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TSync

03-25-2008, 12:39 AM#1
Toadcop
Well it's seems to work nice... so.
here my way to sync data.
it's power is to sync alot of data at once.
how it work you can check self in the example map =)

+ in some way it's a system ^^ so give me credits if you will use it :P Pizda ! xD omf rofl.
// and i just tested in MP and it works well so my goal is achived ^^
// tnx PipeDream for suggesting me to make it =) and post here.
// Currently no really docs are there.
Attached Files
File type: w3xTSync.w3x (19.3 KB)
03-25-2008, 12:50 AM#2
Salbrismind
What does it mean to sync data?
03-25-2008, 12:54 AM#3
Toadcop
what does mean local data ? ^^

you can share you "CameraTargetX/Y" to the rest of players and after it you can use it in "global" algorithms.
it's just an example. there a better things which can be synchronized =)
03-25-2008, 01:22 AM#4
Gorman
sync = synchronise = to been the same at the same time (sync=same, chron=time, ise=to make, "to make the same time")
03-25-2008, 01:46 AM#5
Salbrismind
Quote:
Originally Posted by Toadcop
what does mean local data ? ^^

you can share you "CameraTargetX/Y" to the rest of players and after it you can use it in "global" algorithms.
it's just an example. there a better things which can be synchronized =)

Doesn't it automatically sync all information but we choose that some players don't have the same effect?
03-25-2008, 02:43 AM#6
Zandose
I think I understand. Sorry if I get this wrong.
Quote:
Originally Posted by Salbrismind
Doesn't it automatically sync all information but we choose that some players don't have the same effect?
For effects, you create the effect for all players, but only hide/unhide it for certain players. All the players have the same data/variable for the effect, which is sync'ed, and doesn't cause any problems. And showing the effect to only one player doesn't cause a desync because the effect itself doesn't 'affect' anything.

Camera's are different. They are done locally. Check the BJ functions for the camera and you'll see that it's done locally on each persons computer (no sync'ed data). You cannot declare which person's camera you want to get information from or to change. There's just no option to select a players camera. If you were you use the native "GetCameraField()" each computer would get different results, and thus cause a desync.

In short what Tsync does is sync unsync-able data, like camera information.
03-25-2008, 02:52 AM#7
Hydrolisk
You can't sync unsyncable data; only find a way to go emulate its effects.

On-Topic: Good job. I'd look at it, but I currently cannot, and I don't think I really want to; I'm just slightly surprised that no one has thought of this before. I'd someone did, great for them. Still, good job.
03-25-2008, 03:20 AM#8
Zandose
I took a fast look, and I'm still not sure how it works.
03-25-2008, 05:05 AM#9
Ammorth
It seems like it works by casting spells (which can be forced at a local level) and transfer the casts to data which can then be used globally (since all computers detect the cast).
03-25-2008, 12:51 PM#10
Toadcop
it's simple and genial xD

but anyway... in practise it can't be used often than ~1 time per second... =(

but well it's not made for dynamic syncs. (and it's allmost impossible to make it dynamic realy dynamic...)
03-25-2008, 01:40 PM#11
Anitarf
In that case, you can't really use it to sync the position of a unit with the camera position... That would rule for custom interface additions.
03-25-2008, 06:31 PM#12
Dead.oK
Тоадкоп. Это вещь!
З.Ы. А твоя Projectile System лагает(в разных случаях - по разному)
03-25-2008, 07:35 PM#13
Pyrogasm
How about speaking English, Dead.oK?
04-01-2008, 04:07 PM#14
Gwypaas
Could someone please give me a piece of code where it would be good to use this system?

I'm thinking about trying it but I can't when I don't know any good area to use it in. :(
04-02-2008, 09:47 PM#15
Toadcop
Gwypaas you simply don't have ideas for mega uber imba projects xD
// this is for advanced users.