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Mutiplayer LAN Event Bug?

 
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Mutiplayer LAN Event Bug? - 12/9/2006 9:49:56 PM   
ETF


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From: Vancouver, Canada
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Played my first LAN game last night. Worked fine. One bug we did notice was the Non-Host machine never gets an event report as a pop up at the beginning of the turn nor in the events section during his turn. At the same time you get an error and if you want to continue to play you MUST hit "ignore" the error. The error seems to be revolving around the event pop up.
Hard though on the non host machine as you can not see things like upgrade, replacements, tech disease etc.
Not playing detailed battles. Error message sorry don't have it handy comes up every turn.


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Post #: 1
RE: Mutiplayer LAN Event Bug? - 12/10/2006 6:07:23 AM   
ETF


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We tried another game and no matter how many reloads we could not get past March 1862.  The problem apears to be progressive in that on the first turn event information was properly transfered but in latter turn a series of C++ faults appeared, first one then latter two events occured.   At these stages this can be worked around by pressing ignore, though the event log is lost after the first ignore is triggered suggesting this transfer may be part of the problem.   At the end, a series of these same faults triggered and pressing ingore multiple times had no effect.  

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(in reply to ETF)
Post #: 2
RE: Mutiplayer LAN Event Bug? - 12/11/2006 2:39:32 AM   
Dustoff

 

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I get the same thing. Late March and thats as far as we can proceed. Client side gets the error:

Microsoft Visual C++ Runtime Libary
  Assertion Failed!
  Program C:\Games\Forged of Freedom\Forged of Freedom.exe
  File:C:\projects\acwpato\source\provine.cpp
  line 238

  Expression test ==18611864
 
  For information on how your programe can cause an assertion failer see microsoft C++ documantation
  on asserts.

  [ABORT]  [RETRY]   [IGNORE]

This error is repeatable off the saved game. Error always happens on the client side. Tried reversing Client\host error will always on clients end. Went back to an an earlier autosave get to late march bang.

I get this run time errorr or one similare to it (line number is diff. and the line after it will be a check sum error, ect...) on the start of T2 or end the end of T1. As stated above just hit ignore and game proceeds, but no info to client.                   

I have saved games if you need any thing sent let me know, or any thing to be tested. Hope this helps in tracking this thing down.

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Post #: 3
RE: Mutiplayer LAN Event Bug? - 12/11/2006 3:31:32 AM   
Gil R.


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Regarding the event report issue, this has already been reported (http://www.matrixgames.com/forums/tm.asp?m=1315297), and the key thing to know is that even if the report doesn't pop automatically for the non-host computer it can easily be obtained by pressing the "Events" button (as I think it's called) at the lower-left.

Eric will have to respond to the other issues in this thread.

If you have it, please send the save file in zip format to Eric (ericbabe@west-civ.com), which will help him to solve this one.


< Message edited by Gil R. -- 12/11/2006 3:40:49 AM >

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Post #: 4
RE: Mutiplayer LAN Event Bug? - 12/11/2006 5:02:56 AM   
Dustoff

 

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All right. I'll sent those files out.
When the runtime error hits ,( I should have described it a little more , my fualt) The "events"  button reveals a blank page for the comp that recieves the error.

Well im off to go play this lovely game.


< Message edited by Dustoff -- 12/11/2006 5:11:57 AM >

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RE: Mutiplayer LAN Event Bug? - 12/13/2006 7:46:03 AM   
SolSolari

 

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Dustoff is right.  My game with ETF went the same way.   Though in our case the event log was available through the button on the first turn, yet subsequent turns had the same blank page that Dustoff mentioned once you push the event button.

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Post #: 6
RE: Mutiplayer LAN Event Bug? - 12/13/2006 3:50:09 PM   
ericbabe


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Thanks for sending the saves; I'll take a look.  The assertion that gets tripped in this case means that the save-game stream received by the client is of an invalid format, and this particular assert is very early in the stream.  We hadn't seen any problems with stream formatting during testing, so perhaps it's a buffer overflow or something.

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RE: Mutiplayer LAN Event Bug? - 12/29/2006 9:48:21 PM   
ETF


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Has this been looked into guys? Any chance a fix is in the works for the next patch. Any idea if a workaround exits for this?

Thanks

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Post #: 8
RE: Mutiplayer LAN Event Bug? - 1/2/2007 9:36:45 PM   
ETF


Posts: 1748
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From: Vancouver, Canada
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bump............:)

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My Top Matrix Games 1) CMO MP?? 2) WITP/AE 3) SOW 4) Combat Mission 5) Armor Brigade

Twitter
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(in reply to ETF)
Post #: 9
RE: Mutiplayer LAN Event Bug? - 1/10/2007 5:27:08 PM   
Dustoff

 

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Joined: 12/3/2006
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bump.....

I cant wait any longer. I want to play my lan Games.

Ah just kidding.
I am just sending a bumb with some Love!

(in reply to ETF)
Post #: 10
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