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Old 01-17-2015   #41
gregory_house
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Windows 8.1, on any locale, SRB2 2.1.14 but it's been an issue since the 2.0 times, only decided to post about it now because it's becoming more and more common over time.

Downloading game files from servers is quite troublesome.
Sometimes downloads freeze, other times they don't even start and instead try downloading srb2.srb, other times again they are interrupted abruptly by an error message, and we all know that happens...


There's a rare chance though that something far more annoying (especially if the file itself is large) might happen, and I don't know if it's been documented before on the forums: the download actually reaches and continues PAST the filesize, even showing absurdities like 678K/144K @ 472KB/s (while the effective download speed never gets close to 50, go figure over 400) and then just freezes just like any other download.
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Old 01-17-2015   #42
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Quote:
Originally Posted by gregory_house View Post
Downloading game files from servers is quite troublesome.
Sometimes downloads freeze, other times they don't even start and instead try downloading srb2.srb, other times again they are interrupted abruptly by an error message, and we all know that happens...
Agreed. It's stupid when the people that host servers don't post their WADs somewhere where you can DL them in a split second since some of the WADs they host wouldn't be accepted on the forums. Back in the 2.0 days I had to go onto this really insecure and somewhat dangerous site to grab WADs I would be missing.

There should be a feature that lets you refresh and/or restart a download in progress since if it stops downloading for any reason, it will not resume. And going back to the title and finding the server with the files I have to download all just to try again at downloading is a pain.
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Old 02-17-2015   #43
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Random crash when hosting online. Error upon crash says "SOCK_Send, error sending to node1 (ip redacted) #10054: Unknown error" I'd post the errorlog, but...it didn't seem to generate anything. Also might be worth noting that it used the first node in use each time, whether that be node 1 or 2.

Last edited by Yacker; 02-17-2015 at 05:58 PM.
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Old 02-20-2015   #44
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Half of my messages don't go through, so I have to talk via the console. Player names don't show when they leave the game, it just shows "%s has left the game".
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Old 10-04-2015   #45
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Originally Posted by Duon the Adventurer View Post
Okay, most people on the IRC have seen me rage and complain about this, and it's time this gets sent to its place.

Resynch is supposed to pause the game and synch in the state that the player out-of-synch is not in. Most joining players hate waiting forever, or for synch to fail them, and leave to rejoin again. However, when resynch starts to occur, and the person leaves as resynch is going on, The server freezes. Apparently, this is synch's fault, as the server tries to synch in A STATE THAT DOESN'T EXIST. This result is all the more bullshit, due to the server's frozen state of synch, trying to shut down the server by returning to the title screen crashes the game. A popup message during the crash says: "Tried to transmit to another node" and closes the game. This is a serious problem I wish i could find a solution to, but it's so unavoidable, because the 2.1 feature to make c-fails a living thing of the past, has created 100 more problems for SRB2 Players everywhere. If anything about this netcode should be fixed, it's this fucking problem.
The bad netcode will be a living thing in the past once I have found a solution. The netcode is trying to make sure everything is in synch which is not really a good idea to code. I'm deciding to investigate the netcode so I can fix it.
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Old 10-04-2015   #46
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Quote:
Originally Posted by choalover View Post
The netcode is trying to make sure everything is in synch which is not really a good idea to code.
I think you're missing the entire point of netplay.

The resyncing code has issues, but unfortunately I think the only way to fix it properly would be a total netcode rewrite. There have been multiple starts to something of that nature, but unfortunately it's a monstrously difficult task. One that I really don't think you're up to, if I'm going to be honest, considering what I've seen of your attempts at "fixing" the Master Server.

That said, the game could at least handle dropped packets better. Right now it feels like the netcode relies way too heavily on packets arriving consistently and in a specific order, which... doesn't really happen with UDP.
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Old 10-04-2015   #47
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Quote:
Originally Posted by RedEnchilada View Post
I think you're missing the entire point of netplay.

The resyncing code has issues, but unfortunately I think the only way to fix it properly would be a total netcode rewrite. There have been multiple starts to something of that nature, but unfortunately it's a monstrously difficult task. One that I really don't think you're up to, if I'm going to be honest, considering what I've seen of your attempts at "fixing" the Master Server.

That said, the game could at least handle dropped packets better. Right now it feels like the netcode relies way too heavily on packets arriving consistently and in a specific order, which... doesn't really happen with UDP.
Honestly, I don't have any experience with coding netgames. I do know the basics for coding in C, however. I need to just stop messing with the netcode on SRB2 until I get enough experience.
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Old 10-05-2015   #48
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The sync code is there to prevent players from having different game states than the server. the problem is, if the game continues producing the same error repeatedly or the sync system doesn't resolve said issue, it gives up and kicks said player. The times where the sync system works, is when network data was lost somewhere in transit or malformed, and then the server spends a brief moment to send them the correct state, and the game continues. You can create a sync error manually through Lua scripting, as well.

(It still would be nice to see some form of client-side network code for game modes like Race, Competition, or Coop. That's asking for a lot, though... The reason for asking this, is because game-types like Race and Coop are not directly player-interactive.)

While this is fixable, if you want to remake the network coding from ground zero, go for it. I might start playing again should it run smoothly.
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Old 10-22-2015   #49
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The game appears to fail to synch when the following happens:

- A shot happens that's so precise and close to the mark, that the server and client believe different things, resulting in synch (Often happens with lag)

- A player joins, but another client doesn't recognize the join.

- Same as above, but when a player exits.

- Lua inconsistencies.
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Old 01-27-2016   #50
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Synch failure for Player xx (player), expected XXXXX ,got XXXXX .
Attached Thumbnails
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Size:	169.7 KB
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Old 01-27-2016   #51
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That's just the usual synch data that submits to the server host when you use BLAMECFAIL, its useful to tell who's synching out in netgames.
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Old 01-27-2016   #52
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So, there's no hope for a fix ?
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Old 01-27-2016   #53
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That's what the command does... You can turn it off by simply putting "BLAMECFAIL off" in the console. If you want synch fixed, rewrite the netcode for the SRB2 devs.
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Old 05-31-2016   #54
Chaotic Chao 3
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I'm not sure if it's my connection or other people trying to connect to me because whenever someone joins my game, they immediately leave and says (Connection Timed Out); after a few times, I just decided to join a server called "ToBeFree's 24/7 dedicated VPS" Server...then the game crashed. I'll just show the entire thing.

Player Joining Fails

Game crash when joining

Idle Player & Save Data Corruption
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Old 05-31-2016   #55
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Could you provide logs for the crashes you got?
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Old 05-31-2016   #56
Chaotic Chao 3
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The entire crash report

Spoiler: Error Log
SRB2 v2.1.15 -ERROR LOG-


srb2win caused an Access Violation in module srb2win.exe at 001b:00517ba1.
Exception handler called in main thread.
Error occurred at 5/30/2016 15:31:02.
D:\Srb2\srb2win.exe, run by chaot.
4 processor(s), type 586 6.14088.
Program Memory from 0x00010000 to 0x7FFEFFFF
1987 MBytes physical memory.
Read from location 00000064 caused an access violation.

Registers:
EAX=00000000 CS=001b EIP=00517ba1 EFLGS=00010246
EBX=001e002e SS=0023 ESP=01aefc10 EBP=01aefde8
ECX=4b4d8e83 DS=0023 ESI=001e0008 FS=003b
EDX=00000000 ES=0023 EDI=00000001 GS=0000
Command Line parameters: Bytes at CS : EIP:
8b ?? 40 ?? 64 ?? 25 ?? 00 ?? 10 ?? 20 ?? 00 ?? 85 ?? c0 ?? 74 ?? 07 ?? b8 ?? 01 ?? 00 ?? 00 ??
Stack dump:
01aefc10: 00000428 00000000 00002733 01aefbc8 051d53c8 00000000 74263ad0 f6c2ada4
01aefc30: fffffffe 742632bc 77867407 0000050c 01aefc70 00000001 01aefc78 01aefc9c
01aefc50: 01aefcb4 01aefcb0 00000000 01aefc88 77869998 00002733 00000001 77867436
01aefc70: 000005aa 0796d8cc 74263ad0 05214640 00002733 4ae3720b 01aefce8 0054e819
01aefc90: 0000050c 0796d8cc 000005aa 00000000 01aefcb4 01aefcb0 00000000 00000000
01aefcb0: 0000001c 01aefcd0 00000001 77864e87 00000014 0796d8cc 00000014 05214640
01aefcd0: ffffffff 4ae3725b 00000001 0054f041 0000050c 001e002e 01aefd08 00411111
01aefcf0: 00000001 001e0008 00000001 00000044 a475c540 001e002e 01aefdb8 0040daac
01aefd10: 83e0cfbe 00000044 0013de41 00000000 bcef399a 00000017 01aefd58 000372d0
01aefd30: 00000001 00000001 0179e460 000372d5 001e0008 00000001 01aefd88 00410026
01aefd50: 001e002e 001e0008 01aefd88 0040dd50 00000001 00000000 00000000 0000000c
01aefd70: 00728864 0074d540 00000000 001e002e 001e0008 00000001 01aefdb8 0040eba1
01aefd90: 00000001 00000000 00000000 00000000 000372d0 0000003e 00000001 001e002e
01aefdb0: 001e0008 00000001 01aefde8 0040e5ee bcef3785 00000017 00000000 000372d0
01aefdd0: 00000000 00000000 00000000 00000000 001e0008 001e002e 01aefe28 004032ea
01aefdf0: 01797240 0179e460 00000000 00000000 035a8e78 00000000 01aefe34 00000000
01aefe10: 000372d0 000372cf 00000001 000372d0 001e0008 00000001 01aefe58 00401870
01aefe30: 006cf0e6 006cf0b4 000e13d4 6c76bc88 6c82a67c 6c8161c0 77220ba0 00000000
01aefe50: 000910c0 00000014 001e002e 005b5cef 00000001 001e0008 000e13d4 00000002
01aefe70: 001e0008 00000001 001e0018 00000001 000910c0 00000014 01aefea8 005de8fd
01aefe90: 00400000 00000000 000e1ec6 00000001 005b4b20 01aefec0 01aeff80 004013e2
01aefeb0: 000910d0 00000014 00000001 004013e2 00000001 000910c0 00091318 01aefef4
01aefed0: 77b09219 b9b068fe 0188f2d5 b81e964e cccccccc cccccccc cccccccc cccccccc
01aefef0: cccccccc cccccccc cccccccc cccccccc 005b573d 00000000 00000000 00000008
01aeff10: 00000001 000910c0 0000189c 0448278a 0000189c 00000044 000ef248 000ebe90
01aeff30: 000f0360 00000000 00000000 00000000 00000000 00000000 00000000 00000000
01aeff50: 00000401 00000001 00000000 00000000 00010001 00000000 01890670 01890670
01aeff70: 01aeff94 00307000 01890670 01890670 01aeff94 772095f4 00307000 772095d0
01aeff90: 58f94910 01aeffdc 77af241a 00307000 b81e9722 00000000 00000000 00307000
01aeffb0: c0000005 749d52f0 00000000 01aef7cc b81e9722 01aeffa0 01aef7cc 01aeffe4
01aeffd0: 77b67220 ce0c432e 00000000 01aeffec 77af23e9 ffffffff 77b73a14 00000000
01aefff0: 00000000 01890670 00307000 00000000
Exception encountered during stack dump.

Module list: names, addresses, sizes, time stamps and file times:
C:\WINDOWS\SYSTEM32\WINMMBASE.dll, loaded at 0x000b0000 - 132744 bytes - 5632d6d0 - file date is 10/30/2015 00:44:54
D:\Srb2\srb2win.exe, loaded at 0x00400000 - 1869288 bytes - 00000001 - file date is 5/19/2016 01:05:48
C:\WINDOWS\system32\Ninput.dll, loaded at 0x01d00000 - 296448 bytes - 5632d60b - file date is 10/30/2015 00:44:48
C:\WINDOWS\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.10586.0_none_d3c2e4e 965da4528\comctl32.DLL, loaded at 0x01f00000 - 2142048 bytes - 5632d2bf - file date is 10/30/2015 00:45:06
D:\Srb2\libFLAC-8.dll, loaded at 0x05c50000 - 367104 bytes - 52067b0b - file date is 8/10/2013 12:40:28
C:\WINDOWS\SYSTEM32\AUDIOSES.DLL, loaded at 0x05cc0000 - 405568 bytes - 56cc0bcc - file date is 2/23/2016 04:37:38
C:\WINDOWS\SYSTEM32\igdumdim32.dll, loaded at 0x0fb80000 - 10574992 bytes - 55d1ff2e - file date is 4/24/2016 19:11:24
C:\WINDOWS\SYSTEM32\D3D9.DLL, loaded at 0x5a1d0000 - 1865584 bytes - 5632d2b6 - file date is 10/30/2015 00:45:10
C:\WINDOWS\SYSTEM32\midimap.dll, loaded at 0x5ef80000 - 18944 bytes - 5632d779 - file date is 10/30/2015 00:44:54
C:\WINDOWS\SYSTEM32\MSACM32.dll, loaded at 0x5ef90000 - 90912 bytes - 5632d73f - file date is 10/30/2015 00:44:54
C:\WINDOWS\SYSTEM32\msacm32.drv, loaded at 0x5efb0000 - 24064 bytes - 5632d7f7 - file date is 10/30/2015 00:44:54
C:\WINDOWS\SYSTEM32\wdmaud.drv, loaded at 0x5f850000 - 205824 bytes - 5632d662 - file date is 10/30/2015 00:44:54
D:\Srb2\exchndl.dll, loaded at 0x603c0000 - 392704 bytes - 41486e57 - file date is 3/15/2014 12:06:10
D:\Srb2\libintl-8.dll, loaded at 0x61cc0000 - 347910 bytes - 4d4a9e38 - file date is 3/15/2014 12:06:18
C:\WINDOWS\SYSTEM32\ksuser.dll, loaded at 0x65090000 - 19648 bytes - 5632d8ba - file date is 10/30/2015 00:44:54
D:\Srb2\smpeg2.dll, loaded at 0x66240000 - 301568 bytes - 52067b0b - file date is 8/10/2013 12:40:28
D:\Srb2\SDL2_mixer.dll, loaded at 0x67880000 - 184320 bytes - 52067b0b - file date is 8/10/2013 12:40:28
D:\Srb2\libvorbisfile-3.dll, loaded at 0x6b3c0000 - 62976 bytes - 52067b0b - file date is 8/10/2013 12:40:28
C:\WINDOWS\SYSTEM32\VERSION.dll, loaded at 0x6b860000 - 27360 bytes - 5632d842 - file date is 10/30/2015 00:45:06
C:\Program Files\Common Files\microsoft shared\ink\tiptsf.dll, loaded at 0x6c370000 - 492544 bytes - 56fa22d3 - file date is 3/29/2016 01:38:12
D:\Srb2\SDL2.dll, loaded at 0x6c740000 - 1007104 bytes - 53250d74 - file date is 11/11/2014 14:44:12
C:\Windows\System32\OLEACC.dll, loaded at 0x6c9c0000 - 323072 bytes - 56fa266b - file date is 3/29/2016 01:53:32
D:\Srb2\libmodplug-1.dll, loaded at 0x6cb80000 - 401920 bytes - 52067b0b - file date is 8/10/2013 12:40:28
C:\Windows\System32\rasadhlp.dll, loaded at 0x6cee0000 - 13312 bytes - 5699d6b6 - file date is 2/13/2016 06:57:50
D:\Srb2\libvorbis-0.dll, loaded at 0x6d540000 - 196096 bytes - 52067b0b - file date is 8/10/2013 12:40:28
C:\WINDOWS\SYSTEM32\twinapi.dll, loaded at 0x6d8b0000 - 581632 bytes - 5632d43a - file date is 10/30/2015 00:45:06
C:\WINDOWS\System32\fwpuclnt.dll, loaded at 0x6de50000 - 269824 bytes - 56fa11ca - file date is 3/29/2016 00:25:32
D:\Srb2\libgme.dll, loaded at 0x6e200000 - 488210 bytes - 516a380e - file date is 3/15/2014 12:05:58
C:\WINDOWS\system32\XAudio2_7.dll, loaded at 0x6eb70000 - 527192 bytes - 4c0641e5 - file date is 6/2/2010 04:55:30
C:\Windows\System32\uiautomationcore.dll, loaded at 0x6ec00000 - 1139712 bytes - 56fa2107 - file date is 3/29/2016 01:30:32
C:\Windows\System32\dinput8.dll, loaded at 0x6f0c0000 - 172032 bytes - 5632d687 - file date is 10/30/2015 00:45:02
C:\WINDOWS\System32\MMDevApi.dll, loaded at 0x6fdb0000 - 339344 bytes - 5632d59f - file date is 10/30/2015 00:44:54
C:\WINDOWS\SYSTEM32\wintypes.dll, loaded at 0x702c0000 - 820704 bytes - 56a84e76 - file date is 2/13/2016 06:57:46
D:\Srb2\libogg-0.dll, loaded at 0x70680000 - 47104 bytes - 52067b0b - file date is 8/10/2013 12:40:28
C:\WINDOWS\SYSTEM32\igdusc32.dll, loaded at 0x70e40000 - 3670832 bytes - 55d1fd14 - file date is 4/24/2016 19:11:24
C:\WINDOWS\SYSTEM32\avrt.dll, loaded at 0x71ff0000 - 28416 bytes - 5632d6d2 - file date is 10/30/2015 00:44:54
C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL, loaded at 0x720c0000 - 187488 bytes - 5632d23e - file date is 10/30/2015 00:44:58
C:\WINDOWS\system32\dwmapi.dll, loaded at 0x72a70000 - 94208 bytes - 5632d633 - file date is 10/30/2015 00:44:54
C:\WINDOWS\System32\PROPSYS.dll, loaded at 0x72d80000 - 1355344 bytes - 5632d2ac - file date is 10/30/2015 00:44:54
C:\WINDOWS\SYSTEM32\WINMM.DLL, loaded at 0x73370000 - 134352 bytes - 5632d6f0 - file date is 10/30/2015 00:44:54
C:\WINDOWS\SYSTEM32\DNSAPI.dll, loaded at 0x73570000 - 535080 bytes - 56fa2350 - file date is 3/29/2016 04:28:56
C:\WINDOWS\SYSTEM32\DEVOBJ.dll, loaded at 0x73600000 - 129160 bytes - 5632d7bd - file date is 10/30/2015 00:44:44
C:\WINDOWS\system32\uxtheme.dll, loaded at 0x73630000 - 473600 bytes - 5632d223 - file date is 10/30/2015 00:45:08
C:\WINDOWS\SYSTEM32\twinapi.appcore.dll, loaded at 0x736d0000 - 836208 bytes - 5632d2bd - file date is 10/30/2015 00:44:54
C:\WINDOWS\SYSTEM32\HID.DLL, loaded at 0x73ac0000 - 25088 bytes - 5632d754 - file date is 10/30/2015 00:44:48
C:\WINDOWS\SYSTEM32\ntmarta.dll, loaded at 0x73f00000 - 150840 bytes - 5632d6b0 - file date is 10/30/2015 00:44:50
C:\Windows\System32\USERENV.dll, loaded at 0x74110000 - 92480 bytes - 5632d72f - file date is 10/30/2015 00:44:48
C:\WINDOWS\System32\mswsock.dll, loaded at 0x74250000 - 317280 bytes - 5632d60f - file date is 10/30/2015 00:44:58
C:\WINDOWS\SYSTEM32\SspiCli.dll, loaded at 0x745a0000 - 138960 bytes - 5632d779 - file date is 10/30/2015 00:44:58
C:\WINDOWS\SYSTEM32\sxs.dll, loaded at 0x74710000 - 521704 bytes - 5632d576 - file date is 10/30/2015 00:13:34
C:\WINDOWS\SYSTEM32\bcrypt.dll, loaded at 0x747a0000 - 117712 bytes - 5632d765 - file date is 10/30/2015 00:44:50
C:\WINDOWS\system32\kernel.appcore.dll, loaded at 0x74840000 - 39792 bytes - 5632d814 - file date is 10/30/2015 00:44:46
C:\WINDOWS\system32\profapi.dll, loaded at 0x74850000 - 54752 bytes - 5632d7db - file date is 10/30/2015 00:44:58
C:\WINDOWS\system32\powrprof.dll, loaded at 0x74860000 - 270672 bytes - 5632d723 - file date is 10/30/2015 00:44:46
C:\WINDOWS\system32\MSASN1.dll, loaded at 0x748b0000 - 49592 bytes - 5632d81b - file date is 10/30/2015 00:44:50
C:\WINDOWS\system32\KERNELBASE.dll, loaded at 0x748e0000 - 1561392 bytes - 571af447 - file date is 4/23/2016 00:28:46
C:\WINDOWS\system32\CRYPT32.dll, loaded at 0x74a60000 - 1536088 bytes - 571af6ce - file date is 4/23/2016 00:07:36
C:\WINDOWS\system32\WINTRUST.dll, loaded at 0x74be0000 - 268040 bytes - 5632d6cf - file date is 10/30/2015 00:44:50
C:\WINDOWS\system32\windows.storage.dll, loaded at 0x74c30000 - 5240960 bytes - 571af5bf - file date is 4/23/2016 00:09:28
C:\WINDOWS\system32\bcryptPrimitives.dll, loaded at 0x75230000 - 360480 bytes - 5632d6d8 - file date is 10/30/2015 00:44:58
C:\WINDOWS\system32\cfgmgr32.dll, loaded at 0x75290000 - 217976 bytes - 5632d69e - file date is 10/30/2015 00:44:44
C:\WINDOWS\system32\SHELL32.DLL, loaded at 0x75330000 - 21123320 bytes - 571af6c4 - file date is 4/23/2016 00:09:56
C:\WINDOWS\system32\ADVAPI32.dll, loaded at 0x76730000 - 499432 bytes - 568b1e14 - file date is 2/13/2016 06:57:52
C:\WINDOWS\system32\sechost.dll, loaded at 0x76920000 - 269616 bytes - 5632d62f - file date is 10/30/2015 00:44:58
C:\WINDOWS\system32\RPCRT4.dll, loaded at 0x76990000 - 792328 bytes - 571af643 - file date is 4/23/2016 00:26:08
C:\WINDOWS\system32\MSCTF.dll, loaded at 0x76ad0000 - 1174008 bytes - 5699d2de - file date is 2/13/2016 06:57:50
C:\WINDOWS\system32\ole32.dll, loaded at 0x76bf0000 - 957608 bytes - 56cd45dd - file date is 2/24/2016 03:11:48
C:\WINDOWS\system32\USER32.dll, loaded at 0x76ce0000 - 1273720 bytes - 571af603 - file date is 4/23/2016 00:00:36
C:\WINDOWS\system32\shcore.dll, loaded at 0x76f20000 - 569744 bytes - 571af425 - file date is 4/23/2016 00:09:20
C:\WINDOWS\system32\OLEAUT32.dll, loaded at 0x76fb0000 - 589856 bytes - 5632d5ee - file date is 10/30/2015 00:44:58
C:\WINDOWS\system32\GDI32.dll, loaded at 0x77050000 - 1396584 bytes - 571af70a - file date is 4/23/2016 00:00:34
C:\WINDOWS\system32\IMM32.DLL, loaded at 0x771b0000 - 184416 bytes - 5632d449 - file date is 10/30/2015 00:44:54
C:\WINDOWS\system32\NSI.dll, loaded at 0x771e0000 - 20152 bytes - 5632d892 - file date is 10/30/2015 00:44:58
C:\WINDOWS\system32\KERNEL32.DLL, loaded at 0x771f0000 - 628440 bytes - 5632d53c - file date is 10/30/2015 00:44:44
C:\WINDOWS\system32\msvcrt.dll, loaded at 0x772a0000 - 773168 bytes - 5632d722 - file date is 10/30/2015 00:44:58
C:\WINDOWS\system32\clbcatq.dll, loaded at 0x77360000 - 526304 bytes - 5632d595 - file date is 10/30/2015 00:44:48
C:\WINDOWS\system32\SETUPAPI.DLL, loaded at 0x773f0000 - 4268360 bytes - 5632d4e1 - file date is 10/30/2015 00:44:46
C:\WINDOWS\system32\shlwapi.dll, loaded at 0x77800000 - 276336 bytes - 5632d541 - file date is 10/30/2015 00:45:08
C:\WINDOWS\system32\WS2_32.dll, loaded at 0x77850000 - 388896 bytes - 5632d647 - file date is 10/30/2015 00:44:58
C:\WINDOWS\system32\combase.dll, loaded at 0x77910000 - 1824264 bytes - 56a84cbb - file date is 2/13/2016 06:57:46
C:\WINDOWS\SYSTEM32\ntdll.dll, loaded at 0x77ad0000 - 1541792 bytes - 571af2dc - file date is 4/23/2016 00:28:40


I'm guessing it's because srb2.win is in an external hardware.

Here's the log for the 3rd video:

Spoiler: Log
Sonic Robo Blast 2 v2.1.15 (May 19 2016 06:02:15 e2a57835)
Starting Server....
Binding to 0.0.0.0:5029
Network system buffer: 64Kb
Registering this server on the Master Server...
Contacting the server...
Sending join request...
Join accepted, waiting for complete game state...
Player 1 has joined the game (node 0)
Speeding off to level...
Map is now "MAP30: PIPE TOWERS ZONE"
Master Server update successful.
Player 1 renamed to Chaotic Chao 3
Player 2 has joined the game (node 1)
Player Address is 94.141.156.56:5029
Player 2 left the game (Connection timeout)
>tunes a9
Player 2 has joined the game (node 1)
Player Address is 177.96.217.127:5029
01 : Player 2
881 ms
>kick 1 rj
>exitlevel
Removing this server from the Master Server...
Player 2 has been kicked (rj)
Speeding off to level...
WARNING: Got unknown net command [19]=57 (max 23)
Starting Server....
Binding to 0.0.0.0:5029
Network system buffer: 64Kb
Registering this server on the Master Server...
Contacting the server...
Connecting to: Chaotic Chao 3's Server!!
Gametype: Co-op
Version: 2.1.15
Sending join request...
Join accepted, waiting for complete game state...
Player 1 left the game (Synch failure)
Speeding off to level...
WARNING: Got unknown net command [20]=201 (max 23)
You haven't earned this yet.
This only works in a netgame.
This only works in a netgame.
This only works in a netgame.
This only works in a netgame.
This only works in a netgame.
This only works in a netgame.
This only works in a netgame.
This only works in a netgame.
This only works in a netgame.
This only works in a netgame.
This only works in a netgame.
NOTICE: Game must be restarted to record statistics.
\\\\\\\\\\\\ Objectplace Controls: \\Camera L/R: Cycle mapthings\ Jump: Float up \ Spin: Float down \ Fire Ring: Place object \
\\\\\\\\\\\\ Objectplace Controls: \\Camera L/R: Cycle mapthings\ Jump: Float up \ Spin: Float down \ Fire Ring: Place object \
This only works in a netgame.
This only works in a netgame.
This only works in a netgame.
This only works in a netgame.
This only works in a netgame.
This only works in a netgame.
This only works in a netgame.
You haven't earned this yet.
You haven't earned this yet.
You haven't earned this yet.
You haven't earned this yet.
You haven't earned this yet.
You haven't earned this yet.
Starting Server....
Connecting to: Chaotic Chao 3's Server!!
Gametype: Co-op
Version: 2.1.15
Player 1 left the game (Synch failure)
Speeding off to level...
Starting Server....
Binding to 0.0.0.0:5029
Network system buffer: 64Kb
Registering this server on the Master Server...
Contacting the server...
Connecting to: Chaotic Chao 3's Server!!
Gametype: Co-op
Version: 2.1.15
Sending join request...
Join accepted, waiting for complete game state...
Player 1 has joined the game (node 0)
Speeding off to level...
Map is now "MAP41: AZURE TEMPLE ZONE"
Master Server update successful.
Player 1 renamed to Chaotic Chao 3
Removing this server from the Master Server...
Starting Server....
Connecting to: Chaotic Chao 3's Server!!
Gametype: Co-op
Version: 2.1.15
Speeding off to level...
I_ShutdownGraphics(): shut down
I_ShutdownTcpDriver: shut down
I_ShutdownSystem(): end of logstream.

Last edited by Chaotic Chao 3; 07-08-2016 at 05:25 AM. Reason: Organization
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Old 05-31-2016   #57
choalover
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Quote:
Originally Posted by Blaze The Cat View Post
The game appears to fail to synch when the following happens:

- A shot happens that's so precise and close to the mark, that the server and client believe different things, resulting in synch (Often happens with lag)

- A player joins, but another client doesn't recognize the join.

- Same as above, but when a player exits.

- Lua inconsistencies.
I'm trying to make it where if something is precise, then a synch won't happen. That is what I made resynch_precise for in the SRB2 source code. Sadly, I don't know how to check if something is precise. Hopefully, I do end up fixing the first issue that you mentioned.
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Old 06-03-2016   #58
Chaotic Chao 3
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Never mind, the "nettimeout" command was; apparently, set to the minimum amount it can reach.
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Old 07-06-2016   #59
Spike HedgeFox
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this happens often to me, but i don't know if this is an error because of my PC or the game, but when i try to connect to the Master Server, the game crashes and then leaves me with a Virus Error.
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Old 07-06-2016   #60
Monster Iestyn
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What do you mean by "virus error" exactly? May help to provide the exact kind of error message you get.
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