CItyrules on client and server seems compiler dependent September 11, 2010, 10:19:59 pm City growth will lead almost immediately to a desync, if client and server did not use the same compiler and platform. The random counter is ok, so somehow in the implementation of the city rules rdwr a client/server different settings appears.Client MSVC/server Mingw is easy to reproduce this.EDIT: rules are identcally, but growth is compiler/backend dependent. Quote Selected Last Edit: September 11, 2010, 10:42:07 pm by prissi
Re: CItyrules on client and server seems compiler dependent Reply #1 – September 12, 2010, 10:52:38 am Could not reproduce this with executable from the nightly-page (compiled with mingw?) and my own compilation with MSVS. Quote Selected
Re: CItyrules on client and server seems compiler dependent Reply #2 – September 12, 2010, 08:13:03 pm Did you use the "found new city" or "increase city population" tool? Both start with exactly the same random counter but get different results.EDIT: It seems undefine debug or define optimize will do the difference. Therefore in some ****erting or DBG_MESSAGE the random generator is called or an ****ert is changing the game state. I will start looking for it Quote Selected Last Edit: September 12, 2010, 08:50:03 pm by prissi