Fivetonsofflax / opentyrian

Automatically exported from code.google.com/p/opentyrian
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Multiplayer Level Load Bug #45

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. Loading this save game. the game crashes at the beggining of the level
2.
3.

What is the expected output? What do you see instead?
Expect the game to start normally at the level we saved. It doesnt. it 
begins to load, and locks the program up. Note: its a network game. that 
is all.

What version of the product are you using? On what operating system?
Latest build as of this time. The guy who made the reademe file sent us a 
full version.

Please provide any additional information below.
IP Game. Saved, then loaded.

Original issue reported on code.google.com by Life2De...@gmail.com on 25 Aug 2008 at 1:11

Attachments:

GoogleCodeExporter commented 9 years ago
both players must load the saved game
there should be a check so that this crash does not happen without warning

Original comment by mindless...@gmail.com on 26 Aug 2008 at 8:26

GoogleCodeExporter commented 9 years ago

Original comment by mindless...@gmail.com on 25 May 2013 at 5:33

GoogleCodeExporter commented 9 years ago
So you suggest we have a warning pop up saying "Game is now crashing" or 
"Please load the save from both sides even though they are different more than 
likely" instead of perhaps saving both sides when one side saves, and passing 
the massive, 4.8kb save file to the joined party when an unbalanced save file 
load occurs?

Original comment by Life2De...@gmail.com on 25 May 2013 at 6:00

GoogleCodeExporter commented 9 years ago
Yes, transferring the save slot data would be a better solution.

What really needs to happen though is for the networking code to be rewritten 
(I wasn't a particularly good software designer when I wrote it [networking 
wasn't included with the Tyrian 2.1 source], and the code hasn't gotten any 
prettier since).

Unfortunately, to get a good networking system implemented would require a lot 
of work refactoring how Tyrian maintains the game state -- it's scattered all 
over the place and is therefore hard to keep track of; that is why the game 
frequently goes out-of-sync in two-player.  Despite how much the code needs 
refactoring, not much has been done.

Part of the reason nobody has worked on this is due to a lack of interest -- 
very few people seem to want to play two-player Tyrian.

Original comment by mindless...@gmail.com on 26 May 2013 at 2:34