Bradley Arsenault wrote: > 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. > I think a rewrite is in order. I am done with work in two weeks for school. during school, I'll have plenty of free time and will help with doing documentation. I may not be able to code very well, but I can read it.
I can't remember yet, did we decide on a documentation format? if not, we should. perhaps another list of priorities for our next release is in order? we have a wiki, let's take advantage of it. I'll work with you guys more in the morning. Also, I do have a slow computer sitting around that I'll setup later this week. Kyle _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
