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Solving Out of sync Errors


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#21 JUS_SAURON

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Posted 11 April 2009 - 08:33 PM

It has all the main places in Middle Earth

Crazy stuff you got there, gonna check it out next week :p

THANKS - Your mentioned as a Consultant ;)
Its also on 3rd Age as I'm done Testing !
It can be used without my MOD JUS_SAURON which is also on the Site

Check my Signature !! :p

#22 Puppeteer

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Posted 11 April 2009 - 09:11 PM

My two pence: I was always told, by some of the masterminds who have sadly left IP aeons ago, that OCLs are one of the biggest causes of OOS.

#23 Crusard

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Posted 11 April 2009 - 10:45 PM

I remember you told me that once, but I've never experienced any problems with it (And I've made quite a few multiplayer runs).

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#24 Devon

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Posted 12 April 2009 - 12:06 AM

Looking forward to playing this ;)

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#25 Sûlherokhh

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Posted 12 April 2009 - 12:17 AM

My two pence: I was always told, by some of the masterminds who have sadly left IP aeons ago, that OCLs are one of the biggest causes of OOS.


If they really where, each and every multiplayer game should go desynch. Basically every summon and many weapons work with OCLs. ;)

And the way i proposed would only use a script to trigger a specialpower of an object that the player already owns, much like some powers are activated by the AI when put on AutoTrigger, which also causes no desynch. Besides, the Skirmish AI of BfMe1 uses exactly those scripts i mentioned for all hero powers and spells, so it should be safe to proceed like that.

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#26 JUS_SAURON

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Posted 12 April 2009 - 02:35 AM

Looking forward to playing this :p

I hope you like it ,Its on 3rd Age (Check my signature!) :p

I tested both the Mod and the Map for 2 Hours
The Scripts happen when you trigger something
similiar to movie !
I have not played networked so I cant check
Out Of Syn Errors ,But I have played with
Both sides and the scripts run fine !

ENJOY ;)
And again thanks for the help !!

#27 Grizzlez

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Posted 12 April 2009 - 05:35 PM

My two pence: I was always told, by some of the masterminds who have sadly left IP aeons ago, that OCLs are one of the biggest causes of OOS.

If they really where, each and every multiplayer game should go desynch. Basically every summon and many weapons work with OCLs. :mellow:


In a mod where you can create new ocls there is no problem. But what us map.ini writers at IP found was that when you mess with the ocls it is very easy to create something that goes OOS because your overriding them and not adding in a new one. Just something we found when doing some big map.ini files for serveral maps.
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#28 Sûlherokhh

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Posted 12 April 2009 - 07:33 PM

I see your point. I am not deep into map.ini modding, so i didn't know about that detail. I am sure there are quite a few more pitfalls for map.ini modding, and that's on top of the game's inherent pitfalls. ;)

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#29 JUS_SAURON

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Posted 12 April 2009 - 11:44 PM

Is It at all possible to check OOS on ONLY ONE computer ??
Like playing as map both sides , owner of OCL SpellbookPower THEN as Reciever
If not I'll have to buy more network cable ;)

What I realize is that you get a different reaction from say

This Player fires OCL / Set in Player_1 Folder From
Player_1 fires OCL / Set in Civilian Folder From
Local Player fires OCL / Set in Player_1 Folder

The last one is what the tutorial basically say to use to get Player specific
Scripts to work eg Notifications / Sounds

Edited by JUS_SAURON, 12 April 2009 - 11:50 PM.


#30 Crusard

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Posted 13 April 2009 - 01:49 AM

because your overriding them and not adding in a new one.


So what's all the fuzz about... just don't override existing OCLs, make new ones instead lol ;)

JUS:
Always use Player_1, Player_2, etc. instead of Local Player and This Player. Even on player-specific scripts (just to make sure).
And remember FireOCL + LocalPlayer = OOS :crazed:

And no, there's no way to test OOS on a single computer :S

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