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Posted

Ok, I read 'em. Then I joined a multiplayer game without any problems whatsoever. Great job. It runs smooth as silk and it's filled with yummy gaming goodness to boot. Take that, o ye lurking doubters...

(Sorry if I shouldn't have posted this here, but I didn't want to start a new thread, either. Just wanted to say thanks!)

Posted

quote:

Originally posted by mudpuppy:

Ok, I read 'em. Then I joined a multiplayer game without any problems whatsoever. Great job. It runs smooth as silk and it's filled with yummy gaming goodness to boot. Take that, o ye lurking doubters...

(Sorry if I shouldn't have posted this here, but I didn't want to start a new thread, either. Just wanted to say thanks!)

were you ever in doubt?

and just so no n00b post shere by accident, the servers will be up tonight.

SO CHILL and fleets prepare for war!

Posted

Because the game requires a dedicated server, its pretty difficult for people to host machines because very few people have spare machines that are powerful enough.

BUT, I'm on the case and working on several deals to get public servers up.

I expect that once the console mode server is finished as well as support for a non-ded server, people will get braver and be able to host servers and play on the same machine. Even a 1Ghz machine with 256MB of RAM on a broadband connection should be able to host a server for 4 people, with the client (1 of 3) playing on the same machines.

Posted

Ok, I read through everything, and I didnt find any info on my problem, so here we go:

Im hosting a lan server on a computer on my network (athlon 1800+ XP 512ddr, etc). My brother and I are able to connect and begin playing, but shortly after we both begin either one of both of us is unable to fire our weapons (We have attempted many many times). Also, when this was occurring, one of us left our vessel, and it dissapeared. My brother, after exiting his battlecruiser, said that I was flying his ship (but I did not see that). This happens every time we play.

We run 8 or so computers plugged into a hub, plugged into a Linksys BEFSR11 router. I updated to the latest firmware, checked our dchpip's and such, everything seems to check out. I have tried hosting on my machine (specs in profile), and playing on the other computer, and the same happens. One client can connect and play fine, but if the second connects, it seems like data gets mixed.

All of our other games work on the lan, so I am confused as to what it could be. If you need me to do anything specific to get more information, I am more than willing. Thanks.

edit: All computers are running WinXP Professional and satisfy the system requirements.

[ 06-06-2003, 06:27 AM: Message edited by: DivideOverflow ]

Posted

Same problem here, CPU utilization on the computer I'm using as a dedicated server (which is a 800Mhz Athlon w/512Megs RAM w/WinXP Pro) is running at almost 80% upon startup and as soon as me and my son join the game the Utilization hits 100%. Game lasts a short while then crashes. I'm going to check at work to see if the same thing happens on a "Real" server running Win2K Server, instead of my small workgroup at home. But then again, that thing has a dual 1.8Ghz processors w/2Gigs of RAM so I guess it wouldn't be a fair comparison.

Posted

quote:


Originally posted by DivideOverflow:

Im hosting a lan server on a computer on my network (athlon 1800+ XP 512ddr, etc). My brother and I are able to connect and begin playing, but shortly after we both begin either one of both of us is unable to fire our weapons (We have attempted many many times). Also, when this was occurring, one of us left our vessel, and it dissapeared. My brother, after exiting his battlecruiser, said that I was flying his ship (but I did not see that). This happens every time we play.

We run 8 or so computers plugged into a hub, plugged into a Linksys BEFSR11 router. I updated to the latest firmware, checked our dchpip's and such, everything seems to check out. I have tried hosting on my machine (specs in profile), and playing on the other computer, and the same happens. One client can connect and play fine, but if the second connects, it seems like data gets mixed.


Your post does not provide me with any information to use as a troubleshooting guideline, so I can't help. I have a nine cluster LAN here, all using Linksys equipement (I have a BEFSR11 router) and it works fine.

So, I think you need to create a controlled environment and then give me some more detailed feedback on the setup, what is happening, when and how. Also make sure that you and your brother are (a) using unique copies of the game (B) the same patched version of the game. The server does not do ANY version authentication yet. Thats why you need to look at the version listed in the game browser before connecting to it.

quote:


Originally posted by Darkling:

Same problem here, CPU utilization on the computer I'm using as a dedicated server (which is a 800Mhz Athlon w/512Megs RAM w/WinXP Pro) is running at almost 80% upon startup and as soon as me and my son join the game the Utilization hits 100%. Game lasts a short while then crashes. I'm going to check at work to see if the same thing happens on a "Real" server running Win2K Server, instead of my small workgroup at home. But then again, that thing has a dual 1.8Ghz processors w/2Gigs of RAM so I guess it wouldn't be a fair comparison.


1. I don't see how you can say its the same problem as him. Thats just rubbish

2. That machine is the bare minimum required to run the server. Hence the 80% cpu utilization. Even then, on a 1Ghz Pentium CPU, I only (I just checked it again) register a 32% CPU utilization. So, check to see what other crap you're running on the machine.

Posted

quote:

Originally posted by Supreme Cmdr:

That machine is the
bare minimum
required to run the server. Hence the 80% cpu utilization.

I know, but I figured since it was dedicated and I was only running 2 people in the game it wouldn't be a problem. Though now that I think about it, it's possible that the Panda Anti-Virus is causing problems. It has two components, one that I can shut down and another that runs as part of the system, so I can't shut it down. I'll try disabling it from the services menu and see if that helps.

Posted

Last night (06.05.03 9:00PM PST) and tonight (06.06.03 7:45 PM PST) I have started the MP client, only to receive the message, "no servers available."

Hard to believe there are no servers running when mp was just recently released.

Anyone know what is going on?

Posted

None of us have the system to run a server. Or most of us don't have the connection to run a reliable server.

So no, there are no servers present right now. Just chill and wait for the big official public servers to come online.

Posted

quote:

Originally posted by Cmdr Nova:

So no, there are no servers present right now. Just chill and wait for the big official public servers to come online.

and don't forget, "It's ready when it's ready and right now, it ain't ready!"

and had my first taste of MP action a small time back. so this will be hell for my 56K

Guest $iLk
Posted

Was playing on Mano's server. Joined as a Questar Heavy Cruiser... for the first 10 seconds everything is fine, then all of a sudden, my ship is gone and it says I am "Floating" I still get the bridge view, but I lose all helm control, and cannot control speed or direction, or fire weapons, or self destruct, or anything for that matter.

In addition, I tried running client and server at same time, and am wondering if they share the same ports because I cannot get the client to run by itself, even on different servers because it CTD's until I shut down my server. Once I shut down my server I connect fine.

Posted

quote:


Originally posted by $iLk:

Was playing on Mano's server. Joined as a Questar Heavy Cruiser... for the first 10 seconds everything is fine, then all of a sudden, my ship is gone and it says I am "Floating" I still get the bridge view, but I lose all helm control, and cannot control speed or direction, or fire weapons, or self destruct, or anything for that matter.


Sounds like lost packets due to a bad connect. Dunno.

Anyway, am gonna be running some more tests this weekend. So far, it works fine here on the LAN or when I access my own server via the net.

quote:


Originally posted by $iLk:

In addition, I tried running client and server at same time, and am wondering if they share the same ports because I cannot get the client to run by itself, even on different servers because it CTD's until I shut down my server. Once I shut down my server I connect fine.


Thats not supported. Read the VCF

Guest $iLk
Posted

Am watching over my windowed server - ShoHashi is having the same problems on my server that I had on Mano's. He can't control his ship but Papi can.

It seems as though one player can control their ship, and the others lose control after about 30 seconds. Not that I want to jump to that conclusion, but it is happening on both my server and Mano's. Both are listed in ASE.

I have forwarded both the BCMG Server port and the ASE port to my internal machine. People are connecting just fine, but they seem to lose control over their ships, except for one player... interestingly enough Papi retained control of his ship on both servers...

Are there any ports that I need to forward that I should know about besides the one listed in the server config and the ASE browser port?

-------AFTER EDIT--------

From what I can gather from reading the conversation (wish I had logging... can this be enabled?) It appears as though everyone is connecting, but not everyone sees the same thing. ShoHashi and Andergum - to Andergum Shohashi appears really close, but ShoHashi sees Andergum as clear across the map.

I wouldn't dispute it may be a bad connection, but it would appear that the server also loses track of PC's when they go into hyperspace. Is there a way I can enable logging or debug to send you a log file since it appears I'm the only one running a test inet server now?

[ 06-07-2003, 01:51 PM: Message edited by: $iLk ]

Posted

I agree there appears to be a problem when a PC or other craft go hyper. The MFD seems to continually show that they are still hin HJ even when the player responds that they have exited. Tacops seems to display their position correctly. I am also seeing problems updating damage on my end. I was unable to determine that I had even hit Gummy until he jumpped away and it popped up he only had 100 shield left.

Posted

quote:


Originally posted by $iLk:

Am watching over my windowed server - ShoHashi is having the same problems on my server that I had on Mano's. He can't control his ship but Papi can.


  1. Who was the first to connect?
  2. What is their ping times to your server?
  3. What bandwidth is your server configured to use?
  4. What settings did they choose in the in-game server browser as their bandwidth setting?

quote:


Are there any ports that I need to forward that I should know about besides the one listed in the server config and the ASE browser port?


All ports that should be forwarded are already documented.

quote:


Is there a way I can enable logging or debug to send you a log file since it appears I'm the only one running a test inet server now?

Not in the release build. But you can download the debug build (4MB). Note that since this is the debug build, the server will run a bit slower. Add /d4 to the server commandline for this EXE and it will log all messages to the BCSDEBUG.LOG file.

Send me the debug log file with a detailed listing of your findings to [email protected] and I'll try to reproduce this. I also need to know about your system info for that server. Also send me your BCSETUPMP.INI file (generated by the BCServerConfig app).

Guest $iLk
Posted

The Debug exe when I run it is telling me that it is contacting Master Servers - No servers available.

Will try again later.

Guest $iLk
Posted

I tested again on another server - Here is the scenario.

I was the first person into the server. All my ship, everything worked fine. I travelled down to a planet. Cmdr Daniel Joined the server. I could control my ship fine and so took it into orbit. As soon as I entered the same region as Cmdr Daniel my ship dissappeared along with all control of it. Until he joined it was just like playing single player, and after he joined it worked fine until I entered the same region, and then my ship disappeared.

Posted

There is definately something wrong with hyperjumps in MP. Its almost like the game goes out of sync when someone jumps. Possibly because of the different connection speeds of those playing???

I have seen many occasions where you have completed a jump and everyone else is asking you if you are still in hyper.

I also came out of hyper and shot a few missile rounds at Shohashi. The impacts registered on the shield but no damage registered at all. A few seconds later he was totally gone as he had apparently made a jump and was now at other end of his jump and nowhere near me.

I have also experienced CTD's or "server has disconnected" messages when I've entered a region where another player is.

Posted

OK thanks guys. I ran some tests yesterday and didn't experience what you are observing $ilk, but I think I need to connect to your server or something. However, I still need those files and info I asked for.

I am going to be looking into the HJ and chat-while-in-HJ issue. It is possible that the packets about the new location are not being transmitted soon enough and thats probably why someone may go out of synch.

I set aside today entirely to look into issues posted here (and in the Beta forums). So, please keep posting here during the day while you can.

Once I have isolated something that I cannot reproduce, I will ask someone (probably you $ilk) to join my internal dev server (with me on it) so that I can see exactly what is going on.

Guest $iLk
Posted

The debug exe was giving me a little trouble yesterday, but I had to leave in the afternoon after it started lightning here cause I didn't want my boxes blown out . I will run it today, and will try to see if I can't get it to write out a debug log for me to send to you. Will get everything together and rar it up for you sometime today.

Guest $iLk
Posted

SC, the only problem I'm having is that the debug.exe won't read the Master Servers. But the regular server exe will. This is what I'm doing:

code:

"C:Program FilesDreamcatcher3000ADBattlecruiser Millennium Goldbcmgdebug.exe" /d4

I'm running that from the command line menu. Am I doing this correctly?

Otherwise it starts the game and goes to the in-game browser, tries to contact the Master Server and then fails. Is it running on different ports than the regular server or anything?

AFTER EDIT - I fixed it. I added in the /s parameter.

Posted

I got a pretty detailed report from Mano today and I will be analyzing it in order to identify where the reported problems are. Stay tuned.

Posted

OK, as I suspected, apart from the crash while attempting to chat during a hyperjump, the problems so far are related to synching caused by too many packets and some getting discarded.

I'm on it. Expect a server-side fix very soon.

Note on the public servers : we're very close to getting something signed. Be a little patient please. Besides, in one or two updates when you can host/play on the same machine, anyone can setup a net server without requiring a dedicated machine.

Posted

A new mp update will be out by the weekend. Most of the current problems have been traced to the hyperjump throwing clients out of synch.

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