rec.autos.simulators

M2M buggy but FUN multi player

sysbo

M2M buggy but FUN multi player

by sysbo » Mon, 18 May 1998 04:00:00

You were all using the CB option, and you're complaining that there was lag?
Think about that for a minute, it'll come to you.

Ed Kloskowsk

M2M buggy but FUN multi player

by Ed Kloskowsk » Tue, 19 May 1998 04:00:00

Well for two nights now I have been testing out M2M's multiplay
capabilities.

And while a LOAD of fun there are some problems.
* lag, very raraley does it adversely affect gameplay opn your side, but man
seeing a truck you passed suddenly appear in front of you is a bummer.
* out of synch race results.  Forget a ladder the race results bear very
littel semblence to what happened on the track.  for example last night in a
7 player race 3 of us reported finishing in 1st place as reported by the
screen when done, however only one of us did and he reported finshing 2nd.

also tonite I came in second, repotred 3rd and my times were nearly a minute
better than the guy who was reported first!  he couldn't comment as he was
still racing.........

*rumble - 7 minutes is ideal for a massive one 3-5 for a small one. BLAST!!

* CB I couldn't get it to work, but I loved hearing others talk.

All in all its a keeper and a ton of fun, If you get it try out the racing
on PROFESSIONAL, MUCH more enjoyalbe that way.

edk

David G Fishe

M2M buggy but FUN multi player

by David G Fishe » Tue, 19 May 1998 04:00:00

I did hundreds of beta test races with MTM2 and the bugs you are mentioning
only ever(expectedly) occurred when there were bad connections between some
of the players. I notice at the Zone this week that most everyone ignores
the latency indicators in their eagerness to join a race and this is what
causes the problems, not the program. It's easy to understand why people
ignore the indicators since, like you say, the racing is a blast! I just had
races last night with two guys from England and Hungary. Our connections
weren't very good but acceptable. The results were perfect each time and the
lag was unnoticeable.

If you write me and tell me how your sound is set up I'll try to help you
with the CB.

Dave
(DmndDave)

Jo

M2M buggy but FUN multi player

by Jo » Tue, 19 May 1998 04:00:00


I respectfully disagree (also a MTM2 beta tester). The results
synchronization bug occured quite regularly (not always, but often)
even when all other aspects of the race (lag, etc.) were fine. It's a
shame they didn't fix that bug; IMO it warrants a patch.

Joe

David G Fishe

M2M buggy but FUN multi player

by David G Fishe » Tue, 19 May 1998 04:00:00

I also respectfully disagree. :-)  They occurred in the early betas but in
the late builds and the retail release I didn't/don't  have those problems
unless the latency indicator showed a bad connection with one or more of the
contestants. No program is going to work flawlessly with the current state
of the internet but so far MTM2 has worked better than any other games
TCP/IP races I've tried.

Dave
(DmndDave)



>>I did hundreds of beta test races with MTM2 and the bugs you are
mentioning
>>only ever(expectedly) occurred when there were bad connections between
some
>>of the players.

>I respectfully disagree (also a MTM2 beta tester). The results
>synchronization bug occured quite regularly (not always, but often)
>even when all other aspects of the race (lag, etc.) were fine. It's a
>shame they didn't fix that bug; IMO it warrants a patch.

>Joe

Alan Bernard

M2M buggy but FUN multi player

by Alan Bernard » Tue, 19 May 1998 04:00:00

You are absolutely correct here.  Folks fail to understand that the more
sound the worse it will be online.  When I race MTM2-- online or off, for
that matter-- I only use the sound that I actually find useful, meaning
engine sounds and the like.  The announcer, the music, and the rest are not
essential.  And if these will cause online problems, why use it?

Everyone has to understand this if all want a smooth online race.

Alanb

Jo

M2M buggy but FUN multi player

by Jo » Thu, 21 May 1998 04:00:00


Even if you are right (and I still disagree <g>) it's no excuse. You
can't blame the developer for in-game lag problems caused by internet
bandwidth/speed limitations. But that has nothing to do with
calculating results. That's just a bug no matter how you slice it.
There's no reason whatsoever the program can't allow for lag in that
situation - it should just take a second longer to display the
results, not display erroneous ones.

Joe


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