hopefullyits not the case there have been some diplomacy changes. but please let us know
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Well just tried a couple of games. First one I used the editor to make a diplomat so I wouldn't have to play too many turns just to test diplomacy- after that only player one was active. Tried again on a small map, player one discovered player two (both human) in about 10 turns. Tried diplomacy, just giving maps, but it wouldn't work. The proposal would be sent by player one but on player two's turn there was no message or anything indicating player one had offered a map exchange.
As for how it worked before (or rather didn't) any human could engage in diplomacy with another, but the ai would respond with no option for the human to.
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E, there is no hope if noone fixes it then of course it is not fixed. Well in this case it is rather about implementation than fixing.Originally posted by E
hopefullyits not the case there have been some diplomacy changes. but please let us know
-MartinCiv2 military advisor: "No complaints, Sir!"
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Unfortunately it didn't work to play via Internet, because he who enter to the game of the "creator" will cut off always at this moment as the game data will transmit.
We tried to play with the lastest Apolyton Edition.
The crash.txt show following facts:
Version 2008-10-07 0x0043b1ca [?PostProcessTile@TiledMap@@QAEXAAVMapPoint@@PAVTil eInfo@@H@Z + 0x3fa] 0x0043b442 [?PostProcessMap@TiledMap@@QAEXH@Z + 0x92] 0x006213e4 [?Unpacketize@NetInfo@@UAEXGPAEG@Z + 0x334] 0x0062b6ea [?PacketReady@Network@@UAEXHPAEH@Z + 0x8a] 0x006383ba [?Idle@NetThread@@UAE?AW4NET_ERR@@XZ + 0x1aa] 0x0062a064 [?Process@Network@@QAEXXZ + 0x1f4] 0x0040c255 [?Process@CivApp@@QAEHXZ + 0x105] 0x00406f84 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394] 0x004069e5 [WinMain@16 + 0x65] 0x00800bdc [WinMainCRTStartup + 0x134] 0x7c816d4f [__onexitbegin + 0x7be4f6f7]
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Maq and I just tested MP. Maq hosted, when I tried to join the game crashed immediately. The crash.txt is very similar to the one above:
Code:Version 2008-10-08 0x0043b1ca [?PostProcessTile@TiledMap@@QAEXAAVMapPoint@@PAVTileInfo@@H@Z + 0x3fa] 0x0043b442 [?PostProcessMap@TiledMap@@QAEXH@Z + 0x92] 0x006213e4 [?Unpacketize@NetInfo@@UAEXGPAEG@Z + 0x334] 0x0062b6ea [?PacketReady@Network@@UAEXHPAEH@Z + 0x8a] 0x006383ba [?Idle@NetThread@@UAE?AW4NET_ERR@@XZ + 0x1aa] 0x0062a064 [?Process@Network@@QAEXXZ + 0x1f4] 0x0040c255 [?Process@CivApp@@QAEHXZ + 0x105] 0x00406f84 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394] 0x004069e5 [WinMain@16 + 0x65] 0x00800bdc [WinMainCRTStartup + 0x134] 0x7c817067 [__onexitbegin + 0x7be4fa0f]
"
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Do only I need to run the debug version, and EPW can run the final? Or do we both need to be using debug?
And if EPW can't compile it, can I give him the files needed to at least run debug? While I run it in debugging mode.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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Did you need the debug version, when I debugged the game with you on the other side?Originally posted by Maquiladora View PostDo only I need to run the debug version, and EPW can run the final? Or do we both need to be using debug?
Well, you can give him a final build of the executable.Originally posted by Maquiladora View PostAnd if EPW can't compile it, can I give him the files needed to at least run debug? While I run it in debugging mode.
So what's your problem?Originally posted by EPW View PostI can't get it to compile at all
-MartinCiv2 military advisor: "No complaints, Sir!"
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Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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Probably you were just on the wrong side. In fact, if the debugger reaches a break point, especially in the network code, the game doesn't send any network packages, so on the non-debug side the game comes to a halt.Originally posted by Maquiladora View PostWell no, but it didn't exactly go smoothly
For that you need an external chat-room, anyway. I don't know whether the Apolyton chat room still works, but trying it doesn't harm.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Well we tested it last night and as expected got a break point straight away, but in void NETFunc::Receive(void) on this line:
result = dpReceive(dp, &source, &destination, 0, buffer, &size);
This happened just as EPW joined my game while we were setting it up in the lobby. I was using the debug version, he was using final. Perhaps next time I should write more down too.
We used the normal "internet" option, but is the "debug internet" option any use?Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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So was it a breakpoint you set, or was it one of those access violations? And by the way you have also the log files, where a lot of stuff is recorded.Originally posted by Maquiladora View PostWell we tested it last night and as expected got a break point straight away, but in void NETFunc::Receive(void) on this line:
result = dpReceive(dp, &source, &destination, 0, buffer, &size);
This happened just as EPW joined my game while we were setting it up in the lobby. I was using the debug version, he was using final. Perhaps next time I should write more down too.
I don't know, I haven't tried to do much MP debugging. So that's up to you to figure out.Originally posted by Maquiladora View PostWe used the normal "internet" option, but is the "debug internet" option any use?
-MartinCiv2 military advisor: "No complaints, Sir!"
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It was an access violation. I wish I had recorded more stuff now.Originally posted by Martin Gühmann View PostSo was it a breakpoint you set, or was it one of those access violations? And by the way you have also the log files, where a lot of stuff is recorded.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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