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The same happens with clients that are connected to the LAN game. These wrong IDs will increase further the more often the game was saved and resumed. "owner player" reports the correct ID, which can be tested with publicVariableClient. It is important that this is tested in a resumed and not in a restarted game.
The same happens with clients that are connected to the LAN game. These wrong IDs will increase further the more often the game was saved and resumed. "owner player" reports the correct ID, which can be tested with publicVariableClient. It is important that this is tested in a resumed and not in a restarted game.
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