Hi Jean-Luc,
  So you are saying that all players updates are determined by the update of 
the slowest connected player now?  That way, although game play may be 
slowed a bit, no one will have an advantage in multiplayer?
  Was this a new change in beta 8 or 9, because I know this was not the case 
the last time we tested with 7, as I had quite an advantage against the 
person I was playing with on their slow connection.
   if this has been fixed, that is excellent news man.
  Thanks,
  Che

----- Original Message ----- 
From: "SoundMUD" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, October 23, 2007 8:47 AM
Subject: Re: [Audyssey] Sound RTS


> The lag problems are probably the same in this version. In the beta 9
> versions I am just adding enough features for players to wait for the
> beta 10 which may take forever to be completed. The beta 10, if I
> succeed in making the architecture change, will use less bandwidth and
> allow more units, but I'm not totally sure that it will solve the lag
> problems when the lag comes from the connexion's ping itself. If the
> lag problems appear from the beginning of the game in a little map
> like multiplayer map 1 then they will probably be there anyway in the
> beta 10 too.
>
> Anyway I repeat that the speed of the game is the same for every
> player. If a player have a slow connexion, it will slow the game for
> everybody. The players with the fastest connexion may have access to
> information a bit earlier, but never more than a game-turn, that is to
> say 0.33 seconds of in game time.
>
> Jean-Luc
> -- 
> SoundRTS web site: http://jlpo.free.fr/soundrts
> SoundRTS development log: http://soundrts.blogspot.com/
> SoundRTSChat mailing list: http://groups.google.com/group/soundrtschat
>
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