Hybrider Posted February 9, 2016 Share Posted February 9, 2016 I am trying to minimize the chance of Desync (I'm aware it won't be perfect at the time being). I am sure the most I could do is have the same settings, but any other ideas? Thanks! Link to comment
Chaplato Posted February 9, 2016 Share Posted February 9, 2016 Thought I'd chuck my first post in here as it is related. Port-forwarded and all that jazz, started up a game with a friend within close proximity. All is well up to the first snag with desync (not disconnect desync). Every 10 minutes or so we'd get some desync, via either simple ride queues not lining up and going all over the place to rides crashing for one of us and not for the other. The general fix is for my friend to leave and return, but it's becoming somewhat unbearable having to do it every odd 10 minutes. This is with the latest build, b1738, on a park which got up to 500 people. Thanks. Link to comment
RuneLaenen Posted February 9, 2016 Share Posted February 9, 2016 There are no workarounds at the moment for desyncs and it's something we'll have to live with now. When the game has been fully made (and doesn't use old game commands anymore) desyncs will not happen anymore Link to comment
Broxzier Posted February 9, 2016 Share Posted February 9, 2016 If there are any workaround, that means you know how to dodge a certain thing from happening, which causes a desync. It's best if you let us know, instead of avoid using these features. Link to comment
janisozaur Posted February 10, 2016 Share Posted February 10, 2016 the best user-facing setting you can change for now is disable auto-saves (both server & client) Link to comment
janisozaur Posted February 10, 2016 Share Posted February 10, 2016 (edited) and disable uncap fps as well. @RuneLaenen there is only one or two game commands using vanilla code at this point and they account for very minor chunk of desyncs, if any at all. They stem from something else entirely. These two options I mentioned should provide the best a user can do for the time being, we're working on getting them fixed. Edited February 10, 2016 by janisozaur Link to comment
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