In the next release, other improvements aside, I think we should put multiplayer as the priorty. This means solving desyncs, in particular, this 0 checksum seems to be hiding all other encountered desyncs (since the 0 checksum bug started appearing, I have only seen a desync not involving it once). So, heres to gather the information about that bug
1) It can, and most often does, only happen to one person in a multiplayer game. 2) It can be reproduced if one person serioussly lags there own system 3) Checksums are 0 by default, which means if the packets aren't be recieved for some reason and the normal damage control is failing, that could be the cause 4) I am fairly certain this is a client error, the checksum is being sent, just not recieved properly. If anyone has a slow computer and lots of free time, I would like to meet on IRC to try and debug this. -- If two wrongs don't make a right, why do two rights make wrong? true^true is false, Bradley Arsenault _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
