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[0.6.1] A small list of MP bugs. "Updated 8/22/14"

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10 years ago
Aug 21, 2014, 10:35:14 PM
Just finished playing a 70+ turn MP game with Adder and Stealth Hawk including 3 AI. Here are some of the things we ran into during our game.



1. Multiplayer chat is seriously bugged out. While chatting if you enter the chat log the messages are all randomly jumbled up, they are not in descending order. Here is an example:







I had just received this message.







Yet it was all the way on the top of the chat log. "Circled in red."



That might want to get fixed sooner than later, it happened to all three of us and we resorted to pretty much posting in steam chat to communicate.



2.While changing the name of a lobby, if someone enters the lobby, changes faction color or faction, the lobby text box will reset and you will have to type the lobby name all over again. This happens for whoever is hosting.



3. Not sure if this is a bug but in the event you end a MP game during winter, when you restart it winter will be over.



4. A friends only MP game, if reloaded will become a public game and have to be set back to friends only.



5. Desyncs still present, our first game with Adder hosting "Euro" encountered desyncs as early as turn 2* and turn 12 after a couple of reloads we could not continue. When Stealth Hawk hosted "U.S." we ran into one desync at turn 20, and after a reload the game did not desync for the rest of the time we played, about 50-60 turns. It is probably related to transatlantic connections.



6.Tile info tips were not popping up for me when hovering the mouse over them, I could see tile tips for the land I already had districts on, but other than that blank bars would appear if I hovered over anomalies or other tiles.



7.Sound effects randomly stop working, such as alert notifications, the chime sound of someone ending their turn, quest completion tones as well as music. There was a point where a 1/2hr. went by and there was no music for me. But after a game reset it all started working again, this happened to all participants in game at different degrees.



On a positive note, not a single serious error occured. Just the 2 desyncs we ran into while adder was hosting, and the one desync when SH was hosting. Major improvement imo.



If you need anymore info from me then please let me know.



Issue - ^^^

Specs - Windows 7 x64, Pentium D 2.7ghz processor, 1680x1050, GTX 465, 2 GB ram

Version - 0.6.1

Game save - AutoSave 262.zip - This is a MP game save turn 72 that I was not hosting, not sure if it will help.

Output_log.txt - output_log.txt

Diagnostics.html - Diagnostics #2014'08'21 @1133'38''.rar

Screenshots - ^^

Multiplayer - Unfortunately my dump files folder is empty?
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10 years ago
Aug 21, 2014, 11:45:02 PM
well, your saves are as good as mine, and even though I was the host my dump folder is also empty. But I doubt the game was the cause of our restart, so Im not sure if there would be anything in the dump folder.



Perhaps adder could provide his, when he was hosting. That might shed some light ^^
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10 years ago
Aug 22, 2014, 8:51:10 AM
Hi all,



Thanks for the report! We will process that. We had much better stability with SpaceTroll yesterday, but we were on the same network as Amplitude.



I will look personnally into the console. I thought it was finished with the new fading lines system smiley: frown



I do not understand why you do not have any dumps, this is a pity. Can you retry a game and make sure you have full text dumps activated?



Cheers,
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10 years ago
Aug 22, 2014, 8:56:12 AM
DotBeta wrote:
5. Desyncs still present, our first game with Adder hosting "Euro" encountered desyncs as early as turn 12 and could not continue afterwards. When Stealth Hawk hosted "U.S." we ran into one desync at turn 20, and after a reload the game did not desync for the rest of the time we played, about 50-60 turns. It is probably related to transatlantic connections.
Actually you desynced from turn 2, but we played until turn 12 when Stealth desynced as well.

Stealth_Hawk wrote:
well, your saves are as good as mine, and even though I was the host my dump folder is also empty. But I doubt the game was the cause of our restart, so Im not sure if there would be anything in the dump folder.



Perhaps adder could provide his, when he was hosting. That might shed some light ^^
My dump file is also empty. Though when having a desync you can only generate dump files if the report method is set to text instead of binary, meedoc told me.



Icons (cities, armies, minor faction village, ...) also don't get hidden if you spectate other players' battles:

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10 years ago
Aug 22, 2014, 1:37:09 PM
adder wrote:
Actually you desynced from turn 2, but we played until turn 12 when Stealth desynced as well.

My dump file is also empty. Though when having a desync you can only generate dump files if the report method is set to text instead of binary, meedoc told me.





Icons (cities, armies, minor faction village, ...) also don't get hidden if you spectate other players' battles:





Oh yes that's right I did, we didn't try to reload until SH desynced at turn 12. Sorry about forgetting that detail.



I also noticed during battle sequences that cities names and player icons stayed on the field during the battle. It wasn't just you.







AmpliMath wrote:
Hi all,



Thanks for the report! We will process that. We had much better stability with SpaceTroll yesterday, but we were on the same network as Amplitude.



I will look personnally into the console. I thought it was finished with the new fading lines system smiley: frown



I do not understand why you do not have any dumps, this is a pity. Can you retry a game and make sure you have full text dumps activated?



Cheers,




Sure it's NP. The console was actually working great before this latest update, I'll be playing another MP game later tonight and over the weekend. I'll make sure full text dumps are activated and go from there.
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10 years ago
Aug 22, 2014, 10:04:21 PM
Just finished another MP game with dotbeta and devildog. We went 70 turns without a single de-sync, and only 1-2 errors. The game was a blast and it even kept working perfectly when a random player dropped in.



Here are the dump files, but as I said, no major issues.

Dump Files.rar





Thing is, it was a game made of U.S. players exclusively, and I have also been saying for a while that I have only rarely encountered de-syncs with ES when all the players are from the U.S.. So perhaps it would be a good idea if you guys over there in europe hosted an all european game to see if the desync troubles are caused by transatlantic connections, or if they are from server locations.
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10 years ago
Aug 22, 2014, 10:31:07 PM
Stealth_Hawk wrote:
Just finished another MP game with dotbeta and devildog. We went 70 turns without a single de-sync, and only 1-2 errors. The game was a blast and it even kept working perfectly when a random player dropped in.



Here are the dump files, but as I said, no major issues.

Dump Files.rar





Thing is, it was a game made of U.S. players exclusively, and I have also been saying for a while that I have only rarely encountered de-syncs with ES when all the players are from the U.S.. So perhaps it would be a good idea if you guys over there in europe hosted an all european game to see if the desync troubles are caused by transatlantic connections, or if they are from server locations.




Yeppers, this game ran beautifully and was seriously a blast to play! I ran into the problem of a couple of sounds not playing again and the chat log was still scrambled but it wasn't game breaking. I ran into 1 serious error that I was able to continue from:







And here is my dump file from the game. Dump Files.rar



Not a single desync! It's starting to come together smiley: approvalsmiley: approval. As SH mentioned, it would definitely be cool if a group of EU gamers would play a MP game and see if they run into desyncs as we were all from the U.S..
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10 years ago
Aug 23, 2014, 5:23:58 AM
Another MP bug me and some new friends encountered. If you don't lock the slots in the set up screen, people can join and leave (even if the slots are full) crashing the multiplayer game.
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10 years ago
Aug 25, 2014, 6:53:16 AM
figured out over the weekend that the messed up chat causes chains of serious errors if used, and will change your name to AI# and not allow you to use the chat any longer as all your replies do not appear, you'll also receive several serious errors every turn. It breaks the game.
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