2006, 12:51
by Tobi
Caydr wrote:Where is this todo list you speak of, Tobi?
http://taspring.clan-sy.com/wiki/SpringEngineTODO
knorke wrote:Wouldnt it be possible, that all players recieve the "correct" game-state from the host, if the game gets out of sync?
Yes. Resync.
knorke wrote:
What would be usefull, if the game could notice when replays get out of sync.
I downloaded a (XTA) replay and after some time all units just stood around, constructed units exiting the factory just stood there.
The replay was probally from an older spring-version (dont remember, sorry) but this just should not happen.
There should be a check or something every few frames and a warning like "replay out of sync (outdated version?)"
Agreed. I already wanted to make that a few times but didn't get around to figure out how that part of the source works.
knorke wrote:I think replays also get out of sync when you fastforward too fast...
That should be technically impossible...
Posted: 14 Jun 2006, 04:49
by altruist
In my experience there are four main things that causes sync errors:
1. Different version of the map, but same name. (check filesize/crc/md5/sha-1)
2. Faulty system hardware (cpu, memory problems)
3. LRPCs. I'm not sure why. But all the sync errors I've witnessed not for the above two reasons, are caused by LRPCs.
4. Toying with the game speed.
A lot of you may already know these reasons, but I'm reiterating them for those who don't and must avoid sync errors.. at least until a better solution comes along.
Posted: 14 Jun 2006, 10:04
by Tobi
altruist wrote:In my experience there are four main things that causes sync errors:
1. Different version of the map, but same name. (check filesize/crc/md5/sha-1)
Next spring version checks for this (using CRC).
altruist wrote:2. Faulty system hardware (cpu, memory problems)
Yeah, that'll cause all kind of weird bugs... could cause sync errors too
altruist wrote:3. LRPCs. I'm not sure why. But all the sync errors I've witnessed not for the above two reasons, are caused by LRPCs.
Heard this before. Sounds like a bug in spring.
altruist wrote:4. Toying with the game speed.
This one is new for me. Sounds like a bug in spring too if true.
Posted: 14 Jun 2006, 18:05
by tutles
So if my problem is none of those, what is it?
I can play Oblivion for hours on end without crashing, but this game gives sync errors within the first couple of seconds. I dont have this problem for any other online game, and I've played lots. I also play plenty of networked games on my LAN, just not TA Spring cause it doesn't work.
All my files are freshly downloaded and i've tried a variety of hosted games.
Posted: 14 Jun 2006, 18:34
by hollowsoul
Wonders why so many threads askin on sync errors

1) We know dev's aware of it & got a sync debugger made just for this issue
2) see 1 they are working on it
3) Although any reproduceable steps to get to sync errors would more than likely help out devs (unless its fixed in svn version)
Personnaly can wait till its fix & then i can play linux spring on online.
Atm tiddlin my thumbs on a few ideas for gentoo ebuild install. Map / Mod making not my cup of tea..
Lastly how long is oblivion was in the making better half a decade i believe & doesnt support multiplayer unless someone made a mod for it properly only in arena area...
edit:- btw had no sync problems runnin same binarys of spring for lan games on linux machines :)