Do LAN's have inherent syncing problems?
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Do LAN's have inherent syncing problems?
I can't start an online game and play my brother 1v1, it won't sync, and the LAN server is no better.
What syncs, and why, anyway?
What syncs, and why, anyway?
Spring checks if all players have the same version of the game,map and mod.
So make sure you are using Spring 0.71b1 (see infolog.txt if you can play single player, it should say something like "TA Spring 0.71b1" in the third line)
try using the default mod "XTA" on the default map "Small Divide"
I never had problems with the lan server, but again make sure it is the newest version.
->The Client should show, what is causing the sync error, map or mod..
So make sure you are using Spring 0.71b1 (see infolog.txt if you can play single player, it should say something like "TA Spring 0.71b1" in the third line)
try using the default mod "XTA" on the default map "Small Divide"
I never had problems with the lan server, but again make sure it is the newest version.
->The Client should show, what is causing the sync error, map or mod..
Where can I find the client's info for what's happening?knorke wrote:Spring checks if all players have the same version of the game,map and mod.
So make sure you are using Spring 0.71b1 (see infolog.txt if you can play single player, it should say something like "TA Spring 0.71b1" in the third line)
try using the default mod "XTA" on the default map "Small Divide"
I never had problems with the lan server, but again make sure it is the newest version.
->The Client should show, what is causing the sync error, map or mod..
:edit: ..duh, in the infolog.txt...
Thanks.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
About the map, I'm not sure. I figure my gfx card is modern enough to handle it.Forboding Angel wrote:I think it is your graphics settings.
Are you desyncinc from yourself as well? Since you mentioned choppyness that SCREAMS graphics settings. If your comp/gfx is at 100% usage it is common to get sync errors from yourself.
As for LAN, there is no gameplay involved. We can't start a game at all, not even Small Divide
I have the same problem. I have two computers, and I have tried each one at hosting with firewall disabled, both on the game server and on the lanserver program. Without fail, the client computer will load the map, then perform a "Connecting To Server" countdown and exit. From the beginning, the Host machine says "-33ms" ping for the client trying to connect. The infolog on the client machine reports that "client read net wanted quit" This behavior is consistent, no matter what machine is the host and which is the client.
I am able to play single player on either machine, or multiplayer via the Internet, but only with hosts besides these machines. So, it must have to do with the host settings. Again, the host firewall was disabled just to see if it would work.
Anyone have a guess?
Oh, and both have the same versions of mods, maps, and programs.
I am able to play single player on either machine, or multiplayer via the Internet, but only with hosts besides these machines. So, it must have to do with the host settings. Again, the host firewall was disabled just to see if it would work.
Anyone have a guess?
Oh, and both have the same versions of mods, maps, and programs.
I have also tried calling spring directly from the command line with spring script.txt
This showed me that the client does complete a connection, as the player name turns from red to yellow, and it is reported in the message box that a player has joined. But, immediately after that, the client machine is attempting to connect because there is no connection.
The host machine does not report that the player has dropped of left, but the ping is -33 ms for the client.
Again, no firewall is on. It is a direct hub ad hoc network.
This showed me that the client does complete a connection, as the player name turns from red to yellow, and it is reported in the message box that a player has joined. But, immediately after that, the client machine is attempting to connect because there is no connection.
The host machine does not report that the player has dropped of left, but the ping is -33 ms for the client.
Again, no firewall is on. It is a direct hub ad hoc network.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Thanks for trying to help. But, as I mentioned...both firewalls are off during the test connection. But, that shouldn't matter if there is an exception for both UDP and TCP for the port. Even so, I get the same result with the firewall, and without the firewall on. (windows firewall, no other firewalls)
A handshake does in fact occur, because you can see the when the client has actually made the connection. It is immediately following the connection, when the client is dropped, and the client begins counting down from 30.
A split second does occur, because if I remove the exception from the firewall exception list, there is no connection at all, not even a split second. The connection is occuring, but still I tried turning off the firewall to see if that would work.
I'm at a loss...there is not enough verbosity to debug what is going on from where I am. Perhaps a developer on the project knows a few things? Please help.
A handshake does in fact occur, because you can see the when the client has actually made the connection. It is immediately following the connection, when the client is dropped, and the client begins counting down from 30.
A split second does occur, because if I remove the exception from the firewall exception list, there is no connection at all, not even a split second. The connection is occuring, but still I tried turning off the firewall to see if that would work.
I'm at a loss...there is not enough verbosity to debug what is going on from where I am. Perhaps a developer on the project knows a few things? Please help.
