- Joined
- Feb 8, 2015
- Messages
- 93
Hi - I recently released the alpha version of my new map - but people tend to desync on start.
This never happens in singleplayer, not even when playing it on Battle.net (with computer enemies).
Not everyone desyncs though. Yesterday I tested the map with 5 other people - 3 of whom desynced, the other two stayed.
This also appears to be independant of player slot. One game player 2 desynced, another player 2 stayed just fine.
I have no triggers running on initialization (the earliest is Elapsed Game Time = 1 second), so I have no idea what could cause this? It seems people are already gone before finishing loading.
But I must stress the fact that it's not EVERYONE, and it never happened to myself when playing the map. Roughly 50% of players drop when trying in multiplayer.
What causes pre-start crashes? Variables? Units already placed on the map? Any ideas?
Attached the map file to this post - But it's the "protected" version. Because I'd honestly not like to upload an unprotected version, while It's still in alpha... I'm paranoid like that.
But this way you can see whether it doesn't work just fine in singleplayer, or with 1-2 people, yet still causes desyncs with more players.
This never happens in singleplayer, not even when playing it on Battle.net (with computer enemies).
Not everyone desyncs though. Yesterday I tested the map with 5 other people - 3 of whom desynced, the other two stayed.
This also appears to be independant of player slot. One game player 2 desynced, another player 2 stayed just fine.
I have no triggers running on initialization (the earliest is Elapsed Game Time = 1 second), so I have no idea what could cause this? It seems people are already gone before finishing loading.
But I must stress the fact that it's not EVERYONE, and it never happened to myself when playing the map. Roughly 50% of players drop when trying in multiplayer.
What causes pre-start crashes? Variables? Units already placed on the map? Any ideas?
Attached the map file to this post - But it's the "protected" version. Because I'd honestly not like to upload an unprotected version, while It's still in alpha... I'm paranoid like that.
But this way you can see whether it doesn't work just fine in singleplayer, or with 1-2 people, yet still causes desyncs with more players.