Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Netplay 2.3.6 - Synchronization - Global War - Allies BP set to Zero

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> World in Flames >> Tech Support >> NetPlay Tech Support >> Netplay 2.3.6 - Synchronization - Global War - Allies BP set to Zero Page: [1]
Login
Message << Older Topic   Newer Topic >>
Netplay 2.3.6 - Synchronization - Global War - Allies B... - 3/2/2017 3:09:01 PM   
davidachamberlain

 

Posts: 326
Joined: 1/21/2014
Status: offline
This is similar to the issue that Peter (not Paul) mentioned, however it is with Global War.

After Return to Base and Final Production Planning (where BPs were correct), the Production phase shows all Allied Major Powers have ZERO Build Points.

I have included the current save along with the Return to Base.

I could not find the matching Axis player files.

** ADDED 3-04-2017
** Steve, I suggest that you might want to consider making the Production Planning and Production phases synchronous (or modal) like the normal movement and combat phases to avoid this situation. Then the incremental updates for each side should prevent this from happening.
** Longer term the parallelism is useful, but the whole management of synchronization will need to be thoroughly considered - especially as the number of players increases.

*** Addition 3-10-2017
*** One other observation. I went back through my earlier NP game with 2.2.8 and there was no issue there with the BPs, but it was Barbarossa rather than Global War.
*** I wonder what changed in that regard between 2.2.8 and 2.3.6

Dave

< Message edited by davidachamberlain -- 3/10/2017 2:48:11 PM >
Post #: 1
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/2/2017 3:12:37 PM   
davidachamberlain

 

Posts: 326
Joined: 1/21/2014
Status: offline
Attachment.

Both Autosave of Return to Base (with Allies having BP) and Production (ZERO BP for Allies).

Dave

Attachment (1)

(in reply to davidachamberlain)
Post #: 2
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/2/2017 7:48:41 PM   
gw15


Posts: 919
Joined: 3/21/2010
Status: offline
Yes, Peter and I have the same problem.

(in reply to davidachamberlain)
Post #: 3
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/2/2017 9:33:51 PM   
davidachamberlain

 

Posts: 326
Joined: 1/21/2014
Status: offline
Yes, I know. Hopefully, with knowing that it affects Global War in addition to Barbarossa and having files for both, that will help Steve to deal with it.

I think it has something to do with parallel activities going on during the phases leading up to Production that allowed the Axis data to override the Allies data.

It will probably be part of a bigger concern once the game goes forward to allowing more than 2 players since there will be synchronization of every phase.

Dave

(in reply to gw15)
Post #: 4
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/3/2017 3:53:51 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
Don't know about others, but the Axis player in my case set some defaults in Preliminary Production planning and was doing things after the corresponding point in time when the Allies would have done those things (i.e. clicking through the various phases to advance toward production). I believe the Allied player did not make any changes to the MWiF Preliminary Production planning for the Russians (the only Allied power in our case).

...if that helps...

_____________________________

Paul

(in reply to davidachamberlain)
Post #: 5
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/3/2017 4:21:44 PM   
gw15


Posts: 919
Joined: 3/21/2010
Status: offline
Since I'm playing the Axis I did finish preliminary production faster but I waited until the Allies finished before I okayed the last country to continue.
Paul - are you saying the Axis should wait or the Allies to finish preliminary production first?

(in reply to paulderynck)
Post #: 6
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/3/2017 4:40:07 PM   
davidachamberlain

 

Posts: 326
Joined: 1/21/2014
Status: offline

quote:

ORIGINAL: bommerrang

Since I'm playing the Axis I did finish preliminary production faster but I waited until the Allies finished before I okayed the last country to continue.
Paul - are you saying the Axis should wait or the Allies to finish preliminary production first?

I think it is more complicated than that.

I tried a few different approaches. Initially, we just did all of these in parallel. Subsequently, we tried both with Allies and then with Axis to click through all of the steps in both Prelim and Final. All met with the same result.

There is not apparently a consistent synchronization, but I think there is something more missing. I think it is probably necessary for there to be a similar workflow for each major power to gradually add in the data. We checked at each stage and everything was visible to both sides up until Production. At that point, all of the Allies were zero.

It was just at the Production step.

Our work around was to update the file to Stand Alone and then finish Production and reset back to Netplay. That works consistently, but it is a bit of a hack. It required re-saving the file after it was restored.

Dave

(in reply to gw15)
Post #: 7
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/3/2017 8:42:55 PM   
gw15


Posts: 919
Joined: 3/21/2010
Status: offline
Wow, how did you "update" to stand alone and then "reset" to netplay?
If you can do that then other ways to play this game come to mind...

(in reply to davidachamberlain)
Post #: 8
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/3/2017 9:03:18 PM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
Don and I tested Barb again today and when JA ended we encountered this same problem with Russian BPs equal to zero.

We had hit it before in the MJ turn when the Germans did some manual changes and were able to get past it by reloading from End of Action and not doing changes, just accepting what MWiF recommended (which wasn't right but the errors cancelled out).

This time we tried several different combinations - it started with manual changes (due again to an error - the German CPs in the Baltic had been massacred and yet all three Swedish resources were being produced), then we tried that over again, then we tried going from End of Action without any production changes again, then we tried with that and without the Germans scrapping a unit (since they had done no scrapping in MJ, although the USSR did some both turns). Anyway, no matter what we tried it didn't correct the USSR BPs.

Axis End of Action game file attached, just make the turn end, and you should be able to recreate this bug. We can't continue testing this scenario until this bug is fixed.


Attachment (1)

< Message edited by paulderynck -- 3/3/2017 9:05:07 PM >


_____________________________

Paul

(in reply to gw15)
Post #: 9
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/3/2017 10:05:34 PM   
davidachamberlain

 

Posts: 326
Joined: 1/21/2014
Status: offline
You can use a simple text editor (Wordpad) and open the GAM file.
Make sure that you copy your file to a new name to keep the original version unchanged.

The first line identifies the version (2.3.6) and the mode (2 for Netplay)
When you change the (last digit) 2 to a 0, it will be Stand Alone.

After you restore it, save it AGAIN, before doing anything with it. It cleans things up.

After you are done with Production, reverse the process.

I am not entirely sure if it might cause any strange behavior, but it has worked so far.

Dave

(in reply to gw15)
Post #: 10
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/4/2017 4:53:57 PM   
Timian


Posts: 137
Joined: 9/14/2013
From: Tucson, AZ
Status: offline
Sorry / Forgot to post this last night / Here is the Russian End Action Save that goes with Paul's NetPlay "Bug Report" 9:03:18 PM (GMT) on 3 March (and the associated German End of Action Save). Thanks, Don.

Attachment (1)

(in reply to davidachamberlain)
Post #: 11
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/19/2017 9:43:59 PM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
Steve had mentioned the workaround for this problem is to resume the game from the AutoSave - Scrap Units phase. Don and I tried that today, using 2.4.1 (playing Barb) and it worked!

We played a full turn and got to production and again Allied BPs got zeroed. I expect when we next play, we'll be able to resume successfully doing the same as today.

So the problem still exists in 2.4.1, but the workaround is simple.

_____________________________

Paul

(in reply to Timian)
Post #: 12
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/20/2017 7:46:57 AM   
AndreasI

 

Posts: 24
Joined: 7/9/2015
Status: offline
I'm not sure how much info has been added in different threads. However, me and a friend started a Global War and got to the production phase where allies BP were set to 0, but the allies were not the only ones to be affected. It seems as if the allies had doubled amounts of factories (US 80, CW 44 and so on) and there were production points listed but werent allowed to build anything in the build phase.

On the Axis side (I didn't go inte IT/JA in detait but it seems like all the trade resourced for Germany for some reason were set to idle resulting in 9 build points instead of 14 and no saved oil. Not at the gaming computer right now so can't upload game save, just wanted to add the info as it seems that axis production is correct for other people in this thread, though I might be wrong about that.

(in reply to paulderynck)
Post #: 13
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/20/2017 11:49:52 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
There were 3 problems with build points in the Production phase for NetPlay games. After a week+ of work I finally fixed the last one.

1 - Zero production points (that was caused by my failed attempts to fix problem #3. I simply undid some code changes I had made.

2 - Production builds that required the program to create new units caused major problems. The 5 unit types requiring new units are: convoys, pilots, forts, factories, and offensive chits.

3 - On the Axis computer, no major powers received resources from neutral major powers (e.g., Turkey, Venezuela).

I'll post a Hot Patch that has the corrections for these soon, but I want to look at the other recently reported bugs in Tech Support. While I had my head down looking into the 3 above Production bugs, other bugs have been reported that I haven't looked at at all.





< Message edited by Shannon V. OKeets -- 3/20/2017 11:50:31 PM >


_____________________________

Steve

Perfection is an elusive goal.

(in reply to AndreasI)
Post #: 14
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/21/2017 12:48:58 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
On Sunday, Don and I also encountered some strange synchronization issues within the Pools Form. It's hard to know if this is just a cosmetic problem or if it's a problem waiting to happen. In this first screen shot we see the German Reserve Pool.




Attachment (1)

_____________________________

Paul

(in reply to Shannon V. OKeets)
Post #: 15
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/21/2017 12:57:05 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
But on the Russian PC, the Ju88A1 is shown as a reinforcement for JA42! (which is impossible as we are in SO41 and had it been built last turn or this turn it would not be arriving in JA42).

I recall now that plane showed up incorrectly as a possible reinforcement for Germany in JA41 (it did start the game in the reserve pool), because there was a phantom extra German pilot. Per the scenario set-up, Germany received and placed a pilot and an ATR in JA41 and so the Ju88A1 went back to the reserve pool on the German PC but somehow it appears to have ended up on the Russian PC as being bumped ahead one year.

The original problem with the phantom pilot was reported here: http://www.matrixgames.com/forums/tm.asp?m=4240364
in post #6.




Attachment (1)

< Message edited by paulderynck -- 3/21/2017 1:13:35 AM >


_____________________________

Paul

(in reply to paulderynck)
Post #: 16
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/21/2017 1:03:46 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
Also, Germany built an O-chit in MJ41 and another in JA41. I was very pleased to see two of them arriving in JF42 when I checked the Pools Form. I thought: "I don't recall an O-chit arriving for Germany in JF42 in the scenario set-up, but I guess one was scheduled - oh goody!" But then I checked the scenario book and saw that was a pipe dream and I should only be receiving one - the one I built.

BTW both German and Russian PCs agree on one arriving in ND41 (which is the one I built in MJ41).




Attachment (1)

_____________________________

Paul

(in reply to paulderynck)
Post #: 17
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/21/2017 1:06:36 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
As you can see below, the Russian PC has the correct JF41 pool information, unlike the German PC.





Attachment (1)

_____________________________

Paul

(in reply to paulderynck)
Post #: 18
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/22/2017 5:57:07 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
Paul & Don,

This appears to be the problem I fixed with building newly created units (pilots, forts, convoys, etc.)

My next Hot Patch will prevent this from happening - but you will need to edit the game to straighten out previous builds.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to paulderynck)
Post #: 19
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/27/2017 3:37:01 PM   
davidachamberlain

 

Posts: 326
Joined: 1/21/2014
Status: offline

quote:

ORIGINAL: Shannon V. OKeets

There were 3 problems with build points in the Production phase for NetPlay games. After a week+ of work I finally fixed the last one.

1 - Zero production points (that was caused by my failed attempts to fix problem #3. I simply undid some code changes I had made.

...

I'll post a Hot Patch that has the corrections for these soon, but I want to look at the other recently reported bugs in Tech Support. While I had my head down looking into the 3 above Production bugs, other bugs have been reported that I haven't looked at at all.


Steve, the zero builds (for Allies) problem is still occuring after the most recent update (2.4.2) (I don't think you intended to resolve this yet). I wanted you to be aware that your work around with the "Scrap Destroyed" autosave does not exactly work. We were able to get it to work after trying (separately) both the Axis and Allies files. The Allies file was wrong, but the Axis file was correct. That allowed us to continue into Production. Not sure if that helps with the troubleshooting, but at least provides an interim workaround.

Dave


(in reply to Shannon V. OKeets)
Post #: 20
RE: Netplay 2.3.6 - Synchronization - Global War - Alli... - 3/27/2017 3:39:15 PM   
gw15


Posts: 919
Joined: 3/21/2010
Status: offline
Same problem in my Barb netplay game.

(in reply to davidachamberlain)
Post #: 21
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> World in Flames >> Tech Support >> NetPlay Tech Support >> Netplay 2.3.6 - Synchronization - Global War - Allies BP set to Zero Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.891