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SWR Productions Forum _ Rise of the Reds _ Mismatch avoidance?

Posted by: Arcanus 15 Apr 2017, 19:53

So, I've been having a lot of problems with the game consistently mismatching at around the 25 minute mark of a game. I know that it's caused by something with how the original game itself was coded, and there isn't an easy fix for it, but is there anything that can be done to make it less likely to mismatch? Or do I just need to learn to play faster?

Posted by: ZunZero97 15 Apr 2017, 20:52

This happends since original ZH and is still a problem.

Posted by: Arcanus 15 Apr 2017, 21:43

So just learn to play faster then?

Posted by: (USA)Bruce 15 Apr 2017, 22:38

If you want to avoid missmatches, play single player.Theres a 100% chance it wont happen again.

As for missmatches themselves...It could be pretty much anything,

Like the bullet tracers on units in ROTR were apparently causing missmatches, but this was for a few units, one being the spectre, that caused the missmatched when it was deployed spesifically to one area, and firing at another area.

That one was such a needle in the haystack it boggles my mind on how we ever found it.
There wont be a day without missmatch but we try to test and find them all,

Posted by: {Lads}RikerZZZ 15 Apr 2017, 23:00

Missmatchees are caused by peoples games displaying differnet data.
Sadly they are somewhat unavoidable due to how the games engine and netcode were thrown together, BUT there are ways to decrease them.

For starters make sure you all on the same game version. If one of you has 1.86 and the other 1.87, the game will not ever work.
The ai can cause missmatches, so to decrease the amount of missmatches play without the ai, or if you are playing with the ai make sure its a map with bidirectional waypoints.
All the official maps in 1.87 have had this change made by skitt so if youre both playing vs the ai on the latest version of 1.87 you should be fine.

Map size also has a very big deal to do with it. The smaller the map, the less the game has to process, the less likely a missmatch will occur.

The other 2 ways to reduce missmatches are to play with the best possible internet connection (so setting up direct connect and properly port forwarding your router) and by clicking the send delay button in the options.

There are other possible missmatches that can happen in the code caused by the units themselves and we can reduce them by reporting them so the devs can find the cause.

But yeah, just play pvp with send delay and that should fix it.

Posted by: XoGamer 16 Apr 2017, 16:13

Could it not be possible to redesign a new engine/Mod the existing engine or netcode so that multiplayer has far less mismatches or is that something EA stops us from doing?

Posted by: Arcanus 16 Apr 2017, 16:28

I think it's the sheer amount of work that would be required in order to do that.
As far as I've been told, the problem of mismatching comes from how the game itself handles the data as it plays, so a 'fix' would be like recoding half the game.

Posted by: XoGamer 16 Apr 2017, 19:44

Well, there's that guy who's making Thyme which is just basically a new engine for ZH mods

Posted by: Hanfield 16 Apr 2017, 20:19

Much of the engine, including the netcode, is hardcoded; it's locked even in places where it shouldn't be, like the horde mechanic being forced to use certain textures. Modifying the engine not only takes up a lot of time, which not all of us can spare, but is also illegal. Thyme is apparently a workaround, but it is still very much in its infancy and with no guarantee that it will work or will be developed to the point where it does.

Posted by: ZunZero97 19 Apr 2017, 8:39

QUOTE (Hanfield @ 16 Apr 2017, 16:19) *
Much of the engine, including the netcode, is hardcoded; it's locked even in places where it shouldn't be, like the horde mechanic being forced to use certain textures. Modifying the engine not only takes up a lot of time, which not all of us can spare, but is also illegal. Thyme is apparently a workaround, but it is still very much in its infancy and with no guarantee that it will work or will be developed to the point where it does.

That is the main problem, since Generals ZH have rights reserved you cant edit the code in the game engine, that is illegal. dry.gif

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