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Thread: KeeperFX 0.39a Multiplayer TCP/IP game bug

  
  1. #1
    Ghost
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    Default KeeperFX 0.39a Multiplayer TCP/IP game bug

    The game crashed to me, playing me as a client. It crash me two times (so I needed to rerun the game), here is the log:

    Dungeon Keeper FX ver 0.3.9.351 (standard release)
    LOG CREATED @ 16:42:14 11-06-2011

    Net: Initializing sessions from command line: 77.229.138.58:5555
    Sync: LbMouseChangeMoveRatio: New ratio 256x256
    Sync: CPU AuthenticAMD type 0 family 15 model 3 stepping 1 features 178bfbff
    Sync: PhysicalMemory 32
    Sync: Memory-demanding features enabled.
    Sync: LbMouseChangeMoveRatio: New ratio 256x256
    Sync: LbScreenSetup: Mode 1024x768x32 setup succeeded
    Sync: Moon phase -0.4372
    Sync: LbScreenSetup: Mode 1024x768x32 setup succeeded
    LbDataFree: freeing "*PALETTE"...done
    LbDataFree: freeing "*SCRATCH"...done
    Sync: GraphicsHeap Size 8388608
    Sync: SoundHeap Size 8388608
    Sync: Sound samples in banks: 840,126
    Sync: Pentium Pro polygon rendering on
    Sync: Recomputing fade tables
    Sync: setup_game: Speech recognition disabled: KeeperSpeech module not found
    LbDataFree: freeing "data/hpointer.dat"...done
    LbDataFree: freeing "data/hpointer.tab"...done
    Sync: LbScreenSetup: Mode 1024x768x32 setup succeeded
    Sync: get_startup_menu_state: Standard startup state selected
    Sync: Frontend state change from 0 into 1
    Sync: Created menu ID 18 at slot 0, pos (0,0) size (640,480)
    Sync: Frontend state change from 1 into 4
    Sync: Created menu ID 20 at slot 0, pos (0,0) size (640,480)
    Net: Enumerate Services called
    Sync: Initializing 4-players type 3 network
    Net: Selecting TCP/IP SP
    Sync: Frontend state change from 4 into 5
    Sync: Created menu ID 21 at slot 0, pos (0,0) size (640,480)
    Net: Logging in as SIN NOMBRE
    Sync: Frontend state change from 5 into 6
    Sync: Created menu ID 22 at slot 0, pos (0,0) size (640,480)
    Sync: Initializing 4-players type 3 network
    Net: Selecting TCP/IP SP
    Sync: Frontend state change from 6 into 5
    Sync: Created menu ID 21 at slot 0, pos (0,0) size (640,480)
    Sync: Frontend state change from 5 into 5
    Sync: Created menu ID 21 at slot 0, pos (0,0) size (640,480)
    Net: Logging in as ALE POWA!
    Sync: Frontend state change from 5 into 6
    Sync: Created menu ID 22 at slot 0, pos (0,0) size (640,480)
    Sync: Frontend state change from 6 into 24
    Net: New players are NOT allowed to join
    LbDataFree: freeing "LDATA\NETFLAG.DAT"...done
    LbDataFree: freeing "LDATA\NETFLAG.TAB"...done
    LbDataFree: freeing "LDATA\NETFONT.DAT"...done
    LbDataFree: freeing "LDATA\NETFONT.TAB"...done
    LbDataFree: freeing "LDATA\MAPHAND.DAT"...done
    LbDataFree: freeing "LDATA\MAPHAND.TAB"...done
    Sync: Frontend state change from 24 into 8
    Sync: Frontend state change from 8 into 0
    LbDataFree: freeing "ldata/frontft1.dat"...done
    LbDataFree: freeing "ldata/frontft1.tab"...done
    LbDataFree: freeing "ldata/frontft2.dat"...done
    LbDataFree: freeing "ldata/frontft2.tab"...done
    LbDataFree: freeing "ldata/frontft3.dat"...done
    LbDataFree: freeing "ldata/frontft3.tab"...done
    LbDataFree: freeing "ldata/frontft4.dat"...done
    LbDataFree: freeing "ldata/frontft4.tab"...done
    LbDataFree: freeing "*FE_BACKUP_PAL"...done
    Sync: LbScreenSetup: Mode 1024x768x32 setup succeeded
    Sync: GraphicsHeap Size 8388608
    Sync: reenter_video_mode: Switched video to 1024x768x32 (mode 28)
    Sync: Optional file "map00068.wlb" doesn't exist or is too small.
    Sync: Regenerated WLB flags, unsure for 0 bridge blocks.
    Sync: Created menu ID 1 at slot 0, pos (0,0) size (140,400)
    Sync: Created menu ID 2 at slot 1, pos (0,0) size (140,400)
    load_script: Used script resources: 0/16 tunneller triggers, 0/48 party triggers, 0/64 script values, 3/48 IF conditions, 0/16 party definitions
    Sync: Created menu ID 3 at slot 1, pos (0,0) size (140,400)
    Sync: Created menu ID 2 at slot 1, pos (0,0) size (140,400)
    Net: receive_resync_game: Initiating re-synchronization of network game
    Net: LbNetwork_Resync: Starting
    Net: receive_resync_game: Initiating re-synchronization of network game
    Net: LbNetwork_Resync: Starting
    Net: receive_resync_game: Initiating re-synchronization of network game
    Net: LbNetwork_Resync: Starting
    Error: LbScreenSwap: Blit failed: DirectDrawSurface3::Lock: Surface was lost
    Error: LbScreenSwap: Blit failed: DirectDrawSurface3::Lock: Surface was lost
    Net: receive_resync_game: Initiating re-synchronization of network game
    Net: LbNetwork_Resync: Starting
    Net: Failure to read from socket: 75504
    Net: Connection error with user 0 Krosfader entra
    Net: Quitting after connection loss
    Net: LbNetwork_Resync: Bad reception of resync message
    Error: LbScreenSwap: Blit failed: DirectDrawSurface3::Lock: Surface was lost
    Net: Bad peer ID on index 1
    Error: Failure code 80000003 received.
    in msvcrt.dll at 0023:74e067bc, base 74da0000
    in keeperfx.exe at 0023:0044b059, base 00400000
    in keeperfx.exe at 0023:0045bb38, base 00400000
    in keeperfx.exe at 0023:00415ace, base 00400000
    in keeperfx.exe at 0023:0041afa2, base 00400000
    in keeperfx.exe at 0023:0041ed61, base 00400000
    in keeperfx.exe at 0023:0041fa57, base 00400000
    in keeperfx.exe at 0023:00507e0b, base 00400000
    in keeperfx.exe at 0023:00507ec8, base 00400000
    in keeperfx.exe at 0023:00507576, base 00400000
    in keeperfx.exe at 0023:004010db, base 00400000
    in keeperfx.exe at 0023:00401158, base 00400000
    in kernel32.dll at 0023:753933ca, base 75380000
    in ntdll.dll at 0023:77139ed2, base 77100000
    in ntdll.dll at 0023:77139ea5, base 77100000


    And I attach the window that shows the error in the second crash. The log is incomplete between first and second crash because I renamed the log file when the first crash occurs and make some things with the log file I can't remember
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	2cnd crash.png 
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ID:	790  
    Last edited by jomalin; June 11th, 2011 at 20:12.

  2. #2
    Dragon DragonsLover's Avatar
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    Default Re: KeeperFX 0.39a Multiplayer TCP/IP game bug

    I just tried doing a TCP/IP multiplayer game with KeeperFX 0.40 and it failed. The first time, it was incredibly laggy on the TCP/IP menu screen, but I think it was because Mozilla Firefox was opened and I didn't do a Port-Forwarding on my router. I corrected these and the second time was much better, but the game was extremely slow. I don't know if the fact that I was on a Wireless network would change something but anyway, it ended by a "Out of sync". Log below :

    Spoiler



    Just wondering, do I have to set something to the UDP port?
    Last edited by DragonsLover; July 21st, 2011 at 05:44.
    I like dragons! They're the center of my life! I'll never forget them...



  3. #3
    Ghost
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    Default Re: KeeperFX 0.39a Multiplayer TCP/IP game bug

    Only opening the 5555 port in your router, with UDP, and redirect it to your PC IP if you act as a server (you create the game and the others joins the game) will be enough. And clients need to execute KeeperFX like this:

    keeperfx -sessions [ip_address]:5555

    I have played multiplayer game only doing that and it works to me (but sometimes crashed or desync)

  4. #4
    Beetle
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    Default Re: KeeperFX 0.39a Multiplayer TCP/IP game bug

    Hey Jomalin, I would love to play Keeper FX with you :-)

  5. #5
    Dragon DragonsLover's Avatar
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    Default Re: KeeperFX 0.39a Multiplayer TCP/IP game bug

    What UDP port I have to use? I did set TCP to 5555, but what about UDP?

    I tried the above, but it was my friend that hosted the game. I joined him.
    I like dragons! They're the center of my life! I'll never forget them...



  6. #6
    Ghost
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    Default Re: KeeperFX 0.39a Multiplayer TCP/IP game bug

    Quote Originally Posted by DragonsLover View Post
    What UDP port I have to use? I did set TCP to 5555, but what about UDP?
    Sorry, I think it was only TCP, not UDP. When I tried multiplayer game the server was my friend so I cannot see his router configuration, but in the KeeperFX TCP/IP documentation UDP is not mentioned.

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