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!!!!! I discovered the reason causing the reconnection error !!!!!


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Posted

I made a very significant discovery.
If you build a gap generator in the upper left corner, and then sell or destroy it, or turn off the energy, this causes an error. Provided that any other player has a satellite.
This is true for any map. Other edges of the map are also at risk. At least I was getting an error in a specific area at the bottom left. But there the effect was unstable. More research is needed to clarify the problem areas.
  At the top left, the effect is stable!
Friends, this bug spoiled a lot of games, we need to give up all efforts to solve it.

 

 

  • Thanks 1
Posted

Thank. But we just tested this with my friend. I found a solution for my maps. I added 4 tiles of grass on each side of my map beyond the boundaries of visibility and this solved the problem.
Now I have to improve my maps, on which the generator can be placed close to the edge.
But for all other maps, this is still an urgent problem.

Posted (edited)
21 hours ago, CCCP84 said:


"Friends, this bug spoiled a lot of games, we need to give up all efforts to solve it"
 

"if we had the source code"  said a mental psychic illusional hypermagically orderer lord...

Edited by Tutankhamun
Posted

you know what? i have an another bug aswell, there you go:

 

  • you have to be last one standing (if you die, game ends)
  • when last one of your building (it has to be building) killed while you are hitting surrender button it will get reconnection error. you have to do it right time, i mean instant hit ESC and Hit ABORT and then SURRENDER while YOUR building is killed
  • it is proven by me
  • 7 months later...
Posted

This is interesting, we have had this error for a long time now and can nto figure it out. 

We using the sync files which takes a snap shot of the game at the point of reconnection error. So far all we can tell is which user caused the problem.

 We really want to solve this issue.TThis does help shed some more info so thank you. 

  • 4 years later...
Posted

I conducted extensive testing of the problem. I spent a lot of time on it.

490677292-ca1ae6ca-240a-44c3-8570-51eb929767fe.png?jwt=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3NTgxMzA2MjgsIm5iZiI6MTc1ODEzMDMyOCwicGF0aCI6Ii8xNDQ3MjU1NTUvNDkwNjc3MjkyLWNhMWFlNmNhLTI0MGEtNDRjMy04NTcwLTUxZWI5Mjk3NjdmZS5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjUwOTE3JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI1MDkxN1QxNzMyMDhaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT0xZTYzMTM1MzQwZDNlNDgwOTUwZmUzY2MzYjY3OWY4MjRhMDhlY2NiNDAxMWVmMjU2NTY3ZGViOWRhODg5YzBhJlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCJ9.b2GFZVsyAKZezOlI7wMLEhR0hLc6AOaoK_DfUW_EmKo

Here's what I discovered:
The problem area changes its position depending on the terrain's elevation and whether there are any elevated areas.
The area is located on the left. Apparently, these are some points that cause an error when removing fog.

I came up with an idea for a solution. I placed a civilian gap generator in the problem area, and it worked. Then I created gap generators using ini. I started changing the radius and moving them. In the end, I created generators with GapRadiusInCells=0. They cover 1 cell they're on. I filled the entire side beyond line of sight with them, and then started deleting and checking. In the end left two points that were causing the error without gap generator. I'm attaching a screenshot.
490676766-2f461fd9-fbdb-4de3-9496-be4d95a41b8c.png?jwt=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3NTgxMzA2MjgsIm5iZiI6MTc1ODEzMDMyOCwicGF0aCI6Ii8xNDQ3MjU1NTUvNDkwNjc2NzY2LTJmNDYxZmQ5LWZiZGItNGRlMy05NDk2LWJlNGQ5NWE0MWI4Yy5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjUwOTE3JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI1MDkxN1QxNzMyMDhaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT0xMDRkNTgzZmYyMDg4MDY3MjkyMTFkZTI2YjFhMmZhZWZiZDhjMjViMDlkZGJlYTQ0MWQzOTBiNzdkNzgzZDQ4JlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCJ9.dBxjjYiNVs231Lqagve-mKlL7jfkuSynQwja4n8oFbY

This completely solves the problem, but for this specific map. I suspect these points might shift when the terrain configuration changes.
Obviously, there won't be a global solution to this problem, so I suggest all map makers do as I did. Fill the sidewall with gap generators with GapRadiusInCells=0 (I think you can do this in just one vertical line) and then remove the excess. It won't take much time. We can agree to use the [CAMSC12A] target as a gap generator. There are two identical ones: [CAMSC12] and [CAMSC12A]
Or, a simple, lazy solution: simply expand the map to the left, beyond the visibility limits, by a few cells.

If anyone wants, they can test this further using my findings. I'm already tired of testing it.

In general, all maps included in the CNCNET need to be fixed. Perhaps someone would be willing to take this on. Or, for example, everyone could rework their favorite maps.

I also made an interesting discovery. It turns out you can place a building not only outside the visibility range, but also outside the map, and it works there. For example, a gap generator will generate fog from outside the map.
You just need to manually specify the building's coordinates in the file. Negative values also work.

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