View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0027168 | AI War 2 | Bug - Gameplay | Apr 25, 2022 10:53 am | Apr 25, 2022 4:15 pm | |
Reporter | Ushgarak | Assigned To | Chris_McElligottPark | ||
Status | assigned | Resolution | open | ||
Product Version | 5.003 Revenant Efficacy | ||||
Summary | 0027168: General v5 multiplayer experience and particular sync issue with different players seeing different info on incoming wavess | ||||
Description | We tried out a five player multiplayer game with the host as a Necromancer sidekick to see how well things were running. Here are my impressions, with one particular bug: - Generally, it did not run too badly; certainly much better than the alpha days. The sidekicking option is a really good idea (and I'll say again here that I think a sidekicking option for Ark Empires would work very well too) - We had two softlocks, both coming in the form of the game permanently waiting for a player, even though the player was not experiencing any apparent issues his side and still seemed to be connected. We re-loaded the game after the first softlock and it almost immediately softlocked the same way with a different player. I thought the game was a loss but on a second reload we were able to proceed. No errors were generated and I could not save the game whilst softlocked. I doubt my host save would show much anyway - We experienced one particular synchronisation bug. Only I as the host could see the correct information about incoming AI waves. Other players would see the waves heading to different planets, sometimes impossible ones where there was no warp gate at the source. As a result, we had a couple of restarts when a player was jumped by an AI force he'd had no warning about. As host, I never saw the wrong information for waves, but we did get a couple of surprise waves that I don't think I saw the information about. Re-loading a save temporarily restored the correct information for everyone. I've provided a save but I am not sure it will tell you much | ||||
Tags | No tags attached. | ||||
related to | 0026995 | resolved | Chris_McElligottPark | multiplayer bug: waiting on client |
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Just to add- the game was with Spire Rises and Neinzul Abyss, but Zenith Onslaught was off |
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For the players that are being waited-on when it softlocks, if you're able to have them hit escape, click the debug button, and then hit abort all threads, that would be useful to see what debugging output comes from that. |
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Ok, I'll ask for that next time! |
Date Modified | Username | Field | Change |
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Apr 25, 2022 10:53 am | Ushgarak | New Issue | |
Apr 25, 2022 10:53 am | Ushgarak | File Added: 10.save | |
Apr 25, 2022 10:54 am | Ushgarak | Note Added: 0066436 | |
Apr 25, 2022 3:54 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 25, 2022 3:54 pm | Chris_McElligottPark | Status | new => feedback |
Apr 25, 2022 3:54 pm | Chris_McElligottPark | Note Added: 0066445 | |
Apr 25, 2022 3:55 pm | Chris_McElligottPark | Relationship added | related to 0026995 |
Apr 25, 2022 4:15 pm | Ushgarak | Note Added: 0066447 | |
Apr 25, 2022 4:15 pm | Ushgarak | Status | feedback => assigned |