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Thread: T2 Multiplayer Beta Released

  1. #251
    Quote Originally Posted by Tos
    The saved game problem is odd. I'm not sure what could cause objects to be deleted from the inventory after loading one -- is it relatively easy to reproduce this bug? Would I run into this problem shortly after beginning the mission, or would I need to play for a bit to run into it?
    The keys were fine when we first were playing, but on subsequent reloads pav discovered that she was missing keys. We double checked by going back to the office that was supposed to have the key, and it was not there. Thankfully, as I said, I was able to use /summon and create the key so we could complete the FM. So, not sure how to answer your question other than saying that every time we have reloaded, the key we needed was not in the client's inventory. I suppose we could have kept reloading many times to see if it is inevitable to happen, but I just recall it happening more than once which warranted the use of /summon.

    Not sure how dying would be an objective problem. Here are the objectives from skull of st yora for reference:

    Code:
    fiction_0: "-"
    text_0: "-"
    fiction_1: "-"
    text_1: "-"
    fiction_2: "-"
    text_2: "-"
    fiction_3: "Make your way to the Lion's Inn and find out what your friend wants."
    text_3: "Go to the Lion's Inn and obtain instructions from your friend."
    fiction_4: "Once you know what your friend is after, retrieve the required item."
    text_4: "Retrieve the item your friend is after."
    fiction_5: "When your work is done, head for the north bridge and wait at the gate."
    text_5: "Finally, go to the north bridge and wait there by the gate."
    fiction_6: "While you are here, you might as well pick up some goodies for yourself. Get at least 1200 loot."
    text_6: "Get at least 1200 loot." ---> only in normal.
    fiction_7: "While you are here, you might as well loot the place. Get at least 2500 loot."
    text_7: "Get at least 2500 loot." --> In Hard, which we played.
    fiction_8: "While you are here, you might as well ransack the whole neighbourhood. Get at least 4000 loot."
    text_8: "Get at least 4000 loot." ---> expert only.
    fiction_9: "Be nice to the locals. Don't harm any innocent bystanders"
    text_9: "Don't kill any bystanders." - Hard mode
    fiction_10: "No point in making unnecessary trouble for yourself. Don't get blood on your hands."
    text_10: "Don't kill anyone." - expert.
    fiction_11: "The Mechanists must have some ancient texts that could fetch a nice price from collectors. See if you can find something." - hard
    text_11: "Get your hands on an ancient scroll."
    fiction_12: "There has been much talk about the Emerald Horn, which is believed to be kept in the cathedral. This is your best chance to check it out."
    text_12: "Obtain the Emerald Horn from the cathedral." - expert
    About the assertion error: I can tell you from as far as I can remember, that it happened when trying to load but synching just kept being displayed and nothing would happen. So I would hit escape and pick Load and try loading a save.... I think that is when it happened. But that's the first time it's ever happened, and I don't know if I can reproduce it.

  2. #252
    Quote Originally Posted by sNeaksieGarrett View Post
    So, not sure how to answer your question other than saying that every time we have reloaded, the key we needed was not in the client's inventory. I suppose we could have kept reloading many times to see if it is inevitable to happen, but I just recall it happening more than once which warranted the use of /summon.
    Now that I think about it, it's possible that whatever was causing that has been fixed in the latest build, though I don't know for sure. Builds 189 and earlier handled saved game loads a little differently than the latest one does, and that might've been causing a few problems.

    I was just wondering how long I'd need to play that FM before I reached the key. If I need to play an FM I'm unfamiliar with for several hours to get to it, it'll have to wait a bit. Perhaps you could host a server once I've released the new build (which may be very soon) and show me how to reproduce the problem.

  3. #253
    Oh. In that case, no it would not be long till you get to the key. Yeah, I'd be happy to show you where the key is if you'd like.

    On a funny side note: I noticed that if I look at myself with the scouting orb i have no head, arms, or legs... it's a floating green blob for a body. (and I'm talking about using the servant as an avatar)

  4. #254
    Build 194 has been released. First post has been edited with a download link, as usual.

    New features:
    - Interaction with certain types of objects should work much better for clients.
    - Servers can now be passworded.

    Fixes:
    - Many improvements to overall stability, particularly when playing after having loaded a saved game.
    - Disabling the share loot option now actually works.
    - Shared loot is no longer automatically selected when it is received.
    - The server browser no longer displays some server information incorrectly if there is more than one server in the list.
    - Minor improvements to appearance and functionality of server browser.
    - End-of-mission statistics are now correct for all players.
    - Guards are now knocked out normally when blackjacked by clients.
    - Mines should now detonate properly.
    - Due to some changes in the way locked objects are handled, the problem with the ship’s wheel on Precious Cargo is now different. Only the player that "unlocks" the wheel with the peg will be able to see the elevator moving after the wheel is used, and they will have to use the switch at the bottom to send it down for the other players.

  5. #255
    Quote Originally Posted by sNeaksieGarrett View Post
    Oh. In that case, no it would not be long till you get to the key. Yeah, I'd be happy to show you where the key is if you'd like.
    All right, just host a server on the global and send me a PM when it's up. I'll be around for a few more hours at least.

    I take it this is the mission I need?

  6. #256
    Wow. That was very soon indeed


    Speaking of the server browser, I don't know if this has anything to do with how you set it up or not, but I noticed that clients can;t seem to connect with the server browser, but when I give the internal IP of my modem and they manually connect, it always works. I wonder if it is because my external ip is the one being referenced in the browser, and somehow my firewall or router is blocking the master server from allowing connections. I did allow thief 2 access to the internet, so idk...


    Thanks for yet another build!

  7. #257
    Whoops. If you downloaded build 194, please get the new build 195. I accidentally broke client blackjacks completely in 194, but it should work fine with 195. This is the only change, but I've changed the build number to avoid any further confusion.

  8. #258
    Member
    Registered: Aug 2008
    Location: behind your eyeball
    Well, Tos, thanks for this. I've personally finally have been able to play it with a friend. Ironicly i'm the one who can host. Anyway our problem is, that the game crashes REALLY often for me (usually in the first 5 minutes, if not always). Sorry, i've no determination left to scroll pages for a possible solution, so could anyone gives me a magic problem-solved kind of file?

  9. #259
    There's no magical file that can be given. Crashing is known to happen with the patch, after all it is a beta patch. The only suggestion I can give with my experience of the patch, is to SAVE OFTEN, if possible. The crashing could happen at random, and it would suck for you to have to start over, or start in a save from 2 hours ago. Though the fact that you said it happens so often is something to take a look at. You might want to post your log files so Tos can see.

  10. #260
    Member
    Registered: Jan 2008
    Location: Sweden
    Quote Originally Posted by Thor02 View Post
    Well, Tos, thanks for this. I've personally finally have been able to play it with a friend. Ironicly i'm the one who can host. Anyway our problem is, that the game crashes REALLY often for me (usually in the first 5 minutes, if not always). Sorry, i've no determination left to scroll pages for a possible solution, so could anyone gives me a magic problem-solved kind of file?
    Here's some more details about the crash (crash-to-desktop):
    It usually happens when someone is sending a message.
    It is only crashing on Thor's (Host) computer.
    It doesn't seem to have a special pattern other than that it's crashing when sending/receiving messages. (It doesn't depend on if the message is short or long)
    Last edited by seventyfour; 10th Jan 2009 at 12:42.

  11. #261
    Sorry to hear that you're having problems. Are you playing an FM or one of the OMs? Crashes do occur even in the original missions, but not all that frequently anymore (with the exception of Sabotage at Soulforge, which probably doesn't work too well still). Fan missions are a bit more unpredictable, but every five minutes is unusual even for an FM.

    Could you upload the errorlog.txt file somewhere (and also ThiefMP.log) that's in your Thief 2 directory so I can figure out why the game crashed for you?

    edit: If it's crashing when you're sending/receiving messages, it sounds like it may be something new in T2 MP that's at fault and not the game. Definitely try and get those log files to me, and I'll see what's wrong.
    Last edited by Tos; 6th Jan 2009 at 11:21.

  12. #262
    Member
    Registered: Aug 2008
    Location: behind your eyeball
    I'm not sure it's really cause of the chats, although there were 2 or 3 funny coincidences, when i wrote a text and pressing the enter, game crashed.

    Well, we tried these maps.
    OMs:
    Shipping... and Recieving
    Framed
    Bank
    Life of the Party

    FMs:
    A Thief's Holiday
    Hammerite deathmatch

    All kinda crashed. And we tried some more then once. (like Bank and Thief's holiday)

    P.S. My Thief II installation is once again probably messed up. I'll try and reinstall it, if you come up empty. Thanks.

  13. #263
    Member
    Registered: Jan 2008
    Location: Sweden
    Tos, I've sent the logs by PM.

    Thank you for all your work!

  14. #264
    Thanks.

    You were right about it being chat related. For some reason, T2 MP was unable to open the chat log file in your Thief 2 directory and was handling the situation somewhat... poorly. I've uploaded a fix, and edited the download link in the first post (the file is now t2mp_195_a.zip). I don't know why it was unable to open the file, but it will no longer crash if it can't write to the chat log. If anyone else is getting crashes when sending or receiving chat, you should download the updated build.

  15. #265
    Moderator
    Keeper of FMs

    Registered: Oct 2004
    Location: Meraux, LA
    Thanks for all your hard work on this Tos. I'm really enjoying the multi player experience. You have added something really special to Thief!

  16. #266
    Member
    Registered: Aug 2008
    Location: behind your eyeball
    Yeah! That patch did it, Tos. I had 1 crash, but that was when i was going as admin (installed as my user Emils).
    Now my friend started crashing, but kept excusing, that it's cause of other stuff.

    BIG thanks, Tos! +1 with pavlovscat.

  17. #267
    I'd just like to say THANK YOU Tos!

    As of recently, I've started playing Thief Gold and Thief 2 again, this time fully and on expert (as it should be played), and I've been trying to get my friends into it. I often find myself talking about your project to illustrate Thief's popularity still strong a decade later.

    Thanks for helping me demonstrate Thief as the best game ever made (IMO)!


    Also, MP works great, just need some FMs to get it really interesting, and some means of an easier setup.

    I look forward to updating my thief2 as your builds come along!

    (also, great job with the server browser )

  18. #268
    Hey TOS

    Well done on the continued work dude

  19. #269
    Member
    Registered: Jan 2008
    Location: Sweden
    Hello, has anyone else got problems with the Server Browser?
    In the browser, all info is displayed except for the Players and Ping, which is showing as ?/? and ???.
    It is also impossible for me to connect to servers by using the Browser, but it works by Multiplayer -> Connect.

    I've heard about this problem earlier by other players, but I have not seen any fixes.

    And thank you for the chat-fix, it works perfectly!

  20. #270
    IIRC the ?/? and ???? thing is due to firewall blocking the connection. Tos?

  21. #271
    Thanks, I'm glad to hear it's working fairly well for everyone. Seems as if the last couple of builds have improved stability quite a bit.

    Quote Originally Posted by BioGenx2b View Post
    Also, MP works great, just need some FMs to get it really interesting, and some means of an easier setup.
    I'd be interested in seeing some fan missions designed from the ground up for multiplayer too. I'd imagine there are quite a few possibilities, and they should hopefully have fewer problems than the OMs or FMs designed without multiplayer in mind.

    The next build should be released within the next week or so and will at the very least bring further stability improvements, fixes for a few problems listed in the known issues for older builds, and a near-complete fix for the AI speech and other sound problems for clients (a few of which I did not know about before and weren't included in the known issues).

    What would make the setup easier in your opinion? I'm definitely open to suggestions on that.

    Quote Originally Posted by seventyfour View Post
    Hello, has anyone else got problems with the Server Browser?
    In the browser, all info is displayed except for the Players and Ping, which is showing as ?/? and ???.
    It is also impossible for me to connect to servers by using the Browser, but it works by Multiplayer -> Connect.

    I've heard about this problem earlier by other players, but I have not seen any fixes.

    And thank you for the chat-fix, it works perfectly!
    That means that the server did not respond to the ping sent from your computer, but that the global server did do its job and sent information about the server to you (it sends everything about the server to you other than the current number of players and the ping -- that information is only retrieved when you successfully ping the server). If you can't ping the server, then it's very unlikely that you will be able to connect.

    If the server doesn't respond to the ping, it usually means that the host is behind a router or firewall and hasn't forwarded the port that they chose (5198 by default), but if you're able to connect directly by IP then it's possible that something else is wrong. If you're absolutely sure that the host has forwarded the port, try selecting Global Server from the debug menu and then opening the server browser. Once the server has been listed, go back to the main window with the console and check to see if the IP listed for that server is the same as the one you were able to connect to by IP. If they're different, then the global may be sending the wrong IP for that server (which is something I'll have to fix).

  22. #272
    I don't see anything wrong really with the current setup, but of course that is just my opinion....

  23. #273
    Member
    Registered: Aug 2006
    Location: Deutschland
    We've recently had some problems with four or five players. The less important ones were that the game didn't start before/while/after synching but the really creepy ones were when zombies and haunts were spawned occasionally at one of the players' positions. This made S&R/Wayside look like the Abysmal Gale had spilled its cargo on the shore.
    Last edited by Beleg Cúthalion; 11th Jan 2009 at 03:30.

  24. #274
    Member
    Registered: Jan 2008
    Location: Sweden
    Quote Originally Posted by Tos View Post
    If the server doesn't respond to the ping, it usually means that the host is behind a router or firewall and hasn't forwarded the port that they chose (5198 by default), but if you're able to connect directly by IP then it's possible that something else is wrong. If you're absolutely sure that the host has forwarded the port, try selecting Global Server from the debug menu and then opening the server browser. Once the server has been listed, go back to the main window with the console and check to see if the IP listed for that server is the same as the one you were able to connect to by IP. If they're different, then the global may be sending the wrong IP for that server (which is something I'll have to fix).
    Hi Tos, I've got that problem with every server on the list.
    I've also tried to debug, the Server List's and the "manual" IP is the same...
    It also appears that I only have this problem on one computer.

  25. #275
    Quote Originally Posted by Beleg Cúthalion View Post
    We've recently had some problems with four or five players. The less important ones were that the game didn't start before/while/after synching but the really creepy ones were when zombies and haunts were spawned occasionally at one of the players' positions. This made S&R/Wayside look like the Abysmal Gale had spilled its cargo on the shore.
    Just a wild guess, but you should make sure that every player has the Thief 2 window focused during the synching process. I haven't run into any synching issues with that many players since the first update myself, but there could certainly be something wrong with it.

    As for the zombies, sounds like someone in your game was having some fun with the /summon command. Try disabling cheats next time.

    Quote Originally Posted by seventyfour View Post
    Hi Tos, I've got that problem with every server on the list.
    I've also tried to debug, the Server List's and the "manual" IP is the same...
    It also appears that I only have this problem on one computer.
    Very odd. I assume that it does say "Pinging server" in the console, but you're never seeing anything like "Enumeration response received" on that computer? As a last resort, you might want to try disabling any firewalls you may have running and try forwarding port 5198 on that computer (though I don't know why forwarding the port for anyone other than the host would be necessary, honestly) and see if that clears it up. If either of those things does it for you, perhaps I can find a better solution from there.

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