| 08-17-2003, 04:02 AM | #1 |
So far, I haven't seen any readily-apparent logic to my server splits. I had nothing executing at 0-10 seconds (besides having the Rebel Forts established, groups of units..), and I've had server splits at 0, 3, and 7 seconds. (0 being initialization) Most splits occur on slower computers that lag at the beginning due to the larger size of the map (256x256).. They either get disconnected (if they are the only one that splits) or a group get sent off. I deleted some variables because they are initiated at the initialization... It appears I had unused variables.. woo hoo. Of course, that changed nothing. Now my question is, would there be ANY reason why the server split would stop happening if I exported triggers, terrain, and unit information into another blank map? I have fixed random problems by doing this.. If what I am doing right now (overhauling the ENTIRE start of the game and voting system at the beginning) doesn't work, I'm probably going to try anyway.. but.. Is there a logical reason for it to stop? Thanks in advance to any replies. |
| 08-17-2003, 04:07 AM | #2 |
If you imported all the triggers, units and everything in to a blank map, it would still cause a Server Split because it's a problem with the triggers. Do you have any GetLocalPlayer commands in the map, or anything else suspicious that launches in the beginning that could be causing it? Anything at all? |
| 08-17-2003, 02:25 PM | #3 |
Absolutely nothing. Checked many, many times.. |
| 08-18-2003, 12:54 PM | #4 |
Several others have had the server split problem at initialization (my map included), and as far as I know noone has found a solution. The problem is not in triggers, but something about the map. Think of specific things you've done: -Ability/Unit/etc. editing -Changes to Gameplay constants -Changes to map/camera boundaries -Map size -Initially RoC map or created post-TFT -Number of doodads -Tileset configurations -Etc. |
| 08-18-2003, 08:46 PM | #5 |
Interestingly enough, my map falls under nearly all of those categories... -Ability/Unit/etc. editing -- no original abilities/units used. -Changes to Gameplay constants -- Necessary stuff for rebel attacks etc. -Changes to map/camera boundaries -- enlarged from 192 to 256 -Map size - 256x256 -Initially RoC map or created post-TFT -- Initially RoC map. Revamped for TFT. -Number of doodads -- I'm a tad below the limit on destructibles by around 40, and total I have around 10500. -Tileset configurations -- Loads of tileset modifications. Borrows information from many tilesets. Quite hard to diagnose.. However, I have made some progress. People with slow load times are the usual initialization disconnect/split victims. I found the other split (apparently there WERE two all along, thus a very high chance of splits per game)-- it was related to one of the 4 rebel units (general, doctor, infantry, or leader) which I will fix today hopefully. |
| 08-19-2003, 03:11 AM | #6 |
Well, since my map was slanted more towards single player than multiplayer I never found the solution. I've read of several causes for a desync, but none seem to fit the bill. My opinion is that it is a TFT specific thing because my map didn't have this problem in RoC. The problem most likely stems from some quirk in the ability editor, or perhaps the gameplay constants. My suggestion is to make 3 different versions of your map for testing: one with all abilities/gameplay constants set to default, another with all units set to default values, and another where all objects are removed within 2 inches from the playable map area (cameras, doodads, regions, units, etc.). The problem is not a usual suspect. Previously I had a problem with loading saved games on two of my maps and noone (even Brett Wood) had a clue what caused it. I deleted several sections of a certain map and finally pinned it on the least suspected trigger - Quest text length. If you do happen to find a general section where the problem might be located then send me a PM or reply to this post and I'll look into it a bit further. I don't think anyone here can help further. |
| 08-19-2003, 04:05 AM | #7 |
I did find the problem actually. Wait (game time seconds) in a loop. Took em out, no more split. Very rarely a person may get disc'd at initialization, however. |
| 08-19-2003, 06:43 AM | #8 |
Why would you wait game seconds in a loop? |
| 08-25-2003, 09:19 AM | #9 |
We are having a desync problem and we use wait in a loop. Its actualy needed because we have a quest engine (heavily looped) that fires when a item is picked up and the hero has another item and then removes both items and creates a new item. Without a 0.10 wait added the new item sometimes does not apear. It didnt cause server split in RoC using normal wait. We will switch it back to the old style wait and see if that helps. |
| 08-25-2003, 09:33 AM | #10 |
I find that wait-game time inside a loop action causes the trigger to skip the remaining actions. examle E- blahahbahbah C- blahahahahahha A blah blah blah blah loop action A- display to all players 11111111 A- wait 5 gametime secs A- display to all players 22222222 only the 111111111 is shown - ByTe.ME @uswest |
