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Re: [glob2-devel] Next Release: Targetting Network Games
From: |
Kyle Lutze |
Subject: |
Re: [glob2-devel] Next Release: Targetting Network Games |
Date: |
Mon, 07 Aug 2006 21:51:41 -0700 |
User-agent: |
Thunderbird 1.5.0.5 (X11/20060731) |
Bradley Arsenault wrote:
> In the next release, other improvements aside, I think we should put
> multiplayer as the priorty. This means solving desyncs, in particular,
> this 0 checksum seems to be hiding all other encountered desyncs
> (since the 0 checksum bug started appearing, I have only seen a desync
> not involving it once). So, heres to gather the information about that
> bug
>
> 1) It can, and most often does, only happen to one person in a
> multiplayer game.
> 2) It can be reproduced if one person serioussly lags there own system
> 3) Checksums are 0 by default, which means if the packets aren't be
> recieved for some reason and the normal damage control is failing,
> that could be the cause
> 4) I am fairly certain this is a client error, the checksum is being
> sent, just not recieved properly.
>
> If anyone has a slow computer and lots of free time, I would like to
> meet on IRC to try and debug this.
>
I think a rewrite is in order. I am done with work in two weeks for
school. during school, I'll have plenty of free time and will help with
doing documentation. I may not be able to code very well, but I can read it.
I can't remember yet, did we decide on a documentation format? if not,
we should.
perhaps another list of priorities for our next release is in order? we
have a wiki, let's take advantage of it. I'll work with you guys more in
the morning. Also, I do have a slow computer sitting around that I'll
setup later this week.
Kyle