Defense of the Marshal (MP Scenario) [Version: 1.2.2]

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Yogibear
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Post by Yogibear »

The fix has been committed to SVN. I checked with isaac and the next release might take a while (depending on how fast we can deal with the bugs) so i will upload a fixed windows binary soon.

Stay tuned :) .
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Para
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Post by Para »

sounds great. I can't wait to play some DOTM again.
Yogibear
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Post by Yogibear »

And here we go:

http://prdownloads.sourceforge.net/wesn ... p?download

1. Download
2. Extract the archive content into the program directory
3. go and have fun :D .

btw, quick replay for multiplayer observer reliably works now, too.

Edit: Changed the link to point to the new fix that really works now
Last edited by Yogibear on July 9th, 2006, 12:25 pm, edited 1 time in total.
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alchemist
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Post by alchemist »

Awesome, thanks for attending to this Yogi! To make sure I understand right... all players will need to either compile their own version of wesnoth from latest SVN, or in the case of windows download the binary you provided and overwrite wesnoth.exe in order for DoTM to work again... is that right?
Yogibear
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Post by Yogibear »

correct :)
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Sapient
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Post by Sapient »

A possible workaround for 1.1.7 (until the next release) would be to cause the unit spawns on turn events instead of side turn events. Unit spawns on AI side turn events were the problem, I think.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
Yogibear
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Post by Yogibear »

Sapient wrote:A possible workaround for 1.1.7 (until the next release) would be to cause the unit spawns on turn events instead of side turn events. Unit spawns on AI side turn events were the problem, I think.
Yes, this is true, it's a problem with AI side turns. Since the AI is running on the host computer (the host of the game), he is the only one who must have the fix installed.
However, i recommend any participant to get the fix in case the host leaves and gets replaced.
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Mythological
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Post by Mythological »

I got the fix and I tried hosted a dotm on the 1.1.7 server....it didnt work.
Same problem - the creeps were invisible for everyone except for me
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Swordy
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Post by Swordy »

thanks Yogi! :)
Mythological wrote:I got the fix and I tried hosted a dotm on the 1.1.7 server....it didnt work.
Same problem - the creeps were invisible for everyone except for me
I believe all players must have the fixed version and maybe the people who played with you didn't have the fixed version.
alchemist
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still broken

Post by alchemist »

I just tried a 2v2 where everyone had the fix... purple creeps showed up OK, but as soon as white creeps spawned everyone but host got OOS and the white goblins were not visible to anyone but the host.

I wonder if it is a cross-platform issue... solme were on windows and some were on linux. I will try to do some testing to isolate if that's the case. But for now it does not appear to work :(
alchemist
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Post by alchemist »

OK I did some more testing and this is what I've found:

A) No difference if players are all windows, or some linux and some windows. Only scenario i haven't tried is with linux player as host.

B) It is always one side of creeps visible, and one side of creeps invisible. This seems to always follow the side of the host: that is to say if host is on the west side, then white creeps are visible and purple invisible. If host is on east side then purple creeps visible and white creeps invisible. This leads me to think there is still a problem with moves happening on host's computer.

C) I have attached the out-of-synch errors that are generated for a non-host player. You get an out-of-synch error with each goblin spawn, and it says something like "unfound location for source of movement".
Attachments
dotm_oos_errors.zip
Here are the out of synch logs from a non-host player's perspective. There is an out of sync error when each creep is spawned on the non-host side.
(400.46 KiB) Downloaded 164 times
Yogibear
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Post by Yogibear »

You are right, the first fix was only partial. This one is supposed to work without any problems:

http://prdownloads.sourceforge.net/wesn ... p?download

The first link is no longer existent.

And again: The only one that needs to have the fix is the host (really :) ).
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Swordy
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Post by Swordy »

thanks Yogi! *smooches* :)
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Para
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Post by Para »

Follow up:

Apparently we're still having problems. I had a game with alchemist 1v1 and we both had the fix installed. However we still get OoS errors. We had some instances where only 1 goblin from each side appear and the other remaining goblins would not appear (to the non host players). Another instance involves either one side with no goblins or no goblins at all I believe.

So in the end... DOTM is still not playable =/
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Post by Jew unit »

played with fix yesterday and once we were stone we didnt become unstoned... a turn after we died but we could move stoned just coulndt attack
2^x-1 mod x
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