Multiplayer for MMMerge [beta 14.01.2024/4]
- Macros the Black
- Druid
- Posts: 898
- Joined: 21 May 2008
- Location: Elemental Plane of Air
Re: Multiplayer for MMMerge [alpha 18.06.2023]
Since you don't need to wait on other party members to attack, I think lategame when recovery times are very low you should be attacking faster in multiplayer when everyone only controls one party member. If I am right, then maybe the recovery time caps and base recovery times for weapons should be increased across the board to compensate? Maybe only as an option.
You'd think Darkmoor was a ghost town, but instead there's plenty of life among the dead.
Re: Multiplayer for MMMerge [alpha 18.06.2023]
Hi! We managed to play today again.
We can hear step sounds now, but the positioning is not so very accurate as it was before (in my opinion). Still it's nice to have them again! It's very important feature![smile_teeth :D](/forums/images/smilies/smile_teeth.gif)
For the bugs:
1) I've visited the town hall and checked monthly quest for monster hunting. It was ogre magi. I've accidently clicked on it and received 2000 gold for nothing (because we are still cleaning the harmondayle map... There is no chance we accidently killed ogre magi on our way (do we even have a possibility to meet him in MM7??).
2) The snow animation was playing constantly in harmondayle... How can we turn it off? Because it's always snow, we can't see each other normally and what is worth - we can't see cursors on screen. The problem with snow is that no matter how much hours you skip, it's starting to snow instantly. While in vert rare occasion it was disappearing for a moment, but than I have a suspicion that saving the game triggers it again (but maybe it's just timings). Is there a possibility to turn it off somewhere in configs?
Also, sometimes only client player is forced to spent food while I'm triggering rest in the tavern. Or the same effect happens when he moves to another location via stable (while I don't spent food, as it should work).
UPD: by not so accurate sound positiong I mean the effect when the player move further from you, the gradation which makes sound lower is not so easy to catch.
We can hear step sounds now, but the positioning is not so very accurate as it was before (in my opinion). Still it's nice to have them again! It's very important feature
![smile_teeth :D](/forums/images/smilies/smile_teeth.gif)
For the bugs:
1) I've visited the town hall and checked monthly quest for monster hunting. It was ogre magi. I've accidently clicked on it and received 2000 gold for nothing (because we are still cleaning the harmondayle map... There is no chance we accidently killed ogre magi on our way (do we even have a possibility to meet him in MM7??).
2) The snow animation was playing constantly in harmondayle... How can we turn it off? Because it's always snow, we can't see each other normally and what is worth - we can't see cursors on screen. The problem with snow is that no matter how much hours you skip, it's starting to snow instantly. While in vert rare occasion it was disappearing for a moment, but than I have a suspicion that saving the game triggers it again (but maybe it's just timings). Is there a possibility to turn it off somewhere in configs?
Also, sometimes only client player is forced to spent food while I'm triggering rest in the tavern. Or the same effect happens when he moves to another location via stable (while I don't spent food, as it should work).
UPD: by not so accurate sound positiong I mean the effect when the player move further from you, the gradation which makes sound lower is not so easy to catch.
Re: Multiplayer for MMMerge [alpha 18.06.2023]
I think, that's how it was initially in MM8: player's fireballs show area of effect, while ones belonging to monsters only display animated sprites. Fireballs casted by remote players are considered to be monster's projectiles. I'll note this.Mercs wrote: Not sure what version is this from, but I just noticed that when I cast Fireballs, they show as MM8 ugly spherical animation on my screen, yet what other players (or at least host) sees on their end is beautiful MM7 sprite explosion. I wanna have beautiful explosion too (: Monster fireballs also show as MM7 animation.
As far as i know, characters take turn as soon, as their recovery delay is over, despite thier position in party frame, thus nothing needs to be adjusted in this case.Macros the Black wrote: ↑19 Jun 2023, 00:02 Since you don't need to wait on other party members to attack, I think lategame when recovery times are very low you should be attacking faster in multiplayer when everyone only controls one party member. If I am right, then maybe the recovery time caps and base recovery times for weapons should be increased across the board to compensate? Maybe only as an option.
1. Will check it. Probably bounty hunt monster was killed by someone else (guards or mosnters hostile towards him).Octavia wrote: 1) I've visited the town hall and checked monthly quest for monster hunting. It was ogre magi. I've accidently clicked on it and received 2000 gold for nothing (because we are still cleaning the harmondayle map... There is no chance we accidently killed ogre magi on our way (do we even have a possibility to meet him in MM7??).
2) The snow animation was playing constantly in harmondayle... How can we turn it off? Because it's always snow, we can't see each other normally and what is worth - we can't see cursors on screen. The problem with snow is that no matter how much hours you skip, it's starting to snow instantly. While in vert rare occasion it was disappearing for a moment, but than I have a suspicion that saving the game triggers it again (but maybe it's just timings). Is there a possibility to turn it off somewhere in configs?
2. You can disable weather effect in game menu: press ESC -> Config -> Extra settings button on top, next to game logo, you'll see the tumbler there.
- Macros the Black
- Druid
- Posts: 898
- Joined: 21 May 2008
- Location: Elemental Plane of Air
Re: Multiplayer for MMMerge [alpha 18.06.2023]
Oh yes, for some reason I was thinking the actual recovery times would add up. But it's just the attack delay and that's pretty minimal.Rodril wrote: ↑20 Jun 2023, 23:24As far as i know, characters take turn as soon, as their recovery delay is over, despite thier position in party frame, thus nothing needs to be adjusted in this case.Macros the Black wrote: ↑19 Jun 2023, 00:02 Since you don't need to wait on other party members to attack, I think lategame when recovery times are very low you should be attacking faster in multiplayer when everyone only controls one party member. If I am right, then maybe the recovery time caps and base recovery times for weapons should be increased across the board to compensate? Maybe only as an option.
You'd think Darkmoor was a ghost town, but instead there's plenty of life among the dead.
Re: Multiplayer for MMMerge [alpha 22.06.2023]
Hello. Archive is updated to 22.06.2023.
-- Turn based party movement is much smoother now: party is slower, but steps consume less time, to compensate, thus making player able to do more precise positioning; puppets will properly play walk animation;
-- Fixed bug, that caused "Client timed out" console pop up in a while after client reconnects, it did not affect gameplay, but polluted logs with complaints about unability to communicate with old client entry;
-- Unrelated to multiplayer: merge interface settings moved from "Video config" section to "Extra settings" new screen.
-- Option to toggle on/off smaller potion bottles icons, find it in "Extra settings" screen. In multiplayer potions will be shrinked only for player, who toggled on this option, other players will still see original icons.
Toggling this option off, while having inventory full of bottles will lead to item icons overlapping in inventory screen, this should cause neither crash nor item loss, just graphic unconvenience, untill you resort your inventory.
Smaller potion bottles were discussed in merge topic long ago, finally i've added them:
![Image](https://cdn.discordapp.com/attachments/1010241126587973682/1121328476390182922/item198.bmp)
![Image](https://cdn.discordapp.com/attachments/1010241126587973682/1121328477065449572/item177.bmp)
![Image](https://cdn.discordapp.com/attachments/1010241126587973682/1121328478491516969/item193.bmp)
I will adjust step sounds attenuation and add solution for unexpeted deaths of bounty hunt targets in next update. Also i plan to make remote players always visible on minimap (regardless wizrad eye being active).
I've noticed in logs some players keep using old version of multiplayer. If you do not update to newer one for a reason, please, explain it here. At the moment multiplayer should not have any compatibility errors while updating (no save files corruption or something).
-- Turn based party movement is much smoother now: party is slower, but steps consume less time, to compensate, thus making player able to do more precise positioning; puppets will properly play walk animation;
-- Fixed bug, that caused "Client timed out" console pop up in a while after client reconnects, it did not affect gameplay, but polluted logs with complaints about unability to communicate with old client entry;
-- Unrelated to multiplayer: merge interface settings moved from "Video config" section to "Extra settings" new screen.
-- Option to toggle on/off smaller potion bottles icons, find it in "Extra settings" screen. In multiplayer potions will be shrinked only for player, who toggled on this option, other players will still see original icons.
Toggling this option off, while having inventory full of bottles will lead to item icons overlapping in inventory screen, this should cause neither crash nor item loss, just graphic unconvenience, untill you resort your inventory.
Smaller potion bottles were discussed in merge topic long ago, finally i've added them:
![Image](https://cdn.discordapp.com/attachments/1010241126587973682/1121328476390182922/item198.bmp)
![Image](https://cdn.discordapp.com/attachments/1010241126587973682/1121328477065449572/item177.bmp)
![Image](https://cdn.discordapp.com/attachments/1010241126587973682/1121328478491516969/item193.bmp)
I will adjust step sounds attenuation and add solution for unexpeted deaths of bounty hunt targets in next update. Also i plan to make remote players always visible on minimap (regardless wizrad eye being active).
I've noticed in logs some players keep using old version of multiplayer. If you do not update to newer one for a reason, please, explain it here. At the moment multiplayer should not have any compatibility errors while updating (no save files corruption or something).
Re: Multiplayer for MMMerge [alpha 22.06.2023]
I just tested and Friendly Fire factor definitely does affect damage done by character to self with Fireball, even in single player (since that's how I tested it).
UPD. 22.06.23 ver: triggering a chest trap damages all player on the map no matter how far, same issue as stepping into lava with one character damaging everybody on the map, it seems.
----
UPD2. In our latest playsession (on 24.06, 22.06 ver), it felt like bolstering was not working again. We put it to 150%, but only at Alamos we have actually felt it, while Dragon Rider caves, Kriegspire, Agar's Laboratory all felt like a joke.
UPD. 22.06.23 ver: triggering a chest trap damages all player on the map no matter how far, same issue as stepping into lava with one character damaging everybody on the map, it seems.
----
UPD2. In our latest playsession (on 24.06, 22.06 ver), it felt like bolstering was not working again. We put it to 150%, but only at Alamos we have actually felt it, while Dragon Rider caves, Kriegspire, Agar's Laboratory all felt like a joke.
Re: Multiplayer for MMMerge [alpha 25.06.2023]
Updated version to 25.06.2023.
-- Bounty hunt targets are less likely to be killed by other monsters;
-- Remote players will be shown on minimap regardless wizard eye;
-- Altered attenuation of step sounds;
-- Bolstering adjuasted a bit.
I've added logging for chest traps and friendly fire factor application. Could not reproduce these errors on my side, will see it in logs.
-- Bounty hunt targets are less likely to be killed by other monsters;
-- Remote players will be shown on minimap regardless wizard eye;
-- Altered attenuation of step sounds;
-- Bolstering adjuasted a bit.
I've added logging for chest traps and friendly fire factor application. Could not reproduce these errors on my side, will see it in logs.
Re: Multiplayer for MMMerge [alpha 25.06.2023]
Some test-report. Visited Deija and Barrow Downs.
There was a bug when we were fighting harpies.
I was standing behind in some distance while knight was tanking. One harpy came too close to me unnoticed and ate me. I reloaded. BUT in the process while I was reloading, knight has been killed (in his realm). AFTER my save was loaded, knight loaded inside it already killed (with -27 HP).
Than I reloaded again and it was fine.
Also, the bug with empty shelves occurred two times again![sad :(](/forums/images/smilies/sad.gif)
Besides that, the game was quite stable and no other problems found! Thanks for player visible on the map update, it's very user friendly now! Especially for parties when someone playing for the first time and you need to point out where to go.
There was a bug when we were fighting harpies.
I was standing behind in some distance while knight was tanking. One harpy came too close to me unnoticed and ate me. I reloaded. BUT in the process while I was reloading, knight has been killed (in his realm). AFTER my save was loaded, knight loaded inside it already killed (with -27 HP).
Than I reloaded again and it was fine.
Also, the bug with empty shelves occurred two times again
![sad :(](/forums/images/smilies/sad.gif)
Besides that, the game was quite stable and no other problems found! Thanks for player visible on the map update, it's very user friendly now! Especially for parties when someone playing for the first time and you need to point out where to go.
Re: Multiplayer for MMMerge [alpha 25.06.2023/2]
Hello. Thanks for feedback.
There's folowup update (25.06.2023/2), i had to remove some logging, because it bloats log files and unnecessary anymore. Also there are two little additions:
-- Remote players will emit sound on picking up corpses / objects from ground, entering / exiting house;
-- Mixing catalysts together will result in potion with sum power of two initial potions (originally, power was taken from potion attached to mouse, even if it was lower).
There's folowup update (25.06.2023/2), i had to remove some logging, because it bloats log files and unnecessary anymore. Also there are two little additions:
-- Remote players will emit sound on picking up corpses / objects from ground, entering / exiting house;
-- Mixing catalysts together will result in potion with sum power of two initial potions (originally, power was taken from potion attached to mouse, even if it was lower).
-
- Leprechaun
- Posts: 4
- Joined: 29 Jul 2007
- Location: Long Island
Re: Multiplayer for MMMerge [alpha 25.06.2023/2]
I've been playing this with my brother and having a blast but for some reason I started crashing every time he connects to me as host now.
I get a console log pop-up which I've attached to this post.
Here is the MMMergeLog.txt file:
I get a console log pop-up which I've attached to this post.
Here is the MMMergeLog.txt file:
Code: Select all
Log started on 2023-06-26 at 18:16:13
(EE) [NETWORK] (multiplayer off) 18:16:43: Testing udp 192.168.50.43:59997...
(EE) [CONNECTION] (multiplayer off) 18:16:43: Requesting my public address from relay server 31.184.218.142:4444.
(EE) [CONNECTION] (multiplayer off) 18:16:44: Result: true, 47.27.46.224:59997
(EE) [CONNECTION] (multiplayer off) 18:16:44: Requesting my public address from stun.connecteddata.com : 3478.
(EE) [CONNECTION] (multiplayer off) 18:16:44: Received my public address from stun.connecteddata.com:3478: 47.27.46.224:59997.
(EE) [NETWORK] (multiplayer off) 18:16:44: Selected udp 192.168.50.43:59997.
(EE) [INTERNAL] 18:16:44: Queue sizes: incoming - 0, outgoing - 0, approval - 0
(EE) [INTERNAL] 18:16:46: Saving multiplayer global data.
(EE) [INTERNAL] 18:16:46: Openning file: Saves/MultiplayerGames.bin
(EE) [INTERNAL] 18:16:46: File closed: Saves/MultiplayerGames.bin
(EE) [INTERNAL] 18:16:54: Queue sizes: incoming - 0, outgoing - 0, approval - 0
(EE) [INTERNAL] 18:17:04: Queue sizes: incoming - 0, outgoing - 0, approval - 0
(EE) [INTERNAL] 18:17:14: Queue sizes: incoming - 0, outgoing - 0, approval - 0
(EE) [INTERNAL] 18:17:24: Queue sizes: incoming - 0, outgoing - 0, approval - 0
(EE) [INTERNAL] 18:17:34: Queue sizes: incoming - 0, outgoing - 0, approval - 0
(EE) [INTERNAL] 18:17:44: Queue sizes: incoming - 0, outgoing - 0, approval - 0
(EE) [INTERNAL] 18:17:54: Queue sizes: incoming - 0, outgoing - 0, approval - 0
(EE) [INTERNAL] 18:18:04: Queue sizes: incoming - 0, outgoing - 0, approval - 0
(EE) [UDP_PUNCHING] 18:18:06: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:06: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:06: Testing relay to 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:07: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:07: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:07: Testing relay to 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:07: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:07: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:07: Testing relay to 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:08: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:08: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:08: Testing relay to 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:08: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:08: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:08: Testing relay to 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:09: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:09: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:09: Testing relay to 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:09: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:09: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:09: Testing relay to 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:10: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:10: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:10: Testing relay to 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:10: Got udppunch: íÞÞac100002dc5e681cddc794e2
(EE) [CONNECTION] 18:18:10: Connection with ac100002dc5e681cddc794e2 established. (relay)
(EE) [UDP_PUNCHING] 18:18:10: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:10: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:11: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:11: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:11: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:11: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:12: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:12: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:12: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:12: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:13: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:13: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:13: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:13: Udppunching 104.28.221.199:38114
(EE) [INTERNAL] 18:18:14: Queue sizes: incoming - 0, outgoing - 0, approval - 0
(EE) [UDP_PUNCHING] 18:18:14: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:14: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:14: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:14: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:15: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:15: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:15: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:15: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:16: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:16: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:16: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:16: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:17: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:17: Udppunching 104.28.221.199:38114
(EE) [UDP_PUNCHING] 18:18:18: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:18: Udppunching 104.28.221.199:38114
(EE) [CONNECTION] 18:18:18: Received client's handshake from ac100002dc5e681cddc794e2
(EE) [CONNECTION] 18:18:18: Client entry created, id #1.
(EE) [CONNECTION] 18:18:18: Accepting client's handshake. Connection by relay address.
(EE) [UDP_PUNCHING] 18:18:18: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:18: Udppunching 104.28.221.199:38114
(EE) [CONNECTION] 18:18:18: Client's initial data received, calling 'ClientJoined' (id #1) and 'ProcessClientInitData' events.
(EE) [CONNECTION] 18:18:18: Generating initial data for client #1, calling 'GatherServerInitData' event.
(EE) [EVENTS] 18:18:18: Gathering game data.
(EE) [MAP_LOAD] 18:18:18: Blood splats exported: 0.
(EE) [UDP_PUNCHING] 18:18:19: Udppunching 172.16.0.2:56414
(EE) [UDP_PUNCHING] 18:18:19: Udppunching 104.28.221.199:38114
(EE) [PLAYERS_SYNC] 18:18:19: No monster selected for the client, at the moment (mon id is nil).
(EE) [PLAYERS_SYNC] 18:18:19: Found monster to use as client's puppet: 279.
(EE) [PLAYERS_SYNC] 18:18:19: Specified monster's id does not fit client's skin, creating new puppet for player 1.
(EE) [MONSTERS] 18:18:19: Bolstering monster: txt id - 407, id - nil.
(EE) [MONSTERS] 18:18:19: Bolstering monster: txt id - 407, id - 286.
(EE) [NETWORK] 18:18:25: Already processed packet received, delivery reapproved: hash: 16777232, name: send_party_data.
(EE) [NETWORK] 18:18:25: Already processed packet received, delivery reapproved: hash: 16777232, name: send_party_data.
(EE) [NETWORK] 18:18:31: Already processed packet received, delivery reapproved: hash: 16777232, name: send_party_data.
(EE) [NETWORK] 18:18:31: Error, while handling can_pickup_object:
...\Scripts\Modules\Multiplayer\Synchronization/Objects.lua:216: array index (127) out of bounds [0, 49]
stack traceback:
[C]: in function 'error'
C:\OG_Games\Might and Magic 8\Scripts/Core/RSMem.lua:1426: in function '__index'
...\Scripts\Modules\Multiplayer\Synchronization/Objects.lua:216: in function <...\Scripts\Modules\Multiplayer\Synchronization/Objects.lua:214>
[C]: in function 'pcall'
...Magic 8\Scripts\Modules\Multiplayer\Network/Receiver.lua:75: in function 'packets_handler'
...Magic 8\Scripts\Modules\Multiplayer\Network/Receiver.lua:224: in function 'receive_handler'
...Magic 8\Scripts\Modules\Multiplayer\Network/Receiver.lua:174: in function 'message_handler'
...agic 8\Scripts\Modules\Multiplayer\Network/Connector.lua:282: in function 'handle'
...agic 8\Scripts\Modules\Multiplayer\Network/Connector.lua:136: in function 'receiveall'
...es\Might and Magic 8\Scripts\Modules\MultiplayerMain.lua:51: in function 'v'
C:\OG_Games\Might and Magic 8\Scripts/Core/EventsList.lua:101: in function <C:\OG_Games\Might and Magic 8\Scripts/Core/EventsList.lua:96>
arguments of '...\Scripts\Modules\Multiplayer\Synchronization/Objects.lua:216':
bin_string = "\127\0\0\0xœced```R\0\18,\5@B‰!ãÝÿÿ:R\12\12\27@R`ÀÍÎÀÀÈ\4aÃ\0051 n©Ûl\16š™QÓûÇÛÿÿ§\2Í_\0024\
\0sÅ\11Ç"
metadata = (table: 0x223782e0)
local variables of '...\Scripts\Modules\Multiplayer\Synchronization/Objects.lua:216':
object_id = 127
(*temporary) = (table: 0x2755be68)
(*temporary) = 574057624
(*temporary) = (function: 0x04699248)
(*temporary) = "\127\0\0\0xœced```R\0\18,\5@B‰!ãÝÿÿ:R\12\12\27@R`ÀÍÎÀÀÈ\4aÃ\0051 n©Ûl\16š™QÓûÇÛÿÿ§\2Í_\0024\
\0sÅ\11Ç"
(*temporary) = (table: 0x223782e0)
(*temporary) = 2.3964940514995e-142
upvalues of '...\Scripts\Modules\Multiplayer\Synchronization/Objects.lua:216':
toptr = (function: 0x04691b10)
fill_state = (function: 0x2287db60)
(EE) [CONNECTION] 18:18:31: Client #1 successfully joined, 'in_game' flag of client's entry set.
(EE) [EVENTS] 18:18:31: ClientJoined event fired, client id: 1
(EE) [CONNECTION] 18:18:31: I'm host, broadcasting updated participants list.
Last edited by Pots Talos on 01 Jul 2023, 13:59, edited 1 time in total.
Re: Multiplayer for MMMerge [alpha 25.06.2023/3]
Hello, according to log it looks like you have different versions of multiplayer (packet indices are shifted). Download archive from first post and reapply it, then make sure, both of you have same version string at bottom left corner of multiplayer screen, like this one:Pots Talos wrote: ↑26 Jun 2023, 22:22 I've been playing this with my brother and having a blast but for some reason I started crashing every time he connects to me as host now.
I get a console log pop-up which I've attached to this post.
![Image](https://cdn.discordapp.com/attachments/1010241126587973682/1123047847173050449/mver.png)
If error will persist, despite version is same, tell me.
(I've updated version to 25.06.2023/3, it contains only a bit of network cleanup and some additional logging)
- rampage77t
- Peasant
- Posts: 78
- Joined: 03 Jun 2020
Re: Multiplayer for MMMerge [alpha 25.06.2023/3]
After several days we resumed the game that we started in Antagarich, we have completed that continent 100% and we went to Enroth. All good until we reach a level where the creatures do not increase their health and damage as it happens when activating the Bolster Monsters, quite the opposite, when entering the dungeon of the warlord, the undead warriors have a very low health below what they should be, for example, the Cuisinart had 460 life points when they should have 880, and when we traveled to Blackshire the fire lizards had lives below 0. I don't know if it's an error in the game itself or in the mod but we had to disable the Bolster Monsters option until it is fixed. Another error occurs when performing light spells that affect the other player, when I use day of protection, day of the gods and hour of power, the bonuses granted to the partner player are of less duration and power than the player who cast the spell.
Now the good thing, the smaller bottles helped me a lot, now my druid can distribute and save more things for the potions. Being able to see my partner without having to use the wizard's eye makes it easier to locate others.
The game is really much more enjoyable and I'm sure it will be even better with future updates.
Now the good thing, the smaller bottles helped me a lot, now my druid can distribute and save more things for the potions. Being able to see my partner without having to use the wizard's eye makes it easier to locate others.
The game is really much more enjoyable and I'm sure it will be even better with future updates.
Re: Multiplayer for MMMerge [alpha 25.06.2023/3]
Hello. Version is updated to 28.06.2023.
-- I think i've fixed empty shop assortments bug, should not happen anymore;
-- Fixed Gharik's Forge lava damage distribution, it was map-specific behaivor, that worked weird in multiplayer;
-- Bolster changes will take effect immediately now (previously map reload was required);
-- I've added additional settings screen with bolster multipliers, changes of listed factors will take effect immediately aswell:
![Image](https://cdn.discordapp.com/attachments/1010241126587973682/1123577491467010139/BMuls.png)
Ideally, these settings should not be necessary, but i'm failing to find perfect formulas. Bolster was meant to be adjustable by player to find good balance, thus i think, it is justified to add more tools for fine-tuning. Note, that this settings affect bolster value added on top of monster's original stat, rather than monster's stat itself. For example, if monster have 100 HP, and bolster adds extra 50, setting multiplier to 0.1 will cause to net 105 HP. All factors are bounded in 0.05 - 5.
Also, I've included Xfing's reviewed ITEM.txt and rnditems.txt files. Items getting corrected description (in English version) and a bit different stats now, - no significant rebalance, just to add diversity among mm6/mm7/mm8 stuff. It is not related to multiplayer, but it is one of changes to be moved to base branch one day. Doing it now, otherwise i might forget again.
Last note, once my antivirus app forcefully closed the game, when it tried to establish connection with relay server to send logs. Report said, behaivor analysis shown suspicious actions. If you'll have similar incident, necessarily tell me. Unless it is something beyond my knowledge, i think, i do nothing dangerous, entire log exchange code is in two files: LogsSender.lua and Relay.lua in Network subfolder of multiplayer module. I assume, reason is software being unhappy about game directly communicating remote server, using custom protocol, but if it will happen regularly, i'll have to figure something out.
Thanks for feedback.
-- I think i've fixed empty shop assortments bug, should not happen anymore;
-- Fixed Gharik's Forge lava damage distribution, it was map-specific behaivor, that worked weird in multiplayer;
-- Bolster changes will take effect immediately now (previously map reload was required);
-- I've added additional settings screen with bolster multipliers, changes of listed factors will take effect immediately aswell:
![Image](https://cdn.discordapp.com/attachments/1010241126587973682/1123577491467010139/BMuls.png)
Ideally, these settings should not be necessary, but i'm failing to find perfect formulas. Bolster was meant to be adjustable by player to find good balance, thus i think, it is justified to add more tools for fine-tuning. Note, that this settings affect bolster value added on top of monster's original stat, rather than monster's stat itself. For example, if monster have 100 HP, and bolster adds extra 50, setting multiplier to 0.1 will cause to net 105 HP. All factors are bounded in 0.05 - 5.
Also, I've included Xfing's reviewed ITEM.txt and rnditems.txt files. Items getting corrected description (in English version) and a bit different stats now, - no significant rebalance, just to add diversity among mm6/mm7/mm8 stuff. It is not related to multiplayer, but it is one of changes to be moved to base branch one day. Doing it now, otherwise i might forget again.
Last note, once my antivirus app forcefully closed the game, when it tried to establish connection with relay server to send logs. Report said, behaivor analysis shown suspicious actions. If you'll have similar incident, necessarily tell me. Unless it is something beyond my knowledge, i think, i do nothing dangerous, entire log exchange code is in two files: LogsSender.lua and Relay.lua in Network subfolder of multiplayer module. I assume, reason is software being unhappy about game directly communicating remote server, using custom protocol, but if it will happen regularly, i'll have to figure something out.
Thanks for feedback.
Re: Multiplayer for MMMerge [alpha 28.06.2023]
Hi!
Today we played with the latest patch.
1) We received the following bug:
- We were fighting ghosts in the mansion. At some moment, we failed and I decided to reload.
- While I was respawning at Harmondayle and searching for a save, knight was still fighting and losing hp.
- After I reloaded, knight loaded into my save but with the lost HP equeal to what he lost in the battle before the save.
2) Icons of some items changed to dark square with red exclamation mark. It happened with golem leg (from deija) in knight's inventory and with the horseshoe in my inventory. But the horseshoe still add +2 skill point.
3) I guess it's somehow related to your fix with the shopping shelves. I've entered the armorer at Erathia, and when I clicked "special items", nothing has changed in the viewport and I received "clipping" effect (status messages above hero portraits started to clip on each other). Game hanged and I was hearing the voice of the armor as if I try to buy something (I guess, I was actually on the buying special items screen but wasn't able to see it and was accidently clicking on something expensive). After pressing ESC two times, I was able to go out of the building without crash or errors.
4) After entering some random buildings, I received the following error two times:
5) I've got my first crash, I guess, which didn't happened before.
All in one, game started to be more buggy, I guess after the latest patch. We will proceed with testing tomorrow, starting with reproducing bug with traders.
Today we played with the latest patch.
1) We received the following bug:
- We were fighting ghosts in the mansion. At some moment, we failed and I decided to reload.
- While I was respawning at Harmondayle and searching for a save, knight was still fighting and losing hp.
- After I reloaded, knight loaded into my save but with the lost HP equeal to what he lost in the battle before the save.
2) Icons of some items changed to dark square with red exclamation mark. It happened with golem leg (from deija) in knight's inventory and with the horseshoe in my inventory. But the horseshoe still add +2 skill point.
3) I guess it's somehow related to your fix with the shopping shelves. I've entered the armorer at Erathia, and when I clicked "special items", nothing has changed in the viewport and I received "clipping" effect (status messages above hero portraits started to clip on each other). Game hanged and I was hearing the voice of the armor as if I try to buy something (I guess, I was actually on the buying special items screen but wasn't able to see it and was accidently clicking on something expensive). After pressing ESC two times, I was able to go out of the building without crash or errors.
4) After entering some random buildings, I received the following error two times:
Code: Select all
...\Might and Magic 8\Scripts\Modules\Multiplayer\Utils.lua:247: attempt to index local 't' (a nil value)
stack traceback:
...\Might and Magic 8\Scripts\Modules\Multiplayer\Utils.lua: in function 'mmt_dump'
... 8\Scripts\Modules\Multiplayer\Synchronization/Shops.lua:96: in function 'bulb'
...d Magic 8\Scripts\Modules\Multiplayer\Network/Binary.lua:76: in function 'prep'
... 8\Scripts\Modules\Multiplayer\Synchronization/Shops.lua:228: in function 'v'
...laxy\Games\Might and Magic 8\Scripts/Core/EventsList.lua:101: in function <...laxy\Games\Might and Magic 8\Scripts/Core/EventsList.lua:96>
arguments of 'mmt_dump':
(*temporary) = nil
local variables of 'mmt_dump':
(*temporary) = (function: 0x03b21d80)
(*temporary) = true
(*temporary) = 432
(*temporary) = true
(*temporary) = "attempt to index local 't' (a nil value)"
upvalues of 'mmt_dump':
mstr = (function: 0x03b21d80)
All in one, game started to be more buggy, I guess after the latest patch. We will proceed with testing tomorrow, starting with reproducing bug with traders.
Re: Multiplayer for MMMerge [alpha 28.06.2023/2]
Hello. Updated version to 28.06.2023/2. Only hotfixes.
-- Fixed bug with step sound audio file size calculation, could lead to crashes sometimes;
-- I've made a mistake in empty assortments fix: it did not affect magic guilds and caused errors on remote guild info handling. Should be fine now;
-- I've got report about problems with Copy/Paste buttons for session code and made some tweaks. Should not be noticeable, if you did not have this error, but warning just in case.
Cannot comment on points 2 and 3 yet. 4 should not happen again, 5 - probably too, if it was caused by oversight in sound loading.
Thanks for report, it helps a lot.
-- Fixed bug with step sound audio file size calculation, could lead to crashes sometimes;
-- I've made a mistake in empty assortments fix: it did not affect magic guilds and caused errors on remote guild info handling. Should be fine now;
-- I've got report about problems with Copy/Paste buttons for session code and made some tweaks. Should not be noticeable, if you did not have this error, but warning just in case.
Could you clarify, whether knight chosen "Current" character option upon reloading game? When host loads savegame, client gets pop up with up to three options to load: "client save", "host save" or "current" character, usually first or second should be selected, if he has chosen third option, it would lead to described behaivor. Maybe he was clicking stuff during fight, and accidentally clicked wrong option, when selection screen suddenly popped up? (I'll probably have to find better UI solution, if this is the case).Octavia wrote: 1) We received the following bug:
- We were fighting ghosts in the mansion. At some moment, we failed and I decided to reload.
- While I was respawning at Harmondayle and searching for a save, knight was still fighting and losing hp.
- After I reloaded, knight loaded into my save but with the lost HP equeal to what he lost in the battle before the save.
Cannot comment on points 2 and 3 yet. 4 should not happen again, 5 - probably too, if it was caused by oversight in sound loading.
Thanks for report, it helps a lot.
-
- Leprechaun
- Posts: 8
- Joined: 01 Jul 2023
Re: Multiplayer for MMMerge [alpha 28.06.2023/2]
there was some silly bug report about broken "drop gold" and "show user UI" buttons, but it appears that everything is ok and you have to disable mouse look if you want to use these buttons
i can confirm "missing horsehoe texture inside inventory" issue tho
i can confirm "missing horsehoe texture inside inventory" issue tho
Last edited by samasiassa on 01 Jul 2023, 16:48, edited 1 time in total.
Re: Multiplayer for MMMerge [alpha 28.06.2023/2]
Hi! Playtest from yesterday.
For the already mentioned bugs:
1) Erathian smith's bug is still present (with the same behavior). Clipping+no viewport change.
2) Seems that not only golem leg, but all parts have broken sprites.
That happened again with us when we were trying to clear pirate caves in Tatalia. But this time it was even more fun - seems like broke armor and broken equipment moved to the loaded save too after thieves attack
5 - Crashes started to happen VERY often. Maybe it's somehow related to location, but I'm not sure. The situation is like this:
We were trying to save dwarves in Red Mines and additionally make a quest with broken elevator on the second floor. My knight refused to do this, because he wasn't able to hit slimes
So he asked me to do everything alone (because I know already what to do).
So he was standing OUTSIDE mines location, at the entrance in the Bracada. I was trying to run around, trying to dodge medusas deadly attacks (for the druid's 30 HP) and I was forced to reload many times. So, the problem is:
1) I had ~3 games crashes.
2) When I tried to click "-" sign at the minimap on the main screen, game crashed again (so I didn't pressed it anymore).
3) At some moment, when I reloaded again at the second floor, knight wasn't able to connect at all (as if server is not listening).
After that, we fixed the problem like this: I reloaded the last save without him connecting, I saved dwarves and broke the elevator. Than I returned to Bracada and after that knight connected successfully.
Additionally, new bug with reloading: back to the pirates caves in Tatalia, we were trying to clear first pack of thieves that meet us at the entrance inside the cave. After some 5 or 6 reload, we both had our moving speed reduced to veeeeeeery little "step". I guess, it was like 10x times slower (even comparing to when "run" mode is turned off). We checked that we have "run" enabled, but nevertheless the moving speed was very-very slow. We tried to reload different saves, but the effect seems migrating between it, so I guess that is somehow related to global state of the game, not particular save, because all of them were affected. That was fixed by exiting/running game again.
For the already mentioned bugs:
1) Erathian smith's bug is still present (with the same behavior). Clipping+no viewport change.
2) Seems that not only golem leg, but all parts have broken sprites.
He showed me that he choose "Most relevant host save" option. And I've asked him thoroughly about possibility to missclick, but he said he already killed monster and wasn't in the middle of the fight when accepted the reload.
That happened again with us when we were trying to clear pirate caves in Tatalia. But this time it was even more fun - seems like broke armor and broken equipment moved to the loaded save too after thieves attack
![smile_teeth :D](/forums/images/smilies/smile_teeth.gif)
4 - didn't happened.
5 - Crashes started to happen VERY often. Maybe it's somehow related to location, but I'm not sure. The situation is like this:
We were trying to save dwarves in Red Mines and additionally make a quest with broken elevator on the second floor. My knight refused to do this, because he wasn't able to hit slimes
![big smile :-D](/forums/images/smilies/big%20smile.gif)
So he was standing OUTSIDE mines location, at the entrance in the Bracada. I was trying to run around, trying to dodge medusas deadly attacks (for the druid's 30 HP) and I was forced to reload many times. So, the problem is:
1) I had ~3 games crashes.
2) When I tried to click "-" sign at the minimap on the main screen, game crashed again (so I didn't pressed it anymore).
3) At some moment, when I reloaded again at the second floor, knight wasn't able to connect at all (as if server is not listening).
After that, we fixed the problem like this: I reloaded the last save without him connecting, I saved dwarves and broke the elevator. Than I returned to Bracada and after that knight connected successfully.
Additionally, new bug with reloading: back to the pirates caves in Tatalia, we were trying to clear first pack of thieves that meet us at the entrance inside the cave. After some 5 or 6 reload, we both had our moving speed reduced to veeeeeeery little "step". I guess, it was like 10x times slower (even comparing to when "run" mode is turned off). We checked that we have "run" enabled, but nevertheless the moving speed was very-very slow. We tried to reload different saves, but the effect seems migrating between it, so I guess that is somehow related to global state of the game, not particular save, because all of them were affected. That was fixed by exiting/running game again.
Re: Multiplayer for MMMerge [alpha 28.06.2023/3]
Updating version to 28.06.2023/3. It contains:
-- hotfix for broken item icons (horseshoes and others);
-- hotfix for crash caused by minimap zoom in dungeons.
-- hotfix for broken item icons (horseshoes and others);
-- hotfix for crash caused by minimap zoom in dungeons.
Check this one again, please, if something changed after icons bug fix.Octavia wrote: 1) Erathian smith's bug is still present (with the same behavior). Clipping+no viewport change.
-
- Leprechaun
- Posts: 4
- Joined: 29 Jul 2007
- Location: Long Island
Re: Multiplayer for MMMerge [alpha 28.06.2023/3]
Just crashed after friend died during battle in Dragoon Cave.
The MMMergeLog is too long to post so I'll just post some of the end of it, hopefully it is helpful.
Log:
The MMMergeLog is too long to post so I'll just post some of the end of it, hopefully it is helpful.
Log:
Code: Select all
Log started on 2023-07-03 at 10:44:51
(EE) [SYNC] 11:44:23: Objects: items sync collision detected:
TypeIndex, OwnerKind, Item.Number, SpellType, Bits
old: 426, 4, 847, 133, 257
new: 426, 6, 59, 133, 256
(EE) [SYNC] 11:44:23: Objects: items sync collision detected:
TypeIndex, OwnerKind, Item.Number, SpellType, Bits
old: 426, 4, 847, 133, 257
new: 0, 6, 59, 133, 768
(EE) [SYNC] 11:44:24: Objects: items sync collision detected:
TypeIndex, OwnerKind, Item.Number, SpellType, Bits
old: 426, 4, 847, 133, 257
new: 426, 6, 59, 133, 256
(EE) [SYNC] 11:44:24: Objects: items sync collision detected:
TypeIndex, OwnerKind, Item.Number, SpellType, Bits
old: 426, 4, 847, 133, 257
new: 0, 6, 59, 133, 768
(EE) [SYNC] 11:44:49: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [SYNC] 11:45:56: Object 5 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:46:09: Object 6 have been picked up. Owner and Bits changed.
(EE) [EVT] 11:46:45: Prepared bulb of remote evt #23, params: -2667,536870912,1.
(EE) [SYNC] 11:47:02: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [SYNC] 11:47:39: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [SYNC] 11:47:39: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [SYNC] 11:47:50: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [EVT] 11:48:50: Executing remote evt #26, params: 2714.
(EE) [EVT] 11:48:50: Executing remote evt #26, params: 2714.
(EE) [EVT] 11:48:51: Executing remote evt #26, params: 2714.
(EE) [EVT] 11:48:52: Executing remote evt #26, params: 2714.
(EE) [EVT] 11:48:53: Executing remote evt #26, params: 2714.
(EE) [EVT] 11:48:54: Executing remote evt #26, params: 2714.
(EE) [EVT] 11:48:55: Executing remote evt #26, params: 2714.
(EE) [SYNC] 11:48:57: Object 3 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:49:09: Got open chest request from 1, current user - 1, my result: true
(EE) [SYNC] 11:49:09: Received chest #1 trap trigger notification, source: kind - 6, id - 2532, distance - 1428.
(EE) [SYNC] 11:49:10: Client 1 freeing chest 1.
(EE) [SYNC] 11:49:12: Got open chest request from 1, current user - 1, my result: true
(EE) [SYNC] 11:49:17: Client 1 freeing chest 1.
(EE) [EVT] 11:49:26: Prepared bulb of remote evt #26, params: 2714.
(EE) [EVT] 11:49:27: Prepared bulb of remote evt #26, params: 2714.
(EE) [EVT] 11:49:28: Prepared bulb of remote evt #26, params: 2714.
(EE) [EVT] 11:49:29: Prepared bulb of remote evt #26, params: 2714.
(EE) [EVT] 11:49:30: Prepared bulb of remote evt #26, params: 2714.
(EE) [SYNC] 11:49:40: Got open chest request from 1, current user - 1, my result: true
(EE) [SYNC] 11:49:45: Client 1 freeing chest 1.
(EE) [EVT] 11:50:08: Executing remote evt #26, params: 2714.
(EE) [EVT] 11:50:08: Executing remote evt #26, params: 2714.
(EE) [EVT] 11:50:09: Executing remote evt #26, params: 2714.
(EE) [EVT] 11:50:10: Executing remote evt #26, params: 2714.
(EE) [EVT] 11:50:11: Executing remote evt #26, params: 2714.
(EE) [SYNC] 11:50:41: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [SYNC] 11:51:06: Object 0 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:51:23: Object 10 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:51:30: Got open chest request from 1, current user - 1, my result: true
(EE) [SYNC] 11:51:30: Received chest #0 trap trigger notification, source: kind - 6, id - 2538, distance - 1357.
(EE) [SYNC] 11:51:31: Client 1 freeing chest 0.
(EE) [EVT] 11:51:35: Executing remote evt #12, params: 0,0,6losegame.
(EE) [EVENTS] 11:51:35: Received evt.ShowMovie 6losegame, show rule is 0.
(EE) [PLAYERS_SYNC] 11:51:36: Deactivating torch light on client #1 map leave.
(EE) [MAP_LOAD] 11:51:38: Received map data 151 request (my map - 157).
(EE) [MAP_LOAD] 11:51:38: I am host and i have previously generated map data, will send it.
(EE) [MAP_LOAD] 11:51:38: Responding with table: 0x0c4a3428.
(EE) [EVT] 11:51:38: Executing remote evt #40, params: 307,1583.
(EE) [EVT] 11:51:38: Executing remote evt #40, params: 261,0.
(EE) [EVT] 11:53:10: Prepared bulb of remote evt #23, params: -2667,536870912,0.
(EE) [EVT] 11:53:15: Prepared bulb of remote evt #23, params: -2667,536870912,1.
(EE) [MAP_LOAD] 11:53:20: Received map data 148 request (my map - 157).
(EE) [MAP_LOAD] 11:53:20: I am host and i have previously generated map data, will send it.
(EE) [MAP_LOAD] 11:53:20: Responding with table: 0x2818de78.
(EE) [EVT] 11:53:20: Executing remote evt #40, params: 261,0.
(EE) [SYNC] 11:53:22: Object 14 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:53:22: Object 3 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:53:22: Object 5 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:53:22: Object 4 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:53:22: Object 6 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:53:23: Object 11 have been picked up. Owner and Bits changed.
(EE) [EVT] 11:53:32: Prepared bulb of remote evt #23, params: -2667,536870912,0.
(EE) [MAP_LOAD] 11:53:47: Leaving map 6d06.blv (157), exit code: None.
(EE) [MAP_LOAD] 11:53:47: Blood splats exported: 0.
(EE) [SAVE_LOAD] 11:53:47: I'm host, saving game. Sent save data requests: 78682
(EE) [NETWORK] 11:53:47: Waiting responses for messages (hashes): 78682
(EE) [NETWORK] 11:53:48: Responses received: 78682 - table: 0x04cade60
(EE) [EVENTS] 11:53:48: Gathering game data.
(EE) [MAP_LOAD] 11:53:48: Requesting last refill day for outd3.odm.
(EE) [NETWORK] 11:53:48: Waiting responses for messages (hashes): 78684
(EE) [NETWORK] 11:53:48: Responses received: 78684 - table: 0x262bf1f0
(EE) [MAP_LOAD] 11:53:48: Received last refill day for outd3.odm - 34.
(EE) [EVT] 11:53:49: Prepared bulb of remote evt #40, params: 307,1589.
(EE) [MAP_LOAD] 11:53:49: Entering map outd3.odm (148).
(EE) [MAP_LOAD] 11:53:49: Requesting map data from remote players.
(EE) [MAP_LOAD] 11:53:49: outd3.odm: asking players for map data.
(EE) [MAP_LOAD] 11:53:49: outd3.odm: asking player #1.
(EE) [NETWORK] 11:53:49: Waiting response for message 78687
(EE) [MAP_LOAD] 11:53:50: Received response to map data request: table: 0x2f70b898
(EE) [NETWORK] 11:53:50: Got response for message 78687: table: 0x03076798
(EE) [MAP_LOAD] 11:53:50: outd3.odm: got data from player #1.
(EE) [MAP_LOAD] 11:53:50: Processing map data: outd3.odm
(EE) [MAP_LOAD] 11:53:50: Setting sky bitmap: 6sky19
(EE) [MAP_LOAD] 11:53:50: Received data is actual, setting GameTime.
(EE) [MAP_LOAD] 11:53:50: LastRefillDay field set to 34.
(EE) [EVENTS] 11:53:50: Calling MultiplayerProcessMapData event.
(EE) [MAP_LOAD] 11:53:50: Processing player positions: table.
(EE) [PLAYERS_SYNC] 11:53:50: No monster selected for the client, at the moment (mon id is nil).
(EE) [PLAYERS_SYNC] 11:53:50: Found monster to use as client's puppet: 44.
(EE) [MAP_LOAD] 11:53:50: Processing sprites info: table.
(EE) [MAP_LOAD] 11:53:50: Processing chests info: string.
(EE) [MAP_LOAD] 11:53:50: Processing doors info: nil.
(EE) [MAP_LOAD] 11:53:50: Processing binary mapvars: table.
(EE) [MAP_LOAD] 11:53:50: Processing lua mapvars: table.
(EE) [MAP_LOAD] 11:53:50: Processing monsters stats info: table.
(EE) [MAP_LOAD] 11:53:50: Processing weather info: nil.
(EE) [MAP_LOAD] 11:53:50: Processing blood splats info: table, 0.
(EE) [MAP_LOAD] 11:53:50: Map data processed.
(EE) [MONSTERS] 11:53:50: Received bolster data from player on map.
(EE) [EVT] 11:53:50: Prepared bulb of remote evt #10, params: 2,1.
(EE) [PLAYERS_SYNC] 11:53:50: Specified monster's id does not fit client's skin, creating new puppet for player 1.
(EE) [MONSTERS] 11:53:50: Bolstering monster: txt id - 407, id - nil.
(EE) [MONSTERS] 11:53:50: Bolstering monster: txt id - 407, id - 44.
(EE) [SYNC] 11:53:51: Received remote DoubleSpeed state: false.
(EE) [SYNC] 11:53:53: Objects: items sync collision detected:
TypeIndex, OwnerKind, Item.Number, SpellType, Bits
old: 426, 3, 59, 133, 6401
new: 0, 3, 0, 0, 512
(EE) [SYNC] 11:54:31: Object 16 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:54:31: Object 15 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:54:32: Object 17 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:54:32: Object 14 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:54:32: Object 11 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:54:32: Object 13 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:54:32: Object 9 have been picked up. Owner and Bits changed.
(EE) [SYNC] 11:54:32: Object 7 have been picked up. Owner and Bits changed.
(EE) [EVENTS] 11:55:22: Processing rest action: #104 - RestScreenOpen (remote call: false)
(EE) [EVENTS] 11:55:23: Processing rest action: #104 - RestScreenOpen (remote call: false)
(EE) [EVENTS] 11:55:31: Processing rest action: #104 - RestScreenOpen (remote call: false)
(EE) [NETWORK] 11:55:31: Waiting responses for messages (hashes): 79493
(EE) [NETWORK] 11:55:31: Responses received: 79493 - table: 0x28db4ee0
(EE) [EVENTS] 11:55:31: Broadcasting rest action: #104 - RestScreenOpen
(EE) [EVENTS] 11:55:33: Processing rest action: #167 - RestScreenExit (remote call: false)
(EE) [EVENTS] 11:55:33: Broadcasting rest action: #167 - RestScreenExit
(EE) [NETWORK] 11:56:32: 1 packets sent to myself.
(EE) [NETWORK] 11:56:33: 1 packets sent to myself.
(EE) [NETWORK] 11:56:41: 1 packets sent to myself.
(EE) [NETWORK] 11:56:41: 1 packets sent to myself.
(EE) [NETWORK] 11:57:39: 1 packets sent to myself.
(EE) [NETWORK] 11:57:40: 1 packets sent to myself.
(EE) [NETWORK] 11:57:57: 1 packets sent to myself.
(EE) [NETWORK] 11:57:57: 1 packets sent to myself.
(EE) [NETWORK] 11:58:13: 1 packets sent to myself.
(EE) [NETWORK] 11:58:14: 1 packets sent to myself.
(EE) [NETWORK] 11:58:19: 1 packets sent to myself.
(EE) [NETWORK] 11:58:20: 1 packets sent to myself.
(EE) [EVT] 11:58:44: Prepared bulb of remote evt #10, params: 2,0.
(EE) [MAP_LOAD] 12:00:17: Leaving map outd3.odm (148), exit code: None.
(EE) [MAP_LOAD] 12:00:17: Blood splats exported: 0.
(EE) [SAVE_LOAD] 12:00:17: I'm host, saving game. Sent save data requests: 82762
(EE) [NETWORK] 12:00:17: Waiting responses for messages (hashes): 82762
(EE) [NETWORK] 12:00:17: Responses received: 82762 - table: 0x28674698
(EE) [EVENTS] 12:00:17: Gathering game data.
(EE) [MAP_LOAD] 12:00:18: Requesting last refill day for 6d06.blv.
(EE) [NETWORK] 12:00:18: Waiting responses for messages (hashes): 82764
(EE) [NETWORK] 12:00:18: Responses received: 82764 - table: 0x222c9758
(EE) [MAP_LOAD] 12:00:19: Entering map 6d06.blv (157).
(EE) [MAP_LOAD] 12:00:19: Requesting map data from remote players.
(EE) [MAP_LOAD] 12:00:19: 6d06.blv: asking players for map data.
(EE) [MAP_LOAD] 12:00:19: 6d06.blv: could not get map data from players, asking host.
(EE) [MAP_LOAD] 12:00:19: 6d06.blv: I am host. Have previously saved data, using it.
(EE) [MAP_LOAD] 12:00:19: Processing map data: 6d06.blv
(EE) [EVENTS] 12:00:19: Calling MultiplayerProcessMapData event.
(EE) [MAP_LOAD] 12:00:19: Processing sprites info: table.
(EE) [MAP_LOAD] 12:00:19: Processing chests info: string.
(EE) [MAP_LOAD] 12:00:19: Processing doors info: table.
(EE) [MAP_LOAD] 12:00:19: Processing binary mapvars: table.
(EE) [MAP_LOAD] 12:00:19: Processing lua mapvars: table.
(EE) [MAP_LOAD] 12:00:19: Processing monsters stats info: table.
(EE) [MAP_LOAD] 12:00:19: Processing weather info: nil.
(EE) [MAP_LOAD] 12:00:19: Processing blood splats info: table, 0.
(EE) [MAP_LOAD] 12:00:19: Map data processed.
(EE) [MONSTERS] 12:00:19: I'm alone at map 6d06.blv, allowing monster bolstering.
(EE) [SYNC] 12:00:20: Received remote DoubleSpeed state: false.
(EE) [MAP_LOAD] 12:00:21: Received map data 157 request (my map - 157).
(EE) [MAP_LOAD] 12:00:21: I am at requested map, will generate and send data.
(EE) [MAP_LOAD] 12:00:21: Blood splats exported: 0.
(EE) [MAP_LOAD] 12:00:21: Responding with table: 0x370f4748.
(EE) [EVT] 12:00:21: Executing remote evt #40, params: 261,0.
(EE) [SYNC] 12:00:22: Client arrived from map 157 (my map is 157), broadcasting DoubleSpeed state (false).
(EE) [PLAYERS_SYNC] 12:00:22: No monster selected for the client, at the moment (mon id is nil).
(EE) [PLAYERS_SYNC] 12:00:22: Found monster to use as client's puppet: 148.
(EE) [PLAYERS_SYNC] 12:00:23: Deactivating torch light on client #1 map leave.
(EE) [SYNC] 12:00:23: Client arrived from map 157 (my map is 157), broadcasting DoubleSpeed state (false).
(EE) [PLAYERS_SYNC] 12:00:23: No monster selected for the client, at the moment (mon id is nil).
(EE) [PLAYERS_SYNC] 12:00:23: Found monster to use as client's puppet: 148.
(EE) [SAVE_LOAD] 12:00:25: I'm host, saving game. Sent save data requests: 82850
(EE) [NETWORK] 12:00:25: Waiting responses for messages (hashes): 82850
(EE) [NETWORK] 12:00:25: Responses received: 82850 - table: 0x225361d8
(EE) [EVENTS] 12:00:25: Gathering game data.
(EE) [EVT] 12:01:02: Prepared bulb of remote evt #23, params: -2667,536870912,1.
(EE) [SYNC] 12:01:36: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [SYNC] 12:01:36: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [SAVE_LOAD] 12:02:16: I'm host, saving game. Sent save data requests: 88232
(EE) [NETWORK] 12:02:16: Waiting responses for messages (hashes): 88232
(EE) [NETWORK] 12:02:17: Responses received: 88232 - table: 0x2639ca18
(EE) [EVENTS] 12:02:17: Gathering game data.
(EE) [EVT] 12:02:17: Prepared bulb of remote evt #12, params: 0,0,6losegame.
(EE) [MAP_LOAD] 12:02:17: Leaving map 6d06.blv (157), exit code: Death.
(EE) [MAP_LOAD] 12:02:17: Blood splats exported: 0.
(EE) [MAP_LOAD] 12:02:17: Requesting last refill day for oute3.odm.
(EE) [NETWORK] 12:02:17: Waiting responses for messages (hashes): 88238
(EE) [NETWORK] 12:02:17: Skipping 'monster_action': came from other map.
(EE) [NETWORK] 12:02:17: Skipping 'notify_ownership_changes': came from other map.
(EE) [NETWORK] 12:02:17: Skipping 'player_position': came from other map.
(EE) [NETWORK] 12:02:17: Skipping 'monster_action': came from other map.
(EE) [NETWORK] 12:02:17: Skipping 'notify_ownership_changes': came from other map.
(EE) [NETWORK] 12:02:17: Responses received: 88238 - table: 0x28c6aba8
(EE) [EVT] 12:02:18: Prepared bulb of remote evt #13, params: -298,1,6tree06.
(EE) [EVT] 12:02:18: Prepared bulb of remote evt #13, params: -299,1,6tree06.
(EE) [EVT] 12:02:18: Prepared bulb of remote evt #13, params: -300,1,6tree06.
(EE) [EVT] 12:02:18: Prepared bulb of remote evt #13, params: -301,1,6tree06.
(EE) [EVT] 12:02:18: Prepared bulb of remote evt #13, params: -467,1,6tree06.
(EE) [EVT] 12:02:18: Prepared bulb of remote evt #13, params: -303,1,6tree06.
(EE) [EVT] 12:02:18: Prepared bulb of remote evt #13, params: -302,1,6tree06.
(EE) [EVT] 12:02:18: Prepared bulb of remote evt #13, params: -305,1,6tree06.
(EE) [EVT] 12:02:18: Prepared bulb of remote evt #13, params: -304,1,6tree06.
(EE) [MAP_LOAD] 12:02:19: Entering map oute3.odm (151).
(EE) [MAP_LOAD] 12:02:19: Requesting map data from remote players.
(EE) [MAP_LOAD] 12:02:19: oute3.odm: asking players for map data.
(EE) [MAP_LOAD] 12:02:19: oute3.odm: could not get map data from players, asking host.
(EE) [MAP_LOAD] 12:02:19: oute3.odm: I am host. Have previously saved data, using it.
(EE) [MAP_LOAD] 12:02:19: Processing map data: oute3.odm
(EE) [MAP_LOAD] 12:02:19: Setting sky bitmap: sky04
(EE) [EVENTS] 12:02:19: Calling MultiplayerProcessMapData event.
(EE) [MAP_LOAD] 12:02:19: Processing sprites info: table.
(EE) [MAP_LOAD] 12:02:19: Processing chests info: string.
(EE) [MAP_LOAD] 12:02:19: Processing doors info: nil.
(EE) [MAP_LOAD] 12:02:19: Processing binary mapvars: table.
(EE) [MAP_LOAD] 12:02:19: Processing lua mapvars: table.
(EE) [MAP_LOAD] 12:02:19: Processing monsters stats info: table.
(EE) [MAP_LOAD] 12:02:19: Processing weather info: nil.
(EE) [MAP_LOAD] 12:02:19: Processing blood splats info: table, 0.
(EE) [MAP_LOAD] 12:02:19: Map data processed.
(EE) [MONSTERS] 12:02:19: I'm alone at map oute3.odm, allowing monster bolstering.
(EE) [NETWORK] 12:02:19: Skipping 'pickup_corpse': came from other map.
(EE) [NETWORK] 12:02:20: Skipping 'pickup_corpse': came from other map.
(EE) [SAVE_LOAD] 12:02:38: I'm host, saving game. Sent save data requests: 88278
(EE) [NETWORK] 12:02:38: Waiting responses for messages (hashes): 88278
(EE) [NETWORK] 12:02:39: Responses received: 88278 - table: 0x26bc1ac0
(EE) [EVENTS] 12:02:39: Gathering game data.
(EE) [MAP_LOAD] 12:02:39: Leaving map oute3.odm (151), exit code: None.
(EE) [MAP_LOAD] 12:02:39: Blood splats exported: 0.
(EE) [MAP_LOAD] 12:02:39: Requesting last refill day for outd3.odm.
(EE) [NETWORK] 12:02:39: Waiting responses for messages (hashes): 88282
(EE) [NETWORK] 12:02:39: Responses received: 88282 - table: 0x285f8340
(EE) [EVT] 12:02:40: Prepared bulb of remote evt #40, params: 307,1589.
(EE) [MAP_LOAD] 12:02:40: Entering map outd3.odm (148).
(EE) [MAP_LOAD] 12:02:40: Requesting map data from remote players.
(EE) [MAP_LOAD] 12:02:40: outd3.odm: asking players for map data.
(EE) [MAP_LOAD] 12:02:40: outd3.odm: could not get map data from players, asking host.
(EE) [MAP_LOAD] 12:02:40: outd3.odm: I am host. Have previously saved data, using it.
(EE) [MAP_LOAD] 12:02:40: Processing map data: outd3.odm
(EE) [MAP_LOAD] 12:02:40: Setting sky bitmap: 6sky19
(EE) [EVENTS] 12:02:40: Calling MultiplayerProcessMapData event.
(EE) [MAP_LOAD] 12:02:40: Processing sprites info: table.
(EE) [MAP_LOAD] 12:02:40: Processing chests info: string.
(EE) [MAP_LOAD] 12:02:40: Processing doors info: nil.
(EE) [MAP_LOAD] 12:02:40: Processing binary mapvars: table.
(EE) [MAP_LOAD] 12:02:40: Processing lua mapvars: table.
(EE) [MAP_LOAD] 12:02:40: Processing monsters stats info: table.
(EE) [MAP_LOAD] 12:02:40: Processing weather info: nil.
(EE) [MAP_LOAD] 12:02:40: Processing blood splats info: table, 0.
(EE) [MAP_LOAD] 12:02:40: Map data processed.
(EE) [MONSTERS] 12:02:40: I'm alone at map outd3.odm, allowing monster bolstering.
(EE) outd3.odm: Monster with incorrect Id (0) at 0 0 0
(EE) outd3.odm: Monster with incorrect Id (0) at 0 0 0
(EE) [NETWORK] 12:02:54: Skipping 'kill_monster_exp': came from other map.
(EE) [NETWORK] 12:02:55: Skipping 'pickup_corpse': came from other map.
(EE) [MAP_LOAD] 12:03:06: Leaving map outd3.odm (148), exit code: None.
(EE) [MAP_LOAD] 12:03:06: Blood splats exported: 0.
(EE) [SAVE_LOAD] 12:03:06: I'm host, saving game. Sent save data requests: 88326
(EE) [NETWORK] 12:03:06: Waiting responses for messages (hashes): 88326
(EE) [NETWORK] 12:03:07: Responses received: 88326 - table: 0x0694fd10
(EE) [EVENTS] 12:03:07: Gathering game data.
(EE) [MAP_LOAD] 12:03:07: Requesting last refill day for 6d06.blv.
(EE) [NETWORK] 12:03:07: Waiting responses for messages (hashes): 88328
(EE) [NETWORK] 12:03:07: Responses received: 88328 - table: 0x2632bcd0
(EE) [MAP_LOAD] 12:03:07: Received last refill day for 6d06.blv - 114.
(EE) [MAP_LOAD] 12:03:08: Entering map 6d06.blv (157).
(EE) [MAP_LOAD] 12:03:08: Requesting map data from remote players.
(EE) [MAP_LOAD] 12:03:08: 6d06.blv: asking players for map data.
(EE) [MAP_LOAD] 12:03:08: 6d06.blv: asking player #1.
(EE) [NETWORK] 12:03:08: Waiting response for message 88329
(EE) [MAP_LOAD] 12:03:08: Received response to map data request: table: 0x223b5b90
(EE) [NETWORK] 12:03:08: Got response for message 88329: table: 0x03504c70
(EE) [MAP_LOAD] 12:03:08: 6d06.blv: got data from player #1.
(EE) [MAP_LOAD] 12:03:08: Processing map data: 6d06.blv
(EE) [MAP_LOAD] 12:03:08: Received data is actual, setting GameTime.
(EE) [MAP_LOAD] 12:03:08: LastRefillDay field set to 114.
(EE) [EVENTS] 12:03:08: Calling MultiplayerProcessMapData event.
(EE) [MAP_LOAD] 12:03:08: Processing player positions: table.
(EE) [PLAYERS_SYNC] 12:03:08: No monster selected for the client, at the moment (mon id is nil).
(EE) [PLAYERS_SYNC] 12:03:08: Found monster to use as client's puppet: 148.
(EE) [MAP_LOAD] 12:03:08: Processing sprites info: table.
(EE) [MAP_LOAD] 12:03:08: Processing chests info: string.
(EE) [MAP_LOAD] 12:03:08: Processing doors info: table.
(EE) [MAP_LOAD] 12:03:08: Processing binary mapvars: table.
(EE) [MAP_LOAD] 12:03:08: Processing lua mapvars: table.
(EE) [MAP_LOAD] 12:03:08: Processing monsters stats info: table.
(EE) [MAP_LOAD] 12:03:09: Processing weather info: nil.
(EE) [MAP_LOAD] 12:03:09: Processing blood splats info: table, 0.
(EE) [MAP_LOAD] 12:03:09: Map data processed.
(EE) [MONSTERS] 12:03:09: Received bolster data from player on map.
(EE) [SYNC] 12:03:09: Received remote DoubleSpeed state: false.
(EE) [SYNC] 12:04:07: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [SYNC] 12:04:08: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [SYNC] 12:04:08: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [EVT] 12:06:46: Executing remote evt #23, params: -2668,536870912,0.
(EE) [EVENTS] 12:06:46: Received remote value of MM mapvar 0: 0
(EE) [SYNC] 12:07:00: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [SYNC] 12:07:02: Objects: items sync collision detected:
TypeIndex, OwnerKind, Item.Number, SpellType, Bits
old: 426, 4, 847, 133, 257
new: 426, 6, 59, 133, 256
(EE) [SYNC] 12:07:02: Objects: items sync collision detected:
TypeIndex, OwnerKind, Item.Number, SpellType, Bits
old: 426, 4, 847, 133, 257
new: 0, 6, 59, 133, 768
(EE) [SYNC] 12:07:04: Objects: items sync collision detected:
TypeIndex, OwnerKind, Item.Number, SpellType, Bits
old: 426, 4, 847, 133, 257
new: 426, 6, 59, 133, 256
(EE) [SYNC] 12:07:04: Objects: items sync collision detected:
TypeIndex, OwnerKind, Item.Number, SpellType, Bits
old: 426, 4, 847, 133, 257
new: 0, 6, 59, 133, 768
(EE) [SYNC] 12:07:05: Objects: items sync collision detected:
TypeIndex, OwnerKind, Item.Number, SpellType, Bits
old: 426, 4, 847, 133, 257
new: 426, 6, 59, 133, 256
(EE) [SYNC] 12:07:05: Objects: items sync collision detected:
TypeIndex, OwnerKind, Item.Number, SpellType, Bits
old: 426, 4, 847, 133, 257
new: 0, 6, 59, 133, 768
(EE) [MONSTERS] 12:07:22: SpeakWithMonster event trigerred, hold_monster_timer_set variable is false
(EE) [MONSTERS] 12:07:22: Setting monster interaction timer.
(EE) [MONSTERS] 12:07:22: Monster interaction iteration 1
(EE) [MONSTERS] 12:07:22: Current screen is not NPC interaction anymore, stopping monster interaction timer.
(EE) [SYNC] 12:07:43: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [SYNC] 12:08:21: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [EVT] 12:08:33: Executing remote evt #26, params: 2714.
(EE) [EVT] 12:08:33: Executing remote evt #26, params: 2714.
(EE) [EVT] 12:08:34: Executing remote evt #26, params: 2714.
(EE) [EVT] 12:08:35: Executing remote evt #26, params: 2714.
(EE) [SYNC] 12:08:55: Got open chest request from 1, current user - 1, my result: true
(EE) [SYNC] 12:08:56: Received chest #3 trap trigger notification, source: kind - 6, id - 2546, distance - 1115.
(EE) [SYNC] 12:08:56: Client 1 freeing chest 3.
(EE) [SYNC] 12:08:59: Got open chest request from 1, current user - 1, my result: true
(EE) [SYNC] 12:09:02: Client 1 freeing chest 3.
(EE) [SYNC] 12:09:09: Object 0 have been picked up. Owner and Bits changed.
(EE) [SYNC] 12:09:11: Got open chest request from 1, current user - 1, my result: true
(EE) [SYNC] 12:09:21: Client 1 freeing chest 3.
(EE) [SYNC] 12:09:29: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [SYNC] 12:09:30: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [EVT] 12:09:54: Prepared bulb of remote evt #26, params: 2714.
(EE) [EVT] 12:09:55: Prepared bulb of remote evt #26, params: 2714.
(EE) [EVT] 12:09:56: Prepared bulb of remote evt #26, params: 2714.
(EE) [EVT] 12:09:57: Prepared bulb of remote evt #26, params: 2714.
(EE) [EVT] 12:09:58: Prepared bulb of remote evt #26, params: 2714.
(EE) [EVT] 12:09:58: Executing remote evt #26, params: 2714.
(EE) [EVT] 12:09:58: Executing remote evt #26, params: 2714.
(EE) [EVT] 12:09:59: Executing remote evt #26, params: 2714.
(EE) [EVT] 12:10:00: Executing remote evt #26, params: 2714.
(EE) [SYNC] 12:10:17: Objects: items sync collision detected:
TypeIndex, OwnerKind, Item.Number, SpellType, Bits
old: 426, 4, 847, 133, 257
new: 426, 6, 59, 133, 257
(EE) [SYNC] 12:10:28: Incoming damage corrected by friendly fire factor: 0 * 0.10 = 0.
(EE) [SYNC] 12:12:36: Object 5 have been picked up. Owner and Bits changed.
(EE) [SYNC] 12:12:36: Object 4 have been picked up. Owner and Bits changed.
(EE) [SYNC] 12:13:22: Object 3 have been picked up. Owner and Bits changed.
(EE) [SYNC] 12:13:23: Object 0 have been picked up. Owner and Bits changed.
(EE) [SYNC] 12:13:23: Object 7 have been picked up. Owner and Bits changed.
(EE) [EVT] 12:13:57: Executing remote evt #26, params: 2714.
(EE) [EVT] 12:13:57: Executing remote evt #26, params: 2714.
(EE) [EVT] 12:13:58: Executing remote evt #26, params: 2714.
(EE) [EVT] 12:13:59: Executing remote evt #26, params: 2714.
(EE) [SYNC] 12:14:10: Got open chest request from 1, current user - 1, my result: true
(EE) [SYNC] 12:14:11: Received chest #5 trap trigger notification, source: kind - 6, id - 2563, distance - 1259.
(EE) [SYNC] 12:14:11: Client 1 freeing chest 5.
(EE) [SYNC] 12:14:13: Object 0 have been picked up. Owner and Bits changed.
(EE) [EVT] 12:14:17: Executing remote evt #12, params: 0,0,6losegame.
(EE) [EVENTS] 12:14:17: Received evt.ShowMovie 6losegame, show rule is 0.
(EE) [PLAYERS_SYNC] 12:14:19: Deactivating torch light on client #1 map leave.
(EE) [MAP_LOAD] 12:14:21: Received map data 151 request (my map - 157).
(EE) [MAP_LOAD] 12:14:21: I am host and i have previously generated map data, will send it.
(EE) [MAP_LOAD] 12:14:21: Responding with table: 0x2fe3bff8.
(EE) [EVT] 12:14:21: Executing remote evt #40, params: 261,0.
(EE) [EVT] 12:14:52: Prepared bulb of remote evt #23, params: -2668,536870912,1.
(EE) [EVT] 12:15:16: Prepared bulb of remote evt #23, params: -2667,536870912,0.
(EE) [MAP_LOAD] 12:15:33: Leaving map 6d06.blv (157), exit code: None.
(EE) [MAP_LOAD] 12:15:33: Blood splats exported: 0.
(EE) [SAVE_LOAD] 12:15:34: I'm host, saving game. Sent save data requests: 116222
(EE) [NETWORK] 12:15:34: Waiting responses for messages (hashes): 116222
(EE) [NETWORK] 12:15:34: Responses received: 116222 - table: 0x225a7398
(EE) [EVENTS] 12:15:34: Gathering game data.
(EE) [MAP_LOAD] 12:15:34: Requesting last refill day for outd3.odm.
(EE) [NETWORK] 12:15:34: Waiting responses for messages (hashes): 116224
(EE) [NETWORK] 12:15:35: Responses received: 116224 - table: 0x26cc2218
(EE) [EVT] 12:15:35: Prepared bulb of remote evt #40, params: 307,1589.
(EE) [MAP_LOAD] 12:15:36: Entering map outd3.odm (148).
(EE) [MAP_LOAD] 12:15:36: Requesting map data from remote players.
(EE) [MAP_LOAD] 12:15:36: outd3.odm: asking players for map data.
(EE) [MAP_LOAD] 12:15:36: outd3.odm: could not get map data from players, asking host.
(EE) [MAP_LOAD] 12:15:36: outd3.odm: I am host. Have previously saved data, using it.
(EE) [MAP_LOAD] 12:15:36: Processing map data: outd3.odm
(EE) [MAP_LOAD] 12:15:36: Setting sky bitmap: sky04
(EE) [EVENTS] 12:15:36: Calling MultiplayerProcessMapData event.
(EE) [MAP_LOAD] 12:15:36: Processing sprites info: table.
(EE) [MAP_LOAD] 12:15:36: Processing chests info: string.
(EE) [MAP_LOAD] 12:15:36: Processing doors info: nil.
(EE) [MAP_LOAD] 12:15:36: Processing binary mapvars: table.
(EE) [MAP_LOAD] 12:15:36: Processing lua mapvars: table.
(EE) [MAP_LOAD] 12:15:36: Processing monsters stats info: table.
(EE) [MAP_LOAD] 12:15:36: Processing weather info: nil.
(EE) [MAP_LOAD] 12:15:36: Processing blood splats info: table, 0.
(EE) [MAP_LOAD] 12:15:36: Map data processed.
(EE) [MONSTERS] 12:15:36: I'm alone at map outd3.odm, allowing monster bolstering.
(EE) outd3.odm: Monster with incorrect Id (0) at 0 0 0
(EE) outd3.odm: Monster with incorrect Id (0) at 0 0 0
(EE) [MAP_LOAD] 12:16:05: Received map data 148 request (my map - 148).
(EE) [MAP_LOAD] 12:16:05: I am at requested map, will generate and send data.
(EE) [MAP_LOAD] 12:16:05: Blood splats exported: 0.
(EE) [MAP_LOAD] 12:16:05: Responding with table: 0x28b6db30.
(EE) [EVT] 12:16:05: Executing remote evt #40, params: 307,1589.
(EE) [EVT] 12:16:05: Executing remote evt #40, params: 261,0.
(EE) [SYNC] 12:16:06: Client arrived from map 148 (my map is 148), broadcasting DoubleSpeed state (false).
(EE) [PLAYERS_SYNC] 12:16:06: No monster selected for the client, at the moment (mon id is nil).
(EE) [MONSTERS] 12:16:06: Bolstering monster: txt id - 407, id - nil.
(EE) [MONSTERS] 12:16:06: Bolstering monster: txt id - 407, id - 44.
(EE) [PLAYERS_SYNC] 12:16:06: Could not find client's monster, creating new puppet (#44) for player 1
(EE) [EVENTS] 12:16:08: Processing rest action: #104 - RestScreenOpen (remote call: false)
(EE) [EVENTS] 12:16:45: Processing rest action: #104 - RestScreenOpen (remote call: false)
(EE) [NETWORK] 12:16:45: Waiting responses for messages (hashes): 116929
(EE) [NETWORK] 12:16:45: Responses received: 116929 - table: 0x22292948
(EE) [EVENTS] 12:16:45: Broadcasting rest action: #104 - RestScreenOpen
(EE) [EVENTS] 12:16:46: Processing rest action: #97 - RestScreenHeal (remote call: false)
(EE) [EVENTS] 12:16:46: Broadcasting rest action: #97 - RestScreenHeal
(EE) [NETWORK] 12:16:46: Waiting responses for messages (hashes): 116938
(EE) [NETWORK] 12:16:46: Responses received: 116938 - table: 0x374d4a10
(EE) [EVENTS] 12:16:47: Processing rest action: #167 - RestScreenExit (remote call: false)
(EE) [EVENTS] 12:16:47: Broadcasting rest action: #167 - RestScreenExit
(EE) [EVT] 12:16:47: Prepared bulb of remote evt #10, params: 2,0.
(EE) [EVENTS] 12:16:47: Processing rest action: #104 - RestScreenOpen (remote call: false)
(EE) [NETWORK] 12:16:47: Waiting responses for messages (hashes): 116952
(EE) [NETWORK] 12:16:48: Responses received: 116952 - table: 0x0bbc76f0
(EE) [EVENTS] 12:16:48: Broadcasting rest action: #104 - RestScreenOpen
(EE) [EVENTS] 12:16:49: Processing rest action: #96 - RestScreenWait1H (remote call: false)
(EE) [EVENTS] 12:16:49: Broadcasting rest action: #96 - RestScreenWait1H
(EE) [EVENTS] 12:16:49: Processing rest action: #96 - RestScreenWait1H (remote call: false)
(EE) [EVENTS] 12:16:49: Broadcasting rest action: #96 - RestScreenWait1H
(EE) [EVENTS] 12:16:50: Processing rest action: #167 - RestScreenExit (remote call: false)
(EE) [EVENTS] 12:16:50: Broadcasting rest action: #167 - RestScreenExit
(EE) [EVENTS] 12:17:40: Processing rest action: #104 - RestScreenOpen (remote call: false)
(EE) [NETWORK] 12:18:11: 1 packets sent to myself.
(EE) [NETWORK] 12:18:11: 1 packets sent to myself.
(EE) [EVT] 12:18:21: Prepared bulb of remote evt #26, params: 2714.
(EE) [EVT] 12:18:22: Prepared bulb of remote evt #26, params: 2714.
(EE) [EVT] 12:18:23: Prepared bulb of remote evt #26, params: 2714.
(EE) [EVT] 12:18:24: Prepared bulb of remote evt #26, params: 2714.
(EE) [EVT] 12:18:54: Prepared bulb of remote evt #30, params: 1980.
(EE) [MONSTERS] 12:19:27: SpeakWithMonster event trigerred, hold_monster_timer_set variable is false
(EE) [MONSTERS] 12:19:27: Setting monster interaction timer.
(EE) [MONSTERS] 12:19:27: Monster interaction iteration 1
(EE) [MONSTERS] 12:19:27: Current screen is not NPC interaction anymore, stopping monster interaction timer.
(EE) [MONSTERS] 12:19:28: SpeakWithMonster event trigerred, hold_monster_timer_set variable is false
(EE) [MONSTERS] 12:19:28: Setting monster interaction timer.
(EE) [MONSTERS] 12:19:28: Monster interaction iteration 1
(EE) [MONSTERS] 12:19:28: Current screen is not NPC interaction anymore, stopping monster interaction timer.
(EE) [MAP_LOAD] 12:20:44: Leaving map outd3.odm (148), exit code: None.
(EE) [MAP_LOAD] 12:20:44: Blood splats exported: 0.
(EE) [SAVE_LOAD] 12:20:44: I'm host, saving game. Sent save data requests: 119165
(EE) [NETWORK] 12:20:44: Waiting responses for messages (hashes): 119165
(EE) [NETWORK] 12:20:45: Responses received: 119165 - table: 0x26da8ed0
(EE) [EVENTS] 12:20:45: Gathering game data.
(EE) [MAP_LOAD] 12:20:45: Requesting last refill day for 6d06.blv.
(EE) [NETWORK] 12:20:45: Waiting responses for messages (hashes): 119167
(EE) [NETWORK] 12:20:45: Responses received: 119167 - table: 0x069845f8
(EE) [MAP_LOAD] 12:20:46: Entering map 6d06.blv (157).
(EE) [MAP_LOAD] 12:20:46: Requesting map data from remote players.
(EE) [MAP_LOAD] 12:20:46: 6d06.blv: asking players for map data.
(EE) [MAP_LOAD] 12:20:46: 6d06.blv: could not get map data from players, asking host.
(EE) [MAP_LOAD] 12:20:46: 6d06.blv: I am host. Have previously saved data, using it.
(EE) [MAP_LOAD] 12:20:46: Processing map data: 6d06.blv
(EE) [EVENTS] 12:20:46: Calling MultiplayerProcessMapData event.
(EE) [MAP_LOAD] 12:20:46: Processing sprites info: table.
(EE) [MAP_LOAD] 12:20:46: Processing chests info: string.
(EE) [MAP_LOAD] 12:20:46: Processing doors info: table.
(EE) [MAP_LOAD] 12:20:46: Processing binary mapvars: table.
(EE) [MAP_LOAD] 12:20:46: Processing lua mapvars: table.
(EE) [MAP_LOAD] 12:20:46: Processing monsters stats info: table.
(EE) [MAP_LOAD] 12:20:46: Processing weather info: nil.
(EE) [MAP_LOAD] 12:20:46: Processing blood splats info: table, 0.
(EE) [MAP_LOAD] 12:20:46: Map data processed.
(EE) [MONSTERS] 12:20:46: I'm alone at map 6d06.blv, allowing monster bolstering.
(EE) [MAP_LOAD] 12:20:50: Received map data 157 request (my map - 157).
(EE) [MAP_LOAD] 12:20:50: I am at requested map, will generate and send data.
(EE) [MAP_LOAD] 12:20:50: Blood splats exported: 0.
(EE) [MAP_LOAD] 12:20:50: Responding with table: 0x05d07d00.
(EE) [EVT] 12:20:50: Executing remote evt #40, params: 261,0.
(EE) [SYNC] 12:20:50: Client arrived from map 157 (my map is 157), broadcasting DoubleSpeed state (false).
(EE) [PLAYERS_SYNC] 12:20:50: No monster selected for the client, at the moment (mon id is nil).
(EE) [PLAYERS_SYNC] 12:20:50: Found monster to use as client's puppet: 148.
(EE) [PLAYERS_SYNC] 12:20:51: Deactivating torch light on client #1 map leave.
(EE) [SYNC] 12:20:51: Client arrived from map 157 (my map is 157), broadcasting DoubleSpeed state (false).
(EE) [PLAYERS_SYNC] 12:20:51: No monster selected for the client, at the moment (mon id is nil).
(EE) [PLAYERS_SYNC] 12:20:51: Found monster to use as client's puppet: 148.
(EE) [NETWORK] 12:20:56: Requesting resend of packet #16843084 parts (13)
(EE) [EVT] 12:21:04: Prepared bulb of remote evt #23, params: -2667,536870912,1.
(EE) [MONSTERS] 12:21:34: SpeakWithMonster event trigerred, hold_monster_timer_set variable is false
(EE) [MONSTERS] 12:21:34: Setting monster interaction timer.
(EE) [EVT] 12:21:34: Executing remote evt #23, params: -2668,536870912,0.
(EE) [EVENTS] 12:21:34: Received remote value of MM mapvar 0: 0
(EE) [MONSTERS] 12:21:34: Monster interaction iteration 1
(EE) [MONSTERS] 12:21:34: Current screen is not NPC interaction anymore, stopping monster interaction timer.
(EE) [SYNC] 12:22:10: Got open chest request from 1, current user - 1, my result: true
(EE) [SYNC] 12:22:10: Received chest #4 trap trigger notification, source: kind - 6, id - 2558, distance - 943.
(EE) [SYNC] 12:22:10: Client 1 freeing chest 4.
(EE) [SYNC] 12:22:13: Got open chest request from 1, current user - 1, my result: true
(EE) [SYNC] 12:22:15: Client 1 freeing chest 4.
(EE) [SYNC] 12:22:22: Got open chest request from 1, current user - 1, my result: true
(EE) [SYNC] 12:22:23: Client 1 freeing chest 4.
(EE) [SYNC] 12:23:32: Got open chest request from 1, current user - 1, my result: true
(EE) [SYNC] 12:23:32: Received chest #7 trap trigger notification, source: kind - 6, id - 2597, distance - 6569.
(EE) [SYNC] 12:23:33: Client 1 freeing chest 7.
(EE) [SYNC] 12:23:35: Got open chest request from 1, current user - 1, my result: true
(EE) [EVENTS] 12:23:36: Received remote value of MM mapvar 1: 1
(EE) [SYNC] 12:23:47: Client 1 freeing chest 7.
(EE) [EVT] 12:24:09: Executing remote evt #26, params: 2714.
(EE) [EVT] 12:24:10: Executing remote evt #26, params: 2714.
(EE) [EVT] 12:24:11: Executing remote evt #26, params: 2714.
(EE) [EVT] 12:24:12: Executing remote evt #26, params: 2714.
(EE) [EVT] 12:24:13: Executing remote evt #26, params: 2714.
(EE) [EVT] 12:24:14: Executing remote evt #26, params: 2714.
(EE) [SYNC] 12:24:28: Object 0 have been picked up. Owner and Bits changed.
(EE) [SYNC] 12:24:54: Got open chest request from 1, current user - 1, my result: true
(EE) [SYNC] 12:25:01: Client 1 freeing chest 7.
(EE) [SYNC] 12:25:40: Got open chest request from 1, current user - 1, my result: true
(EE) [SYNC] 12:25:40: Received chest #8 trap trigger notification, source: kind - 6, id - 2637, distance - 7573.
(EE) [SYNC] 12:25:41: Client 1 freeing chest 8.
(EE) [SAVE_LOAD] 12:25:51: I'm host, saving game. Sent save data requests: 130953
(EE) [NETWORK] 12:25:51: Waiting responses for messages (hashes): 130953
(EE) [NETWORK] 12:25:51: Responses received: 130953 - table: 0x0458ba40
(EE) [EVENTS] 12:25:51: Gathering game data.
(EE) [EVT] 12:25:51: Prepared bulb of remote evt #12, params: 0,0,6losegame.
(EE) [MAP_LOAD] 12:25:51: Leaving map 6d06.blv (157), exit code: Death.
(EE) [MAP_LOAD] 12:25:51: Blood splats exported: 0.
(EE) [MAP_LOAD] 12:25:51: Requesting last refill day for oute3.odm.
(EE) [NETWORK] 12:25:51: Waiting responses for messages (hashes): 130959
(EE) [NETWORK] 12:25:51: Responses received: 130959 - table: 0x0c403720
(EE) [EVT] 12:25:52: Prepared bulb of remote evt #40, params: 307,1583.
(EE) [EVT] 12:25:52: Prepared bulb of remote evt #13, params: -298,1,6tree06.
(EE) [EVT] 12:25:52: Prepared bulb of remote evt #13, params: -299,1,6tree06.
(EE) [EVT] 12:25:52: Prepared bulb of remote evt #13, params: -300,1,6tree06.
(EE) [EVT] 12:25:52: Prepared bulb of remote evt #13, params: -301,1,6tree06.
(EE) [EVT] 12:25:52: Prepared bulb of remote evt #13, params: -467,1,6tree06.
(EE) [EVT] 12:25:52: Prepared bulb of remote evt #13, params: -303,1,6tree06.
(EE) [EVT] 12:25:52: Prepared bulb of remote evt #13, params: -302,1,6tree06.
(EE) [EVT] 12:25:52: Prepared bulb of remote evt #13, params: -305,1,6tree06.
(EE) [EVT] 12:25:52: Prepared bulb of remote evt #13, params: -304,1,6tree06.
(EE) [MAP_LOAD] 12:25:53: Entering map oute3.odm (151).
(EE) [MAP_LOAD] 12:25:53: Requesting map data from remote players.
(EE) [MAP_LOAD] 12:25:53: oute3.odm: asking players for map data.
(EE) [MAP_LOAD] 12:25:53: oute3.odm: could not get map data from players, asking host.
(EE) [MAP_LOAD] 12:25:53: oute3.odm: I am host. Have previously saved data, using it.
(EE) [MAP_LOAD] 12:25:53: Processing map data: oute3.odm
(EE) [MAP_LOAD] 12:25:53: Setting sky bitmap: 6sky19
(EE) [EVENTS] 12:25:53: Calling MultiplayerProcessMapData event.
(EE) [MAP_LOAD] 12:25:53: Processing sprites info: table.
(EE) [MAP_LOAD] 12:25:53: Processing chests info: string.
(EE) [MAP_LOAD] 12:25:53: Processing doors info: nil.
(EE) [MAP_LOAD] 12:25:53: Processing binary mapvars: table.
(EE) [MAP_LOAD] 12:25:53: Processing lua mapvars: table.
(EE) [MAP_LOAD] 12:25:53: Processing monsters stats info: table.
(EE) [MAP_LOAD] 12:25:53: Processing weather info: nil.
(EE) [MAP_LOAD] 12:25:53: Processing blood splats info: table, 0.
(EE) [MAP_LOAD] 12:25:53: Map data processed.
(EE) [MONSTERS] 12:25:53: I'm alone at map oute3.odm, allowing monster bolstering.
(EE) [EVT] 12:25:53: Prepared bulb of remote evt #10, params: 2,1.
(EE) [EVT] 12:26:12: Executing remote evt #12, params: 0,0,6losegame.
(EE) [EVENTS] 12:26:12: Received evt.ShowMovie 6losegame, show rule is 0.
(EE) [MAP_LOAD] 12:26:15: Received map data 151 request (my map - 151).
(EE) [MAP_LOAD] 12:26:15: I am at requested map, will generate and send data.
(EE) [MAP_LOAD] 12:26:15: Blood splats exported: 0.
(EE) [MAP_LOAD] 12:26:15: Responding with table: 0x0ca338c8.
(EE) [EVT] 12:26:15: Executing remote evt #13, params: -304,1,6tree06.
(EE) [EVT] 12:26:15: Executing remote evt #13, params: -305,1,6tree06.
(EE) [EVT] 12:26:15: Executing remote evt #13, params: -302,1,6tree06.
(EE) [EVT] 12:26:15: Executing remote evt #13, params: -303,1,6tree06.
(EE) [EVT] 12:26:15: Executing remote evt #13, params: -467,1,6tree06.
(EE) [EVT] 12:26:15: Executing remote evt #13, params: -301,1,6tree06.
(EE) [EVT] 12:26:15: Executing remote evt #13, params: -300,1,6tree06.
(EE) [EVT] 12:26:15: Executing remote evt #13, params: -299,1,6tree06.
(EE) [EVT] 12:26:15: Executing remote evt #13, params: -298,1,6tree06.
(EE) [EVT] 12:26:15: Executing remote evt #40, params: 307,1583.
(EE) [EVT] 12:26:15: Executing remote evt #40, params: 261,0.
(EE) [EVT] 12:26:16: Executing remote evt #10, params: 2,1.
(EE) [SYNC] 12:26:16: Client arrived from map 151 (my map is 151), broadcasting DoubleSpeed state (false).
(EE) [PLAYERS_SYNC] 12:26:16: No monster selected for the client, at the moment (mon id is nil).
(EE) [PLAYERS_SYNC] 12:26:16: Found monster to use as client's puppet: 51.
(EE) [EVENTS] 12:26:26: Received remote value of MM mapvar 49: 29
(EE) [EVT] 12:27:18: Prepared bulb of remote evt #30, params: 1700.
(EE) [EVT] 12:27:18: Prepared bulb of remote evt #30, params: 2714.
(EE) [NETWORK] 12:27:18: Waiting responses for messages (hashes): 131250
(EE) [NETWORK] 12:27:19: Responses received: 131250 - table: 0x06354e80
(EE) [MONSTERS] 12:27:19: Bolstering monster: txt id - 91, id - nil.
(EE) [MONSTERS] 12:27:19: Bolstering monster: txt id - 91, id - 0.
(EE) [EVT] 12:27:19: Prepared bulb of remote evt #30, params: 2714.
(EE) [EVT] 12:27:20: Prepared bulb of remote evt #30, params: 2037.
(EE) [EVT] 12:27:21: Prepared bulb of remote evt #30, params: 2039.
(EE) [EVT] 12:27:21: Prepared bulb of remote evt #39, params: 788,1,0.
(EE) [EVT] 12:27:23: Prepared bulb of remote evt #30, params: 2037.
(EE) [SYNC] 12:27:52: Object 23 have been picked up. Owner and Bits changed.
(EE) [SYNC] 12:28:02: Object 23 have been picked up. Owner and Bits changed.
(EE) [NETWORK] 12:28:29: 1 packets sent to myself.
(EE) [NETWORK] 12:28:30: 1 packets sent to myself.
(EE) [NETWORK] 12:28:36: 1 packets sent to myself.
(EE) [NETWORK] 12:28:36: 1 packets sent to myself.
(EE) [EVENTS] 12:29:13: Received remote value of MM mapvar 49: 28
(EE) [SAVE_LOAD] 12:29:47: I'm host, saving game. Sent save data requests: 131893
(EE) [NETWORK] 12:29:47: Waiting responses for messages (hashes): 131893
(EE) [NETWORK] 12:29:47: Responses received: 131893 - table: 0x2624ff58
(EE) [EVENTS] 12:29:47: Gathering game data.
(EE) [MAP_LOAD] 12:29:47: Leaving map oute3.odm (151), exit code: None.
(EE) [MAP_LOAD] 12:29:47: Blood splats exported: 0.
(EE) [MAP_LOAD] 12:29:47: Requesting last refill day for outd3.odm.
(EE) [NETWORK] 12:29:47: Waiting responses for messages (hashes): 131899
(EE) [NETWORK] 12:29:47: Skipping 'player_position': came from other map.
(EE) [NETWORK] 12:29:47: Skipping 'player_position': came from other map.
(EE) [NETWORK] 12:29:48: Responses received: 131899 - table: 0x28b81710
(EE) [EVT] 12:29:48: Prepared bulb of remote evt #40, params: 307,1589.
(EE) [MAP_LOAD] 12:29:49: Entering map outd3.odm (148).
(EE) [MAP_LOAD] 12:29:49: Requesting map data from remote players.
(EE) [MAP_LOAD] 12:29:49: outd3.odm: asking players for map data.
(EE) [MAP_LOAD] 12:29:49: outd3.odm: could not get map data from players, asking host.
(EE) [MAP_LOAD] 12:29:49: outd3.odm: I am host. Have previously saved data, using it.
(EE) [MAP_LOAD] 12:29:49: Processing map data: outd3.odm
(EE) [MAP_LOAD] 12:29:49: Setting sky bitmap: sky03
(EE) [EVENTS] 12:29:49: Calling MultiplayerProcessMapData event.
(EE) [MAP_LOAD] 12:29:49: Processing sprites info: table.
(EE) [MAP_LOAD] 12:29:49: Processing chests info: string.
(EE) [MAP_LOAD] 12:29:49: Processing doors info: nil.
(EE) [MAP_LOAD] 12:29:49: Processing binary mapvars: table.
(EE) [MAP_LOAD] 12:29:49: Processing lua mapvars: table.
(EE) [MAP_LOAD] 12:29:49: Processing monsters stats info: table.
(EE) [MAP_LOAD] 12:29:49: Processing weather info: nil.
(EE) [MAP_LOAD] 12:29:49: Processing blood splats info: table, 0.
(EE) [MAP_LOAD] 12:29:49: Map data processed.
(EE) [MONSTERS] 12:29:49: I'm alone at map outd3.odm, allowing monster bolstering.
(EE) outd3.odm: Monster with incorrect Id (0) at 0 0 0
(EE) outd3.odm: Monster with incorrect Id (0) at 0 0 0
(EE) [EVT] 12:29:49: Prepared bulb of remote evt #10, params: 2,0.
(EE) [SYNC] 12:29:49: Received remote DoubleSpeed state: false.
(EE) [MAP_LOAD] 12:29:52: Received map data 148 request (my map - 148).
(EE) [MAP_LOAD] 12:29:52: I am at requested map, will generate and send data.
(EE) [MAP_LOAD] 12:29:52: Blood splats exported: 0.
(EE) [MAP_LOAD] 12:29:52: Responding with table: 0x0c4c5d30.
(EE) [EVT] 12:29:52: Executing remote evt #40, params: 307,1589.
(EE) [EVT] 12:29:52: Executing remote evt #40, params: 261,0.
(EE) [EVT] 12:29:52: Executing remote evt #10, params: 2,1.
(EE) [SYNC] 12:29:52: Client arrived from map 148 (my map is 148), broadcasting DoubleSpeed state (false).
(EE) [PLAYERS_SYNC] 12:29:53: No monster selected for the client, at the moment (mon id is nil).
(EE) [MONSTERS] 12:29:53: Bolstering monster: txt id - 407, id - nil.
(EE) [MONSTERS] 12:29:53: Bolstering monster: txt id - 407, id - 44.
(EE) [PLAYERS_SYNC] 12:29:53: Could not find client's monster, creating new puppet (#44) for player 1
(EE) [MAP_LOAD] 12:30:29: Leaving map outd3.odm (148), exit code: None.
(EE) [MAP_LOAD] 12:30:29: Blood splats exported: 0.
(EE) [SAVE_LOAD] 12:30:29: I'm host, saving game. Sent save data requests: 132123
(EE) [NETWORK] 12:30:29: Waiting responses for messages (hashes): 132123
(EE) [NETWORK] 12:30:30: Responses received: 132123 - table: 0x26d94bf0
(EE) [EVENTS] 12:30:30: Gathering game data.
(EE) [MAP_LOAD] 12:30:30: Requesting last refill day for 6d06.blv.
(EE) [NETWORK] 12:30:30: Waiting responses for messages (hashes): 132125
(EE) [NETWORK] 12:30:30: Responses received: 132125 - table: 0x2898cad8
(EE) [MAP_LOAD] 12:30:31: Entering map 6d06.blv (157).
(EE) [MAP_LOAD] 12:30:31: Requesting map data from remote players.
(EE) [MAP_LOAD] 12:30:31: 6d06.blv: asking players for map data.
(EE) [MAP_LOAD] 12:30:31: 6d06.blv: could not get map data from players, asking host.
(EE) [MAP_LOAD] 12:30:31: 6d06.blv: I am host. Have previously saved data, using it.
(EE) [MAP_LOAD] 12:30:31: Processing map data: 6d06.blv
(EE) [EVENTS] 12:30:31: Calling MultiplayerProcessMapData event.
(EE) [MAP_LOAD] 12:30:31: Processing sprites info: table.
(EE) [MAP_LOAD] 12:30:31: Processing chests info: string.
(EE) [MAP_LOAD] 12:30:31: Processing doors info: table.
(EE) [MAP_LOAD] 12:30:31: Processing binary mapvars: table.
(EE) [MAP_LOAD] 12:30:31: Processing lua mapvars: table.
(EE) [MAP_LOAD] 12:30:31: Processing monsters stats info: table.
(EE) [MAP_LOAD] 12:30:31: Processing weather info: nil.
(EE) [MAP_LOAD] 12:30:31: Processing blood splats info: table, 0.
(EE) [MAP_LOAD] 12:30:31: Map data processed.
(EE) [MONSTERS] 12:30:31: I'm alone at map 6d06.blv, allowing monster bolstering.
(EE) [MAP_LOAD] 12:30:36: Received map data 157 request (my map - 157).
(EE) [MAP_LOAD] 12:30:36: I am at requested map, will generate and send data.
(EE) [MAP_LOAD] 12:30:36: Blood splats exported: 0.
(EE) [MAP_LOAD] 12:30:36: Responding with table: 0x04e36150.
(EE) [EVT] 12:30:36: Executing remote evt #40, params: 261,0.
(EE) [SYNC] 12:30:37: Client arrived from map 157 (my map is 157), broadcasting DoubleSpeed state (false).
(EE) [PLAYERS_SYNC] 12:30:37: No monster selected for the client, at the moment (mon id is nil).
(EE) [PLAYERS_SYNC] 12:30:37: Found monster to use as client's puppet: 148.
(EE) [PLAYERS_SYNC] 12:30:37: Deactivating torch light on client #1 map leave.
(EE) [SYNC] 12:30:37: Client arrived from map 157 (my map is 157), broadcasting DoubleSpeed state (false).
(EE) [PLAYERS_SYNC] 12:30:37: No monster selected for the client, at the moment (mon id is nil).
(EE) [PLAYERS_SYNC] 12:30:37: Found monster to use as client's puppet: 148.
(EE) [EVT] 12:31:31: Executing remote evt #12, params: 0,0,6losegame.
(EE) [EVENTS] 12:31:31: Received evt.ShowMovie 6losegame, show rule is 0.
(EE) [PLAYERS_SYNC] 12:31:32: Deactivating torch light on client #1 map leave.
Re: Multiplayer for MMMerge [alpha 28.06.2023/3]
MM6, [alpha 28.06.2023/3]
1. noticed in castle Darkmoor, that often the new potion sprite will kinda flash in the corner of the screen when moving around, jumping, etc. looks like another of those "support object sprites" issue.
2. when putting Memory Crystals into their sockets in Free Haven, it seems exp is not shared, not sure.
UPD.
3. when reaching high attack speed values, character monster puppet would often "slide while starting attack animation" on other player's screens if they move while holding attack button down. it can be seen very often in the new video I will post today (05.07.23, #11)
1. noticed in castle Darkmoor, that often the new potion sprite will kinda flash in the corner of the screen when moving around, jumping, etc. looks like another of those "support object sprites" issue.
2. when putting Memory Crystals into their sockets in Free Haven, it seems exp is not shared, not sure.
UPD.
3. when reaching high attack speed values, character monster puppet would often "slide while starting attack animation" on other player's screens if they move while holding attack button down. it can be seen very often in the new video I will post today (05.07.23, #11)
Who is online
Users browsing this forum: Bing [Bot], Google [Bot] and 4 guests