Quote:
Originally Posted by juanjo1996
Hi all¡¡ i've writen more than once on elitepvpers giving my opinions, etc of the need for speed world project. Just saying i'm amateur and i'm studying informatic ingeniering (1 year of the university) on my country spain (sorry for my english :P). Just remembering one thing about the NFSW and that was the long waits for entering a race.... And that maked me thought why that long waits? i've just thought one solution for the desync problem, the think that ingame there is a clock on the right bottom. if this clock would be sync in all pcs that are going to play the race, why not send the host a !ping to the others when the race is loaded and when the host receive the answer of their !ping (of the others players that have loaded correctly the race), in one minute (marked by the clock already sync in all pcs if is possible) start the race?? like the 1 or 2 min that sometimes i waited for starting the race....
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The long wait time before start race is just to wait ppl get into lobby, when lobby is full, the clock jump to T- 10 sec.
The clock sync is fixed in latest github master version.
The desync problem is in udp server implementation.
- udp handshake is not fully implemented, it's just a copy of a recorded race from official ea servers.
- bad checksum packets, the cracked nfsw.exe file jump the checksum verification, because udp-server don't know how to generate it, just fill with bytes 01:01:01:01.