![]() Let me know whether you've posted the host player's log or the client player's log. Even better if you can post the logs from both the host AND the client player. Post the contents of the file somewhere like pastebin. Immediately minimize the game and grab the output_log.txt file from the StreetsOfRogue_Data directory. If you experience the issue I've described, please do the following: In Alpha 20b, I've added a number of debug statements to my code to help me track down the source of the problem. As someone in the comments mentioned, it's not necessarily a global issue, but seemingly one more dependent on each person's computer/internet connection/setup. ![]() One potential workaround for the time being is to try having another person host the game. Not sure exactly when that'll happen, but it'll happen. I'm not sure of the cause, but it's my #1 priority right now to solve this particular issue. I haven't personally experienced this issue, but it seems to be happening more often than I'd like. As I understand it, what happens is this: The server player can see the client player moving, but the client player does not receive updates from the server, placing the client's game in a perpetual limbo state. The most common issue I've seen posted on these forums is in regards to multiplayer desync. It won't solve every networking issue that people might have, but I'd like to know if it solves specifically this one. Please check it out and let me know how it goes - especially if you've been having issues like the one described in the next paragraph. I may have solved the issue for the new build that I just pushed, Alpha 20c.
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