Back to the Vavoom Forum Archives


Forum

[Closed] I have some issues

Fri, 30 Apr 2004 13:29:42

quattj

Let's see, how shall I organize this?<br><br>(1)<br>Trying to play Heretic across the ocean.  I am in the US, using Win98, my brother is in Taiwan, using XP.  I can not connect to his game (but this may be because he is running through a broadband redirection server or some such nonsense).<br><br>So I start a server on my machine.  When he tries to connect, in my console it says "Bad read" for his connection, and for him it gives a segmentation violation.  We are loading a custom level at the time, though I can connect from my other computer with almost no problem (Got a couple of "duplicate acks" when I connected to it)<br><br>At some point, I will get the exact error, but as we are 12 hours apart, it's hard to be able to play at the same time  ;D<br><br>(2) <br>When I did connect from my other computer, I couldn't use my local network name or address.  Ages ago, with Vavoom 1.12 (I think that's the last time I played a multiplayer with vavoom  :o ) I could use either 192.168.0.1 or "MONKEYHEAD" to connect to the game, but now the only way it'll let me is by entering the actual internet IP of the server computer. (Two computers with Win98 and Internet Connection Sharing/local Windows network, connecting from the computer not directly hooked to the cable modem )<br><br>(3)<br>The vavoom server in the latest release is still v1.15.1, and not 1.15.2... though I still haven't figured out how to use it properly yet  anyway <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --><br><br>(4)<br>And finally, the vlaunch seems to have problems with XP, or at least with XP in Taiwan.  On several different computers, the only way my brother can run vavoom is either by making a shortcut and adding the command line stuff to it, or running vlaunch, and then killing vlaunch with ctrl-alt-delete after he clicks "run", at  which point the game will start...<br><br>Any thoughts or comments?  :-*
Fri, 30 Apr 2004 14:07:27

quattj

Oh... do you think there might be some way you could make vavoom less suceptable to dying if you use alt-tab to switch out of it?  Sometimes I forget until it's too late that I shouldn't do that... We like keeping you busy, Janis  ;D
Fri, 30 Apr 2004 17:02:28

Janis Legzdinsh

1) The networking code is almost 100% from Quake. Can you get Quake to work?<br><br>2) Can you try it now with that older version of Vavoom to see if it works there and not in current version.<br><br>3) You mean dedicated server - maybe, but since there were no serious changes in engine in server part, it should work.<br><br>4) Strange, it works fine in Win2k and should work also in XP. I can't test it on XP myself.<br><br>Alt-tabing was a problem in first versions, but later it was fixed and was working fine.
Sat, 01 May 2004 06:25:06

quattj

Alt-tabing was a problem in first versions, but later it was fixed and was working fine.
<br><br>I still get problems with it.  It will usually give either an "V_Update: Failed to lock screen  Stack Trace: VSoftwareDrawer::Update <- SCR_Update <- Host_Frame" in software mode or... hmmm, seems to work fine in OpenGL.<br>So I guess mainly in software mode.<br><br>I will try with the older version again to check the network joining.<br><br>I can also try on a computer I have with XP to see how vlaunch behaves.
Sat, 01 May 2004 06:52:35

quattj

2) Can you try it now with that older version of Vavoom to see if it works there and not in current version.
<br>Hmmm, interesting... I guess I just never ran this computer as the server...  from the computer directly connected to the internet, I can join using the name of the other computer, but from the other computer, I have to use the internet assigned ip address.  It does the same in both version... old and new...<br><br>so [INTERNET] -- [MONKEYHEAD] -- [PICKLESQUEEZE]<br><br>From MonkeyHead, I can join using "PickleSqueeze" for the server to join, and it is also found if I click "Search for games"<br><br>From PickleSqueeze, the only way I can join is by entering the actual IP address of MonkeyHead, and it is not found in the "Search for games" option...<br><br>
4) Strange, it works fine in Win2k and should work also in XP. I can't test it on XP myself.
<br><br>I tried it on my computer with XP.  It seems to work OK.  I'll have to have my brother test it some more.  Maybe it's something to do with the way the Chinese version of XP is set up...  I'll let you know how it goes.   <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --><br><br>
1) The networking code is almost 100% from Quake. Can you get Quake to work?
<br><br>We'll give it a shot... when I can get him online at the same time as me  ;D
Sat, 01 May 2004 14:07:18

quattj

3) You mean dedicated server - maybe, but since there were no serious changes in engine in server part, it should work.
<br>I tried using it between my computers.  Every time, it pops up this error:<br>host_error: cl_readfromserver: lost server connection<br>sending clc_disconnect<br><br>I tried again using 1.15.2 as the server (non-dedicated) and it ran fine.<br><br>As for the other connection problem, we are also trying to play with my friend who is in Florida.  As he is in the same time zone, it is a bit easier to try  :)<br><br>I tried running the server so he could join, but every time he tried connecting, his computer would freeze, but on mine in the console it would show he connected.<br><br>So I had him be the server, and I was able to connect, but it ran absolutely horrible.  He could move around fine, but everything I did was delayed by almost two minutes.  I got these errors in my console:<br><br>cl_writetoserver: can't send<br>dropped 72 datagram(s)<br>duplicate ack received<br>failed to create sound buffer<br>an invalid parameter was passed to the returning function<br><br>I will have to send Quake to both of them so we can test it.  I have played Quake online many many times before and never had any problems.  I'll see how it goes with my brother and our friend.  ???
Mon, 03 May 2004 06:10:18

quattj

I will have to send Quake to both of them so we can test it.  I have played Quake online many many times before and never had any problems.
<br>Does it matter what version of Quake we use?  Normally I use glQuake, and never have problems with it.  But I don't know if they changed the drivers for it from the original quake.  I just tried the original and it runs fine as well.  Both connecting to quake.shmack.net or whatever the server is.  Anyway, like I said, I'll get it to my brother and our friend so we can test.
Mon, 03 May 2004 17:15:20

Janis Legzdinsh

Interesting results.<br><br>As of Quake, the code is from source of the latest version. And it uses tha same code for glQuake. Note that it's original Qkake, not QuakeWorld.<br><br>Maybe I should look at the QuakeWorld and Quake2 networking code to see how it's been changed.
Tue, 04 May 2004 11:06:09

quattj

OK, so definitive results now:<br><br>I had my brother (in Taiwan, Chinese XP) test it out some more.  No matter what, vlaunch locks up, and the game does not start until he kills it.  But, as I said, on my American XP, it works.<br><br>I tested Quake (version 1.06) with my friend in Florida.  We used just plain old Quake, with the -mpath option to load the tcp/ip drivers. It worked no problem (though in single player, quake runs wayyy too fast on this computer  ;D )  He could join my server just fine.  As an additional note, I tested glQuake yesterday, and noticed today that in the multiplayer part, where it shows my IP address in original Quake, in glQuake it said "in_addr_ANY" or something like that.<br>After verifying that Quake ran fine, we tried Vavoom again, and his computer locked up again, and it said "bad read" in my server.<br><br>So methinks something in vavoom needs tweaking  :-/<br><br>
Maybe I should look at the QuakeWorld and Quake2 networking code to see how it's been changed.
<br>Well, you can, but regular Quake network does work fine for me...<br>
Tue, 04 May 2004 18:33:17

Janis Legzdinsh

Actually I'm planing to rewrite all networking stuff to Unreal-like networking architecture, which will also solve some other isues.

Back to the Vavoom Forum Archives