Sync bug fixed in AE?

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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Grotius
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Sync bug fixed in AE?

Post by Grotius »

I'm curious -- have you guys been able to stomp the "sync" bug in AE? I'm referring the PBEM bug in which the two players see different combat results. Forgive me if this has been asked and answered already.
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Japan
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RE: Sync bug fixed in AE?

Post by Japan »

Yes, I also wounder,    has this been fixed in AE??
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Grotius
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RE: Sync bug fixed in AE?

Post by Grotius »

Hmm. :)
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wernerpruckner
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RE: Sync bug fixed in AE?

Post by wernerpruckner »

I don´t think so ( but I hope so )
that bug is related to how windows is using the memory. ( there is a similar bug in many of GGs games )
 
 
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castor troy
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RE: Sync bug fixed in AE?

Post by castor troy »

ORIGINAL: swift

I don´t think so ( but I hope so )
that bug is related to how windows is using the memory. ( there is a similar bug in many of GGs games )



I had the synch bug happening on machines with 4 gig Ram when no other programm was running in the background (well, the antivir wasn´t disabled) so I wonder what the games are doing with so much memory...
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RE: Sync bug fixed in AE?

Post by jwilkerson »

Nah, definitely not a "memory" issue.


Is it fixed it AE? We will see!

I would characterize this as a "design issue" it has been worked on by "Matrix" and "2by3" before the AE team ever got the code. We have worked on it also, but within the current design constraints it is actually many bugs not one bug. Perhaps 1000s of bugs. To write code to find all the places that need to be fixed would be tougher than writing a whole new replay system which we have deemed out of scope.

This being said, we have fixed a number of replay bugs.


Currently the best way to avoid replay issues is:

01 - Make sure both players have identical baselline software installations.

02 - The Japanese player should never ever exist an active animation during his watching of the replay.

03 - Expect a turn or two of potential replay issues when performing an EXE upgrade.

04 - Japanese player sends combat replay to opponent for every turn (in addition to 001 and save file).

05 - Allied player reads the combat replay file always, before watching the replay 001 file (this set expectations corrrectly).

In my last 3000 roughly PBEM turns, I have had about 3 replay issues, all due to either 01, 02 or 03.



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romanovich
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RE: Sync bug fixed in AE?

Post by romanovich »

ORIGINAL: jwilkerson

[AE] is actually many bugs not one bug. Perhaps 1000s of bugs.

This provides me with great confidence to start that master scenario the first day I get my hands on AE. Not.

Thank heaven for ... forums. There's tons of topics for month of forum chatter right there.

P.S. This is post is in no way meant as a vote to delay release to fix further bugs. I'll take AE, buggy or notty.
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RE: Sync bug fixed in AE?

Post by rjopel »

ORIGINAL: romanovich

ORIGINAL: jwilkerson

[AE] is actually many bugs not one bug. Perhaps 1000s of bugs.

This provides me with great confidence to start that master scenario the first day I get my hands on AE. Not.

Thank heaven for ... forums. There's tons of topics for month of forum chatter right there.

P.S. This is post is in no way meant as a vote to delay release to fix further bugs. I'll take AE, buggy or notty.


WOW talk about taking something out of context. I'm prety sure that Joe was talking about the SYNC error being many bug not the whole AE game consisting of 1000's of bugs.
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RE: Sync bug fixed in AE?

Post by romanovich »

Just trying to tease. Got tired of viewing all the "Name this..." and "Pictures of Us" forum entries...

Sure sign that everyone is in holding pattern for AE release, 'cause otherwise much more interesting things would get posted.

Alright. Will check back in two weeks... Eternal optimist.
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RE: Sync bug fixed in AE?

Post by Gem35 »

ORIGINAL: romanovich

Just trying to tease. Got tired of viewing all the "Name this..." and "Pictures of Us" forum entries...

Sure sign that everyone is in holding pattern for AE release, 'cause otherwise much more interesting things would get posted.

Alright. Will check back in two weeks... Eternal optimist.
Why don't you post something interesting then?
I'll check back next year.
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RE: Sync bug fixed in AE?

Post by Grotius »

Joe, thanks for the reply. I will try to resist the impulse to exit out of animations the next time I play Japan in a PBEM.
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RE: Sync bug fixed in AE?

Post by jwilkerson »

ORIGINAL: Grotius

Joe, thanks for the reply. I will try to resist the impulse to exit out of animations the next time I play Japan in a PBEM.

It is easy, as long as your carriers never get attacked by significant enemy aircraft!
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RE: Sync bug fixed in AE?

Post by bradfordkay »

The trick there is to just get up and walk away from the screen... when the explosions stop you can return!
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Grotius
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RE: Sync bug fixed in AE?

Post by Grotius »

Oh yeah, it's agonizing to watch -- or even to listen. You hear that dreaded splash and then hope you don't hear a kaboom shortly thereafter. But it's like a car crash on the highway -- I can't stop myself from staring at the scene anyway.
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RE: Sync bug fixed in AE?

Post by castor troy »

ORIGINAL: jwilkerson

Nah, definitely not a "memory" issue.


Is it fixed it AE? We will see!

I would characterize this as a "design issue" it has been worked on by "Matrix" and "2by3" before the AE team ever got the code. We have worked on it also, but within the current design constraints it is actually many bugs not one bug. Perhaps 1000s of bugs. To write code to find all the places that need to be fixed would be tougher than writing a whole new replay system which we have deemed out of scope.

This being said, we have fixed a number of replay bugs.


Currently the best way to avoid replay issues is:

01 - Make sure both players have identical baselline software installations.

02 - The Japanese player should never ever exist an active animation during his watching of the replay.

03 - Expect a turn or two of potential replay issues when performing an EXE upgrade.

04 - Japanese player sends combat replay to opponent for every turn (in addition to 001 and save file).

05 - Allied player reads the combat replay file always, before watching the replay 001 file (this set expectations corrrectly).

In my last 3000 roughly PBEM turns, I have had about 3 replay issues, all due to either 01, 02 or 03.


number 02 is hard to do if you still have a life beside WITP as I surely don´t want to look at 1000 bombers dropping bombs or 1 hour of ground combat... it´s hard enough to watch the rest of the average 1 hour replay in 43-45 with the dogfights, attacks on ships etc...
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RE: Sync bug fixed in AE?

Post by bradfordkay »

ORIGINAL: Grotius

Oh yeah, it's agonizing to watch -- or even to listen. You hear that dreaded splash and then hope you don't hear a kaboom shortly thereafter. But it's like a car crash on the highway -- I can't stop myself from staring at the scene anyway.

I call it the "pucker factor", and it's part of the joy of this game - the payoff for the hours of contemplating orders. I also think that I learn a lot about the morale and quality of enemy pilots by watching the animations, so I'm glued to the screen for the most part.

However, in the Battle for Canton Island (Dec 16, 1942) when the Indiana and South Dakota were sunk in surface combat and the Hornet was hit (later sank) by 19 bombs from Vals - I had to walk away from the screen on that final bombing attack. After about five bomb hits, I could take no more and walked away until the explosions stopped!
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RE: Sync bug fixed in AE?

Post by jwilkerson »

ORIGINAL: castor troy

number 02 is hard to do if you still have a life beside WITP as I surely don´t want to look at 1000 bombers dropping bombs or 1 hour of ground combat... it´s hard enough to watch the rest of the average 1 hour replay in 43-45 with the dogfights, attacks on ships etc...

Yeah ... I generally set the msgs to a very short time like 0.1 seconds ... in this case the longest turns on my box are about 20 minutes with the vast bulk of that being the ground attacks with their endless "X bombarded Y" msgs). Turns with few ground attacks might get over in 5-10 minutes. My box is almost 4 years old ... 3.2Ghz processor. I have a brand new box, but haven't had time to "move in" yet.
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RE: Sync bug fixed in AE?

Post by Gormadoc »



ORIGINAL: Grotius

However, in the Battle for Canton Island (Dec 16, 1942) when the Indiana and South Dakota were sunk in surface combat and the Hornet was hit (later sank) by 19 bombs from Vals - I had to walk away from the screen on that final bombing attack. After about five bomb hits, I could take no more and walked away until the explosions stopped!
Hmm... What happened to the Captain is the last man to abandon ship??? iam pretty sure the poor sailors on the Hornet wished they could have walked away aswell. [:)]
romanovich
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RE: Sync bug fixed in AE?

Post by romanovich »

ORIGINAL: jwilkerson

This being said, we have fixed a number of replay bugs.

Currently the best way to avoid replay issues is:

01 - Make sure both players have identical baselline software installations.

02 - The Japanese player should never ever exist an active animation during his watching of the replay.

03 - Expect a turn or two of potential replay issues when performing an EXE upgrade.

04 - Japanese player sends combat replay to opponent for every turn (in addition to 001 and save file).

05 - Allied player reads the combat replay file always, before watching the replay 001 file (this set expectations corrrectly).

In my last 3000 roughly PBEM turns, I have had about 3 replay issues, all due to either 01, 02 or 03.

I've never played PBEM, but we're setting up to do one now once AE comes out. I just realized the importance of what was said above, if it is true. So if you want to play a campaign and be sure the game doesn't screw up you have to (as Jap player) either

i) uncheck the "Display Combat animations" option, or
ii) sit through ALL combat animations, which can take hours and hours, because if you click off just one you might doom the game?

Ugh, please confirm that this is true.

Thanks for the advice.
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RE: Sync bug fixed in AE?

Post by VSWG »

ORIGINAL: romanovich

So if you want to play a campaign and be sure the game doesn't screw up you have to (as Jap player) either

i) uncheck the "Display Combat animations" option, or
ii) sit through ALL combat animations, which can take hours and hours, because if you click off just one you might doom the game?
The sync bug doesn't "screw up the game", it affects only the replay, and only parts of it. The save game itself is unaffected, and the Japanese combatreport.txt (the Japanese player should always send it along with the save game), is correct, too.
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