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Issues found on Dogfight Network Game #405
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The general issue is that clients load their own resources of maps (map + weapons) & game-settings (ammo, ..). |
These should be separate issues; here are some initial comments:
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I don't mean the latency, I mean the time the game is running, shown at the clock in the top-center of the screen. Isn't that supposed to be equal for every player?
Besides logging with DEBUG, is there another option one has to use to log stack traces? |
To generate core dumps: http://stackoverflow.com/questions/17965/how-to-generate-a-core-dump-in-linux-when-a-process-gets-a-segmentation-fault |
Fixes exit area sometimes showing for networked PVP games. There is a single frame where the client has joined but the players haven't spawned, causing the game to incorrectly think that PVP is over and one player has won. Also correctly shows the "Waiting for players" message if a PVP mode is played but only one player is present.
@cxong Thanks, I'll look into that at the next opportunity. |
By the way, I think if you configure the project with |
Thanks. The problem is, I don't know the next opportunity to test BTW: Does this setting also affect the editor? If so, I could provide Best regards On 06.05.2016 14:04, Cong wrote:
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yes; I wasn't aware #407 was an editor problem? |
Oh, sorry, I meant #408 instead. On 06.05.2016 15:04, Cong wrote:
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Looks like I missed a problem here; about the time sync issue, that's the mission timer, which starts from 0 for the player. So if someone hosts a game and then a client joins later, the client's mission timer will be smaller than the host's, because it starts from 0 from when the client joins. Although they're not synced, in theory they should tick at the same speed. I guess in multiplayer scenarios the timer should be taken from the server - maybe on connect, the host sends their current timer value and then the client just starts counting independently from that. The timer doesn't really affect anything else yet, it's just informative. |
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