Hi Rodril,
Thanks again for your quick response.
The strange thing is that we already downloaded the version of 14.01.2024 when we installed the game in September.
So we will still overwrite the files just in case.
Thank you for the arcomage game !
Multiplayer for MMMerge [beta 30.09.2024/1]
Re: Multiplayer for MMMerge [beta 30.09.2024/1]
Hello. Updating multiplayer to version 30.09.2024/1.
It has few major bugfixes:
1. Synchronization could be broken once you disable and reenable multiplayer within one game session.
2. Some client requests could never be answered, due to flaw in packets initialization.
3. Simultaneous pickup of item on the ground often leaded to item duplication due to typ-o in object synchronization code.
It has one big feature and couple of follow-ups:
1. Lobby-like functionality is added, meaning you no longer need to exchange session codes, unless you intend to. Now host can open itself to be discoverable in local network, or publish itself on dedicated internet server to allow any player across the community to join.
2. You can see player's markers on map screen, and can view name of the map, they are currently on, if you are not on same map.
3. Simplistic chat added. Assuming, completely random players can join internet lobbies, there's necessity for basic communication.
To see everything in action and in detail, check the video, please: https://www.youtube.com/watch?v=UfYuyJTp9O8
It has few major bugfixes:
1. Synchronization could be broken once you disable and reenable multiplayer within one game session.
2. Some client requests could never be answered, due to flaw in packets initialization.
3. Simultaneous pickup of item on the ground often leaded to item duplication due to typ-o in object synchronization code.
It has one big feature and couple of follow-ups:
1. Lobby-like functionality is added, meaning you no longer need to exchange session codes, unless you intend to. Now host can open itself to be discoverable in local network, or publish itself on dedicated internet server to allow any player across the community to join.
2. You can see player's markers on map screen, and can view name of the map, they are currently on, if you are not on same map.
3. Simplistic chat added. Assuming, completely random players can join internet lobbies, there's necessity for basic communication.
To see everything in action and in detail, check the video, please: https://www.youtube.com/watch?v=UfYuyJTp9O8
Re: Multiplayer for MMMerge [beta 30.09.2024/1]
Made an account just to say this mod is AMAZING! I wish all multiplayer mods for singleplayer games were THIS stable and playable. Played it for about 5 hours last night and had a blast. In fact, I didn't even know MMMerge was a thing til I found this.
There's one thing we had trouble with, though, and I can't figure out if it's an issue with this mod or with MMMerge ... After 5 minutes or so of game time, left clicks/actions start causing a brief freeze for both me and the other person in my server, but separately. I left click with a weapon out, it freezes for me for a milisecond, but his game is fine. Vise versa. As the game goes on, the freeze time increases. By an hour or so, left clicking/attacking (even holding the mouse down with a weapon out) is almost a half-second freeze. The issue cleared when we closed the game. If I restart and he doesn't, he still has freezing and I don't, so it's directly tied to the client-side process.
Thanks again for this great work! If you don't mind, I've added it to a spreadsheet I made listing similar mods that add multiplay to games.
There's one thing we had trouble with, though, and I can't figure out if it's an issue with this mod or with MMMerge ... After 5 minutes or so of game time, left clicks/actions start causing a brief freeze for both me and the other person in my server, but separately. I left click with a weapon out, it freezes for me for a milisecond, but his game is fine. Vise versa. As the game goes on, the freeze time increases. By an hour or so, left clicking/attacking (even holding the mouse down with a weapon out) is almost a half-second freeze. The issue cleared when we closed the game. If I restart and he doesn't, he still has freezing and I don't, so it's directly tied to the client-side process.
Thanks again for this great work! If you don't mind, I've added it to a spreadsheet I made listing similar mods that add multiplay to games.
Last edited by prw on 04 Nov 2024, 19:12, edited 1 time in total.
Re: Multiplayer for MMMerge [beta 30.09.2024/1]
Hi Rodril,
We were able to progress in the game and it is very stable now, thank you.
We just had a problem this week when a shadow aged one of our characters. So we continued to progress in the story to be able to go to Celeste and get a rejuvenation potion. The problem is that it didn't work because we realized that the character's age was his "natural" age. He was 1173/1170 years old instead of 1173/20 years old.
Do you have a solution that would fix this by forcing the code please ?
Thank you,
We were able to progress in the game and it is very stable now, thank you.
We just had a problem this week when a shadow aged one of our characters. So we continued to progress in the story to be able to go to Celeste and get a rejuvenation potion. The problem is that it didn't work because we realized that the character's age was his "natural" age. He was 1173/1170 years old instead of 1173/20 years old.
Do you have a solution that would fix this by forcing the code please ?
Thank you,
Re: Multiplayer for MMMerge [beta 30.09.2024/1]
Hello. This is snippet for debug console:Benpat wrote: ↑08 Nov 2024, 10:09 We were able to progress in the game and it is very stable now, thank you.
We just had a problem this week when a shadow aged one of our characters. So we continued to progress in the story to be able to go to Celeste and get a rejuvenation potion. The problem is that it didn't work because we realized that the character's age was his "natural" age. He was 1173/1170 years old instead of 1173/20 years old.
Code: Select all
Party[0].BirthYear = 1153
Party[0].AgeBonus = 0
This bug comes from base merge, and pops out time to time, still I could not locate and fix it.
Thank you. I'm looking into issue at the moment. For clarififcation: there is a little freeze, when you pick up items / corpses, standing close to other players: game have to ensure loot won't be duplicated, but the way it does is not that effective at the moment. If freezes happen, when you manage your inventory, or attack or interacting with sprites / outdoor npcs, it is not ok.prw wrote: There's one thing we had trouble with, though, and I can't figure out if it's an issue with this mod or with MMMerge ... After 5 minutes or so of game time, left clicks/actions start causing a brief freeze for both me and the other person in my server, but separately. I left click with a weapon out, it freezes for me for a milisecond, but his game is fine. Vise versa. As the game goes on, the freeze time increases. By an hour or so, left clicking/attacking (even holding the mouse down with a weapon out) is almost a half-second freeze. The issue cleared when we closed the game. If I restart and he doesn't, he still has freezing and I don't, so it's directly tied to the client-side process.
Re: Multiplayer for MMMerge [beta 30.09.2024/1]
If freezes happen, when you manage your inventory, or attack or interacting with sprites / outdoor npcs, it is not ok.
The sync freeze makes sense! It's definitely only happening if we're connected to each other. As soon as I drop the server, the freezing is gone. Somehow a sync check on left click/activate/attack actions is stacking and slowing down. We've already gotten used to rebooting though
Some extra details:
-We're connected online via LAN (using radmin)
-It happens in hardware OR software rendering
-We have XP SP2 compat set on the EXE
-Windows 11 PCs
Re: Multiplayer for MMMerge [beta 30.09.2024/1]
Hi everyone, I tried to get the latest Multiplayer Update (30.09.2024) but then I got the following error message, and that appear every 10 sec:
--------------------
G:\Might and Magic 8\Scripts\Global\NPCFollowersSkills.lua:184: bad argument #1 to 'pairs' (table expected, got nil)
stack traceback:
: in function 'pairs'
G:\Might and Magic 8\Scripts\Global\NPCFollowersSkills.lua:184: in function <G:\Might and Magic 8\Scripts\Global\NPCFollowersSkills.lua:183>
upvalues of 'G:\Might and Magic 8\Scripts\Global\NPCFollowersSkills.lua:184':
FollowersBuffs = (table: 0x1fc953b0)
TimerPeriod = 2048
--------------------
But when I use the 14.01.2024 Version there is no error message, but the client cannot see the host ingame. So a connect to each other works... but only the host can see the other player. The other Player doenst see the host player.
--------------------
G:\Might and Magic 8\Scripts\Global\NPCFollowersSkills.lua:184: bad argument #1 to 'pairs' (table expected, got nil)
stack traceback:
: in function 'pairs'
G:\Might and Magic 8\Scripts\Global\NPCFollowersSkills.lua:184: in function <G:\Might and Magic 8\Scripts\Global\NPCFollowersSkills.lua:183>
upvalues of 'G:\Might and Magic 8\Scripts\Global\NPCFollowersSkills.lua:184':
FollowersBuffs = (table: 0x1fc953b0)
TimerPeriod = 2048
--------------------
But when I use the 14.01.2024 Version there is no error message, but the client cannot see the host ingame. So a connect to each other works... but only the host can see the other player. The other Player doenst see the host player.
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