![]() ![]() I'm guessing after the dsync when Patton is syncd up the Stud's game, at which point Patton finds he didn't complete the tech in Robotics. Note, this is different than Patton's game where he see he finished the tech at theĪt turn 156 (Stud Save File 157): Patton suddenly finishes Engineering, and still has two turns to finish Robotics. Some number of turns later the dsync happens and he losses the tech in robotics (don't know for sure what turn this happened).Īt turn155 (Stud Save file 156): Patton has two turns left to Research Robotics. A group of us regularly try and play a multiplayer game, and honestly we can play for hours, but these. Players can choose which one to use in the main menu. In Path of Exile there are three networking modes, that each use a different way to keep the game client and server synchronized. I do love the continued efforts (both paid and free) to expand this game, but I do not remember the last time a non-LAN game was not plagued with sync issues, drop-outs, UI glitches and various other issues. Path of Exile and other online games uses various networking modes to make sure that the player and server stays as synchronized as possible even though the distance between the player and server may be large. (Note: I loaded each game file in a multi-player game, and kicked Patton from the game, to be able to play his side.)Īt turn 155 (Patton Save 156): Robotics Finished and he starts researching Engineering.Īt turn 156 (Patton Save 157): Engineering Finished. Firstly, I love this game, so this is coming from a genuine place, not just a whinge. In looking at the game save files both mine (Stud) and his (Patton), I noticed the following: After the game reloaded after the dysnc, he seemed to have lost the tech (shows he didn't finish it with two turns left), and his worker stopped working the Farixes site. He was saying how not only did he finish Robotics, but completed the tech Engineering as well on the next turn, and had a worker building an improvement on a Farixs which required Robotics to do. This works rather well, but the system does not maintain synchronization between the client instances of the game as of now. At one of these dsyncs, when the game reloaded, Patton was describing how he lost his tech in Robotics. Ive a server/client architecture implemented, where all state changes are sent to the function, validated and broadcasted to all clients connected. ![]() I (Stud_Puppy) was hosting a multiplayer game for a friend (PattonInMyPants) in which we were experience a number of game dsyncs.
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