Community Forums > Voobly Support and Game Complaints Support > Game related Problems and Questions > Out of Synch 1.6 Game Data / v1.6 RC (BF Lord)
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Well, in that case I think the OOS issues with 1.6 can never be fixed. The creator of user patch 1.5 (a guy named scripter64) has magically disappeared from the community (both on [You must login to view link] and in the aiscripter forums) at some point. It's a pity, since 1.6 is such a great project. Nonetheless, thanks for your effort Mikael.
It sounds like UP 1.5 might have made an update in the past that restricted countable unit IDs to end at ID 1959, and this limit might need to be increased. However, I don't understand the structure of the engine, so I couldn't point the 1.6 devs to where this limit is coded.
Also, in case it is helpful for those working on 1.6, I previously compiled a searchable patch log for UP 1.1 through 1.5 here: [You must login to view link]
The patch log also says that each version can be downloaded here: [You must login to view link]
So for example the bulletpoint from Mikaels list (fixed counting: IDs 0-899 and 1000-1959 are countable, 900-999 are reserved) should be found in the difference between user patch version 20170515-000000 vs. 20170514-000000), since the description of version 20170515-000000 says "UserPatch v1.5 Beta has been released (20170515-000000)! This is a rec/save/sync breaking update! If you have any recs, etc. that you'd like to preserve since the previous v1.5 rec break, please backup the 20170514-000000 build. Recs for v1.4 and earlier are fine on latest.
This update fixes the issue where changing ownership of a monastery breaks the game's relic counters. About the rec break, as before, it should only be a problem if you actually played a scenario where this bug could occur. Thanks to Kor, Rico_jolla, and Julius999 for the report!
In addition, this update makes object ids 1000 to 1959 available for AIs to see, count, etc. This means that object ids 0-899 and 1000-1959 can be more useful as object ids, while 900-999 must remain reserved for unit classes only. There is a slight cost to reading from the extended object id list (3 ops maybe per instance), so it's still best to put important objects in the 0-899 range. Note, however, that the AI sighted unit abstraction table is limited to 240 useful slots. In the latest wololo, 188 slots are used. The sighted unit abstraction table is provided to the following types of units: category 70 or 80, size > 0, has a train/build location, and isn't hidden (except for category 70). Thanks to WAIFor for reminding!"
I don't know much about coding, but is it maybe possible to compare the source codes automatically in order to find where and how each update has been implemented?
Civs: Sarascens, Berbers, Malians, Italians, Koreans, Byzantines, Khmer, Burgundians.