Bug #17568

Problem to synchronizing time for JIP clients with server in long MP games

Added by Greez about 4 years ago. Updated over 3 years ago.

Status:Expired Start date:02/12/2011
Priority:Normal Due date:03/01/2011
Assignee:- % Done:

0%

Category:Multiplayer
Target version:-
Affected ArmA II version:1.58 BETA First affected build:
Reproduced by another DH user:No First affected ArmA II version:
I am using some Mods:No Single / Multi Player?:
I am using: BIForumURL:
Reproducible for you:No NGUrl:
Related to content of DLC: WIKIurl:

Description

Synchronizing time on all client machines in multiplayer games should be the default without having to do a whole slew of clever scripts, trying to do it and not always successful.
By my opinion it should be done automatically by the server.
Maybe add a module that can be added to the map in the editor, or just to make sure that this is done always.
Problem is relevant only for JIP players and only on maps, with a long gameplay (> 12 hours)


Related issues

related to ARMA2 Community Issue Tracker - Bug #13581: Mission Times differ seriously in multiplayer Feedback 09/08/2010
related to ARMA2 Community Issue Tracker - Bug #26101: The year of the date is not synced properly for JIP Assigned 11/03/2011 02/01/2012
related to ARMA2 Community Issue Tracker - Bug #23402: JIP Player Fails to Sync Publicly Broadcasted (Gamelogic)... Feedback 08/12/2011

History

Updated by kju about 4 years ago

  • Due date set to 03/01/2011
  • Status changed from New to Feedback
  • Affected ArmA II version changed from Please select... to 1.58 BETA

Sorry to say but in this state the ticket is not useful and will be rejected.

  1. You need to be more specific.
  2. You need to provide repro steps.

Sent pV are always sent to all JIP, as well as all sVI data.
So what do you mean actually?

Updated by Greez about 4 years ago

repro steps:
1. run any multiplayer missions on a dedicated server.
2. mission has the option - the choice of the initial start time of the mission.
3. wait 2-3-5 hours and ask to go 5-10 players on the server and ask what time of day at all and how much all the time on the clock.
4. Likely to hear that half of the night, half day, and all at different times on the clock.

The problem is that the mapmaker need to resort to whole bag of tricks that would synchronize the time of JIP clients.
In my opinion this should be the server automatically, no matter what situations arise when one player has night and day, another player on the same server and on the same mission

ps. sorry my english is very bad (

Updated by kju about 4 years ago

To me this sounds like a mission design issue.

Do you have fast time (skipTime or setDate) in the mission?

Post your code please.

Only the server should handle the time.

Updated by tolko_download about 4 years ago

Also it happens in MP missions based on triggers only and without any scripts. You just need to play at least 3 hrs and then JIP players will be bugged. If map is runing 1-2 hrs all is ok.

Updated by kju about 4 years ago

Trigger or scripts makes no difference per se.
It is down to time modification or not.

Updated by silvercanary about 4 years ago

I have had this issue with the blastcore mod not being able to JIP the zerog warfare games. As soon as i removed this mod (which smooths smoke and has slightly nicer effects than BIS particle system) I could enter servers and have options menu instantly instead of waiting sometimes stood off map somewhere without options menu then being kicked for towns not initialising after 1 min or so. Strangely this was not an issue with vanilla warfare benny while using the blastcore mod. More frustrating was waiting for that time then teleporting into position with my default weapons ready to start then being kicked that instant because the town initialisation timed out 5 secs too early :D

Updated by zGuba over 3 years ago

  • Status changed from Feedback to Expired

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