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Re: [glob2-devel] world desyncs
From: |
Leo Wandersleb |
Subject: |
Re: [glob2-devel] world desyncs |
Date: |
Thu, 07 Sep 2006 22:52:24 +0000 |
User-agent: |
Thunderbird 1.5.0.5 (X11/20060812) |
Donkyhotay wrote:
> The world desyncs are currently the biggest problem with glob2 at this
> time.
right!
> I only have one computer I can
> compile on so I don't have any way of testing for desyncs
wrong! simply run two instances of glob2. works perfectly. you can even
play against yourself via YOG.
> and would
> appreciate if someone could help me test this to make certain this
> really is the problem.
i tested it before as descrtibed above and having different flag
settings in both instances caused a crash with the first flag beeing set.
> Specifically set the game so that when a
> building(flag) is placed if there is a custom setting it performs a
> quick loop sending out orders to increment the workers.
That's about what Stephane said. keep it a gui-thing. i'm not into the
code now but i'm sure there is a better way to increment workers than
one by one.
> (the other being having the
> players default number of units being sent out over the network at the
> beginning of the game).
I prefere the first version although both are fine.
greetings, leo wandersleb