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Desynching?

Posted: Mon Apr 30, 2012 3:11 am
by mark_009_vn
So........ I made a mod.. and I wanted to play multiplayer with my friend. But every single game, one player would disconnect at EXACTLY 10 minutes after the game started. Does this have anything to do with desynching? or at least network related? I did made some exe edits, and ultimately created some strange bugs (like Hatcheries refuses to finish building, muta sprite spawns at nowhere, etc), but it runs fine without any crashes as far as I'm concerned.

Here are the list of things I changed/modded, posting here for evaluation purposes:

Terran:
-Changes the data requirements of some units, as well as buttons.
-Made Edmund Duke buildable at Factory, I made him a siege-able air unit.
-Exe edited Spider mines, Vulture spawns Jim Raynor instead of normal Spider mines, Vulture carries 1 mines at all time.
-Iscripted the living shit out of things, changed speed for Marines and Firebats, adding an air attack for Edmund Duke, changed Jim Raynor's iscript for it to function like a spidermine.

Zerg:
-Massive exe edits that allows dudes to morph to other dudes, and other dudes can morph back to the original dudes (Hydras can morph to Mutas and Mutas can morph back to Hydra). These exe edits include: allowing units to use cocoons for morphing, set larva to be spawned when cancel morphing, allowing buildings to train units, disable larva spawning, removed all buttons for larva.
-Massive changes to data requirements that gives Zerg immediate access to all tech buildings.
-Set all Zerg upgrade cap to 6.

-And a whole lot of datedit editing to both races

Hopefully, you guys could give me more insights into this problem.

Re: Desynching?

Posted: Mon Apr 30, 2012 10:23 am
by Lavarinth
Are you positive you're both running the same version of StarCraft and the exact same version of the mod?

Re: Desynching?

Posted: Mon Apr 30, 2012 11:39 am
by IskatuMesk
Run two tests - one without exe edits and one with exe edits and no iscript/dat changes.

I'd wager on the cause being the exe edits but it's perfectly possible for iscript to desync. For example, putting any kind of random jump on minerals tends to desync when they're under fog of war for some reason.

Re: Desynching?

Posted: Tue May 01, 2012 1:00 am
by mark_009_vn
Ok.... I did the first test, so far so good.

I removed all firegraft related files through winMPQ (too lazy to recompile everything) minus stat_txt and cmdicons.grp because i don't know what it was, I don't think a couple of hotkey changes would desync the game still, then I ran the test with my friend. The mod got us both disconnected at 12 minutes into the game, which is similar to last time. Still, afterwards my friend got busy so we couldn't do the second test.

This means that probably the iscript caused the disconnects/desync, although I'm still not sure because: A. The files I didn't delete in the testing MPQ is still a suspect. B. I mangled the original mod MPQ using WinMPQ with no knowledge about the inner workings of Starcraft mods, so the possibility of I messing it up is still there.
Lavarinth wrote:Are you positive you're both running the same version of StarCraft and the exact same version of the mod?
Yup. I'm pretty sure we got the right version. Because if you got the wrong version, it'd disconnect at the same moment the game started, not 10 minutes into the game.

Re: Desynching?

Posted: Tue May 01, 2012 1:24 am
by Taeradun
if you have the time test each modded unit one by one - build a crapload of them and do every action with them then wait a few minutes before moving onto the next one I guess?

edit: also if you get a disc on one, start a new game and test that unit again, for science

Re: Desynching?

Posted: Fri May 04, 2012 8:17 am
by mark_009_vn
Uhhhhh. I've ran many, MANY tests, and it seems like whatever I do SC would refuse to cooperate. The mod would disconnects at EXACTLY 12 minutes, give or take. It's not the iscript, nor the exe edits, I've no idea what's causing it to implode. I've just recently given up hope for the mod, I'll in any same or form release the mod for CC just for kicks, but probably it wouldn't be finished unless I can find a way to fix this problem.