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LAN match ending before it even begins
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Fri Apr 30, 2010 8:11 am    Post subject:  LAN match ending before it even begins Reply with quote  Mark this post and the followings unread

I've been testing my mod on skirmish games so far and it has worked fine. However recently I tried to test it in a LAN match and there's a weird problem. As soon as the match starts the announcer says you have lost and the match ends. Few things I figured that might have something to do with this:

1. I've edited Game.exe to alter the infantry that come out of Drop Pods. Could editing the exe cause the game to think you are trying to cheat or something? The exe im using (and edited) is Hyper's waveclass fixed exe. I also edited the language.dll somewhat, but I doubt this would have anything to do with it.

2. I used the tutorial here

http://www.ppmsite.com/forum/viewtopic.php?t=18889

to enable 3rd side into the game. The side effect of this is that some match options HAVE to be set at default values:

Unit count = 1
Bases = no
Short Game = no

I think I tried to change the above values for testing purposes to something else and the game still ended right away. Has anyone else had this problem? Is it tied to adding a 3rd side into the game?

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Fri Apr 30, 2010 9:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for the stupid question,but did your opponent had the same mod files as you?
If not,it's completely normal.Any .ini or .exe mod should cause that.

edit: Also,does he have the same version of tiberian sun as you (there are the original,the first decade version,the freeware version,and their patches)

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Fri Apr 30, 2010 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I feel stupid for not clarifying that Embarassed . Yeah, both versions of the game and mod were the same as I copied the mod to both computers right before testing and I know both were patched to the latest version and both are the original Tiberian Sun + Firestorm. But maybe there might have been some file in there that was conflicting. Gahhh need to get another copy of the firestorm cd to try it out here.

On a similar case I do remember RA2 matches ending after 30 secs if you used a burned copy of the original disk. But that was 30 secs into the game, this happens instantly, I don't even recall seeing any units on the screen. Has anyone who has added 3rd side into tiberian sun have tested online / LAN play to see if it works? I remember testing the mod a while back in LAN in it worked fine, but now that I've included the 3rd side it's not working. Mad

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 30, 2010 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've experience this when i tested a 3rd side too.
It happened when i had no starting units: either no units belonged to the 3rd side or the 3rd side wasn't correct coded.

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Sat May 01, 2010 9:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I wonder why it happens only in LAN matches though and not in skirmish. I'll report back if I can find out what causes this.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun May 02, 2010 7:07 am    Post subject: Reply with quote  Mark this post and the followings unread

I noticed something interesting when I tried the game with the unedited language.dll. I've set UnitCount=1 in rules.ini under [MultiplayerDefaults]. When I start a skirmish game the unit count is correctly at 1. However when I start hosting a LAN game the unit count is 2?? After I cancel the LAN screen and go back to start a skirmish, the unit count is now stuck at 2 again.

What I did in my modified language.dll was remove the unit count slider alltogether, since I thought I forced it to be 1 through rules.ini. But it seems it defaults to 2 in LAN regardless of what you set it in rules.ini? Is there any other way to force the slider to only allow 1 value? I didn't find a way to force it in language.dll, and rules.ini keys seem to have no effect on it. It would be a poor solution to leave the unit count slider in and then tell people to set it to 1 or the game crashes, thats just poor design...

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Sun May 02, 2010 10:14 am    Post subject: Reply with quote  Mark this post and the followings unread

i know with the tech level slider (which you cant change in the rules) has a hardcoded default of 10 which of course you have to change if the max tech level is lower than 10.

so it is possible other silders have similar exe controled default values

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sun May 02, 2010 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Ahhh... Yes, this bug may be the same thing I experience when I host an online game.
The thing is, at first it is 10 by default - well, I change it to 1. Next game it is often still 1, but some games after it, it is 2...
Dunno how it comes, though

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 02, 2010 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure this will even help, just a suggestion. But I noticed RA2.ini has [LAN] settings but didnt see it in the SUN.ini, so what if it was added to the SUN.ini? would it make a difference or even work?

[LAN]
GameMode=1
ScenIndex=0
GameSpeed=1
Credits=10000
UnitCount=10
ShortGame=yes
SuperWeaponsAllowed=yes
BuildOffAlly=yes
MCVRepacks=yes
CratesAppear=yes
Slot01=2,-2,-2
Slot02=2,-2,-2
Slot03=2,-2,-2
Slot04=2,-2,-2
Slot05=2,-2,-2
Slot06=2,-2,-2
Slot07=2,-2,-2

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Mon May 10, 2010 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK I've tracked it down. Removing the "Unit Count" slider in language.dll causes this problem. You can set it in rules.ini to default to 1, but it only works for skirmish play. In LAN it seems to default to 2 even if you set it to 1. Revolutionary, you mentioned that Tech Level default value can be changed in the EXE? Where exactly, I tried to look for it and couldn't find it? The only way I can see to correct this is to either find some way to force the Unit Count to 1 by hacking the EXE, or simply leaving the slider in there and instruct the player to always set it to 1. Mad

Tbh I'm not sure what the logic is behind this. When I leave the Unit Count slider in the game, and set it to 2, start a match, I get an internal error. When i disable the slider, start a match, the match begins but nobody has any units and the game ends immidiately. UnitCount=1 line in rules.ini should force the unit count to 2 in LAN, but if the slider isn't there I guess this doesn't happen either. Maybe it defaults to 0 and that's why you have no units at all.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon May 10, 2010 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lol, what the hell...

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Mon May 10, 2010 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK one more test pretty much confirmed this. Removing the slider does make unit count to default to 0 for LAN. For skirmish it defaults to whatever was set in rules.ini (UnitCount=x).

I set UnitCount=6, started a skirmish match and got an IE (happens if you try to have unit count higher than 1). Started a LAN match and again match started with no units, all players immidiately lose. So LAN does not make use of UnitCount=x key, and defaults to 0 (or some other unusable value) if no unit count slider is present.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon May 10, 2010 5:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I will fix this.

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