Favrenation wrote:Putting passwords on a game and making people ask for the password will let people know who is joining so some people can go back out to the lobby etc.
lol i hoped that would work
Moderator: pcwzrd13
Favrenation wrote:Putting passwords on a game and making people ask for the password will let people know who is joining so some people can go back out to the lobby etc.
MikeStutzzzz wrote:Favrenation wrote:Putting passwords on a game and making people ask for the password will let people know who is joining so some people can go back out to the lobby etc.
lol i hoped that would work
Radkin wrote:BlueCrab wrote:(It'd be nice if this could get stickied or something so people notice it).
Done deal!
Favrenation wrote:Blue Crab how can V1 cause FSOD? I thought you couldn't even play that because hunter license server is down.
Where was it not letting you on from? Before the ship select, after you picked the ship, or after you picked the block?Radkin wrote:I've been on and off for most of the day and there were a couple of times that I was unable to log back on. Lust and Cathy still were able to remain on the server however.
BlueCrab wrote:Where was it not letting you on from? Before the ship select, after you picked the ship, or after you picked the block?Radkin wrote:I've been on and off for most of the day and there were a couple of times that I was unable to log back on. Lust and Cathy still were able to remain on the server however.
Radkin wrote:BlueCrab wrote:Where was it not letting you on from? Before the ship select, after you picked the ship, or after you picked the block?Radkin wrote:I've been on and off for most of the day and there were a couple of times that I was unable to log back on. Lust and Cathy still were able to remain on the server however.
Before Ship select. I would constantly get "the DHCP failed to connect" error.
viewtopic.php?f=25&t=2326&p=21975#p21975
So, I know I fixed at least the part where clients would essentially stop sending packets to the server, and I suspect that it might have fixed the rest of it. That change went into my code at r157, so once the server here gets updated to that version, hopefully this won't be an issue anymore.BlueCrab wrote:This is an odd one (not the part about crashing with a PC player... that I need to research more), and I'm not entirely sure how to explain what's going on with it, although I've seen something similar for the first time in my testing tonight. Basically, what I saw happen is that if I had a DCv1, DCv2, and PC in one game, and the DCv2 left, neither the DCv1 or PC client would send any more packets to the server.grolt wrote:Yesterday, four of us were playing a guild mission and then midway through someone had to leave. When he left it caused the rest of our games to go out of sync. While we could still see each other, each person basically played their own game, because enemies would be in different locations for each player, and during the final boss fight, it would show on one screen that the boss was dead, but for the other two players we had to still keep fighting it until we killed it ourselves. Then, at the very end of the final boss fight (Dark Falz) we all got booted and lost some loot. It was pretty weird. We also had a crash that was triggered by a PC player joining our team, I believe. Can't remember the details of that now.
To make matters more odd on this one, the PC player could still see the DCv1 player move around, but the DCv1 player couldn't see the PC player moving. It doesn't make any sense to me why that would happen, since I'd expect what you stated earlier to happen (where everyone is in their own little world).
PSO really does some odd things sometimes...