Multiplayer for MMMerge [beta 30.09.2024/1]
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
Well, I ran into this little problem when testing my new hardware for MP - and it retroactively found its way onto my old laptop which was working perfectly well the last time I even touched multiplayer. Not only this, but attempts at connecting fail too - the client crashes out on my LAN. This is with both the Latest and Stable versions, AND both on my current save file and a new game. (New game changes the appearance to the default Mercenary as expected)
Can anyone tell me EVERYWHERE the multiplayer mod makes save files so that I might get to the bottom of this and fix my game? (The single player component works perfectly well, both on the old and new installations) - and if it's a problem with making the executable 64_BIT_AWARE... I'll get back to you on that. I did keep a backup. Just confirmed that being 64 bit aware has nothing to do with it. Am now at a complete loss.
Here are the logs. Might need packet capture for this one... maybe.
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
Hello. I believe, you've done everything right. I assume, you've added new monster at the end of MONSTERS.txt file. If so, try to alter line 637 of "Scripts\Modules\Multiplayer\UI\Menu.lua" file, change it from
Code: Select all
local limit = Game.MonstersTxt.count - 3
Code: Select all
local limit = Game.MonstersTxt.count
At first glance it looks like problem with DirectX7 support of modern drivers. I did not encounter this myself. Try to launch the game in software mode and tell me if it works. Also send me "ErrorLog.txt" from your game folder, please, hard crashes are logged there.N7Kopper wrote: Well, I ran into this little problem when testing my new hardware for MP - and it retroactively found its way onto my old laptop which was working perfectly well the last time I even touched multiplayer.
Related to multiplayer data, there are two files in "Saves" folder: "MultiplayerAutosave.bin" and "MultiplayerGames.bin", also some data is stored in save game files directly, you can access it via debug console, once saved game loaded. To erase it:
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vars.Multiplayer = nil
vars.MultiplayerGameData = nil
vars.MultiplayerMapData = nil
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
That seemed to have done the trick, simply removing "- 3" from that line did cause an out of bounds error and crash. I opted instead to try "- 1" and everything seems to be working fine now as long as I have a dummy entry at the end of the list. (I assume that's why there are so many zReactors) Appreciate it Rod!Rodril wrote: ↑09 Jun 2024, 00:11 Hello. I believe, you've done everything right. I assume, you've added new monster at the end of MONSTERS.txt file. If so, try to alter line 637 of "Scripts\Modules\Multiplayer\UI\Menu.lua" file, change it fromtoCode: Select all
local limit = Game.MonstersTxt.count - 3
Probably I've cut service monsters, but it should not be necessary.Code: Select all
local limit = Game.MonstersTxt.count
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Re: Multiplayer for MMMerge [beta 14.01.2024/4]
what is the typical troubleshooting for players that can host a game, but can't join and vice versa?
...enroth identity: decentralized cooperative experience...
...anticipation in the tavern, a symphony of clinking tankards and boisterous laughter punctuated by the crackling fire. The patrons, a motley crew of adventurers, merchants, and artisans, all had heard the whispers. A new age was dawning in the World of Enroth, an age of decentralized cooperation, where the lines between player and host blurred into a vibrant tapestry woven by the collective will of the people.
The whispers spoke of a revolutionary mod, a force that would reshape the very fabric of the game. No longer would the players be beholden to a central server, a puppet master pulling the strings of their adventures. Instead, each player would become a node in a vast, interconnected network, a living, breathing ecosystem of collaborative play.
The heart of this mod lay in a decentralized ledger, a digital tapestry woven from the actions of every participant. Every quest undertaken, every monster slain, every item crafted would be recorded, not in a centralized database, but in the collective memory of the players themselves. This ledger, known as the "Enroth Chronicle," was the lifeblood of the game, a constantly evolving record of the shared world.
The composition of the participants would be as dynamic as the winds of Enroth itself. Players could join and leave the network at will, their contributions leaving an indelible mark on the ever-shifting landscape. Each player would be granted a unique "Enroth Identity," a digital avatar that represented their unique role in the game.
This "Enroth Identity" was more than just a name; it was a living, breathing entity that evolved with the player's actions. Each quest completed, each monster slain, each skill mastered contributed to the growth of their identity, unlocking new abilities and granting access to previously hidden content.
The mod would introduce a system of "shared resources," allowing players to pool their collective resources to create truly epic endeavors. Imagine, for instance, a group of players banding together to construct a colossal fortress, its walls shimmering with the combined efforts of dozens of skilled artisans. Or perhaps, a collective quest to slay a legendary dragon, the victory celebrated across the land, the spoils distributed amongst those who contributed to its downfall.
The possibilities were endless, limited only by the imagination of the players. The World of Enroth would become a living, breathing entity, shaped by the collective will of its inhabitants. No longer would the game be a static, unchanging experience; it would evolve and grow alongside its players, a testament to the power of decentralized...
The whispers spoke of a revolutionary mod, a force that would reshape the very fabric of the game. No longer would the players be beholden to a central server, a puppet master pulling the strings of their adventures. Instead, each player would become a node in a vast, interconnected network, a living, breathing ecosystem of collaborative play.
The heart of this mod lay in a decentralized ledger, a digital tapestry woven from the actions of every participant. Every quest undertaken, every monster slain, every item crafted would be recorded, not in a centralized database, but in the collective memory of the players themselves. This ledger, known as the "Enroth Chronicle," was the lifeblood of the game, a constantly evolving record of the shared world.
The composition of the participants would be as dynamic as the winds of Enroth itself. Players could join and leave the network at will, their contributions leaving an indelible mark on the ever-shifting landscape. Each player would be granted a unique "Enroth Identity," a digital avatar that represented their unique role in the game.
This "Enroth Identity" was more than just a name; it was a living, breathing entity that evolved with the player's actions. Each quest completed, each monster slain, each skill mastered contributed to the growth of their identity, unlocking new abilities and granting access to previously hidden content.
The mod would introduce a system of "shared resources," allowing players to pool their collective resources to create truly epic endeavors. Imagine, for instance, a group of players banding together to construct a colossal fortress, its walls shimmering with the combined efforts of dozens of skilled artisans. Or perhaps, a collective quest to slay a legendary dragon, the victory celebrated across the land, the spoils distributed amongst those who contributed to its downfall.
The possibilities were endless, limited only by the imagination of the players. The World of Enroth would become a living, breathing entity, shaped by the collective will of its inhabitants. No longer would the game be a static, unchanging experience; it would evolve and grow alongside its players, a testament to the power of decentralized...
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
Is there any plan adding public lobby like Diablo 2? While I don't have any friends playing M&M, I hope to play with other people without microphone. Is it possible? How about a small server which manages host list? All hosts post their session code to server, and all clients get session code list from server. This is just small idea.
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
I have some plans to do it myself with MAW mod.powermmms wrote: ↑13 Aug 2024, 02:21 Is there any plan adding public lobby like Diablo 2? While I don't have any friends playing M&M, I hope to play with other people without microphone. Is it possible? How about a small server which manages host list? All hosts post their session code to server, and all clients get session code list from server. This is just small idea.
Will have more news in a month or 2
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
Hello. I had spare time in august and did some tryouts on lobby server too. Share with me your vision of it, please. Sent you what i have via DM. Probably we can create it faster with combined efforts.
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
So, basically MAW makes the more like a modern ARPG.
I'll explain point by point to give a rough idea of what my vision is:
- No quick time passing ever, such as resting, traveling, training etc, times is the usual 2 seconds=1 min ingame...
- Each monster, once killed, has a respawn time
- Each of the player has its own world progression, so no shared quest (but chests have 5 duplicates of the quest items, and multiple quest items copies can't be brought out of the dungeon)
- Players have multiple inventory tabs (inventory tabs and sorting is already in MAW)
- Game is solo only (no full party), but experience isn't multiplied by 5. Main reason being that with a full party you are kinda too busy to pay attention to others. Can also add some extra skills to make it more interesting, specially for non casters (WOW like skills). It also adds replayability, as you might want to get each of the classes at max level.
- Monsters in each continent have around triple level and teleporters are in the main cities to swap continent easily, so that you need to progress all the continents at the same time (already as a MAW mode).
I'm already working on end game content, making it like PoE mapping (if not familiar, basically you find items that teleport you to a dungeon with modifiers and tiers).
If you haven't seen MAW yet can either read about it here: https://github.com/Malekitsu/Maw-Mod-MM ... /README.md
or here: https://mightandmagicmawmod.miraheze.org/wiki/Main_Page
This would effectively make it the 1st online ARPG with 1st person
I might have forgotten something, but ask anything.
For server maintenance I can cover the costs, no issue at all.
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
Hello, i am playing the mod now with 2 friends, and we have some "time travel" problems where sometimes people just randomly get weak and lose half their hp when entering a dungeon or Area. Oftentimes we fixed this by just all being in the same area for a bit which seems to restore the proper flow of time to all places , sometimes Tularean Forest was the 27th December and Harmondale 1st of december for example. But lately we started playing with MM8 and we know have this problem even more. I have a hunch it might be because we are loading different areas alot, because it first started happening in 7 when we had Town portal access and now in 8 we just die a lot. So someone is always in the dungeon and someone else dies and loads another area. It also seems to just affect 1-2 persons at a time but one is always fine, but the one that is fine switches sometimes. It makes playing trough the game really hard rn so i would be very happy if someone had a solution for that.
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
Hello. Unfortunately, I'm unable to inspect the issue at the moment. I can suggest you to try multiplayer version that is currently in development: https://gitlab.com/letr.rod/mmmerge/-/a ... -lobby.zip (unpack the archive into game folder, replacing existing files). All players will have to apply it. If it will affect the problem anyhow, tell me.
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
Hi,
We are three and have done a lot of tests but each time something goes wrong.
On many occasions, after having each created our two characters, one of the two hosts (I was the client) was not able to see the other host (is it due to his connection? He is always displayed in "relay" while the other is in green with "P2P". What does this "relay" mean please?).
Each time we recreated our characters to start a clean game (is it useful?) and sometimes it worked for the three of us but then, one of us crashed each time he wanted to enter the dungeon of the Emerald Isle.
We once managed to finish the island without too many crashes but the slab that you have to find for the quest was not present in the dungeon (have you ever had this problem? I tried to modify the file with the editor to give it to a character but the format is not the same as that of the original game saves) so we started again there too but without managing to finish the island because of the many crashes.
Could this be due to the fact that we each took two classes? The game seems quite difficult to us with only 3 classes. You need at least a cleric, a wizard and a thief for the experience to be quite enjoyable, right? But adding a knight seems appreciable too.
Thank you for this exceptional mod, we really can't wait to be able to play it!
Thank you for your help,
We are three and have done a lot of tests but each time something goes wrong.
On many occasions, after having each created our two characters, one of the two hosts (I was the client) was not able to see the other host (is it due to his connection? He is always displayed in "relay" while the other is in green with "P2P". What does this "relay" mean please?).
Each time we recreated our characters to start a clean game (is it useful?) and sometimes it worked for the three of us but then, one of us crashed each time he wanted to enter the dungeon of the Emerald Isle.
We once managed to finish the island without too many crashes but the slab that you have to find for the quest was not present in the dungeon (have you ever had this problem? I tried to modify the file with the editor to give it to a character but the format is not the same as that of the original game saves) so we started again there too but without managing to finish the island because of the many crashes.
Could this be due to the fact that we each took two classes? The game seems quite difficult to us with only 3 classes. You need at least a cleric, a wizard and a thief for the experience to be quite enjoyable, right? But adding a knight seems appreciable too.
Thank you for this exceptional mod, we really can't wait to be able to play it!
Thank you for your help,
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
Hello. "P2P" means client-to-client connection have been established, i.e. data from your game goes directly to user's machine. "Relay" means, game was not able to establish direct connection, thus it has to "relay" it's data, i.e. send to dedicated server, which will resend it to the client. Direct connection can be unavailable due to various reasons, mainly dependent on internet provider, and their service configuration. From the game's perspective, I cannot workaround it, unfortunately.Benpat wrote: ↑01 Oct 2024, 22:51 We are three and have done a lot of tests but each time something goes wrong.
On many occasions, after having each created our two characters, one of the two hosts (I was the client) was not able to see the other host (is it due to his connection? He is always displayed in "relay" while the other is in green with "P2P". What does this "relay" mean please?).
Relay is a backup option, it has one major downside: effectivenes depends on user's location, if you're to far, ping can be too high.
Please, send me "ErrorLog.txt" from game folder of player, who encountered crashes.
Considering your problem, try these options:
1. Create LAN emulation using Hamachi or any similar application and use LAN option in the game.
2. If you encounter crashes, try to switch to software rendering mode or use dgVoodoo.
Every player allowed to have any amount of characters in his party, it should not affect gameplay. Only first player will be used for representation (portrait, name and class).
You don't need to start game from the scratch after crash, crashed player should be able to just join back ("Connection listeneing" should be "On" on host machine), also host can safely save and load game.
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
Hello, thanks for all the info. We were planning to try with Hamachi on Friday night so I'll save the ErrorLog.txt if it happens again.
Indeed, one of us has a bad connection so that might help !
Thank you,
Indeed, one of us has a bad connection so that might help !
Thank you,
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
Helloo!
Me and a friend were trying to make multiplayer work for 3 days.
It almost works - like host can see the client player, but can't interact; the client can't see the host in-game.
When connecting to host, host gets this error:
I tried tweaking the code with my limited lua and networking knowledge, but no luck.
Using Multiplayer mod version 30.09.2024/1
Pasting of session codes into client list as host also bugs out.
Me and a friend were trying to make multiplayer work for 3 days.
It almost works - like host can see the client player, but can't interact; the client can't see the host in-game.
When connecting to host, host gets this error:
...y of the Destroyer\Scripts\Modules\Multiplayer\Utils.lua:414: attempt to index global 'r8' (a nil value)
stack traceback:
...y of the Destroyer\Scripts\Modules\Multiplayer\Utils.lua: in function 'item_to_bin'
...y of the Destroyer\Scripts\Modules\Multiplayer\Utils.lua:403: in function 'item_to_bin'
...y of the Destroyer\Scripts\Modules\Multiplayer\Utils.lua:403: in function 'item_to_bin'
...y of the Destroyer\Scripts\Modules\Multiplayer\Utils.lua:403: in function 'item_to_bin'
...y of the Destroyer\Scripts\Modules\Multiplayer\Utils.lua:403: in function 'item_to_bin'
...y of the Destroyer\Scripts\Modules\Multiplayer\Utils.lua:403: in function 'bulb'
...Destroyer\Scripts\Modules\Multiplayer\Network/Binary.lua:120: in function 'prep_response'
...stroyer\Scripts\Modules\Multiplayer\Network/Receiver.lua:82: in function 'send_response'
...stroyer\Scripts\Modules\Multiplayer\Network/Receiver.lua:133: in function 'packets_handler'
...stroyer\Scripts\Modules\Multiplayer\Network/Receiver.lua:268: in function 'message_handler'
...troyer\Scripts\Modules\Multiplayer\Network/Connector.lua:286: in function 'handle'
...troyer\Scripts\Modules\Multiplayer\Network/Connector.lua:139: in function 'receiveall'
...of the Destroyer\Scripts\Modules\Multiplayer\Packets.lua:517: in function 'network_cycle'
...of the Destroyer\Scripts\Modules\Multiplayer\Packets.lua:527: in function 'v'
... VIII - Day of the Destroyer\Scripts/Core/EventsList.lua:101: in function <... VIII - Day of the Destroyer\Scripts/Core/EventsList.lua:96>
arguments of 'item_to_bin':
(*temporary) = nan
local variables of 'item_to_bin':
(*temporary) = nil
(*temporary) = 112500992
(*temporary) = nil
(*temporary) = 7
(*temporary) = 4294967295
(*temporary) = "attempt to index global 'r8' (a nil value)"
upvalues of 'item_to_bin':
conv_buff = 112500992
mstr = (function: 0x03b91e58)
I tried tweaking the code with my limited lua and networking knowledge, but no luck.
Using Multiplayer mod version 30.09.2024/1
Pasting of session codes into client list as host also bugs out.
...estroyer\Scripts\Modules\Multiplayer\UI/ClientsTable.lua:59: attempt to call global 'GetClipboardData' (a nil value)
stack traceback:
...estroyer\Scripts\Modules\Multiplayer\UI/ClientsTable.lua:59: in function 'f'
...the Destroyer\Scripts\Modules\Multiplayer\UI/UtilsUI.lua:814: in function 'Act'
...the Destroyer\Scripts\Structs\After\InterfaceManager.lua:867: in function 'ProcessTexts'
...the Destroyer\Scripts\Structs\After\InterfaceManager.lua:999: in function 'f'
...Magic VIII - Day of the Destroyer\Scripts/Core/RSMem.lua in function <...Magic VIII - Day of the Destroyer\Scripts/Core/RSMem.lua:2023>
: in function 'pcall'
...agic VIII - Day of the Destroyer\Scripts/Core/Common.lua:203: in function 'pcall2'
...Magic VIII - Day of the Destroyer\Scripts/Core/RSMem.lua:1779: in function <...Magic VIII - Day of the Destroyer\Scripts/Core/RSMem.lua:1776>
arguments of 'f':
data = (table: 0x2671f968)
local variables of 'f':
(*temporary) = nil
(*temporary) = 32768
(*temporary) = 1
(*temporary) = "attempt to call global 'GetClipboardData' (a nil value)"
upvalues of 'f':
clients_table = (table: 0x2671f610)[/quote]
Tried applying mods in different orders. Tried older mod versions. LAN over hamachi, internet, lobby.
Best I can do right now in terms of info.
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
Hello. This version is not released yet. Please, use Latest 14.01.2024/4 or Stable 23.07.2023/18
Do you use multiplayer with base merge or with MAW?
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
Thanks for clarifying! We'll try again with those.
Base merge (05.11.2023) with MAW (sorry, can't find the version info on that one).
Base merge (05.11.2023) with MAW (sorry, can't find the version info on that one).
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
Hello Rodril
We played with Hamachi and we had no synchronization problems between players, thank you very much!
We had however a crash that was triggered about 1 time out of 2 for one of the players when we tried to enter a dungeon. Here is the error code below:
We played with Hamachi and we had no synchronization problems between players, thank you very much!
We had however a crash that was triggered about 1 time out of 2 for one of the players when we tried to enter a dungeon. Here is the error code below:
...Modules\Multiplayer\Synchronization/Players/Position.lua:11: array index (65) out of bounds [0, 10]
stack traceback:
: in function 'error'
...ght and magic 8\Might and Magic 8\Scripts/Core/RSMem.lua:1366: in function 'check'
...ght and magic 8\Might and Magic 8\Scripts/Core/RSMem.lua:1113: in function 'index'
...ght and magic 8\Might and Magic 8\Scripts/Core/RSMem.lua:840: in function 'newindex'
...Modules\Multiplayer\Synchronization/Players/Position.lua:11: in function 'Animate'
...Modules\Multiplayer\Synchronization/Players/Position.lua:27: in function 'v'
...nd magic 8\Might and Magic 8\Scripts/Core/EventsList.lua:101: in function <...nd magic 8\Might and Magic 8\Scripts/Core/EventsList.lua:96>
arguments of 'newindex':
o = 154
obj = (table: 0x35538508)
_ = "Z"
val = 6
local variables of 'newindex':
(temporary) = (table: 0x03cc1ec0)
(temporary) = 1957054368
(*temporary) = 2.3557932570594e-290
upvalues of '__newindex':
arr = (table: 0x03cc1ec0)[/quote]
On the other hand, we searched the body in the white cliffs for the quest of the game arcomage but there was nothing on it so we can not validate the quest, do you know why and if we can work around the problem please?
Thank you
Re: Multiplayer for MMMerge [beta 14.01.2024/4]
I've added quickfix to 14.01.2024/4 version, reapply it, please.Benpat wrote: ↑06 Oct 2024, 22:06 We had however a crash that was triggered about 1 time out of 2 for one of the players when we tried to enter a dungeon. Here is the error code below:
Code: Select all
...Modules\Multiplayer\Synchronization/Players/Position.lua:11: array index (65) out of bounds [0, 10]
Probably this is objects synchronization issue from 14.01 version: pre-placed items disappear on map load sometimes. I hope it will be fixed in next version. For now you can add arcomage deck through debug console: press ctrl+F1 to open, enter code:
Code: Select all
Mouse.Item.Numer = 1453
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