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Network Test
Posted: 25 Feb 2008, 08:15
by Buginator
Most all the things that have been reported so far are all SP/skirmish stuff.
Has anyone tried out MP play? Any comments?
I know there is a issue on LANs, where the AIs are doing different things on different machines, so that is known.
Mainly trying to see if you notice any more units exploding for no reason. (well, besides the one mentioned above, since it is possible that on your screen, they are sitting there, but on another players machine, they are attacking/defending, and they die, and then on your machine, when it gets the 'death' message, you will see your unit blow up). ???
Or can't people find any players via the lobby?
Or don't you care about MP games?
Or is it something else (and no, not seeing a font don't count, who needs to see text?

)

Re: Network Test
Posted: 25 Feb 2008, 09:43
by The Commander
Every time I have played Warzone I will always go to the Lobby and I have yet to see a game in the list? Is this because no one plays? Or it doesnt list games that are in play?
Re: Network Test
Posted: 25 Feb 2008, 10:13
by Terminator
I think its something else.... As I noticed that wz hosts game (send reg info to lobby) if ppl make a map choose, means if you press host > start hosting it will NOT send reg.info. I think most players do that. I think its bug.
repeat: for hosting games you need to choose a map (press maps & select one) than you will host.
& about MP modes: dont know why was cut out TeamPlay mode & campaing was renamed to "mayhem" ?
Re: Network Test
Posted: 01 Mar 2008, 07:50
by Void
Buginator, I care mainly for the multiplayer. My friend and I, connect through the lobby to play. Unfortunately, we stopped playing for a bit due to the random explosions and the game splits. After extended play, me and my friend who started out in one game just ended up playing two seperate games... where what I did no longer had an impact on their game, and vice versa.
Last version we played was 2.0.10, but haven't played it in a few weeks now. Waiting to test out the multiplayer in 2.1.0 but I am currently plagued with the menu bug. Haven't had much success in navigating through all that mess, and my friend refuses to host a game.
Anyways, the game splits and random explosions was the only fault I ever had with these releases. Soon as the new beta is released, I'll be back on there (hopefully with text) and in multiplayer games again.
Oh, also, between the two of us, we sit on Ventrilo while we play. So often we're able to tell each other immediately if units are exploding, and find out if we're in the same game or not.

Gimme some text and we'll give you a good testing for MP.

Re: Network Test
Posted: 01 Mar 2008, 14:01
by Per
Terminator wrote:
& about MP modes: dont know why was cut out TeamPlay mode & campaing was renamed to "mayhem" ?
Campaign was renamed to avoid confusion with the "real" campaign.
Team play mode was removed because the same functionality was offered in a better way through the new locked teams option.
Re: Network Test
Posted: 01 Mar 2008, 17:37
by Terminator
Mayhem - what is this word mean I even dont know... I recomend to use standart name "FFA" - Free for All.
By the way Its impossible to set up game for teamplay without BOTs. Because Mayhem DON'T have team selection, only Skirmish have.
But I would want to leave old style game modes just rename "campaing" & thats all
Re: Network Test
Posted: 02 Mar 2008, 13:05
by Per
Mayhem is a bit buggy ATM, I think. Although I think it was meant as a feature, it is a bit annoying that you cannot add AIs to mayhem (old campaign) mode. I am working on improving this, but the code is really convoluted, so it may take some time (and is not high priority).
Re: Network Test
Posted: 02 Mar 2008, 13:19
by kage
"mayhem" means pretty much the same thing as "chaos"
Re: Network Test
Posted: 13 Mar 2008, 08:50
by Terminator
Is MasterServer works right now ? because last time I always get "gost" game like this (look at screenshot). I used beta1 & trunk versions & in both can see that.
btw cannt run game :
Code: Select all
error : rayCast: zero distance
error : Assert in Warzone: raycast.c:271 : rayCast (hDist != 0 && vDist != 0), last script event: '<none>'
Re: Network Test
Posted: 14 Mar 2008, 05:28
by The Commander
Mine chrashes every time I try to join the lobby. Although I think I saw that "gost" game for .1 of a second before it went to the desktop.
Re: Network Test
Posted: 14 Mar 2008, 07:02
by KTRD
You Crash? humm I froze evey time i try to play online wounder if theres an error with the online/network files on windows XP people? just wounding :-\
Re: Network Test
Posted: 14 Mar 2008, 08:12
by The Commander
Well, Whats really weird is that it didnt allways do it and it only started chrashing withn the last few weeks.
But I am yet never been able to play an actuall game online because I have never seen any one in the lobby. But now I stand no chance at all because it allways chrashes when I click join game.
Re: Network Test
Posted: 14 Mar 2008, 15:02
by Devil12
I have an problem with LAN-Games.
We play with 3 Humans and some CPU's.
Sometimes when someone leaves the game (Quit or Crash), the Game freezes for at least one of the other Players, no matter who left the Game.
Re: Network Test
Posted: 14 Mar 2008, 17:23
by Per
If it freezes when you try to connect to the lobby server, I guess it doesn't really freeze, it just waits for connection and times out after a very long time. This is because it cannot connect there for some reason. It is still somewhat a bug, though...
The freeze (infinite loop, actually) when leaving the game is an old one, and I've had a hard time tracking it down.
Re: Network Test
Posted: 14 Mar 2008, 18:53
by Buginator
Per wrote:
The freeze (infinite loop, actually) when leaving the game is an old one, and I've had a hard time tracking it down.
If you mean the infinite loop in event.c, seems we got a pointer that loops back on itself. Haven't found the cause of this.