Network desync

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notu
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Network desync

Post by notu »

Something like this has probably already been suggested, but on a quick browse i couldn't see it.. as a (possibly) quick fix for networks could you put in, instead of just a message box for network desync, an option to rejoin? I was thinking something simple like running shell openttd plus the initial parameter (ie the ip address used) plus -d their current company, and closing the offending client quietly. Of course this wouldn't work if you were the server, but for our lan games the most common problem was desync for non-server players, which although only requires hitting window key+r enter, it got annoying when it sometimes got out of sync frequently.
Of course you might be busy just getting network play going anyway, and not bother with this.. but if you could squeeze it in, would be nice :)
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Darkvater
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Post by Darkvater »

See here: http://www.tt-forums.net/viewtopic.php?t=8471
Already being worked on. It altough still amazes me how you could get network desyncs on a lan play? I've played it with 3 others for about 5 hours straight (I know :P ), and only 1 desync occured for 1 player. I was server, ADSL 1024/512.
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notu
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Joined: 27 Jun 2004 20:37

Post by notu »

Yeah, not sure what the problem was.. maybe the fast build speed ai companies? Or possibly because we had a couple of people on the same team...
Trying to put the patch in now ;)
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