Regarding LAN multiplayer and "Connection Error"

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Squiddytreat
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Regarding LAN multiplayer and "Connection Error"

Post by Squiddytreat »

My brother and I have been attempting to play Warzone 2100 (v 2.3.1) over our Local Area Network connection, but to no avail. Our computers have worked fine for LAN in other games - including the original Warzone 2100.

Now, the problem is not actually regarding hosting, as we are able to host our games perfectly fine. They're listed in the lobby, as well as the lobby list on this website. Our problem regards JOINING games, and not just each others' games, but any games at all. The error we're given is about as vague as errors can get, leaving only "Connection Error." The game does not crash or freeze, it only presents us with this error, regardless of whether we do a direct IP connection or through the lobby.

If anyone has any insights or ideas, we would love to hear them. :D
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JDW
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Re: Regarding LAN multiplayer and "Connection Error"

Post by JDW »

Hi Squiddytreat,

That really sucks. :|

Have you tried looking at FAQs to see if your problem could be one of those?
"Speak when you are angry and you will make the best speech you will ever regret."
-- Ambrose Bierce
Deep2388
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Re: Regarding LAN multiplayer and "Connection Error"

Post by Deep2388 »

Try LANing with Hamachi. It worked that way for me.
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Squiddytreat
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Re: Regarding LAN multiplayer and "Connection Error"

Post by Squiddytreat »

Well, if my problem wasn't in the FAQ or otherwise listed on the forum somewhere, I certainly wouldn't be posting about it xD
Concerning Hamachi though, I don't see how a LAN-emulation created by making a secure tunnel between two computers that are already directly connected to one another would help at all. O_o

Is there a detailed changelog somewhere on the site that I missed? Maybe the team removed some bit of functionality that was causing issues with something else.
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Zarel
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Re: Regarding LAN multiplayer and "Connection Error"

Post by Zarel »

As far as I know, direct IP connection should be enough. Perhaps one of your firewalls are set too harshly? Add an exception (or if you feel safe, try to - temporarily! - turn them off completely).

If neither idea works, post both your netlogs and error logs.
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Squiddytreat
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Re: Regarding LAN multiplayer and "Connection Error"

Post by Squiddytreat »

We'd actually already added it to our exceptions prior to the fact, so I don't imagine that was the problem. As for the error logs, here's what mine said:

Code: Select all

info    |11:04:00: [rebuildSearchPath] * Failed to remove path E:\Games/data/\ again
info    |11:04:00: [rebuildSearchPath] * Failed to remove path E:\Games/share/warzone2100/\ again
info    |12:04:54: [rebuildSearchPath] * Failed to remove path E:\Games/data/\ again
info    |12:04:54: [rebuildSearchPath] * Failed to remove path E:\Games/share/warzone2100/\ again
Both are times last night/this morning, when we were attempting to play. Oddly enough, Warzone didn't write anything to an stderr.txt on my brother's computer, and I'm not sure where to find the netlog. If it's the one that should be in just C:\, neither of ours had been modified since nearly a year ago.

Is there any other information you require?
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JDW
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Re: Regarding LAN multiplayer and "Connection Error"

Post by JDW »

Squiddytreat wrote:Well, if my problem wasn't in the FAQ or otherwise listed on the forum somewhere, I certainly wouldn't be posting about it XD
Well, it's good to know that you're not like the majority of the newbies. :wink:
"Speak when you are angry and you will make the best speech you will ever regret."
-- Ambrose Bierce
MrSalsito
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Re: Regarding LAN multiplayer and "Connection Error"

Post by MrSalsito »

Zarel wrote:If neither idea works, post both your netlogs and error logs.
Hello, we got two hosts connected directly with a cross-cable. Joining a multiplayer game by IP-Address, we are able to see the waiting game, but selecting it, always appears the "Connection Error" failure message.
We are running on two MacBook Pro, one with MacOsX 10.5.8 and the other with MacOsX 10.6.4. Both with the Firewall disabled.

These are the WZlog log:

Code: Select all


--- Starting log ---

and the netplay log:

Code: Select all

NETPLAY log: Wed Jul 21 23:08:19 2010

-----------------------------------------------------------
Freeing slot for a new player. 	: 0 	(Sync) 	Wed Jul 21 23:08:31 2010
Freeing slot for a new player. 	: 1 	(Sync) 	Wed Jul 21 23:08:31 2010
Freeing slot for a new player. 	: 2 	(Sync) 	Wed Jul 21 23:08:31 2010
Freeing slot for a new player. 	: 3 	(Sync) 	Wed Jul 21 23:08:31 2010
Freeing slot for a new player. 	: 4 	(Sync) 	Wed Jul 21 23:08:31 2010
Freeing slot for a new player. 	: 5 	(Sync) 	Wed Jul 21 23:08:31 2010
Freeing slot for a new player. 	: 6 	(Sync) 	Wed Jul 21 23:08:31 2010
Freeing slot for a new player. 	: 7 	(Sync) 	Wed Jul 21 23:08:31 2010
Failed to start connecting ? 	: 0 	(Sync) 	Wed Jul 21 23:08:31 2010
Failed to to connect with socket. 	: 0 	(Sync) 	Wed Jul 21 23:08:31 2010
Failed to to connect with socket. 	: 0 	(Sync) 	Wed Jul 21 23:08:31 2010
Failed to to connect with socket. 	: 0 	(Sync) 	Wed Jul 21 23:08:31 2010
Failed to to connect with socket. 	: 0 	(Sync) 	Wed Jul 21 23:08:31 2010
-----------------------------------------------------------
NETshutdown 	: 0 	(Sync) 	Wed Jul 21 23:08:39 2010
NET_DROID               :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DROIDINFO           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DROIDDEST           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DROIDMOVE           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_GROUPORDER          :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_TEMPLATE            :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_TEMPLATEDEST        :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FEATUREDEST         :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_PING                :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_CHECK_DROID         :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_CHECK_STRUCT        :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_CHECK_POWER         :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_PLAYER_STATS        :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_BUILD               :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_STRUCTDEST          :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_BUILDFINISHED       :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_RESEARCH            :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_TEXTMSG             :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_UNUSED_18           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_UNUSED_19           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_PLAYERCOMPLETE      :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_UNUSED_21           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_STRUCT              :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_UNUSED_23           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FEATURES            :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_PLAYERRESPONDING    :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_OPTIONS             :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_KICK                :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_SECONDARY           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FIREUP              :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_ALLIANCE            :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_GIFT                :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DEMOLISH            :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_COLOURREQUEST       :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_ARTIFACTS           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DMATCHWIN           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_SCORESUBMIT         :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DESTROYXTRA         :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_VTOL                :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_UNUSED_39           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_WHITEBOARD          :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_SECONDARY_ALL       :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DROIDEMBARK         :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DROIDDISEMBARK      :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_RESEARCHSTATUS      :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_LASSAT              :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_UNUSED_46           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_AITEXTMSG           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_TEAMS_ON            :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_BEACONMSG           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_SET_TEAMS           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_TEAMREQUEST         :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_JOIN                :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_ACCEPTED            :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_PLAYER_INFO         :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_PLAYER_JOINED       :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_PLAYER_LEAVING      :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_PLAYER_DROPPED      :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_GAME_FLAGS          :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_READY_REQUEST       :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_NEVERUSE            :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_REJECTED            :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_UNUSED_62           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_UNUSED_63           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_UNUSED_64           :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_POSITIONREQUEST     :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_DATA_CHECK          :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_HOST_DROPPED        :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FUTURE1             :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FUTURE2             :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FUTURE3             :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FILE_REQUESTED      :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FILE_CANCELLED      :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
NET_FILE_PAYLOAD        :	 received 0 times, 0 bytes; sent 0 times, 0 bytes
== Total bytes sent 0, Total bytes received 0 ==
== Total packets sent 0, recv 0 ==

-Sync statistics -
-----------------------------------------------------------
joins: 0, kicks: 0, drops: 0, left 0
banned: 0, cantjoin: 0, rejected: 0
-----------------------------------------------------------
sent/unsent DroidCheck 0 / 0
sent/unsent StructureCheck 0 / 0
sent/unsent PowerCheck 0 / 0
sent/unsent ScoreCheck 0 / 0
sent/unsent Ping 0 / 0
sent/unsent isMPDirtyBit 0 / 0
-----------------------------------------------------------
Thanks for your help!!!
MrSalsito
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Re: Regarding LAN multiplayer and "Connection Error"

Post by MrSalsito »

Found the solution, or actually, found my bad.

Join by IP and inserting the ip-address (numerically), it works fine.

Instead, I was joining by IP and inserting the host name.
It was connecting to the host, showing the available game, but when you click on it,
there was the "Connection Error" message.

If is really not possible join writing the host name, there should be a field validation
that checks it's a proper ip-address.
Or, even better, right after fill in the field, if it was an alphanumeric string (host name),
resolve it to the related ip-address and go on.

I really appreciate the effort all the developers are doing to keep developing and maintain Warzone 2100.
I bought it 10 years ago and it was one of my favorite games ever.

Thanks to your job, on these days my 12 years old daughter discovered the game and she's already fan of it!
Finally yesterday we had our first multi-player game... yeeeaahhh!!!
...she is already asking for a revenge :-)
nik-name
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Re: Regarding LAN multiplayer and "Connection Error"

Post by nik-name »

how to fix the error 406
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vexed
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Re: Regarding LAN multiplayer and "Connection Error"

Post by vexed »

MrSalsito wrote:Found the solution, or actually, found my bad.

Join by IP and inserting the ip-address (numerically), it works fine.

Instead, I was joining by IP and inserting the host name.
It was connecting to the host, showing the available game, but when you click on it,
there was the "Connection Error" message.
If the hostname wasn't in the DNS, then warzone can't find it...you can add a entry yourself to your hosts file, and fix that.
If is really not possible join writing the host name, there should be a field validation
that checks it's a proper ip-address.
Or, even better, right after fill in the field, if it was an alphanumeric string (host name),
resolve it to the related ip-address and go on.
It is possible, but you need to know how to do it. (see above) This isn't a warzone specific issue, that is just the way it works.
/facepalm ...Grinch stole Warzone🙈🙉🙊 contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
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Luigi
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Re: Regarding LAN multiplayer and "Connection Error"

Post by Luigi »

Let your IP like this: ===.===.===.(some number)
255.255.255.0
===.===.===.===

DNS: ===.===.===.===
???.???.???.???
-----------------------------------------------------------------------------------------------------------------------------------------------

*Note: (=) - Has to be equal numbers in two (or more) computers that will play.
(?) - Any number

Follow this example. :wink:
I'M NOT A CHEATER!!!!