Forged Alliance Forever Forged Alliance Forever Forums 2013-03-31T19:44:32+02:00 /feed.php?f=2&t=3493 2013-03-31T19:44:32+02:00 2013-03-31T19:44:32+02:00 /viewtopic.php?t=3493&p=36421#p36421 <![CDATA[Re: Desyncs in replays]]> Statistics: Posted by ColonelSheppard — 31 Mar 2013, 19:44


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2013-03-31T19:41:01+02:00 2013-03-31T19:41:01+02:00 /viewtopic.php?t=3493&p=36420#p36420 <![CDATA[Re: Desyncs in replays]]>
@ root: why would someone quitting affect anyone elses simulation? The replays clearly turn out differently when you play them back, a dead person can't give orders or affect the game so why would a quit change anything?

Statistics: Posted by Softly — 31 Mar 2013, 19:41


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2013-03-31T19:21:16+02:00 2013-03-31T19:21:16+02:00 /viewtopic.php?t=3493&p=36417#p36417 <![CDATA[Re: Desyncs in replays]]> Statistics: Posted by ColonelSheppard — 31 Mar 2013, 19:21


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2013-03-31T18:41:04+02:00 2013-03-31T18:41:04+02:00 /viewtopic.php?t=3493&p=36411#p36411 <![CDATA[Re: Desyncs in replays]]> someone quits the game...
so that means: the process dies, doesnt answer to network traffic anymore.
so what to do about it?
1) analyze the network traffic that happens after someone goes to look at the scores vs someone just quits.
2) prevent alt+f4. e.g. print a warning in capital letters with lots!!! of !!! exclamation!!!! marks.

if its a an issue with the synchronization of network traffic then you will not find a clue in progression of the game.
since it happens when someone quits -> its likely the above problem and not related to what units are on the map.

Statistics: Posted by rootbeer23 — 31 Mar 2013, 18:41


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2013-03-31T18:27:44+02:00 2013-03-31T18:27:44+02:00 /viewtopic.php?t=3493&p=36407#p36407 <![CDATA[Re: Desyncs in replays]]> Statistics: Posted by Softly — 31 Mar 2013, 18:27


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2013-03-31T18:27:12+02:00 2013-03-31T18:27:12+02:00 /viewtopic.php?t=3493&p=36406#p36406 <![CDATA[Re: Desyncs in replays]]> Statistics: Posted by Softly — 31 Mar 2013, 18:27


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2013-03-31T18:26:58+02:00 2013-03-31T18:26:58+02:00 /viewtopic.php?t=3493&p=36405#p36405 <![CDATA[Re: Desyncs in replays]]> Statistics: Posted by pip — 31 Mar 2013, 18:26


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2013-03-31T15:48:32+02:00 2013-03-31T15:48:32+02:00 /viewtopic.php?t=3493&p=36365#p36365 <![CDATA[Re: Desyncs in replays]]> Statistics: Posted by Softly — 31 Mar 2013, 15:48


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2013-03-31T15:35:36+02:00 2013-03-31T15:35:36+02:00 /viewtopic.php?t=3493&p=36363#p36363 <![CDATA[Desyncs in replays]]>
To solve it, we have to make sure we know the exact problem. I propose that any replays you see desync get posted here so we can see them and look for similarities, with the ultimate aim of reproducing the problem.

Please post:
1)The replay.
2)The time of the desync.
3)Who left (if you can remember).
4)Also give a rough idea of what scale of game it was, e.g did it desync before t3 land/air came out or did it go all the way to experimental game-ender phase?

Please don't post featured mods, or games that desync without someone leaving because this is probably another issue.

Statistics: Posted by Softly — 31 Mar 2013, 15:35


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