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#1 |
![]() Join Date: Apr 2009
Reputation: 0
Posts: 20
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Occasional hanging during a multiplayer game
Is anyone experiencing the same problem? Me and my friend were really looking forward to play this game through online co-op, but while we were playing the game kept freezing for 1 or 2 seconds very frequently.
EDIT: Never mind, just read the sticky and found that this problem is going to be fixed. Hope it will be fixed soon! Last edited by UnfortunatelyNo: 09-28-2011 at 06:14 AM. |
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#2 |
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Rockin' Android
Join Date: Apr 2009
Reputation: 137
Posts: 539
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I'm still working out the kinks in the netplay. This was my first time coding Steamworks netplay so it was bound to be a bit rough for some people. There's going to be a couple things in the patch that should hopefully go out today, but I don't think it'll solve everyone's problems yet.
__________________ Sara Leen, Programmer/Translator, Rockin' Android, Inc. Also a Localization Programmer working with XSEED. |
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#3 |
![]() Join Date: Apr 2011
Reputation: 14
Posts: 44
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A steady process, it can't be helped, I'm just happy you are working to fix small kinks like these. If I encounter any problems at my end, I'll be sure to post about it in the pinned topic. I've unfortunately had problems in the past with a couple of Steam games, but I believe I shouldn't have a problem with Gundemonium.
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#4 |
![]() Join Date: Dec 2009
Reputation: 0
Posts: 66
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Same issue here, the game does not appear to play at the same speed between 2 computers. So balancing the game with freezes is the engine's option to level it.
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#5 |
![]() Join Date: Sep 2011
Reputation: 0
Posts: 19
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The possibility of inserting a buffer margin yourself would be convenient. Depending on the ping you have to your "teammate", you could configurate it manually...if such an option existed.
EDIT: You know, like creating a client-side fake lag, based on the opponent's ping, in order to result in a fluent gameplay, without having these "freeze-fixes". Last edited by Mechta: 10-03-2011 at 09:49 AM. Reason: Clarification |
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