Desync issue?

Is this fixed yet?!

T_T

21,007 views 13 replies
Reply #1 Top

it cant get fixed if we don't get a patch  X( :annoyed: :pout:

Reply #2 Top

^I'm afraid I don't think the devs have even figured out the problem yet. They desperately need more people testing games after they desync to see if after reloading an autosave the desync still occurs, and then testing it in the dev.exe so they can get some good data. Sadly that's probably out of the question for most ICO games. People just want to get on to the next game, not really do the monotonous testing for bugs.

Reply #3 Top

Quoting GoaFan77, reply 2
not really do the monotonous testing for bugs.
End of GoaFan77's quote

Which is sad because that is what is needed.

 

Reply #4 Top

My friends and I did some testing with it, however we didn't think to try it in the dev.exe at all.
We tried loading both an autosave and a manual save, and still continued to experience desyncs.

 

Reply #5 Top

Quoting Shamrock1232, reply 4
My friends and I did some testing with it, however we didn't think to try it in the dev.exe at all.
We tried loading both an autosave and a manual save, and still continued to experience desyncs.

End of Shamrock1232's quote

If you're playing with friends thats the best way to try and track down this bug. Have everyone play in the dev.exe, it will tell you when a desync occurs and autosaves more often, which alone is a nice feature. Then restart from the autosave and see if it happens again. If so, follow the instructions here to enable checksum logging. This will lag the game very badly, but if you can get a desync while this option is on, the devs will probably be able to fix the problem once you send them the save and the desync logs.

 

Reply #6 Top

Stupid question:why isn't beta made to run in only dev.exe mode?

Reply #7 Top

Quoting wbino, reply 6
Stupid question:why isn't beta made to run in only dev.exe mode?
End of wbino's quote

 

 

Im not entirely sure, im just assuming, but I personally think that the dev.exe is just for testing certain things for minidumps and etc. etc.

 

While the default version is designed for normal gameplay.

Reply #8 Top

I've played games with friends and i can say with certainty the desyncs DO CARRY OVER from saved games.  If you load a savegame you will resume with the desynced status you left with, no matter which person saves the game.

Reply #9 Top

Quoting wbino, reply 6
Stupid question:why isn't beta made to run in only dev.exe mode?
End of wbino's quote

Hard to say, perhaps because the dev.exe uses more system resources. But it needs to be used for desync tracking.

Quoting LogicSequence, reply 8
I've played games with friends and i can say with certainty the desyncs DO CARRY OVER from saved games. If you load a savegame you will resume with the desynced status you left with, no matter which person saves the game.
End of LogicSequence's quote

Yes, if you save after the desync of course it will. I'm saying once you desync, reload the earliest save and see if it desyncs again. If it does you've gotten into a situation where the desync is reproduceable, which with the sync log the dev generates from each player and the save game should allow the devs to track down the issue.

Reply #10 Top

Seems to desync in any and all modes of network setup if you use the online multiplayer system. At first I forwarded specific ports with alloy on and off, then did DMZ with alloy on and off. Desyncs every time.

Then we did direct connect with DMZ (as direct connect does not work with manual ports for some reason, only 6112). It was fine almost all the time. Then we had a third friend join in and after he finished download. After about a hour or two into the game ONLY HE desynced.

We saved game, had him delete Ironclad Games in My documents, then I zipped and gave him MY save. Loaded up fine and we finished the game with no desyncs.

Looks like desyncs arnt fixed when you reload game as you saved the desync itself. If the other players delete their save and grab the hosts or one other persons save thats desirable, it seems to work fine.

Reply #11 Top

No way to verify 100% that we caught them all but the desync situation for launch should be much improved. We've tracked some really nasty desyncs and stomped them into the ground.

Reply #12 Top

Quoting Blair, reply 11
No way to verify 100% that we caught them all but the desync situation for launch should be much improved. We've tracked some really nasty desyncs and stomped them into the ground.
End of Blair's quote
Glad to hear this!

Reply #13 Top

The Desync happens even if the saver send is saved file to the other?