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Kubik

Developer
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Everything posted by Kubik

  1. this one is not client side. Problem is server need to wait for all player. case one player load and waiting for others (already connected), crash/lose connection/whatever he disconnect from the server (worst case 30s timeout) and server know about it and can remove that player from the match, and everything is fine. But player can crash/or whatever before connecting to game server, what should happen then? I seen it takes minutes to load for some players, so we can not set reasonable timeout for player to connect About the session timeout for the first player it is 30s now so should be no problem. Windows do not restart that fast
  2. @Ilsyde is it still happening, with new updater?
  3. We will not be fixing this bug. Move it to archived please.
  4. I have good news for you and bad one. on server it it add players correctly. and the bad one it is client side problem From what I figured out BF have more that one type of group, lobby group, and match group(lets call them that way) BF for some unknown reason add player to match group instead of lobby group. in match /match and /group are connected, because server do not get any identifier which channel player using. You as official client developer can take a look what you can do about that
  5. leaving match should kick you from the group, but others should be able to continue the match. @Ladadoos @BurningWorld
  6. can you please add how big was your network/command latency when it happen?
  7. that player is not in group so it can have much more serious side effects like ghost lobbies, etc.
  8. @FailsWithTails I also work in big company and I say some aspects are much worse in the company. But we can not even navigate the code of Battleforge, because we do not have the client code we know many things about it already. It contains some smart things, some things that are just not best, and some that are completely weird(wrong, unless we miss something unexpected they know and we do not). But important thing is for some reason it is very time sensitive, so when we improve performance, random things(read as completely not related to change) break.
  9. Thanks, I guess I am not bothered much by them, because I probably never opened Facebook page and on the discord I have muted the general channel, beta testers do not complain about it and here on the forum I am active only in parts most of you do not see(beta section)
  10. I guess most of peoples (that are not programmers) will not understand most of what you said, but you get the point. I guess they originally want to have multi-server structure, but they figure out it is not possible to send something to server A and wait for response from server C so they have it multiple copies of big servers and split players across them. I hope it was not their intention to make it that weird.
  11. One crappy example for all, would you expect game to search for open lobbies in the middle of running match? If no at all you would never figure it out. If no in first X hours/days/weeks then you would waste that many time searching elsewhere. We know a lot about BF weird behaviors so it took us "only" 3 hours to figure this out.
  12. client side we can do nothing about in on server. @Aviat0r @Ladadoos @John can someone of you fix it?
  13. @Aviat0r this one is probably for you
  14. @FirstDead reported it happen after it was fixed, so I want to wait at least for him to recheck, if it still happening to him or not.
  15. can you retest this? I miss some information, or it could not be reproduced any more.
  16. Is that a problem? We do not assign leader status to player that is longest in the group, we have no such indicator, we get the first player from DB, that in theory should match the player that was longest in the group most of the times.
  17. I am from the Czech Republic. Any other questions?
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