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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




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