#308857 - 08/09/03 07:24 AM
Re: MP game on.
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**DONOTDELETE**
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Anonymous
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I am testing the multiplayer w11, when it was reporting to the master server it seemed to crash once every few hours. So i have set it to an internal IP and I have had a w11 game running for 3 days and no crashes . I have reset it so if everyone can hop in and test it lets see how long it will last. IP is 142.173.18.43 and leave a chat message saying you were on
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#308858 - 08/09/03 10:41 AM
Re: MP game on.
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Joined: Apr 2001
Posts: 1,891
Moje
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Member
Joined: Apr 2001
Posts: 1,891
Sweden
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Missed your server brain, did it crash ? Uffe joined me over Taiwan last night for 2.5 hours playing w/o 'any' trouble. Uffe reported in that his chopper a couple of times activated the cannon and fired off some shells by itself I remember that even in 151D my cannon got stuck in firing mode sometimes, but don't know why. Edit: Sorry, didn't read your post thoroughly (sp?), your aint reporting to the MS. Just tried to join with your IP set in Options, Multi... but no luck I can see your game and gets the player-list, but it just hangs in the "connecting" screen.
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#308859 - 08/09/03 06:36 PM
Re: MP game on.
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**DONOTDELETE**
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Anonymous
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Doh, my bad. I had set my cpds=450 to 512 for testing .... i have switched it back give it a go again, its still running 12 hours later
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#308860 - 08/09/03 07:59 PM
Re: MP game on.
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Joined: Apr 2001
Posts: 1,891
Moje
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Sweden
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Hi, brain. I was in for a while. Made some damage at Damascus -it's key in this camp. I took out the armour gen and I think I got the FM-gen too. Helo-gen is still there Go for it Edit: Tried to get in again, just to challenge the MP-code, but couldn't find your game Guess I crashed you when I left, with the usual reason; some unknown entity that should be deleted. If so it's just like Schorpp says -the server-code really can't handle ppl leaving the game. Really hope he got the time to cure this, the client-side seems to go like a charm after his hotfix. Could someone skilled in MP-code give him a helping hand ???
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#308861 - 08/10/03 07:17 PM
Re: MP game on.
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**DONOTDELETE**
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Anonymous
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Yup the client exiting still crashes server Dam.... oh well we are still at square one. Master Server reporting causes crashes. Clients exiting causes crashes. Until these are fixed, multiplayer servers are fubared. Well I guess unless you baby sit your server and save your campaign after every session ... before anyone quits that is. Then whats the point of having a server?
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#308862 - 08/10/03 07:42 PM
Re: MP game on.
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Joined: Apr 2001
Posts: 1,891
Moje
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Member
Joined: Apr 2001
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Sweden
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I'd say square 1.5 Although it doesn't help much in getting a MP-session going for a long time, there's no false "client can't enumerate any groups, restart machine"-messages on the client-side anymore. Tom Schorpp found that bug and fixed it, but he says the server-code is a bigger deal to fix, so it will take some (long) time, unless more ppl knowing internet comms with Directplay gets involved and synchronized. We can only hope for the best. And a last note - the MP-code isn't changed from the Razorworks code, so it isn't really fair to say that the Dev-guys spoiled it. Hosts have always crashed when clients left the game (my experience anyway). I have a habit of saving every 10 minutes or so, but it's not a game to put unwatched on a server for stable service (yet, I hope it will be).
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#308869 - 08/13/03 04:14 PM
Re: MP game on.
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Joined: Apr 2001
Posts: 1,891
Moje
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Sweden
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Parts of the ini-data is already overruled by the host. I know that the settings for chaff, flare & smoke effectiveness is the host-settings, no matter what the clients have. Think it's the same for the "fog of war". I've been MP'ing with pilots from UK and Ger regulary for over a year (I think), started on 151D and then the new exe's. In parallell I've been MP'ing with two Swedish friends and nearly idenitcal PC's and totally identical set-up's for eech (since I helped 'em both with the set-up after installation) I haven't noticed any diff. between these two "types" of MP-sessions. I think it's the same version for UK and Europe. The US-one is different, since the version on the CD is 141c and there's also "after-versions" of the CD, stripped from music. Then there's a Russian, Polish and Japanese version of the game, don't know of any diff's regarding the Russain and Polish versions, it's just a setting in one of the source-code files telling the compiler which font to use. Don't know nothing about the Japanese version. I'm confident that Werewolf and Schorpp will iron out the worst MP-bugs in the end and deliver a fair / good MP-code, but it will take a while and we'll just have to be patient
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#308871 - 08/16/03 12:38 PM
Re: MP game on.
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Joined: Apr 2001
Posts: 1,891
Moje
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Member
Joined: Apr 2001
Posts: 1,891
Sweden
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Posting a report to make this thread even longer I've conitnued to host my Taiwan campaign Thu, and Fri. Uffe joined both days and on Fri a new Pilot came in, but I think he didn't notice that I was running WUT-151D, so the game crashed. Anyway we're finished with the campaign. Last night we got the last MB and went for the remaining carrier on the North coast. It was a long flight for Uffe who had three Apache Longbows, avoiding engagement with SAMs over land. I was taking a tour out on the Sea with a single Comanche. Uffe managed to get in range of the carrier and fired 14 Hellfires at it. One Frigate was screening the carrier a bit so 13 hit. Hins wingies was gone by that time, he had one HF left and fired that too. That was the last hit in the game, Silny turned into a submarine :p and we got the final winning screen. Next time I start a game, I think I'll go North, to Alaska. See you there.
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#308874 - 08/21/03 11:17 PM
Re: MP game on.
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Joined: Apr 2001
Posts: 1,891
Moje
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Member
Joined: Apr 2001
Posts: 1,891
Sweden
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Started up the Alaska Fortress campaign. Uffe joined me and we made subs out of the two carriers and their supporting frigates on the south coast. The reds are getting serious about our base Solomon, so we have to rush to it's aid next session. Welcome to join with the 151_D.txt WUT-profile. I'll try to remeember to post at http://www.tradeip.com/sites/tradeip/boards/mainlistingpage.asp?board=heli1&fromwhere=local next time I go on-line. I'll hover on ICQ for a while before starting up. Time around 22.00 Swedish Daylight saving time -it's GMT + 2 hrs.
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#308875 - 08/21/03 11:32 PM
Re: MP game on.
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Joined: Jul 2001
Posts: 1,973
pcriddle
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Member
Joined: Jul 2001
Posts: 1,973
Newark, Notts. UK
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Hey Moje, what exe are you using, I'm home until the 28th, got my stick, got my puter, got cable comms, need to install EE AH + CH but not sure what everyones using at the mo, so give us clue and I'll be up for a few flights before I have to go back to No COMMS LAND Phil
If you want sympathy look it up, it’s between sex and syphilis
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#308877 - 08/22/03 07:09 AM
Re: MP game on.
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Joined: Apr 2001
Posts: 1,891
Moje
Member
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Member
Joined: Apr 2001
Posts: 1,891
Sweden
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I'm currently running 160w11 + 151_D.txt as WUT-profile. Don't forget to sett it in the eech.ini and check your stick & throttle -see my post about 160w11 joystick issues: http://oldsite.simhq.com/simhq3/sims/boards/bbs/ultimatebb.php?ubb=get_topic;f=30;t=003292 Until a transfer of WUT-profile from host to client is fixed in-game, we have to do it the old way -meeting on ICQ, passing Ip and then fly. I've been hosting with WUT-profile and masterserver report active, but sometimes a pilot will drop in w/o the WUT-profile and that gives a CTD. As I wrote somewhere, if I'm hosting with the WUT-profile MS-reporting is off. C U on ICQ
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