Author Topic: [Solved] Game Stop at 1:02  (Read 10386 times)

Offline I-KP

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Re: Game Stop at 1:02
« Reply #30 on: November 13, 2009, 03:08:27 pm »
Shift-F3 was reporting spikes in excess of 300ms (ave. was ~65ms).  TBH the CTRL-+ command had no noticeable effect which is why I asked about it.  No matter what '+' was selected an in-game second was equal to roughly two 'real life' seconds. 
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Offline x4000

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Re: Game Stop at 1:02
« Reply #31 on: November 13, 2009, 03:21:55 pm »
Ouch.  The game runs on a 200ms loop, so it's possible that it was not the networking that was the problem.  If it's networking, you'd be seeing a tiny (WAIT) message popping up next to the other players' name a couple of times per second, if you are the host.  Although, that could be an underpowered CPU on the other end, too.  If you're running the host on a single core that is less than 2.4GHz or so, depending on your type of CPU that can cause some lag.  With a newer Core 2 Duo or Atom or similar, the processor architectures are better and so the clock speed requirements are lower.  With older P4s or similar, often those with the same clock speed still perform worse.

I'm not saying this is a CPU thing on either end, but it bears noting since I know nothing about the sort of computers being used to run the game in question.  It might also be that you are having a lot of packet loss for some reason, or one of the players has insufficient bandwidth.  Background downloads, other games being played over the same Internet connection, unreliable wireless connections, or the host of the game also trying to host voice chat have all been problems for various people in the past.  With just two people it should do well on even a fairly slow broadband connection, though, unless something else is eating up bandwidth on one of the networks.

Over a standard cable connection (400kbps up), you should be able to host a four player game or more without any noticeable lag.  When it scales down from there, it depends on the size of the game in terms of planets, what exactly is going on in the game at the time, how many players there are, etc.  But if it's very early in the actual game itself, it shouldn't be an issue.  As I mentioned before, though, AI War does have more data to send than your typical FPS or other similar game.

Hope that helps, that's all I can say for the moment, not knowing more about the specific setup here (upload speed, computer specs, etc).
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Offline Spikey00

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Re: Game Stop at 1:02
« Reply #32 on: November 13, 2009, 03:32:24 pm »
Glad that you were at least able to play with someone else, I-KP!  (:
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Offline I-KP

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Re: Game Stop at 1:02
« Reply #33 on: November 13, 2009, 10:31:36 pm »
And three hours in with your good self earlier on!  Again, without using Hamachi.  (All signs point to Hamachi being the issue thus far.)  First taste of a five-player game, and my god it gets mad rather quickly.  Great stuff.

Possible bug regarding Attack commands tho (or may be an artefact of lag maybe).  Ships wouldn't enegage if an attack order was placed at medium to long range; when the ships were closer to the target the attack command was accepted.  It will need to be tested by someone more familiar with the game than I but I did notice with 2F that some attack commands merely halted the fleet rather than sent them speeding in.  Something wasn't hanging together as it did in 2D (at least as far as I noted).
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Offline x4000

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Re: Game Stop at 1:02
« Reply #34 on: November 13, 2009, 10:44:46 pm »
Glad you're enjoying it, and glad that seems to have resolved the issue!  I love the big multiplayer campaigns, too, there's really nothing else like it.

For that attack issue in F, that is a known issue (reported earlier today), but thanks for the note.  G will be out tomorrow with the fix for that.  E introduced a new "unified command queue," which is a huge step forward for the game in many ways, but which is like doing a major organ transplant on the game; so far the collateral damage has been amazingly low, but that's one issue that has arisen from it.  Definitely will be fixed tomorrow, and myself and the playertesters in general are still scouring for other potential minor issues the new improvement might have caused; this is why I never did the unified command queue in the past, was that I never had an extended period free to make sure that all the bugs could be ironed out before the next major release.  Glad I took the time to do it now, though, as it seems to be quite a popular step forward despite the minor short-term issues that are inevitable!
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Offline I-KP

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Re: Game Stop at 1:02
« Reply #35 on: November 13, 2009, 10:59:42 pm »
Typically, I saw the bug report after posting the above.  I posted it in the wrong place anyway.  Never mind, eh.

As you doubtless already know, one of the great strengths of games like Supreme Commander (and Total Annihilation before that) was the near limitless queue of orders that could be issued, and even given loop points, to give that vast force some degree of autonomous action.  If AI War can come closer to that then you'd have to be half dead already not to appreciate it!

(And Teleport Stations are super, super-grim.  The Kill/Death ratios on those mothers must be truly vast.)

Anyway, back on topic:  From 62 seconds of game to well over 10,000.  I'd call that problem solved.    8)
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Offline x4000

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Re: Game Stop at 1:02
« Reply #36 on: November 13, 2009, 11:06:16 pm »
All good!  Again, so glad to hear it is working well and that you're finally able to get the enjoyment out of it you were looking for.  I'll mark it solved!
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Offline Vaos

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Re: [Solved] Game Stop at 1:02
« Reply #37 on: November 13, 2009, 11:15:25 pm »
I was hosting this game, so it seems there is also no problem on my end. But I guess we should stop posting in this thread now.

Offline x4000

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Re: [Solved] Game Stop at 1:02
« Reply #38 on: November 14, 2009, 12:13:48 am »
Yep, sounds like it was just Hamachi, for some strange reason.  Thanks for clarifying, for when others might be looking at the issue in the future!
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