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 PostPosted: 01 Aug, 2012 
 

Joined: 01 Aug, 2012
Posts: 6
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Hi all, long time GPG fan here :D Been lurking around these forums for a while as well and I'd like to thank everyone who is contributing to modding SupCom2 even tho it is not officially supported, and to everyone that made FA a superb game.

I've been trying my hand at making my own mod, it's still beta stage so please bear this in mind. The problem I'm currently having is that it seems to be causing a desync error when I play with my friends in multiplayer. We all have the same files and yet in a 3 human vs 3 AI (all land) skirmish on Van Horne Core the game desyncs at around the 20 minute mark everytime.

I'm hoping that someone more experienced than I am at modding can help me diagnose this problem because I really don't know what it is. I have managed to enable the log file but it doesn't tell me anything I can interpret as useful.

The download link for anyone that wishes to test it is below. Otherwise I'm open to suggestions from anyone that's had similar desync issues in the past, even knowing how to activate or use any advanced debugging tools would help. Thanks in advance.

https://dl.dropbox.com/u/4422139/experi ... s%20v3.zip


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 PostPosted: 01 Aug, 2012 
 

Joined: 02 Jul, 2010
Posts: 1261
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There no debugging for desync's but i can see by looking over your mod you haven't added any CostStamp to your units which is the main course of desyncs.

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Revamp Expansion Mod
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 PostPosted: 01 Aug, 2012 
 

Joined: 01 Aug, 2012
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Thanks live or die, that's very interesting. I looked through the code for each of the custom units (in their faction folders) and I found in each blueprint a line like this one:

Code:
Navigation = {
        CostStamp = '/coststamps/Default/Default6x6_coststamp.lua',
    },


Is there anything else that needs to be added for CostStamps?

The units in z_standard_units.bp and z_ base_shadow_units.bp are all merge units, so wouldn't they already have a cost stamp associated with them?

EDIT UPDATE: So I did a search on the forums and found out that the CostStamp needs to match the footprint size else desyncs will occur. There are indeed some mismatching errors in my code, which I will fix.

My next question is does this footprint/Coststamp ratio also apply to experimentals/or unit scaling? Say I resized a kriptor to make it bigger, does that blueprint also need its Navigation changed? I ask this because the code for units seem to be different than for buildings?

Code:
Navigation = {
        IgnoreNeighbors = true,
        Radius = 6,
    },


Thanks for your help.


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 PostPosted: 02 Aug, 2012 
 

Joined: 02 Jul, 2010
Posts: 1261
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Yes its best to match each CostStamp to there footprint size and no this only needs to be done with base units so none mobile units, also if you add any new units which i thought i saw in your mod you need to add CostStamp to those two.

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 PostPosted: 02 Aug, 2012 
 

Joined: 01 Aug, 2012
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Edit just an update: What you suggested has worked perfectly, the game is no longer desyncing!! :lol: Thanks for the suggestion.


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