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by (GDF)Brian(M) on 12/26/2008 14:26, 3 messages, last message: 12/27/2008 11:00, 999 views, last view: 05/04/2024 01:24

Over the last few weeks, more and more servers have been unable to sendmaps. Sometimes you get the message \"failed to open temp file\" and sometimes it says that u have sent it, but it never comes up as \"Brian has sent a map, type /getmap to receive\". We (Everyone I meet on coopedit and I) are tired of this. We have also found that some people can send when others can\'t. We are not sure if its the people, or the servers, but now almost no servers anywhere (or people) allow for sending. Does anyone have an idea of what to do?

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#1: oops

by (GDF)Brian(M) on 12/26/2008 14:27

Sorry, I used quotes in the title, it was originally called the no-send problem.

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#2: Re: oops

by Gambit on 12/27/2008 00:35, refers to #1

The trick that I used to tell people when this happened was to tell the person who has the most recent map to quit the game entirely (not just disconnect from server), then rejoin, and sending should then work. I haven't done coop edit in a long time though, so I don't know if it still works. Back then, this technique was a problem for me because:

1) if the server was in private mode, and if people tried to reconnect to private servers, they would be refused, and if the master wouldn't change the mastermode, then that's that. This issue shouldn't be a problem anymore (since assassin edition?).

2) If the master was the person with the recent map and couldn't send, if he quit the game, he would lose his master status. I remember people telling friends to get their "setmaster 1" ready, but this obviously broadcasts to everyone and a malicious player would get their "setmaster 1" ready too. I can think of one solution for the next version of sauer, where the current master can "pass" their master status to someone else, like:

setmaster [0|1] [cn]

This should be fine with the auth system, since an auth-configured player, though he could give master to anyone, could just as well take master from the current master (and of course we all trust our auth-configured players :). Good idea?

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#3: ..

by eihrul on 12/27/2008 11:00

I was looking over the code, and I found the issue. It's just a client bug - it's not a bug in the servers. This will be fixed in the next version. As Gambit mentions, a temporary workaround is to reconnect to the server you are currently on.

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