Desynching?
Posted: Mon Apr 30, 2012 3:11 am
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.
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.