Ah, the enet_ent_sync after every load level sounds good.
Something i noticed in earlyier versions of Anet(1.2/1.3 havent used newest yet) is that as soon as the client is connected, every newly created entity got synced and created on the freshly connected client.

Though i had the problem that i had not loaded any empty level before connecting in my first game versions, so this had been a problem.
I fixed that by loading an empty level before connecting and enet_ent_sync8only once) after loading.

I thought about something like disabling entity retrieval for a client at connection so client can communicate with server without getting entity updates.
For example retrieving current mapfile etc.

Might be solved with the current solution by dropping everything in an empty level^^

Last edited by Rackscha; 10/24/11 17:18.

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