Hello, I hope you're enjoying this 4p pbem game, mainly after the latest fix (1.08q).
For the synch stuff, I'm working on a new feature that will allow you PBEMers to load re-synched games without having to tweak the .SAV file.
My idea is that the game creates a .PBM text file for each PBEM game, each player has his own .PBM file, one per each PBEM game. This file contains the faction actually played by the player, so this file is not to be shared with other opponents (like done for .ORD files), it's personal.
Thus, every time the game loads the save file, the faction informations stored in .PBM file take precedence over those stored in .SAV file. That means all PBEM players can share the .SAV file and are requested to have a personal .PBM file. Provided the .SAV is shared, when an out-of-synch occurs, there's no need for each player to modify the .SAV file, because the important assets are in the .PBM file.
Mitra wrote:Calvinus, non è che hai una documentazione sul formato e struttura del file sav. Volevo provare a fare appena ho un pò di tempo in VB o Java un parser che permettesse di verificare la consistenza dei vari sav files tra loro. Ma non ho idea di qualche pezzi del file siano rilevanti per farlo.
Mitra wrote:Calvinus but if the PBM will contains information which have the priority over the SAV file, i suppose it will contains data not subject to desync, like at example the unit's positions? Correct?
Mitra wrote:Sorry Axe, are mainly technical discussions about how reduce the desync; I asked about the possibility of different technical solutions. Like it is now, according to Calvinus explication of what cause the desync, it should be better exchange the sav and map file after every military turn.
powcarrot27 wrote:Did AH beat my Serb 1st army at Belgrade in September turn? I never recall them doing so.
Mitra wrote:Ma non è fattibile eliminare la parte random? Mi spiego meglio: l'host riceve gli ord, processa il turno, invece e manda indietro agli avversari i files contenenti i fattori di generazione casuale che adesso causano il desync. Praticamente la registrazione di cosa il PC client deve fare a fronte di una scelta dove prima sceglieva l'AI locale. Assumendo l'host fisso sul giocatore che tiene la Germania. Altrimenti generare un log file testo che esperto il log che adesso c'è sulle schermate di battaglia, che mi sembra molto completo.
Mitra wrote:Different game options in the player settings can have a impact on the desync (like AI aggressivity at example)?
calvinus wrote:Che significherebbe implementare un motore come i giochi AgeOD. In WW1 è tutto molto più complicato perché ci sono diversi livelli di giocabilità (attivazione armata per armata, gioco a turni, WEGO) e in più le battaglie permettono l'interazione di scelte tattiche, tutta roba che nei giochi AgeOD non è nemmeno prevista. Che significherebbe riscrivere completamente il 70-80% del gioco...
Mitra wrote:Something doesn't work with my diplomatic phase: first I conquested Liege during the event phase processing, I don't think is it possible normally, usually you saw a replay if battle of previous military turn.
Mitra wrote:Second in the diplomatic phase I cannot move my ambassador, two of them result already as "in mission" and the others cannot be placed.
Mitra wrote:Calvinus ti volevo segnalare questa cosa: provando questo turno ho visto che se ricaricavo il file di salvataggio senza prima uscire dal gioco (insomma passando subito dal menu principale), per un paio di secondi vedevo l'interfaccia del gioco "sporca" con i dati della fase da cui ero uscito (insomma ho visto i pulsanti diplomazia, mentre avevo ricaricato il file eventi).
Dato che può essere successo durante la partita che qualcuno di noi giocasse due turni consecutivi in questa maniera, può essere che nel gioco rimanga qualche variabile sporca dal turno precedente?
Guys during the match did happen to someone of you to play two turns consecutive without go out from the game before? (you process two ord series without close the game between the two).
Altaris wrote:I think I've done some consecutive turns without exiting fully... didn't realize that was a bad thing. Gotta say, after trying out a TCP/IP game with Poweraxe last night and largely banging our heads in futility at constant issues, I'm seriously doubtful of the feasibility of a full MP game of this. It's a great concept behind the game, but the bugs are tough to deal with in MP.
Altaris wrote:I think I've done some consecutive turns without exiting fully... didn't realize that was a bad thing. Gotta say, after trying out a TCP/IP game with Poweraxe last night and largely banging our heads in futility at constant issues, I'm seriously doubtful of the feasibility of a full MP game of this. It's a great concept behind the game, but the bugs are tough to deal with in MP.
calvinus wrote:You should see a tooltip saying what is the reason or a red (error) message when you click the move buttons. What does the tooltip or message says?
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