Multiplayer Game Splits into two single-player games

Attempting to play 2 LAN-connected players vs 1 computer player.  A while into the game, each human player continued to see the a computer player, but could no longer see each other.  Sending credits to each other still worked.

Each player was really playing a separate game vs. computer, because who owned which planet, etc., no longer matched between the two players after that point.

Help? Thanks.

7,953 views 5 replies
Reply #1 Top

Obviously we need more information from you in order to even begin helping you...  ;p 


1. What version of the game are you running?

2. What O/S are you both running?

3. Are your PC's closely matched in hardware specs or is there a rather large discrepency?

4. What if any security software did you have enabled/disabled during this LAN-game?


Since the DEVS are aware of a "desync" issue with LAN/MP games please help them out in finding the solution.

If you have a savegame or replay saved please email same to [email protected]

thanks,

the Monk
Reply #2 Top
Game version is 1.05

O/S is XP SP2 both machines.

There is a rather large discrepancy in specs. The host computer is 2.8GHz Duo Core, 2GB RAM, GForce 7600 GT video card. Other computer is 1.8GHz, 640MB RAM, GeForce4 MX420.

Host computer is running Norton 360, other computer is running NOD32.

I did not save the game. In case this helps, the Ping of the 2nd computer was around 75, with the total approximately evenly distributed between network and processor.

Thanks for the help.
Reply #3 Top


Please note:

because SINS is entirely P2P, the host is more a "host" in name only. Everyone involved in a SINS MP game, runs the ENTIRE simulation locally and the host only SYNCS everyone together. This means, CPU-lag is a larger detractor than network latency for MP games in SINS.

Having said that, please update to SINS version 1.09 (1.1 BETA) as there are some significant networking enhancements and try playing the same sort of game again. If nothing else, it'll let the DEVS know if the "desync" issues are still around.

thanks,

the Monk
Reply #4 Top
Please note:because SINS is entirely P2P, the host is more a "host" in name only. Everyone involved in a SINS MP game, runs the ENTIRE simulation locally and the host only SYNCS everyone together.
End of quote




Ah, so that's why 7 people all get paused when one person is lagging.

Reply #5 Top
Same issue, but with 3 people vs 3 comps. Had one system showing radically different status: building placement, fleet locations, fleet size, ship status.

1. What version of the game are you running?
1.05

2. What O/S are you both running?
XP Pro, Vista (Unknown version), Vista (unknown version)

3. Are your PC's closely matched in hardware specs or is there a rather large discrepency?
Two laptops with a medium discrepancy (one is specifically designed for gaming, the other is a straight up laptop. Both are new), one desktop of unknown capabilities (can play current games with no issue).

4. What if any security software did you have enabled/disabled during this LAN-game?
No instances of Windows Firewall, Trend Micro, one Vista has no security running, one has unknown capabilities.