random start time OOS in MP Campaigns?

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iceiceice
Posts: 1056
Joined: August 23rd, 2013, 2:10 am

random start time OOS in MP Campaigns?

Post by iceiceice »

I am finding that in a networked multiplayer campaign, transitioning to a scenario with random start time causes all networked players to have a *different* random start time, and thus OOS. This is in 1.10.6 stable. I see that 6 years ago this was a bug in regular mp, which was fixed here: https://gna.org/bugs/index.php?11056

Is this a known bug? If not I will make a proper test case and report.
JaMiT
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Posts: 511
Joined: January 22nd, 2012, 12:38 am

Re: random start time OOS in MP Campaigns?

Post by JaMiT »

Bug #15948 [Gna.org]

(Searched the bug tracker for "random TOD OOS". Another successful search would be this topic's subject, minus "start time".)
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iceiceice
Posts: 1056
Joined: August 23rd, 2013, 2:10 am

Re: random start time OOS in MP Campaigns?

Post by iceiceice »

Thanks.

I guess that this is also mentioned in the "non MP-safe WML" sticky thread: http://forums.wesnoth.org/viewtopic.php?f=21&t=35677
Anonymissimus wrote: -[multiplayer]random_start_time= causes OOS as well: https://gna.org/bugs/?func=detailitem&item_id=15948
But I think I was confused by this, as random_start_time=yes is used successfully in MP games in some of the most commonly played scenarios, e.g. Isar's Cross, Creep War. So maybe a note should be made that the OOS applies only when transitioning as part of an MP campaign.
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