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Re: Game freeze "BADRANDSYNC"
Posted: Sat Feb 02, 2013 10:20 pm
by Garnier
I thought the default value is 50 or so. If you leave the line out, it stays at the default. If the Launcher set it to anything other than default, then it might cause problems if someone who plays GCM also plays with non-GCM people sometime.
Re: Game freeze "BADRANDSYNC"
Posted: Sat Feb 02, 2013 11:13 pm
by norb
I had coded for this, it should always use the value from the server. But later I added code that reread the ini file during map load, thus overwriting the server values. Dumb mistake, will be fixed in the patch. Glad you caught it as we're trying to wrap up that development.
Re: Game freeze "BADRANDSYNC"
Posted: Sat Feb 02, 2013 11:18 pm
by Hancock the Superb
I play GCM MP with a much higher AIcount than standard and I have never had a problem in game.
Re: Game freeze "BADRANDSYNC"
Posted: Tue Feb 05, 2013 3:51 am
by Marching Thru Georgia
I thought the default value is 50 or so. If you leave the line out, it stays at the default. If the Launcher set it to anything other than default, then it might cause problems if someone who plays GCM also plays with non-GCM people sometime.
I believe the default value is 40. Kriegspiel plays with a value of 55 since the AI often handles one of the sides. That greatly improves the AI performance without making the AI overly reckless.
Since some in the KS group play a blended version of KS/GCM it would be better to have the launcher set the value to 55. It won't matter to the GCM players since the AI is not used and the KS players won't have to remember to mod their ini file every time they want to play a pure KS game.
Re: Game freeze "BADRANDSYNC"
Posted: Tue Feb 05, 2013 3:59 am
by Garnier
And if someone plays GCM and then tries to play MP with someone who has not set theirs to 55?
Once this problem is fixed, the Launcher can leave the aicount alone.
Re: Game freeze "BADRANDSYNC"
Posted: Tue Feb 05, 2013 8:24 am
by norb
We are in the final stages of testing the patch and a new demo. We tested this tonight, looks good. I was at 10, Jim was at 100 and we never got the error. Looks good!
Re: Game freeze "BADRANDSYNC"
Posted: Mon Feb 18, 2013 1:07 am
by Garnier
We got this again, with a different player. Everyone should have had no aicount in their ini file, so this time it was likely a mod thing. (In other words, I'm not asking for a fix, just posting for general information and to help modders find out what files risk a sync error)
13966488,RAND,23,1966196,5158,0,5754,22423
13966488,GOODFRAME,11,0,5754,5752,9,0:575 Willard
13966488,SENDFRAME,5754
13966488,BADRANDSYNC,575 avsjones,4378,1768,0
1,1911563,26,0,30,21230
13951548,CHGSTATEMAN,110,0,90,14,30,GFX_USA_INF_08-1_WALK
13951548,RAND,1000,1911564,4,0,13,30230
willard's log
palmer's log
These are the non-GCM mods he had enabled:
GcmRandomMaps2
Chancellorsville Extras
Pipe Creek SR10
NSD Sample 1
Antietam Mini Maps
Antietam CSA Flags
Trevilian Station
GcmRandomMap
Olustee
Valverde
I don't know what Pipe Creek SR10 is or if it might conflict somehow. The rest I think lots of GCM players have had on sometimes.
Re: Game freeze "BADRANDSYNC"
Posted: Mon Feb 18, 2013 11:43 pm
by BoldRover
Pipe Creek SR10 comes with the stock "Pipe Creek" expansion.
I had this mod activated as well, and was also in this battle.