humm ,
why give a choice? why should a player wont pick to force?
45°38'N-13°47'E;13501402 said:Ok, yesterday I've started a test MP game with RyoHazuki and we had terrible experience with OOS. We have logs if Afforess wants to have a look at them but my main question is: how does the new resynch code work? I mean, what happens when the game goes OOS? Should it resynch by itself or what? We've also tried hot-joining the game but it didn't work every time. And a couple of times it happened that the game was in synch then OOS for a few seconds, then in synch again and so on; all without moving any unit or doing anything (well, I was opening the chat window to chat with RyoHazuki).
No it's not complete, I need to add a UI dialogue so that users can approve of resyncs before it occurs (automatically occurs currently).
Also there is a rare ctd when resyncing new units that I need to fix.
No, we have to find some time to test it with Afforess I suppose but lately we had other priorities although we've discussed the subject.Did you made some progress on this ?
On my major check list to make this mod perfect, there is still:
- Multiplayer resync code from Afforess (n°1 )
- Asian languages support
- xUPT code improved
- A good main menu animation
Did you made some progress on this ?
On my major check list to make this mod perfect, there is still:
- Multiplayer resync code from Afforess (n°1 )
- Asian languages support
- xUPT code improved
- A good main menu animation
I wish it was simpler to resolve that issue. Maybe in the far future, Firaxis will release the Civ 4 source code :x Good luck anyway.
I hit a major issue where resyncing units caused a crash in the EXE, related to the graphic entities attached to the units. I could exclude units from the resync, but that means units would still cause OOS.
So right now I have been trying to theorize better ways to find OOS and fix those...since fixing OOS issues would remove the need for resyncing in the first place. The primary problem is that by the time 2 players get an OOS, tens of thousands of lines of code since the cause of the problem have already been executed, and tracking down where the issue occurred exactly is tricky.
I have been considering writing some sort of code to create a dump of the game state at regular intervals (a few thousand times a turn...) and trying to use that to tell where the game states between two players diverge. But the problem is that this would require me to add a lot of code to dump the state at critical sections in the code, and seriously hurt turn time in MP. At least while the code is active. So I am still in the theorizing & planning stage with this idea.
Many people are, I'm one of them. Unfortunately, it's tricky and it requires time. Hopefully Afforess will be able to solve the problem sooner or later [emoji4]I would like to play this mod with a friend in multiplayer, so I'm eagerly awaiting this fix
Hey Afforess, I had an idea about a way to seek OOS errors (maybe a bit naive). This is just a draft:
We can try to find a way to create pitboss games and to log into the same game. Then make the game AND pitboss to generate logs and put the game to autoplay. That would generate OOS automatically. Even so, I don't know if there is a way to understand what is out of sync from the displayed number.
Thank you for the answer. I'm not enough skilled to dive on this question.