| The boogeyman called desync. |
| Sunday, 04 July 2010 13:49 | |
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It's been a while since I last posted an update on the frontpage. So even though it seemed like not much was going on, Maskedpoptart and myself were still working on the map in the background. We're currently working on version 6.14; which means 6.12 and 6.13 have been "released" in the meantime. These were version changes with some, but not super many changes (mostly balance and bug fixes). The reason I haven't made a big post about these versions is because we noticed there's still some major issues we've to tackle. Click read more if you're interested in the antics. For a while now, we've been struggling with the "winlib", which is short for "win library". This trigger in the map controls what to do whenever a player and/or team is defeated, and when the game ends. In StarCraft ZoneControl, these systems are very, very different from normal melee maps, and more complicated than most custom maps. We've been having trouble with people desyncing when defeated. Desyncing means that battle.net splits up the game into two or more instances. In this case, the defeated player got into one instance of the game and the rest of the players into the other. When this happens, the player is basically disconnected from the actual game. Sometimes it happened with more people at the same time, meaning the game practically split into two games! There are some known causes for this problem, funnily enough, none of which we're using in the map! Another big problem we've been having is that the wrong things happened when a player was defeated or left the game. Think about things like units and structures not being removed, the game being ended too early (after one team being defeated) etc. These issues only applied in the simple, normal and FFA gamemodes. The King of the Hill gamemode on the other hand, is working as intended. One might think that it's silly we're stuck on this. Do take into account that some very complicated systems are being used in the map, to control unit flow, creation and handling. These problems probably mean that Maskedpoptart is going to have to rewrite the winlib trigger, which takes some time. We're going to do this, too much time and effort has gone into the map, and too many people like it just to throw it away (you know, what with SC2 being around the corner). We'll keep you posted, as usual. Thanks for reading!
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