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Title: TEAMS: All welcome!
Host: CZrankSpringiee
Game version: Zero-K v1.2.9.0
Engine version: 91.0
Battle ID: 291162
Started: 10 years ago
Duration: 30 minutes
Players: 12
Bots: False
Mission: False
Rating: Casual
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Team 1 Won!
Chance of victory: 62.8%
XP gained: 87
DErankChesti
CAranksanyc
USrankentropy3
USranksouthern98
AUrankxmariox1990
USrankhopefulll
Team 2 Lost
Chance of victory: 37.2%
XP gained: 69
RUrankChvaN died in 32 minutes
Firepluk died in 32 minutes
RUrankbanana_Ai died in 32 minutes
NLrank[tre]PAK died in 32 minutes
RUrankBobik_Dead died in 32 minutes
DErankBigBoss1998 died in 32 minutes
Spectators
Skasi
CHrankonecut
FRrankWaka123




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Firepluk
10 years ago
stupid desync and with new shiny proconsole I even did not see the message about desync
+0 / -0
10 years ago
Sorry. I though it was a new kind of trolling. Desync message should be a big read text in the middle of the screen.
+1 / -0
Firepluk
I saw exactly _nothing_, normally I see desync messages(when used old chat) but with "this" there was no hope I could notice
I started to suspect when saw game was mostly stall, but by this point I already used 2 nukes ^^
+0 / -0
10 years ago
Lol. We was like "WTF? Is sfireman mad? He is firing nukes right into protector"
+2 / -0
There's f8 to allow system messages to be seen, but yeah, there could be some cool widget to show DESYNC DESYNC DESYNC.
+7 / -0

10 years ago
...or just autokicking desynced players.
+1 / -0


10 years ago
There is no sync authority to determine who's sync and who's not. Springie doesn't run simulation, it only relays packets - so it cannot be such an authority.
+0 / -0

10 years ago
I'm aware of that, yet in the desync messages clearly a player is identified as having a sync failure. Care to elaborate?
+0 / -0

10 years ago
I think it assumes that whatever checksum has the majority is the legit one. Eg. in a 3-person game, if A and B desynced with the same checksum, it is C who would be reported as desynced.
+0 / -0

10 years ago
https://github.com/ZeroK-RTS/Zero-K/issues/201
+0 / -0

10 years ago
So in 1v1 is there a) no desync messages or b) if there are, how are they assigned?

I get that the host cannot judge this, don't worry.
+0 / -0