| 08-12-2003, 02:21 PM | #31 |
Guest | there is one more cause of server splits that I can think of. I can't remember exactly what it was but I know about it because I was talking to MicrosoftXP a little bit back when I was having trouble with server splits. He was having a problem on one of the versions of his map, and while I forget the exact cause I think I can remember enough to give you a starting point. I believe that on his map he changed the terrain around and that caused something to disappear (like when you remove land that a doodad is on and it changes color and it disappears) and for whatever reason this was causing his problem. I think he said the item was still there, it just wasn't showing up, but if he changed the terrain back the unit would reappear. That's the general idea. You might want to search his posts here for a better description of the problem and his resolution or you might want to email him. This was a few months ago so my memory might not be completely correct. My server split was being caused by quest messages. It's all good now. |
| 08-12-2003, 10:03 PM | #32 |
We got server split one time from ending cinematic mode over 0 seconds. It also caused the lower unit portrate to dissapear. Changed it to .5 seconds and that fixed the problem. |
| 08-12-2003, 10:17 PM | #33 |
Ive gotten a server split when playing a regular melee map!! Its only happened once, but it was on map 'StromGuard'. I've also gotten a server split on a MoonGlade TD map. But Im not so sure that high dice ect ect has the direct effect on server splits, they just might trigger something quicker, as it has happened on a melee map. May I mention that the Melee game lasted for 2 hours and 30 minutes? |
| 08-13-2003, 12:35 AM | #34 |
the person who made this thead has no idea ok let me xplian it to you : Seversplits happen all at once or over time if u git dissconnect messages and boot out randomly its because of the following: -You are running other programs accesing the internet -you have a router and a different usser logs on or start a upload -you have diaup and the ip you are logged onto is massed -b.net is working or flashing the severs for hackers (flashes happen every 5 hoars -firewall goes crazey and reconnects you -you have verison dsl and your an idot for it -aol is hoggin you -someone scannes your ports daaaaaaaaa -firewall scannes your ports -someone runz a hkolo on you -internal hardware is somehow crossed the hardware and takes a slow -cpu over heats and boom shuts down everything takeing mass fsb -your a noobie and you started this thread It has nothing to do with the host once it start daaaaaaa the host becomes no bandwith prority so lesten up and dont read the thread starters nonsence:D |
| 08-13-2003, 04:55 AM | #35 |
I had a problem with a TD I was making but I found that it DOESN'T MATTER! what the HP or mana is, it's the damage number of die that matters,, if it's above 15 or so the game will split every time,, raise your base damage up, and lower the number of die to below 15 and you should never have another problem with the server splitting. |
| 08-13-2003, 08:04 PM | #36 |
Is it just me or does stold have no idea what he's talking about -_- @Iggystar, that just might be the problem on my map! I'll have to test it to be sure, but at one point I resized the map boundaries, and some of my doodads screwed up, moving large distances to the top left. Maybe one of them is still in the script file...but not visible in the editor. I've also done some terrain work where doodads were removed. |
| 08-13-2003, 09:41 PM | #37 |
I just thought of something else: I remember reading somewhere that setting a camera field for one player desyncs, but can't find the thread. Does it? |
| 08-13-2003, 09:50 PM | #38 |
Well, a few times I was playing Zoator TD, and twice, the same thing happened, around Round 24-26 a few players would desync. For example, there were 5 players, but then something would happen in Round 25, then Player 1, 2 and 3 split in to 1 game, then players 4 and 5 split in to another. How could this be caused? |
| 08-14-2003, 02:50 AM | #39 |
So can anyone confirm if setting camera fields causes server split? |
| 08-14-2003, 03:13 AM | #40 |
the reason desync happens with large numbers is the same reason you can get 3.00000000005 as a result of dividing 9.0/3.0 in Java. scince the numbers are kept via long fractions, and not just using digits. discrepancies occur randomly due to mechanical faliures. And the larger the number the higher the probability that this will happen due to the increased number of fractions involved. So back to desync, the reason it is caused by this is because the mechanical irregularities are accidental, so one person may end up with 490007867 and another may have 490007868 and bang, desync. I have no idea why changing game speed may cause desync in-game but i'm guessing that it might be your code at fault... check it again to see if thats a problem. But perhaps it may be that when lagging the game speed is set to 0 and if a player lags and changes his game speed afterwards it may cause a desync in that way... whatever all i know is avoid using JASS whenever you can and when you do encounter server split, simply find it, delete it, and replace it. |
| 08-14-2003, 04:06 AM | #41 | |
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| 11-22-2003, 11:47 PM | #42 |
This may not make much sense since I do not work with triggers or the editor much (I am borrowing a friend's account name to post this), but I was wondering if anyone has played the Curse of Time 2 plains of media v 1.3 map? It seems to always have server split issues at the onset of the map. Once everyone is in the game, you hear a "allied town is under attack" message, then the split happens. (The town is under attack by creeps) Then a few minutes later another split will usually happen. I thought it was my connection, but my cable internet company says everything is working fine. I am sorry I can't give more specifics as I am rather technologically challenged, but hopefully someone may have an idea as to what is going on with that map. It is protected and it is not nice to steal, so I can't give you specific trigger information. But maybe I can get my friend who's account I am borrowing to explain more specifics if anyone asks for them. The map can be found at www.curseoftime.com and is in the downloads section. Thanks so much! |
| 11-24-2003, 04:38 AM | #43 |
trigger; one plus one event: time elapsed is 5 secs actions: game - display text to all players (auto timed) [convert integer to string: 1+1] Player 1 gets 1+1 = 2 and sends his result to other players. Player 2 gets 1+1 = 2 and sends his result to other players. Player 3 gets 1+1 = 2 and sends his result to other players. Player 3 <-- sending 1+1=2 --> Player 1 and 2 <lag><packet loss> <Player 1 and 2 thinks that Player 3 got 1+1=3, since it's different from the result of other players, Player 1 and 2 drops Player 3.> Player 1 is dropping Player 3. <lag><lag> <Player 2 thinks Player 1 didn't drop Player 3, and drops Player 1.> .......etc...... |
| 01-28-2004, 03:28 PM | #44 | |
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Thank you very much. Same problem with my map, only it was the bounty dice. Be careful to stay low there on the number of dice, too. |
| 07-20-2004, 01:33 PM | #45 |
I once had a TriggerSleepAction of 3 secs in one of my loops. I thought it was too long and changed it to 1 sec. Tested the map - server split - tried again, server split again. I removed the wait completely and everything was fine again. So don't use a triggersleepaction of 1 sec in your loops. |
