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View Revisions: Issue #1804 | [ Back to Issue ] | ||
Summary | 0001804: Client / server desync | ||
Revision | 2014-06-29 05:20 by Warmonger | ||
Description | This is what Kammer reported on AC. I can't observe it directly, but indeed sometimes too many windows are created. Creating second server will inevitably lead to game desync, this is why game crashes at hero move. |
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Revision | 2014-06-29 05:26 by Warmonger | ||
Description | Previosuly: RMG launch creates new server window. This is what Kammer reported on AC. I can't observe it directly, but indeed sometimes too many windows are created. Creating second server will inevitably lead to game desync, this is why game crashes at hero move. |
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Revision | 2014-06-29 05:20 by Warmonger | ||
Steps To Reproduce | |||
Revision | 2014-06-29 05:26 by Warmonger | ||
Steps To Reproduce | Launch a map, move hero out of castle -> crash. State of hero in town is different on client and server. |
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Revision | 2014-07-27 18:30 by Warmonger | ||
Description | To sum things up: - Picking any removable object leads to crash at recalculating paths - Random number generator on random map was out of sync. Now it is, but it doesn't solve the problem. |
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Revision | 2014-07-27 18:30 by Warmonger | ||
Steps To Reproduce | Launch a random map, pick any treasure -> crash. State of hero in town is different on client and server. |
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Revision | 2014-07-27 18:28 by Warmonger | ||
Additional Information | |||
Revision | 2014-07-27 18:30 by Warmonger | ||
Additional Information | Game would crash just when hero left the town. I made a workaround for that. |
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