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Desynchronisation?


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Posted

Hi,

i started playing OpenRCT2 last week with some friends in multiplayer. So far i am really excited that it already works that well! However we noticed some problems and i'm cuious if they are known. There are some desynchronisation problems even if the ping is fine.

- Money, Park Rating and even Weather is different after a short playtime

- placing staff on floor doens't work well, they keep unplaced except for the player who hired it. Also the checkboxes take no effect (for example mow grass for handyman)

 

Is there any chance to get it synchronized? Any tweaks maybe? How about implementing a "reconnect" or "refresh" button, at least for a temporary fix that players keep synchronisized with the host. That would be great! :)

Posted
12 minutes ago, zomg said:

Hi,

i started playing OpenRCT2 last week with some friends in multiplayer. So far i am really excited that it already works that well! However we noticed some problems and i'm cuious if they are known. There are some desynchronisation problems even if the ping is fine.

- Money, Park Rating and even Weather is different after a short playtime

- placing staff on floor doens't work well, they keep unplaced except for the player who hired it. Also the checkboxes take no effect (for example mow grass for handyman)

 

Is there any chance to get it synchronized? Any tweaks maybe? How about implementing a "reconnect" or "refresh" button, at least for a temporary fix that players keep synchronisized with the host. That would be great! :)

Welcome zomg! Both bugs are already known (https://github.com/OpenRCT2/OpenRCT2/issues/1943 and https://github.com/OpenRCT2/OpenRCT2/issues/1968) and a reconnect button is already being discussed and implemented (https://github.com/OpenRCT2/OpenRCT2/issues/3134 and https://github.com/OpenRCT2/OpenRCT2/pull/3153). A quick look over the github page would be appreciated, but thanks for reporting anyways.

Posted

I was wondering, @jensj12 if there is a way to de-sync later than very early. I tried connecting from the same network; the ping was around 20ms. My question is, is there any way to maintain synchronization for any longer than the usual amount?

Posted
1 minute ago, ziscor said:

I was wondering, @jensj12 if there is a way to de-sync later than very early. I tried connecting from the same network; the ping was around 20ms. My question is, is there any way to maintain synchronization for any longer than the usual amount?

Wait for the devs to fix it :).  Moving a ghost path piece (not placing it) next to another tile can already cause a desync (as guests can walk towards it). So does not having the same sound settings and anything else that causes the scenario_rand function to be called more or less frequently than other players. Peep actions (pick up and place, hiring staff) aren't even properly synced yet. Bugs are known and numerous, but they will eventually be fixed. Desyncs that are not the cause of player actions are on the high-priority list.

If you want to know more, read through the gihub issues I've posted, I don't know anything more than that.

  • Like 1
Posted

That's gonna be very helpful. Thanks for the tips guys! I'll try to check more ways to maintain sync for as long as possible. Didn't know having autosaves turned on or having different sound settings caused de-syncs more frequently. Another issue, however, is I don't think connecting to a server that has staff placed already shows up for me if they are way too many in number: mostly, I'd reconnect if the host placed some more staff, but sometimes they don't show up as 'placed' sometimes. Is this also normal at this stage of development? 

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