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Multiplayer park appears and behaves differently for people in the same server #3516
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Can you confirm if it happens before you get desynced? |
I can't pinpoint an exact moment that it happened. I might add, by the way, that the path-wall combinations that appeared different to us were built a few days ago and back then it didn't seem to cause any trouble/differences. |
@Liampie When you play multiplayer you will most likely get a message saying that the game has desynchronised. After this point, there will probably be a butterfly effect of differences. We have not yet found out all the reasons as to why the game desynchronises - and that is the bug, what you reported are the symptoms. |
So if I connect all these paths BEFORE the game desynchronises, my changes are going to make it onto the savegame? |
@Liampie yes. But keep in mind this does not imply the opposite: that once you get desynced, your changes will not make it onto savegame. That's the inherent thing about implications, they only work one way. |
@Liampie your changes should always appear on the server, providing that the server state actually permits it. One reason why it wouldn't is that the server doesn't have enough cash, but the client does. |
OS: Windows 8
Version: 0.0.5-develop build
Commit: 355b163
I'm in a multiplayer session with someone, and even though we're in the same session the park appears different to us. In his version the paths to a stall (built through a wall) were unconnected and there was a peep jam forming, in my version everything was connected just fine and there was no peep jam. He then reconnected the paths. I saw the money things flying, indicating that he placed the paths, and while it fixed the issue for him it actually disconnected the paths for me. I guess this is why I found a lot of paths built through walls disconnected when I joined the server.
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