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[Crash] It desync even if there's nothing to desync

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Hello there.
I got from the 1.28 desync in my map which drives me crazy.

- 1) Everything works fine until a second player pass the age II. Then it desync from instantly to minutes after.

- 2) It drops at least one player.

- 3) Local, hosting bots, regular hosting doesn't matter it still desync

- 4) There's not hazardous GetLocalplayer() in my map

- 5) Even at 2 or 24 players it happens the same

- 6) It's almost systematic, it's rare to get a non-desyncing game, but i still don't know why they are spared.

- 7) I've done some optimizations. There's no any leaks and it still desync.

- 8) I don't use widgitizers

- 9) I don't use Terrain deformations

- 10) It's not from the score system

- 11) If it happens, it won't repeat again like if it was a purge.

- 12) It's not related to unit which are affected by regular upgrades.

I suspect usage of chaos abilities but there's no way to perfectly imitate that. If someone could show me how to hunt the bug i would hear it gladly ; showing me WHERE EXACTLY it messed up.

Here's the current version : Age of Humanity Prototype 0.1.6.1.1c - Warcraft 3 Maps - Epic War.com

Small FAQ
☼ If morphs bugs, why you don't use bear/crow form ?
It would break the point of the game because morphed unit will stop what they are doing because it's an order. Age of Humanity is about AUTOMATIC morph.

☼ You know you can storage order
You can't store multiple building orders. That's the problem.​

why you don't just make a single version of builders ?
It's not coherent with the rest of the game.​

Have you tested it with the jass spy ?
It works only for 1.26 and the map don't desync in 1.26 so....

☼ Why you don't use debug mode with the Trigger's happy replay detector ?
Because if it's from triggers i would already found the problem but i'm out of ideas.
 
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~El

~El

Level 17
Joined
Jun 13, 2016
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Since you're saying that the map doesn't desync in 1.26, there's probably no fault with the map itself, and likely just a regression in WC3 itself.

Short of someone coming up with a miraculous explanation, the best thing you could possibly do is:

1. Grab 2 different replays from your map - one from the player that desynced, and another from a player that didn't desync.
2. Make a post (or a thread) in patch discussion explaining the issue like you did here, attach your map (the same one used in replay, + an unprotected copy if yours is protected), attach the 2 replays, and ping Kam.

With some luck, they may be able to figure out the cause of the desync and fix it in an upcoming patch.
 
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