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Rec.Autos.Simulators Archive

M2M buggy but FUN multi player

7 posts by 5 people · 17 May 1998 - 20 May 1998

sysbo 17 May 1998#408737
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.
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
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)
Joe McGinn 18 May 1998#408806
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
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
Quoted text (8 lines)>>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
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
Joe McGinn 20 May 1998#409008
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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