multiplayer w/o matrix service (Full Version)

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bwheatley -> multiplayer w/o matrix service (12/3/2019 9:26:30 AM)

Is there a way to do PBEM w/o the matrix servers? I've had to redo a turn 3 times now because I hit end turn and it just doesn't work.

I'd rather go with something tried and true, that also lets us keep our turn saves in case there are issues.

Thanks




bwheatley -> RE: multiplayer w/o matrix service (12/3/2019 9:29:51 AM)

It's telling me "Upload failed".




Michael T -> RE: multiplayer w/o matrix service (12/3/2019 9:50:57 AM)

I requested a system similar to WITE where if a upload fail occurs then you can try again until it eventually works and you don't have to redo the turn. I had hoped this was now the case with WP. But it is not.

@Alvaro, this needs attention.




Taxman66 -> RE: multiplayer w/o matrix service (12/3/2019 1:01:38 PM)

Can you save a pbem turn prior to completion?

If yes, mught be best to save the turn just before ending it so you don't have to replay.




AlvaroSousa -> RE: multiplayer w/o matrix service (12/3/2019 1:29:00 PM)

Do hotseat.
End your turn.
Save the game.
Pass it to the other player.

You will see their side though.

You can also save when you are done and have your opponent hit the end of turn button.

PBEM I don't have saves in PBEM++ because people can cheat.




MrBlizzard -> RE: multiplayer w/o matrix service (12/3/2019 2:22:26 PM)


quote:

ORIGINAL: Alvaro Sousa
PBEM I don't have saves in PBEM++ because people can cheat.

Well done!




Taxman66 -> RE: multiplayer w/o matrix service (12/3/2019 4:06:11 PM)

Understandable, but annoying to those of us who have many distractions or like to think about situations before committing.




Michael T -> RE: multiplayer w/o matrix service (12/3/2019 6:16:56 PM)

quote:

PBEM I don't have saves in PBEM++ because people can cheat


@Alvaro, the problem is if any problem occurs with the upload and it fails the whole move is lost. And you have to redo it. Maybe ask matrix about the 2by3 setup for this situation. The way I understand it is if there is a upload fail the game holds the turn info and returns the player to the screen where he can try again to upload.

So it does not save the turn, it just let's you try again later when conditions for a successful upload are available. I have lost hours so far in WP because of upload failures.

Please fix this.




AlvaroSousa -> RE: multiplayer w/o matrix service (12/3/2019 7:04:20 PM)

I will ask and I will see if I can figure out something. Won't be in this patch though if I do. I have some ideas.




James Taylor -> RE: multiplayer w/o matrix service (12/3/2019 7:42:31 PM)

I like the way the old SC PBEM went. Just save the game and send it by email, no problems. So what people could reload and play the turn again getting better results.

Power to them if they've got that much time. The way the Matrix server messes up and purges your game if you can't get back to it within the allotted time I can do with out.

There's something said for KISS.[;)]




Michael T -> RE: multiplayer w/o matrix service (12/3/2019 7:54:31 PM)

The WITW/WITE 2by3 system works fine. Alvaro just needs to learn from that setup. I just will not play regular PBEM anymore. It's just too easily cheated. PBEM++ is the way forward.




bwheatley -> RE: multiplayer w/o matrix service (12/6/2019 10:54:02 AM)

I tried that too and it was the same error, i figured it was a matrix server error based on the upload failed message.




bwheatley -> RE: multiplayer w/o matrix service (12/6/2019 10:55:28 AM)

Yea i thought that with WITE, until we hit a bug and lost a game that was going for months because the system doesn't restore old saves.

Thankfully I guess i haven't run into anyone trying to cheat with me.

Different strokes i guess <3




bwheatley -> RE: multiplayer w/o matrix service (12/6/2019 11:05:47 AM)

Ok still failing for me, nothing in the unity logs

quote:


Initialize engine version: 2017.4.27f1 (0c4b856e4c6e)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce GTX 980 Ti (ID=0x17c8)
Vendor: NVIDIA
VRAM: 6097 MB
Driver: 26.21.14.4108
Begin MonoManager ReloadAssembly
- Completed reload, in 1.797 seconds
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

UnloadTime: 4.861400 ms
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 0.711500 ms

Unloading 20 unused Assets to reduce memory usage. Loaded Objects now: 1223.
Total: 38.322900 ms (FindLiveObjects: 0.162500 ms CreateObjectMapping: 0.039900 ms MarkObjects: 36.400400 ms DeleteObjects: 1.719700 ms)

Unloading the last loaded scene Assets/game.unity(build index: 1), is not supported. Please use SceneManager.LoadScene()/EditorSceneManager.OpenScene() to switch to another scene.

(Filename: Line: 216)

Unloading 2 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 12.700600 ms

Unloading 3877 unused Assets to reduce memory usage. Loaded Objects now: 582.
Total: 81.267300 ms (FindLiveObjects: 0.889000 ms CreateObjectMapping: 0.445000 ms MarkObjects: 34.277600 ms DeleteObjects: 45.655200 ms)

Setting up 4 worker threads for Enlighten.
Thread -> id: 1a53c -> priority: 1
Thread -> id: 14428 -> priority: 1
Thread -> id: 1a314 -> priority: 1
Thread -> id: fcc0 -> priority: 1




2017.4 man feels like a lifetime again, the incremental garbage collector is a godsend.


So there was no change on my end, I didn't mess with the router, or any settings on it. I'm a developer by trade. I guess the last thing I can check is just run the game in admin mode to see if there is some permissions issue being masked. If that doesn't work I guess i'll just keep to SinglePlayer warplan until this gets figured out. Bummer i was really liking its differences from SC3.




bwheatley -> RE: multiplayer w/o matrix service (12/6/2019 11:10:37 AM)

Weird even though it said

upload failed it actually now shows as my opponents turn.

image




AlvaroSousa -> RE: multiplayer w/o matrix service (12/6/2019 1:24:19 PM)

Looking at the output text this isn't a game problem. It is a firewall/server problem.

You are able to login to multiplayer right?




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