Hello Kaputtnick: I just review that code, you wrote:
> Is there something specific to look at? I think we should do tests in the „real world“ with different FPS seconds and a real Network jitter. SirVers approach feels correct to me, but I am not sure is this may have adverse effects, as the game logic now will run at 15 thinks()/s compared to 25/s (with default settings) before. Worst secario would we a slow computer in australia on ad 1024k Modem (Windows) vs. a Workstation on Linux/OSX on 1 fibre net. But I tend to exaggerate such issues :-) > I tested a short 2Player game against AI and found nothing strange. This should not affect any local game, AFAI can imagine > Does this affect calculation of statistics f.e. the productivity shown on > each building? No idea, good question, > Is a game with 8 players better to test this changes? Yes as many players as spoonable with different FPS. But not in a LAN-Party :-) -- https://code.launchpad.net/~widelands-dev/widelands/lock_game_logic/+merge/285980 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/lock_game_logic. _______________________________________________ Mailing list: https://launchpad.net/~widelands-dev Post to : [email protected] Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp

