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F*cking sync issues

Posted: 08 Mar 2008, 04:55
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.

Re: F*cking sync issues

Posted: 08 Mar 2008, 05:03
by SpikedHelmet
Oh, meant to post this in the mapping forum. Someone move it there please?

Re: F*cking sync issues

Posted: 08 Mar 2008, 05:16
by Peet
Moved to the public one because there is a non-mapper (lurker) who I am currently poking to help me test this.

Re: F*cking sync issues

Posted: 08 Mar 2008, 05:20
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.

Re: F*cking sync issues

Posted: 08 Mar 2008, 05:23
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.

Re: F*cking sync issues

Posted: 08 Mar 2008, 05:33
by SpikedHelmet
Awesome, I'll give it a try.

Re: F*cking sync issues

Posted: 08 Mar 2008, 06:07
by SpikedHelmet
Fucking awesome, seems to have worked. Thanks a bunch guys.

Re: F*cking sync issues

Posted: 08 Mar 2008, 12:01
by lurker
Also, sync checking is done relative to the host, so yeah, the host won't get error messages. :P

Re: F*cking sync issues

Posted: 08 Mar 2008, 14:41
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).

Re: F*cking sync issues

Posted: 08 Mar 2008, 21:53
by Pxtl
Perhaps unitsync should be checking path hashes? Dunno.