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Domino
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Posted: 01 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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the plot thickens then pal, are you 100% you both have the same scd's?
_________________ Domino. ______________
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luckdemon
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Posted: 01 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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Yes we are. It desyncs at beat 0, and at beat 1. But after that it doesnt desync until beat 1859, and after that it only gets worse.
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Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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Domino
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Posted: 01 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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ok we have identified the problem, it seems the games navigtor function is busted, sometimes it will return the vector per sim, like if we have one vector { 123.9, 2, 0 } it will return that on one sim but { 124, 2,0 } on another, :/ what a load of tosh! 
_________________ Domino. ______________
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luckdemon
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Posted: 01 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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So can this be resolved? or......?
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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Domino
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Posted: 01 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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ofcourse, things can always be resolved pal  we started another game... i just made the holograms guard the generator, no desync, the world is a better place  the galaxy is free from the dreaded hard hand of nod, i mean uef desyncs
_________________ Domino. ______________
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luckdemon
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Posted: 01 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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luls... so its all fixed now?
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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Domino
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Posted: 01 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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the desyncs are yes the holograms need new code to make the holograms move around.
_________________ Domino. ______________
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luckdemon
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Posted: 01 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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new beta pl0x?  i really want to make sure the desyncs are gone...
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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Domino
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Posted: 01 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, Latest beta for testing. http://www.mediafire.com/?ibb8j1n9cpz3g6hhopefully this will not desync if holograms are in use! there maybe some small errors because its a quick fix for holograms, they may appear to act in the same way but some advanced functions have been removed for safety, holograms will follow the generator and take incoming fire, they will attempt to follow the parent, however if the distance from gen to holo is to great that holo will be destroyed and new one created. that is all.. report any desyncs or errors  Cheers.
_________________ Domino. ______________
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luckdemon
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Posted: 01 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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Well, no beat 0 desync. But it did desync at 2 minutes. As soon as all of the AIs built their land scouts XD
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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stuartpierce
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Posted: 01 Apr, 2012
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Joined: 22 Feb, 2007 Posts: 167
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Same here. No desync at 0, but as soon as I build the UEF scout, it started.
Stuart
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luckdemon
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Posted: 01 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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weird stuff happened now... i told my friend to turn on the synclog.... and it didnt desync. a full game. scouts and all  Edit: next game desync'd soon after uef land scout.
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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Domino
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Posted: 02 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, OK, Sorry, :/ i guess its not what i thought it was, however now that has been tested, its now time to test something else, imma go out on a limb here and say i have found it, If it is this, it actually sux regards to holograms.. Give this a test for me.. im like 99.9% confidant it will not desync. if it doesnt desync ill tell you what the problem was, just for ref to other modders.. however if it does ill keep quiet and try something else, it defo the holograms, they are ultimately different from normal units in one way, i have changed this differance in this beta to be like normal units, so we shall see what happens http://www.mediafire.com/?mwqgogrt7na5pk8the reason for so many betas on this is that i want to change little parts of code, to see what the problem is, if i change lots and fix, we will prolly never find out what the problem was. anyway, give this go.. tell me the results.. 
_________________ Domino. ______________
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luckdemon
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Posted: 02 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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I've realized in the past, that the holograms don't show up on radar. And therefore are only effective against units that don't have radar, or on large maps away from the enemy base. If the AI sees a unit, but they sent a land scout too, they will only attack the real units and not the holograms.
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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Domino
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Posted: 02 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, Dont get confused by the holograms, just cause they dont show up on radar does not mean they arent detected on radar on intel, because the are  its just by design we preferre not to show them, the ai sees them as an active unit, just like any other unit and will attack them regardless of what intel type the unit has, the problem were having here is related to them passing through other units/structures, its a strange one, and when i say what the actual problem was, other experianced modders will understand what the problem is, its not a scripting error, or mod error, infact DMS and 4DC are actually near enough perfect.. (obvioulsy a few bugs) the problem is in something i did/enabled which is not default, and obvioulsy not default for a reason as it causes desyncs, its been a pain though, without your help and everone elses i wouldnt have figured this bug out for a long time, as its something i would never have thought of ... have you desync'd?
_________________ Domino. ______________
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luckdemon
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Posted: 02 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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My friends are offline  and when they are offline, i have nobody to test with.
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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luckdemon
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Posted: 02 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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No desyncs whatsoever. with and without UEF. A comment though, on the seraphim t2 shyelds, im not sure why, but sometimes, they do not appear to want to shield a building/unit. No obvious reason, but that particular unit just doesnt want to be shielded. tested on t2 power gens, random units, pretty much anything. And it isnt a unit in particular. Its just THAT one unit. Other power gens will be shielded just fine.
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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stuartpierce
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Posted: 02 Apr, 2012
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Joined: 22 Feb, 2007 Posts: 167
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54 minute game, 8 players (6 AIs), 3 as UEF, no desyncs!
Stuart
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stuartpierce
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Posted: 02 Apr, 2012
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Joined: 22 Feb, 2007 Posts: 167
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On the shyelds, they are very picky when the target is on a sloping terrain. Move the target a few feet once or twice, and then the shyelds will attach.
Stuart
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luckdemon
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Posted: 02 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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Its just a little hard to move a t2 power gen, when you're being attacked by 4 cheating sorians 
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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Domino
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Posted: 02 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi,  phew! We made it guys, well done and good job but also a big thank you  regarding the shyelds, some units are exempt fromt he shyeld effect for various reasons, however i will look into why the t2 pgen wont shyeld, ill be looking at this unit anyway, as it sometimes gives AIR units a smaller shyeld hitbox than the units normal hitbox, which makes the shyeld useless on air units.. got a few other small bugs to fix also on other units.. which i can now do being that the desync is fixed.. also gotta add the dgun enh to all factions with a few script updates..  if you see an error, as usual let me know. ok now regarding the desync, it was caused by units having a zero footprint, about "a year" ago i added some zero footprint entries, one for each motion type, holograms are currently the only units that use a zero footprint, this is how they are able to pass through all other units... it seems that units with zero footprints have high potential to desync the game, this is because when you move these zero footprint units, sometimes the returned vector is different in each sim, instant desync, What this means is that for mp games we can never use a unit that has a zero footprint..  what this means for holograms is that we have to ditch/shelve them until a better solution can be found to handle them passing through units and eachother.. we could "hack" some code together to make them kinda function how we want but we decided that we only want quality 100% working straight forward code in 4dc and DMS, so we decided to remove them for now, we have something else planned for the uef.. stay tuned..  Again thank you for all the testing.
_________________ Domino. ______________
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brandon007
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Posted: 03 Apr, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Domino wrote: Hi,  phew! We made it guys, well done and good job but also a big thank you  regarding the shyelds, some units are exempt fromt he shyeld effect for various reasons, however i will look into why the t2 pgen wont shyeld, ill be looking at this unit anyway, as it sometimes gives AIR units a smaller shyeld hitbox than the units normal hitbox, which makes the shyeld useless on air units.. got a few other small bugs to fix also on other units.. which i can now do being that the desync is fixed.. also gotta add the dgun enh to all factions with a few script updates..  if you see an error, as usual let me know. ok now regarding the desync, it was caused by units having a zero footprint, about "a year" ago i added some zero footprint entries, one for each motion type, holograms are currently the only units that use a zero footprint, this is how they are able to pass through all other units... it seems that units with zero footprints have high potential to desync the game, this is because when you move these zero footprint units, sometimes the returned vector is different in each sim, instant desync, What this means is that for mp games we can never use a unit that has a zero footprint..  what this means for holograms is that we have to ditch/shelve them until a better solution can be found to handle them passing through units and eachother.. we could "hack" some code together to make them kinda function how we want but we decided that we only want quality 100% working straight forward code in 4dc and DMS, so we decided to remove them for now, we have something else planned for the uef.. stay tuned..  Again thank you for all the testing. Your Welcome =p Is DMS Bug Free now? XD
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Domino
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Posted: 03 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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it will be in a few days.. just gotta clean up some minor stuff pal and remove the holograms
_________________ Domino. ______________
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luckdemon
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Posted: 03 Apr, 2012
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Joined: 08 Mar, 2012 Posts: 114 Location: Lurking somewhere around GPG forums.
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THAT'S GREAT NEWS! I can't wait to find out what is going to replace the holograms. Honestly, DMS and 4DC is the only reason i ever play seraphim  nothing says "hi base im here to destroy you!" like an ahwassa with a shield and 80% phasing. Does this mod support AIs with all of the upgrades? I have never seen an AI upgrade an SCU ever, or put phasing or holograms on any units that didnt come standard on them. Edit: You still working on that WOF mod? Still can't wait for it hahaha...
_________________
Domino wrote: cool beans! Beans, Domino has them, why don't you?
Domino wrote: what a load of tosh!  Beans beans, they're good for your heart, the more you eat the more you fart.
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Domino
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Posted: 03 Apr, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, Well a couple ideas were tossing around are: CloakStealth: cloak and stealth combined (working on code now) Accuracy Field: all units in the field will get 100% wep accuracy. Anti gravity bubble: enemy gets surround by a bubble and float up, when the bubble is popped (detonate or fired upon) they fall to the ground, they get height damage.. sounds comincal however this could actually be very cool if done right. build accelerator field: each engi gets a build bonus dependant upon how many engi are in the field, something like.. if 10 engi are speed building (assisting) to buidl something, each engi will get a x% buidlrate buff ontop of the assisting bonus.. by all means if you have an idea, post it  we might make it reality. Ya WOF is on our to re-do list 
_________________ Domino. ______________
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