So started doing some alpha testing on Horologium RPG this weekend, and have discovered I have desyncing issues if I have 3 or more players in my map. This doesn't occur at all with 2. Anyone have any ideas of what I should be looking for here? This issue is completely breaking my project's chance of having any kind of multiplayer capacity.
Even though 1.5.3 should have fixed desynchs, they are most likely not your fault. Its probably still an issue in the current patch. Make sure to write an official bug report and contact the devs.
Sure be nice if you were right, save me a ton of headache staring at my bank loads/saves, which are the only things I can think of this being. A little more information, the drops seem to happen at random, they have been occurring while fighting as far as I can tell. Never happens at all with 2 though, only with 3 +. It never happens right at start either, is always after, like a minute or two after at least. This makes me think it might be the saves, they do occur whenever you kill a monster, move an item, buy a stat, etceteras.
In any case, where do I file a bug report if this is indeed their fault and not mine? Thanks in advance!
Write a bug report in the custom maps section of the official SC2 mapmaking forums on us.battle.net/sc2 .
You can also try to talk to the devs directly in the mapster IRC channel.
It is possible, what is throwing me off is that this only occurs for 3 players or more, it is perfectly happy and fine with 2 players or 1 player though. Could 3 saves happening simultaneously cause this kind of issue? This is happening every time the SharedXP function is called and the players are within range of each other getting XP.
Thought I should update this thread, as it turned out the Desyncing issue was my map was saving too often. It would save a bank file whenever a player killed a monster, changed their inventory, or bought an ability/stat. This was no problem for inventory/ability/stat, however the monster was causing some real problems. FIrst of all, it was possible to kill several monsters at once, which could trigger the save multiple times. Second, experience is shared, so 1 monster kill could mean 5 bank saves for 5 players, but if it was 4 at once, be 20 saves right there. Anyways, long story short, set the saves to occur every time a timer tick occured, no longer having this issue.
So started doing some alpha testing on Horologium RPG this weekend, and have discovered I have desyncing issues if I have 3 or more players in my map. This doesn't occur at all with 2. Anyone have any ideas of what I should be looking for here? This issue is completely breaking my project's chance of having any kind of multiplayer capacity.
Even though 1.5.3 should have fixed desynchs, they are most likely not your fault. Its probably still an issue in the current patch. Make sure to write an official bug report and contact the devs.
@Mille25: Go
Sure be nice if you were right, save me a ton of headache staring at my bank loads/saves, which are the only things I can think of this being. A little more information, the drops seem to happen at random, they have been occurring while fighting as far as I can tell. Never happens at all with 2 though, only with 3 +. It never happens right at start either, is always after, like a minute or two after at least. This makes me think it might be the saves, they do occur whenever you kill a monster, move an item, buy a stat, etceteras.
In any case, where do I file a bug report if this is indeed their fault and not mine? Thanks in advance!
@Deadzergling:
Write a bug report in the custom maps section of the official SC2 mapmaking forums on us.battle.net/sc2 .
You can also try to talk to the devs directly in the mapster IRC channel.
@Mille25: Go
Hrrrrmmm, when abouts are they typically on in the IRC chat? Thinking that might be more productive.
Maybe it's how you coded your map. Engine overload?
@DarlD: Go
It is possible, what is throwing me off is that this only occurs for 3 players or more, it is perfectly happy and fine with 2 players or 1 player though. Could 3 saves happening simultaneously cause this kind of issue? This is happening every time the SharedXP function is called and the players are within range of each other getting XP.
Thought I should update this thread, as it turned out the Desyncing issue was my map was saving too often. It would save a bank file whenever a player killed a monster, changed their inventory, or bought an ability/stat. This was no problem for inventory/ability/stat, however the monster was causing some real problems. FIrst of all, it was possible to kill several monsters at once, which could trigger the save multiple times. Second, experience is shared, so 1 monster kill could mean 5 bank saves for 5 players, but if it was 4 at once, be 20 saves right there. Anyways, long story short, set the saves to occur every time a timer tick occured, no longer having this issue.
So it was an engine overload. xD