panzermartin Posted September 26, 2007 Share Posted September 26, 2007 Once more I bring this back because I cant figure what's going on with either my PC/connection or CMSF net code. The last time I joined a game I had a 180ms ping to the host and it took minutes for my units to carry out simple orders like move or target. It was a medium sized scenario. I have a DSL connection but no matter who is the host I always have huge lag problems. Anyone with better experiences? 0 Quote Link to comment Share on other sites More sharing options...
Wodka Posted September 27, 2007 Share Posted September 27, 2007 I also had serious lags... . I still can`t understand why there is no option to play WEGO at TCP/IP, that would solve all problems. 0 Quote Link to comment Share on other sites More sharing options...
thelmia Posted September 27, 2007 Share Posted September 27, 2007 OK, here's how you fix this: 1. The host MUST wait for the guest to finish setting up before hitting the ready button. 2. The host should take at least a minute before hitting the ready button to let the two sides sync up. 3. I have a crash bug when the guest targets artillery in setup, so I don't do it. This is a bug, I've spammed the tech forum with it, but I have worked around it with the above steps. 0 Quote Link to comment Share on other sites More sharing options...
Zemke Posted September 27, 2007 Share Posted September 27, 2007 The fix would be to have WEGO using TCIP, that is the fix and more realistic too. 0 Quote Link to comment Share on other sites More sharing options...
panzermartin Posted September 27, 2007 Author Share Posted September 27, 2007 Originally posted by thelmia: OK, here's how you fix this: 1. The host MUST wait for the guest to finish setting up before hitting the ready button. 2. The host should take at least a minute before hitting the ready button to let the two sides sync up. 3. I have a crash bug when the guest targets artillery in setup, so I don't do it. This is a bug, I've spammed the tech forum with it, but I have worked around it with the above steps. Thanks for the help but I'm pretty sure I tried that already. Clicked ready really quick as guest and it was above a minute before the host was ready. Same results I think BFC said there is no problem with their multiplayer testing but seems like people still cant play smoothly. Unfortunately for some of us, head to head is the only way to really enjoy the game. [ September 27, 2007, 05:26 AM: Message edited by: Ali-Baba ] 0 Quote Link to comment Share on other sites More sharing options...
JSB Posted September 27, 2007 Share Posted September 27, 2007 I tried these tips in a very small scenario (Al Huqf) and was then able to play without any problem, and I found it really fun! There is still something weird happening when dismounting units during the setup phase (a part of the unit being stucked in the vehicle, the other floating without any goal like zombies). I haven't tried to play large scenarios yet, so I can't tell if it always works. 0 Quote Link to comment Share on other sites More sharing options...
panzermartin Posted September 27, 2007 Author Share Posted September 27, 2007 Al Huqf is the only battle I have played almost flawlessly so far. All the others, besides the passenger bugs etc, were like WEGO in RealTime only you had to wait more than one minute to see the ordered unit responding. 0 Quote Link to comment Share on other sites More sharing options...
thelmia Posted September 30, 2007 Share Posted September 30, 2007 Have the guest take their time before hitting ready? I think it's a sync issue, and just taking a long time in setup may help. Map size seems to be the biggest variable. On big maps, wait longer. I've even seen people 'catch up' and orders losing their delay. This is a problem for a lot of people. It's a pity that it's not been mentioned very often. 0 Quote Link to comment Share on other sites More sharing options...
JSB Posted September 30, 2007 Share Posted September 30, 2007 Originally posted by thelmia: This is a problem for a lot of people. It's a pity that it's not been mentioned very often. I totally agree. 0 Quote Link to comment Share on other sites More sharing options...
redbear Posted September 30, 2007 Share Posted September 30, 2007 but there is a bug in there have to be fixed 0 Quote Link to comment Share on other sites More sharing options...
thewood Posted September 30, 2007 Share Posted September 30, 2007 Originally posted by Wodka: I also had serious lags... . I still can`t understand why there is no option to play WEGO at TCP/IP, that would solve all problems. Its probably a sign of how many people are playing RT TCP right now. 0 Quote Link to comment Share on other sites More sharing options...
aka_tom_w Posted October 1, 2007 Share Posted October 1, 2007 v1.04 comes out monday, (that's not news now) If that patch does not improve the TCP situation, bump this thread and request extensive beta testing of v1.05 in TCP. Just a suggestion. 0 Quote Link to comment Share on other sites More sharing options...
panzermartin Posted October 1, 2007 Author Share Posted October 1, 2007 There was no mentioning of TCP testing for any of the patches. I doubt 1.04 will be different. Guess TCPers are a minority. But how long can you play with the AI?? Its only purpose is to train for the real thing, vs a human opponent. I refuse to play PBEM now that CMSF is RT. Hope they make it work sooner or later 0 Quote Link to comment Share on other sites More sharing options...
z1812 Posted October 1, 2007 Share Posted October 1, 2007 Hi All, I am having a great time with online play. I try to play smaller scenarios with fewer units and a short time limit. Seems to work for me. The game is very, very good. RegardsJohn 0 Quote Link to comment Share on other sites More sharing options...
skelley Posted October 1, 2007 Share Posted October 1, 2007 With RT only in TCIP you can only play small battles. Not having wego in TCIP was a huge mistake on the part of BFC. I hope for the WWII version they bring it back. 0 Quote Link to comment Share on other sites More sharing options...
JSB Posted October 1, 2007 Share Posted October 1, 2007 Considering the size of pbem files, WEGO in TCP/IP would not be very different from pbem. (How many time to upload a 10 Mo or more file?). That is something curious: it seems that the amount of data exchanged in RT is less considerable...(but I may be absolutely WRONG) If that patch does not improve the TCP situation, bump this thread and request extensive beta testing of v1.05 in TCP. Sure we'll do it! 0 Quote Link to comment Share on other sites More sharing options...
KNac Posted October 1, 2007 Share Posted October 1, 2007 No, the amount of data is the same but is shared as it goes contrary to WeGo, when you must transfer a minute worth of data instantatlly. Considering you have a broadband connection it's not a big problem to tranfer that data, the game must be unplayable on analogic modem though. 0 Quote Link to comment Share on other sites More sharing options...
Wodka Posted October 1, 2007 Share Posted October 1, 2007 Originally posted by JSB: Considering the size of pbem files, WEGO in TCP/IP would not be very different from pbem. (How many time to upload a 10 Mo or more file?). That is something curious: it seems that the amount of data exchanged in RT is less considerable...(but I may be absolutely WRONG) </font><blockquote>quote:</font><hr /> If that patch does not improve the TCP situation, bump this thread and request extensive beta testing of v1.05 in TCP. Sure we'll do it! </font> 0 Quote Link to comment Share on other sites More sharing options...
KNac Posted October 1, 2007 Share Posted October 1, 2007 some kind of auto-pause w/ RT has been suggested allready, but that's not the same as WeGo. Personally I'm fine with pausable RT youc an pretty much replicate WeGo that way. let's hope soemthing is done for 1.05 in that department. 0 Quote Link to comment Share on other sites More sharing options...
JSB Posted October 1, 2007 Share Posted October 1, 2007 But uploading 10 Mo of data (for example), corresponding to 1 minute of game, takes much more than one minute with my 512 kb/s connection. It would theorically make RT impossible. Perhaps all the calculations don't need to be transmitted, but are done simultaneously on both computers... I can`t understand why people allways compare TCP/IP and PBEM. It`s totally different. Nobody plays a PBEM Game in 2-3 hours, that´s just not practical. If there is no WEGO for TCP/IP the only real option to play this game in multiplayer is to have a PBEM Game over weeks and months, and I did that in the past for CMBO and CMBB, that´s not fun. Waiting hours (or days) for the next e-mail is not fun, but waiting minutes for the next video won't be funny either (for me at least). [ October 01, 2007, 03:41 AM: Message edited by: JSB ] 0 Quote Link to comment Share on other sites More sharing options...
Wodka Posted October 1, 2007 Share Posted October 1, 2007 Originally posted by KNac: some kind of auto-pause w/ RT has been suggested allready, but that's not the same as WeGo. Personally I'm fine with pausable RT youc an pretty much replicate WeGo that way. let's hope soemthing is done for 1.05 in that department. Something like that would be ok. 0 Quote Link to comment Share on other sites More sharing options...
Pandur Posted October 1, 2007 Share Posted October 1, 2007 no, i never played multiplayer so far and i cant see me having fun in multiplayer without tcpip wego with replay. this part of the game is ulimatively screwed for me. 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.