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Maquiladora
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Its been a few playtests back since i tried MP so i cant give you specific problems (others might), but the biggest was heavy resynching (worse than 1.0) and PW tax not giving anything some turns, then eventually giving it some turns later, and sometimes not at all.
Anyone interested in a MP game, to find specifically what needs fixing can post here and we arrange a game.
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Maquiladora
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Still looking for a MP tester... it would take 30mins at most to reproduce the biggest problems, I would guess.
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Maquiladora
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OK well me and mapfi tried a MP game today with the 2005-09-12 playtest, we both got "database out of synch - returning to lobby" error as client as soon as we joined. We both double checked every file installed right.
We then went back to the 2004-04-03 playtest (only other one we could find) just to see, and we could join fine and completed one turn. We didnt play anymore since its such an old playtest it might be pointless. If we could try a slightly older playtest, perhaps a couple of versions to see how they do, or ideally fix this, but we have no idea why it gave that error.
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Fromafar
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It would be very interesting to get some log files of the communication with the original Activision game, and compare these with similar ones of the playtest release. To activate the log file generation, you have to select the debug version of the Anet DLL at the connection selection screen. This will generate - text - files output.<number> containing all communication packets.
It will be quite time-consuming to analyse the loggings, but probably this is the only way to get it to work.
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Maquiladora
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Hopefully we can do that next time.
One game, using CtP2, 1.1 official patch, XP fix dlls. Client joins then exit. Or by original do you mean unpatched?
Next game CtP2, 12 sept. 2005 playtest, XP fix dlls. Client joins then gets kicked.
Both with identical settings etc.
No kidding itll be time consuming, we used debug just as a last resort and it generated 123kb worth of text just for joining then getting kicked.
If youre ok with that mapfi ill be on ICQ wednesday at 4pm GMT+1 again.
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Maquiladora
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Its funny, we wondered for a second if it might be the strings as he mentioned he was using a German version, but we dismissed it.
Does this mean we dont need to run the two games to generate the logs?
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Fromafar
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Just have a look at the utterly incomplete code in net_feat.cpp. This is something that may be improved by analysing the log of 1.1 patch games.
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Maquiladora
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quote: Originally posted by mapfi
For trying out the other setup - I couldn't patch my copy of ctp2 last time I tried, after a new, single install the patch program would still return 'can't find ctp2'... |
Well at least for this you can use the patch in zip format from the directory here.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:37
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quote: Originally posted by mapfi
So is there anything I can do to my version or do we have to wait for a playtest version with your newest fix?
For trying out the other setup - I couldn't patch my copy of ctp2 last time I tried, after a new, single install the patch program would still return 'can't find ctp2'... |
Yes, you have all the English text files, just not all the *.ldl files, but they should be identical, so go to your ..\ctp2_data\german\uidata\layouts\ folder and copy all the *.ldl files from there to the ..\ctp2_data\english\uidata\layouts\ folder that are missing.
Then you have to copy the sound files, you find them in ..\ctp2_data\german\sound\ copy there the sound.zfs to ..\ctp2_data\english\sound\.
Finally you have to switch language, to do this go to the ..\ctp2_program\ctp\ folder and replace there in the civpath.txt the term german by english, and vola you have an English version of CTP2 with German sounds.
The alternative is of course to ask John for a new playtest, the fix is done.
-Martin
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:37
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I did just that, but then it was missing the str_loc.txt - I copied that over, will that be a problem? we'll try again tomorrow - cu then Maq.
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:37
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Maq and I had a very good game yesterday, unfortunately I didn't get to posting the results until now. Overall, mp seems to work fine, which is great! There were of course some bugs nevertheless:
- wonder messages: when the client starts building a wonder, the host got the message he stopped building it, the other way around the messages were, however, correct
- diplomanager human-human on both sides: when you make a proposal and then have to threaten -> just after the threat the diplowindow appears where you are supposed to select tone & recipient - when the answer to the threat arrives, this window instantly disappears again
- a unit that received a move order during the other players turn does not move when you press 'o' - it moves when you end the turn but then, e.g. if it meets a enemy unit and stops you're not able to react and the moving points left are not used
- one thing we were not able to explain was when we started froma save game, the trade routes had significantly lower values (like a third of what it was before) and it stayed that way - new trade routes due to a newly available good, however, had the assumedly right value again
- Maq (client) had two crashes to the desktop during the game, which we suspect to be due to a revolting city, but we're not sure - reloading the savegame and playing on worked although on the first instance we had to go back 3 turns for Maq being able to join the game properly again
- one thing that we were not sure as if it qualified as bug: when your opponent finishes a wonder, you get the message on his turn and therefore are able to change your build queue before it is your turn. Thus you won't loose the shields you've already accumulated for the same wonder.
Miscellaneous:
- The optimize slider button also optimizes specialist (at least farmers) - I didn't know that, consequently the button should be named differently.
- A very useful feature to implement would be, that when you press 'o' and no unit is left to move the screen centers on a city with an empty build queue, if such a city exists
- if you need any savegame or the output log (which is 45megs large) say so 
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:37
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quote: Originally posted by mapfi
Maq and I had a very good game yesterday, unfortunately I didn't get to posting the results until now. Overall, mp seems to work fine, which is great! There were of course some bugs nevertheless: |
quote: Originally posted by mapfi
- wonder messages: when the client starts building a wonder, the host got the message he stopped building it, the other way around the messages were, however, correct |
From a short look into the code, I didn't find anything, actually I didn't find out how the messages are sent from the Client to the host.
quote: Originally posted by mapfi
- a unit that received a move order during the other players turn does not move when you press 'o' - it moves when you end the turn but then, e.g. if it meets a enemy unit and stops you're not able to react and the moving points left are not used |
I think this is also a problem in SP but of course not as obvious as in MP.
quote: Originally posted by mapfi
- Maq (client) had two crashes to the desktop during the game, which we suspect to be due to a revolting city, but we're not sure - reloading the savegame and playing on worked although on the first instance we had to go back 3 turns for Maq being able to join the game properly again |
Any crash.txts?
quote: Originally posted by mapfi - one thing that we were not sure as if it qualified as bug: when your opponent finishes a wonder, you get the message on his turn and therefore are able to change your build queue before it is your turn. Thus you won't loose the shields you've already accumulated for the same wonder. |
That's a bug, however is this bug also present in the original game 1.0 or 1.1?
quote: Originally posted by mapfi
Miscellaneous:
- The optimize slider button also optimizes specialist (at least farmers) - I didn't know that, consequently the button should be named differently. |
And entertainers.
Any suggestions that fit on the button?
quote: Originally posted by mapfi
- if you need any savegame or the output log (which is 45megs large) say so |
And what is the log size compressed?
- Martin
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