laggy 0 Posted August 7, 2009 (edited) After playing the campaign in MP (hosted campaign) I have some really weird bug observations. Bugs that I thought couldn't happen, and I have no idea what the problem is. Playing the campaign in MP works fine UNTIL you have to resume (because of death etc.) a saved game. Then nothing works for the poor player that joined my campaign. Everything worked OK until "Manhattan", and these MP/locality bugs are taken from that mission: 1- The units (enemies, players and group members) are not on the same positions on our maps. I.e my client friend asking "Do you see that unit next to our vehicle?" Me "No, he is not there". 2- The client player gets stuck in switchmoves after cutscenes, and "skates" around until he has entered and exited a vehicle. 3- When driving a vehicle together, the client player (was driver in our case), don't hear or see me firing the weapon systems on our LAV. Neither does he see the enemies I'm firing at. They don't exist on his comp. 4- The sky is on fire on clients machine. 5- My client got fed up and we stopped playing eventually, since we were obviously playing TWO different missions according to our machines. These bugs I thought were impossible to achieve, and I have no idea how it's possible. Patch 1.03 didn't help with these issues. Grateful for any shared experiences or feedback. Laggy Edited August 7, 2009 by laggy Share this post Link to post Share on other sites
nominesine 0 Posted August 17, 2009 The locality problems mentioned above (1,2 and 3) is indeed the most serious problem with the game engine that is still unsolved. What causes them? Is there a workaround? Share this post Link to post Share on other sites
Snackbar 0 Posted August 17, 2009 Is there a workaround? Copied from the community issue tracker: This is fixable by doing the following steps on the client side:1) Click Escape to bring up menu 2) Click Abort 3) Click "Disconnect" 4) Click "Ok" << to get back into the game, note that the client has not disconnected from the host in the above step, it requires two steps to disconnect from host. 5) The game swaps mission info again. Now after those steps are done the mission seems to be back in "sync" and the Host is not "jumping" from place to place. Share this post Link to post Share on other sites
nominesine 0 Posted August 17, 2009 (edited) Okay. But that requires me to disconnect everytime: 1) The team enters a vehicle 2) The team leaves a vehicle 3) The team enters an animated cutscene (one that forces the playable units to perform a switchMove) 4) One team member is wounded (First aid module is using switchmoves I guess) It makes the campaign pretty much unplayable in MP in my opinion. Especially long missions that requires a lot of travelling. I've never seen desync/locality problems of this magnitude in reguar MP before. What causes it to appear in the campaign? The only thing I recall that ever came close was a user made mod for Operation Flashpoint that tampered with the injury system. Could the infamous First Aid Module be the reason for these problems as well? The locality problems have been the same from version 1.00 to the present 1.03. No improvement whatsoever. EDIT: Yep, just what I thought. These errors show up in the rpt report whenever someone is being healed (reported in community issue tracker): _healer removeEventHandler ["animStateChanged", > Error position: <removeEventHandler ["animStateChanged", > Error Typ Script, erwartet Zahl Error in expression <e] - remain assigned"]; Edited August 17, 2009 by nominesine Share this post Link to post Share on other sites