Auch gegeneinander wird sicher bald mglich. Gemeinsam bauen, spielen, entwickeln und kmpfen. This typically means minimising the size/amount of data transferred, and packing multiple things into packets to reduce number of packets sent.Ĭ) Handling the CPU load of multiple clients.īecause Stonehearth has never been tested across Internet connections, or with the load of multiple clients I suspect it’d just plain fail to handle multi-player properly regardless of whether or not the developers have slapped a few “need changes for multiplayer here” comments in. Stonehearth 1 Multiplayer - YouTube Ich zeige euch endlich Stonehearth im Multiplayer. So you have decided to build your first town. This can be a serious problem when one player has client and server on the same computer (and gets 100 ms latency.ī) Handling the networking bandwidth (especially for people with older/slower network connections, especially when they’re running the server). if one player uses an item first, then the other player uses the same item that should be “gone” because first player was first but server receives later player’s packets before it receives first player’s packets, so server decides “first was last and last was first”). On connection it prompted me to sub/download all the mods of the host like it always has, which works, then once past that and connected to the hosts game it throws the 39 engine errors then crashes to desktop. Some form of prediction (client predicts where moving objects will be, because it can’t know where they actually are due to networking delays) Both had freshly installed Stonehearth client and no mods installed prior to connecting. ![]() Likely it would require major rewriting of core parts of the game, something which a larger studio would not allow because it would mean spending a lot of money for an uncertain payoff. the commented out arguments in server.bat are ones that do not work properly. The thing is its not easy to do so at all. A) Mitigating “Internet lag” (round trip network latencies that are often as bad as a quarter of a second) which requires: Yeah, it does seem like Stonehearth has plenty of room for further optimization.
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