I think I have solved the fog bug. Everything was the sniper\’s fault because he can shoot farther than he can see so every team needs to keep a visible flag for every unit they can see. And they are not supposed to attack if they can\’t see the enemy. The problem was to make it calculate the visible flag exactly the same on all computers.
And today Anton and I added so we can change spawning locations for the goons, and it really improved gameplay.
Fredrik Andersson
Last friday i think we found the bug when playing multiplayer with 3 players. The fog was only calculated for your own team and units couldn’t attack if the enemy wasn’t visible. So if 2 players was fighting then both was visible to themself but on the 3:e computer they couldn’t attack which made the 3:e computer go out of sync. Hopefully it will be solved soon but right now the visible flag has been disabled.
//Fredrik A
Things I’ve fixed:
Quit from a network game without everyone else stopping.
Timeout if someone loses connection.
Some minor bugs in lobby.
Added a attack move over network (where they attack anything while moving).
Now working on resyncing when the game states don’t match between computers. We found a bug today that makes the positions different and we are working to fix it but we have no clue so far except that suddenly a position for a unit is different. I think we will end up with logging the entire AI.
Fredrik A
Before the alpha released I had fixed some unit AI so the units starts attacking when they are idling. Also fixed so when a unit is under attacking, all “friends” that’s close to the unit also starts attacking.
I have fixed so you split up the pathfinding search over many frames and made some optimizations. I have also fixed the pathfinding problem that was in the released alpha.
//Markus
It’s been awhile since the last progress report and a lot has happend. I got stuck on speed control for 2-3 weeks because everything had to work almost perfectly or it didnt work at all and it was a lot of variables to think about and my head was spinning :). But i fixed it and now it works very good. I also changed from TCP to guaranteed inorder UDP delivery because the delayed ACKs TCP had was messing with my ping that was needed for time syncing the computers.
Last week all commands like upgrading goons and buying weapons was included so it’s possible to finish the game. I also implemented basic CRC(cyclic redundancy check) for all unit positions, money and experience and so far it’s working better than i expected. Next week testing and tweaking the “beta” will begin so hopefully it will still work as good.
//Fredrik A