CPP as multiplayer modpack

I'll need to know how to activate the logging for those files, currently there's nothing named "AssetsTurnXYZ" in my logs folder.
 
well, that is interesting in itself.

that means the sync checksum was apparently never calculated in your game. which is very strange - but entirely possible since we cannot look at the parts of the code which handle the networking.

we have a theory about the root of the problem, but it would need a lot of work so test it, so this was an attempt (apparently failed) to see whether we're looking in the right direction. unfortunately the multiplayer mode is very intransparent ...
 
Updated for new version!

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I'll ask my friend if he has those logs. But I think he didn't, I'm not 100% on that though.

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If you tell me what to test, I can give it a gander. Unless it takes >3h, then I probably can't in the next 2 months (i.e. before exams).
 
thanks for the offer, but i meant it needs a lot of changes in the sourcecode to even make a version that you could test. and then there's no guarantee that it helps.

edit: regex magic ftw! it didn't take so long after all. but don't your hopes up too high. there are still many unserialized variables, i don't really understand the logic behind it. and that's original firaxis code.

i can give you a dll or you can wait for gazebo's next release to test it.
 
I'll wait for the next release, it's unlikely I'll find the time to test beforehand - thanks for your hard work, I'm hoping for the best :D
 
Updated for 6-19 version!

No time to test, my guess is that nothing's changed from the 6-17b version, but I might be mistaken.
 
Updated for the 6-21 version!

Has anyone had a look at the logs I uploaded yet? Useful/not useful, anything missing I can provide next time I test?
 
i just took a look and it's interesting indeed:

[52370.393] DBG: Unit out of sync. Player=0, Name=Warrior, id=16385, X=43, Y=32
Variable Out Of Sync : CvUnit::m_iLastMoveTurn

[52391.344] DBG: City out of sync. Player=32, Name=TXT_KEY_CITYSTATE_PRAGUE, id=8192, X=35, Y=13
Variable Out Of Sync : CvCity::m_iDemandResourceCounter

and so on. however, i'm still at a loss where that might be coming from.

can you try and set up some "basic" games
- no city states
- no barbarians (is that possible?),
- no AI players
- don't found a city (just end your turns)

and see how it goes? maybe that helps to isolate the root cause
 
i just took a look and it's interesting indeed:

[52370.393] DBG: Unit out of sync. Player=0, Name=Warrior, id=16385, X=43, Y=32
Variable Out Of Sync : CvUnit::m_iLastMoveTurn

[52391.344] DBG: City out of sync. Player=32, Name=TXT_KEY_CITYSTATE_PRAGUE, id=8192, X=35, Y=13
Variable Out Of Sync : CvCity::m_iDemandResourceCounter

and so on. however, i'm still at a loss where that might be coming from.

can you try and set up some "basic" games
- no city states
- no barbarians (is that possible?),
- no AI players
- don't found a city (just end your turns)

and see how it goes? maybe that helps to isolate the root cause

I will next time I find the time, hopefully on the weekend, but maybe even later - exams are coming up :(

Considering that practically every unit is desynced, I thought maybe the deserialization is faulty? Just a guess though, I'm no expert.
 
problem is, we don't have the code for the serialization - it's not included in the SDK - if we had it, this would be a lot easier
 
Thanks for this multiplayer modpack! Could you please update this when you are done with exams?
 
Lovely multiplayer modpack! Been waiting to find a mod like this.

However, does anybody knows if this mod or the multiplayer version patches the problem whereby the AI doesn't interact with you at all in mp (i.e no trade, no "you are expanding near my border" threat notifications)?
 
Lovely multiplayer modpack! Been waiting to find a mod like this.

However, does anybody knows if this mod or the multiplayer version patches the problem whereby the AI doesn't interact with you at all in mp (i.e no trade, no "you are expanding near my border" threat notifications)?

That's typically the fault of the game since the AI simply doesn't seem to be match the AI in MP and SP.

And it's unlikely you will find any mods that incorporate any change (especially if the mod that changes the AI is a DLL change, which I'm pretty sure is) because mods simply don't work in MP by design (:rolleyes: )
 
Lovely multiplayer modpack! Been waiting to find a mod like this.

However, does anybody knows if this mod or the multiplayer version patches the problem whereby the AI doesn't interact with you at all in mp (i.e no trade, no "you are expanding near my border" threat notifications)?

I've asked Jai de Herr for his code on the active MP diplomacy, but I haven't heard back (why do the work myself, when I can simply use his?). If you want to try and get his attention, be my guest.

G
 
I've asked Jai de Herr for his code on the active MP diplomacy, but I haven't heard back (why do the work myself, when I can simply use his?). If you want to try and get his attention, be my guest.

G

Alright thanks! I've been using that mod in my MP game for the past 2 days. It works great, but wasn't compatible with MPMPM. I'll see if I can get the code from him!
 
Hi, it's me again.

So I've tried to create my own modpack using MPMPM and the end result was rather buggy.

There were a lot of popups indicating "Can't load XML file" as well as "Can't load CommunityArt64.dds" plus lots of other .dds files. Some of the pictures in the tech tree were replaced with a red square too. In addition, I would get a CTD after about 4 turns or so. Any idea what's causing these problems?

Here's the mods I used for the modpack:
Community Patch (7-1)
Community Balance Patch (7-1)
CSD for CBP (6-19)
Civ IV Diplomatic Features (6-19)
Community Balance Patch - Compatibility Files (EUI) (7-1)
EUI for CBP (7-1)
More Luxuries (v 155)
InfoAddict (v 22)
R.E.D. Modpack (v 27)
 
Hi, it's me again.

So I've tried to create my own modpack using MPMPM and the end result was rather buggy.

There were a lot of popups indicating "Can't load XML file" as well as "Can't load CommunityArt64.dds" plus lots of other .dds files. Some of the pictures in the tech tree were replaced with a red square too. In addition, I would get a CTD after about 4 turns or so. Any idea what's causing these problems?

Here's the mods I used for the modpack:
Community Patch (7-1)
Community Balance Patch (7-1)
CSD for CBP (6-19)
Civ IV Diplomatic Features (6-19)
Community Balance Patch - Compatibility Files (EUI) (7-1)
EUI for CBP (7-1)
More Luxuries (v 155)
InfoAddict (v 22)
R.E.D. Modpack (v 27)

You can have a look at civaddictions modpack. http://forums.civfanatics.com/showthread.php?t=548835
He included all that, except the Community Balance patch and EUI. So you should try if it works well without them, and then find out what is causing the problems.

and about your missing files popups: make sure the files are where they belong. It happens sometimes, that some mods are missing in the completed modpack. so copy paste them in your modpack folder to the other mods.

And on a sidenote:
Active AI does work with MPMPM, at least a little modified version, but of course it needs his own dll (only one can be active at same time, so it's not compatible to CP). You can find it in this mod pack:
http://forums.civfanatics.com/showpost.php?p=13750841&postcount=271
 
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