Mowers
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MP is not playable until the synching issue is resolved.

Sat May 02, 2009 1:37 pm

calvinus,

Bad news I am afraid, there is an awful lot of work to be done before MP is anywhere near playable.

I have now tried with another player on the GC and here is what happened:

We didnt get past the diplomacy phase before it de-synched and had to save and rehost.

The game then de-synched in the first military turn during an interception and we had to save and rehost.

The game then de-synched again immediately and CTD'd again with the rehost.

The game then de-synched again before we could move on from the save.

We then gave up.


MP scenario problems include:

Tannenberg - doesnt load in MP
Jutland - Entente can not bring main fleet in
Palestine - 2 de-synches in a one turn game.
Caporetto - 2 de-synches before the end of the turn
Serbia - 6 de-synches before we managed to complete the scenario.

Furthermore the MP chat box before the game starts doesnt allow more than a couple of words to be said.


Right now MP doesnt work, I can not get through a turn or 2 without having to rehost because of the de-synch issue.

I am sorry to say that you will need to program in a synch fix before this game is playable in MP in any sort of meaningful way.

If you need any help for testing MP please do not hesitate to contact me via PM.

It would be great if you could let us know when you plan to address this and keep us posted, thanks and good luck

Mowers

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calvinus
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Mon May 04, 2009 7:00 am

I keep note of everything and I'm going to code differently the MP engine, by introducing a reply/retry system for all packet info management issues. This will keep time, mainly for testing... :(

I experienced a much less number of synchro loss... and I used a LAN, with the firewall well customized in order to consider WW1.exe as a trusted application. So I has only a few de-synchs, mostly due to the home wireless connection in my opinion... :blink:
Did you use a proxy? Or something that simulates a LAN in order to manage the public IP issue?

I will keep you posted as soon the coding of the new MP engine will be finished.

Thanks,
Calvinus.

Mowers
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Mon May 04, 2009 9:42 am

Hey Calvinus,

Thanks for getting back on this.

I did not use a proxy, or something that simulates a LAN, on both occasions I just used a PC-to-PC direct IP connect over the internet. We had no issues with firewalls. Against one opponent for certain we had two computers with direct wired connections as opposed to wireless

If you want someone to help test it then just PM me and I can help during the day running tests if needs be.

Regards
Mowers

Hanno
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Thu May 07, 2009 10:36 am

Hi Mowers and Calvinus,

as reported earlier, my gaming partner and me had also lots of de-sync during the military phases. If often resulted in troops entering enemy occupied areas without initiating a combat.

We used hamachi to link us up via the internet with simulated LAN.

Please look into this, as we are really looking forward to have our MP game going.

Regards, Hanno

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calvinus
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Mon Jun 08, 2009 7:01 am

Yesterday morning I tried the game in MP mode, by activating the UAC of Vista (User Account Control), and I experienced a terrible drop down of game performances (the game ran one third fast as before), plus a general loss of network packets synchro... so just an idea: are you playing with UAC on? :blink:

Mowers
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Mon Jun 08, 2009 9:12 pm

calvinus wrote:Yesterday morning I tried the game in MP mode, by activating the UAC of Vista (User Account Control), and I experienced a terrible drop down of game performances (the game ran one third fast as before), plus a general loss of network packets synchro... so just an idea: are you playing with UAC on? :blink:


Certainly in one of the instances, no, as neither of us had Vista.

Thanks for the update.

Mowers

Hanno
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Tue Jun 09, 2009 5:07 pm

In our case, one player had Vista (me) and the other Windows XP. I am not sure about UAC, but I generally switch it off.

Please continue checking into MP, this game is really worth it to play in MP. I have little incentive to play Single Player, as the challenge and the stories are not the same.

Regards from Frankfurt, Hanno

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calvinus
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Sat Jun 13, 2009 5:10 pm

I worked out the following improvements:
- network packet acknowledgment
- delivery of confirmation of interceptions in secure mode

A new beta patch will come soon, and I hope this will fix the MP problem.

Hanno
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Mon Jun 15, 2009 1:26 pm

This is great news. Thanks Calvinus. I will test your improvements with my gaming buddy quickly after you release the new patch.

Hanno

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calvinus
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Mon Jun 15, 2009 1:37 pm

Hanno wrote:This is great news. Thanks Calvinus. I will test your improvements with my gaming buddy quickly after you release the new patch.

Hanno


I tried to test the new build with TheDeadeye, but we had big network problems because I do not have a public IP. We tried to arrange a simulated LAN with Hamachi, but the game connection was fault because we were not able anyway to ping each other... :(
So Hanno, if you wish, you can contact me via Skype and we can do some tests. I remember I did some try with you, I'm right? ;)

Thanks,
Calvinus.

Mowers
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Tue Jun 16, 2009 5:17 pm

oh very promising!

Well done you for tackling this issue

I am looking forward to playing this again now

Mowers

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Mon Jun 22, 2009 8:04 pm

Calvinus, Calvinus, come in Calvinus.

This is good news that you are looking into the MP issues. The ability of this game to support 4 players is one of its strongest attributes. It would make for much more realistic game play.

I really hate to ask, but do you have any idea how long this will take to get into running shape? Are we looking at weeks, a month or so, or 6 months?

BTW, during the next few weeks I will be available for testing the MP functions. I'm at Pacific time, but can be very flexible on the hours for a while.

I appreciate your efforts.

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PhilThib
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Mon Jun 22, 2009 10:21 pm

Calvinus will be slightly delayed in answering you because he was struck by two bad feats of fate 2 days ago:

* he broke his hand and arm in an accident, so has lots of trouble even writing the simplest of emails

* his home computer (where he does most of the work) 'passed away' :bonk:

So please be forgiving, and grant him two or three weeks to recover from his bad luck :(
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Franciscus
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Mon Jun 22, 2009 11:56 pm

I wish you a full and fast recovery, Calvinus :coeurs:

06 Maestro
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Tue Jun 23, 2009 12:55 am

Well, there is a saying; "when it rains, it pours"-.

I wish him a speedy recovery. As far as the puter goes-there is some enjoyment to shopping for something one needs (rather than just want), so
happy shopping!

Mowers
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Tue Jun 23, 2009 3:45 pm

oh dear, I hope the breaks are not very bad breaks.

I hope you make a speedy recovery calvinus

Regards

Mowers

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dooya
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Tue Jun 23, 2009 5:47 pm

PhilThib wrote:Calvinus will be slightly delayed in answering you because he was struck by two bad feats of fate 2 days ago:

* he broke his hand and arm in an accident, so has lots of trouble even writing the simplest of emails

* his home computer (where he does most of the work) 'passed away' :bonk:

So please be forgiving, and grant him two or three weeks to recover from his bad luck :(
Please let Calvinus know that our thoughts are with him. Hopefully he will recover soon. :coeurs:
No quote - No bullshit!

gasha1
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Wed Jun 24, 2009 8:32 am

How many people are on the development team? Surely Calvinus isn't working on this on his own ???

If he is (or even if he isn't), he gets my utmost admiration, from one professional software developer to another, for being able to computerise one of the most complex board wargames ever created.

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calvinus
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Sun Jul 05, 2009 9:03 am

Calvinus only, me, is the development team.

I'm now finally recovering quite well from the accident. :)
Unfortunately, the big desktop PC used for ww1 development is dead since 15 days, and I must wait the repair in order to get back on MP engine testing and fixes... :(

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calvinus
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Sat Jul 18, 2009 5:14 pm

After 26 days waiting from ACER the dev PC repaired and 3 days to recover all data... I spent just 1 hour fixing the loss of synchro bug! :D

A new patch will come soon! :cool:

Hanno
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Sun Jul 19, 2009 12:27 pm

Hi Calvinus, glad to hear that all is fine with you again.

I played around a bit in Multiplayer with the latest beta and our largest problem were that there seems to bee a good chance of de-syncro when you push end of movement / end of turn.

The situation is then that no MP computer is active. Both have the end phase button grayed out.

Best Regards, Hanno

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calvinus
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Sun Jul 19, 2009 12:54 pm

Hanno wrote:Hi Calvinus, glad to hear that all is fine with you again.

I played around a bit in Multiplayer with the latest beta and our largest problem were that there seems to bee a good chance of de-syncro when you push end of movement / end of turn.

The situation is then that no MP computer is active. Both have the end phase button grayed out.

Best Regards, Hanno


I fixed exactly this bug. Tomorrow I will give the new patch 1.06H to Philippe. :cool:

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calvinus
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Mon Jul 20, 2009 4:00 pm

The official patch 1.06H is available! Try it and report if the MP is now working fine... ;)

06 Maestro
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Tue Jul 21, 2009 1:45 am

Thanks, Calvinus-

I'm looking forward to trying out the new patch.

And be careful-please. :)

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Tue Jul 21, 2009 5:17 am

Calvinus

I just wanted to let you know...It works! :) Magnificent!

I just did the Tannenburg scenario-it played w/o any problem in MP mode.
I had previously been trying with the older patch-it would go a couple of turns then stop-on a siege or something else-this time it played right on through.

I also appreciate the reinforcement HQ being auto centered on the map-makes things easier/quicker.

And, last but not least, there is something quite different the way the game handles the change of phase. I've spent enough time to be familiar with how this game "feels". The new phases events/news pop ups flow much easier-this was one area where my cursor would get sticky-its not doing that now.

This game is just becoming great-thanks

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calvinus
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Tue Jul 21, 2009 7:38 am

Good good good news! :thumbsup:

SDFDAA
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mmm

Wed Apr 14, 2010 9:01 pm


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