Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: kasperl on April 24, 2004, 09:56:09 am
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ok, i got my dad to allow me to install FSO on is comp, so i took me FS dir, cleaned out the mess, ripped out the zpack mvp, put all the VP's in the main folder, but the weapons pack in the enhanced folder, ripped out all the old builds, made sure everything worked, wrecked the network for half an our transfering the gigabyte of data, ran the retail launcher, ran the FSO launcher, ran the game, played. Now, my little brother wants to get slaughtered over the LAN, so i set up my PC as a LAN host, using the EXACT SAME DATA as my dads PC.
I go downstairs (dads PC), discover i am using a builld from a month ago, i switch to the right build, use the -mod param to get FSO to use the weapons pack as well, setup pilots and stuff. Enter the IP from my own PC, make sure PXO is turned of, etc, etc. I try to join the game i'm hosting on my own PC, and i get a warning
"you are running an older version of FS then the host, click the update button in the launcher to get the most recent version".
now, i am running the exact same build as upstairs, but from a different path. so i try to move the stuff to the exact same path, and try it again, same error.
My dad's PC runs winME, i run win98SE, and we are connected through two hubs connected to eachother.
known issue? if not, i'll copy&paste to mantis.
oh yes, almost forgot, when i hit escape in the server list, i saw a flash of Kazan's rathaven chat thingy before the mainhall appeared.
EDIT:
This also happens with AND without using LS's new weapon effects.
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that will be fixed.. lan should be working fine though... i often tested via lan
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and?
can you fix it?
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last time that happened, we had made something too big, and it couldn't parse the data properly client to server, so it couldn't match stuff up and reported a "wrong version"
sounds like mantis to me :)
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could this be related to upping the neb tbl?
note, i am using taylors 040405 build.
and mantissing now
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in the 4/05 build I can't even get multiplayer to work it crashes to desktop without any error message just trying to get to the multiplayer game menu
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Originally posted by ShadowDrakken
in the 4/05 build I can't even get multiplayer to work it crashes to desktop without any error message just trying to get to the multiplayer game menu
then something is wrong with your computer idgit
Check your own system before you complain about errors that don't exist, they're really ****ing annoying especially when I'm already pissed off
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Kazan, I'd like to start off by saying BULL****. Sure it's simple to blame my computer, but that's just bull, because NO other game I have has this problem, and in fact, FS2 works just dandy multiplayer as well. FSO has tons of bugs, and from what I've seen on this forum, people with AMD CPUs are hitting the worst of them. So don't give me that crap just because you're braindead and would rather pawn off errors than to look into the why's of their happenings.
Edit: oh, as an aside here, the 4/23 build multiplayer works fine now... but oh, it MUST be my system that was messed up ONLY for the 4/05 build, it couldn't have been something else!
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Kazan, he has a point.....
that said, SD, don't take it personally, Kazan is known to be, undiplomatic.
aside from shifting the blame like we missed Osama's latest idea, is this easily fixable?
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ShadowDrakken: it can still be something wrong with your computer, like you not following the directions and isntalling the CONFIG FILE FOR FS2 OPEN MULTIPLAYER - Or possibly you tried to connect WITHOUT A MASTERSERVER RUNNING
Don't ever tell me I don't know what I'm talking about, I wrote that **** piece of code and if anyone knows what is going on with it's me.
I HAVE AN AMD CPU and I don't have any problems. I had no problems with EITHER of those builds because my system is properly configured. Don't talk out of your ass because your mouth knows better and don't EVER try to tell me you know more about a piece of code that I wrote
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Kazan, if it was my config, then why did placing in a single EXE file of a newer build fix the problem with NO OTHER CHANGES? I don't use a master server, I use direct IP connections, but that's entirely moot for 2 reasons, first, I couldn't even get INTO the multiplayer screen, it was crashing trying to enter the screen in the first place. And second, the 4/23 build fixed the problem anyway. Yes I got hot, but it's because of the way YOU responded to me trying to get things fixed up. If you thought it was a config file, you could have said so and pointed me in the right direction instead of chewing my head off. Get over yourself, you're not all that
Also, what I mean about the AMD CPUs, is that if you read through the posts, people who are posting problems who are also including PC specs, are all posting AMD CPUs. I can't find a single recent report that someone says they have an Intel
Edit: I stand corrected, thank you kasperl
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*raises hand*
i am running a P3 800 and my dad's comp is running a P4 1,2. i didn't include specs because they seem irrelevant, i am not familiar with my dad's comp on some parts, and because my specs have been plastered all over the place often enough. If anyone would've asked, i would've posted.
aside from all that, perhaps it is a good idea to let the blaim rest and just try and get this to work.
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it was problem some transitory bug that is gone
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i don't follow the grammar here, but i think you said it might be fixed. can you please give us a fresh compile? or do you have a nice list of intstructions for someone with MSVC 6, winCVS but no brain to compile the code?
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the code is in the CVS - so every newer build has the code
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you just made the commit?
then could you tell me how to make a build? i would like to test this soon so we know if it is indeed fully fixed and the mantis entry can be closed.
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*slaps forehead* the multiplayer code has been in there ever since i commited shortly after starting the Multiplayer Test Victims thread
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ok?
the build from taylor, AFTER, long after you started that thread as a bug. you say you commited the bugfix in a thread from long before the bug appeared.
dude, i want your time machine.
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no - he's *****ing about a bug that's been long since fixed if he's *****ing about a valid bug at all
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please try not to kill each other :)
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kazan, please, you said this might be an easy fix, if so, can you fix it?
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kasperl: whatever the problem was it went away when I used the 4/23 build, mutliplayer is working fine now
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i was talking about the issue with the 0405 build, as listed above.
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i cannot reproduce your bug kasp
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now that's a pity.
what OS's are you using?
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oh yes, perhaps worth to mention, the net conn looks like this
WinME --> Router --> 5 port hub --> 8 port hub --> Win98SE
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win2k
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2 win2k boxes?
perhaps it checks OS as well?
it might be that i am running a slightly different command line param, is that bad? also, the mod dir i am running the weapons vp from is callen "Enhanced" (one cap) and the launcher complained about a space in the name on the downstairs box. i checked 5 times, but there is no space.
extra note, the weapons vp contains LS's stuff, including the ammo primary's.
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"-mod x" must be the LAST command line parameter
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mm.
i am entering it in the launcher GUI, not in the customs flag box. i forgot which place it takes, but it all works on SP, and it's using the pretty weapons.
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pretty weapons... that could be and probable is your problem - those tables are not multiplayer certified
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but we are both using LAN play, without even going near anything like your masterserver.
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doesn't matter - some tables can still break mp - bad data
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i'll try it without these tables then.
still odd, since the only change is in the weapons tbl and adding balistic primary's.
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it could also be win98SE
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aside from all the obvious, is there anything wrong with win98SE.
i know it is a) windows b) a worse hack then my QB code c) old d) messy e) unstable
and quite a lot more, but really, is it worse then let's say, 98FE/95?
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erg s/Win98SE/WinME
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erg s?
i know it is crap, but it is what quite a large percentage of the current userbase uses.
unless you want to all give us free coupons for WinXP Pro Legal, plus the hardware to run it, you can yell at it all you want, but it won't go away.
as for *nix, not unless you out FS on a LiveCD, i am way too stupid, and my dad won't allow it on his PC.
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Originally posted by kasperl
the only change is in the weapons tbl and adding balistic primary's.
This is likely the problem... ballistic primaries aren't supported in multiplayer.
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........
then that would be a bug, correct?
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Yeah, but it's not likely to get fixed any time soon. It would require a significant amount of rework to keep track of ammunition and so forth.
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ouch........
ok, how bad is any time soon?
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I honestly don't know. ;) I'd have to take a good look at the multiplayer code after 3.6 is released. It's not a huge priority for me either. It may get done in six months, it may get done in a year, or it may never get done. Or someone else might do it. I can't give you an estimate.
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ok.
prehaps a better error message is less work? this might break up quite a few people wanting LAN play with cool new features.
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Better error message would be a good work around.
This should go into the FAQ for now though.
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how nice.
i tested this without LS's effects, just using the MediaVP shinemaps, glowmaps and nebulae's, and it won't work. same error.
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Try just removing the nebulas.
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i will, tomorow.
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that was grand.......
i disabled the neb vp (changed extension to vpDISABLED) and run multi. the computers won't see eachothers games whatever i do. just nothing shows up in the list. i try some other stuff, still naught. i enable the VP and still nothing.
so basicly, things got a lot worse, without even changing builds.
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kasperl, if you are using my 04/05 build than try the new one that Goober500 put out or my 04/01 build. The 04/05 build is based on the Linux tree and has a lot of networking changes to support PPC. It looks like there may be a bug in the code where it doesn't form a JR packet correctly but does process incoming packets correctly. In other words it would work on the server end but not the client. I would recommend not using that build for either though and try the 04/26 build instead. If this does fix the problem then please let me know so that I can rework multimsgs.cpp and get this working again.
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ok, i will check.
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ok, using Goobs build it won't work, because of the interface error (clicking commit gives me the help screen), but a home made compile from CVS (this morning) worked fine.