Multiplayer Woes

OOS Log only showed the same difference as always, Soren Rand being different.

What could the many turn endings mean?
I'm thinking the "Auto-End turn on no decision" probably should be disabled for MP games too. We have it deactivated but that doesn't always mean it doesn't play a role.

Cheers
 
OOS Log only showed the same difference as always, Soren Rand being different.
I guess it was Player 1 having the different Rand again? The random log of that player is somehow very short.

What could the many turn endings mean?
I'm thinking the "Auto-End turn on no decision" probably should be disabled for MP games too. We have it deactivated but that doesn't always mean it doesn't play a role.

Cheers
If it is programmed well, then "Auto-End turn on no decision" should be fine, but I will have to check the code on that. Besides you have to make a decision on turn 1 so it should not kick in anyway.
 
On turn 0 you have to make a decision. On turn 1 you might not have to. In this case I think everyone has things left to do anyway.

No, Player 2, Trobix, had the different sync value the second time around, which is why I didn't post Player 1's logs as they should be the same as Player 0's.

Which file is it that is short?
If you mean the "RandomLogger - Player -1 - Set 0.log" file I think that's a leftover from the day before, besides it's not a Player 1 log, it's a Player negative 1 log. No idea where or how that came to be.

Cheers
 
My brother and I were trying to set up a LAN game of C2C between the two of us. However, the game I created would not show up in my brother's lobby. Both of us were running the same SVN (3220), so that isn't the issue. Is there something obvious about setting up MP Civ that I don't know?
 
My brother and I were trying to set up a LAN game of C2C between the two of us. However, the game I created would not show up in my brother's lobby. Both of us were running the same SVN (3220), so that isn't the issue. Is there something obvious about setting up MP Civ that I don't know?
Best use Direct IP to set up games.

@BlueGenie: The random log is completely the same. That means that during that time the Soren Rand was the same on both computers. Now the OOS log says they are different and I wonder what could cause that.
Post the savegame that has that issue and maybe I can reproduce it.
 
That's a problem, my brother and I use the same Internet router, so we have the same IP address.:(
You don't, the local address is the one that matters and you have a different one in the local network.
 
Here's the saved game. I'm not sure you can reproduce it though. I noticed something yesterday but didn't reflect enough over it. I have now and figured lag could have played a role, somehow.
What I noticed was simply that Player 2 got a new OOS Log on the reloading, neither Player 0 or Player 1 did.
I don't have access to Player 1's logs right now but here's Player 0's and Player 2's latest OOS logs. Notice the time stamp on them. Player 0's is from the actual ending of the first turn and entering the next turn. Player 2's log is from reloading the game some minutes later.

Player 2's computer is an oldie. It barely runs Win XP (32-bit) and is always minutes behind in loading the game and setting up maps.
Player 0 and Player 1 have new computers and both run Win 7 64-bit.
Could the huge lag gap be a reason for OOS's?

Cheers
 
Not always. Player 2 does due to probability of MAF if not. The newer computer players don't.
Would that make a difference?

Cheers
 
Not always. Player 2 does due to probability of MAF if not. The newer computer players don't.
Would that make a difference?

Cheers
I think it does, not so much on the DLL side of things but I fear that some of the Python environment does not clean up properly which could cause OOS.
 
Clear Caches as well? Meaning that setting Do_Caching to 0 too as well as having them disabled in civIV.ini?

Cheers
 
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