game has detected a mismatch
#1 Guest_zane_*
Posted 01 July 2010 - 06:13 AM
#2
Posted 01 July 2010 - 08:51 AM
#3
Posted 12 July 2010 - 06:38 PM
#4
Posted 13 July 2010 - 07:02 AM
NetworkFPSHistoryLength = 30 ; The number of fps history entries.
NetworkLatencyHistoryLength = 200; The number of ping history entries.
NetworkRunAheadMetricsTime = 5000; The number of miliseconds between run ahead metrics things
NetworkCushionHistoryLength = 10 ; The number of cushion values to keep.
NetworkRunAheadSlack = 10 ; The amount of slack in the run ahead value. This is the percentage of the calculated run ahead that is added.
NetworkKeepAliveDelay = 20 ; The number of seconds between when the connections to each player send a keep-alive packet.
NetworkDisconnectTime = 5000 ; The number of milliseconds between when the game gets stuck on a frame for a network stall and when the disconnect dialog comes up.
NetworkPlayerTimeoutTime = 60000 ; The number of milliseconds between when a player's last keep alive command was recieved and when they are considered disconnected from the game.
NetworkDisconnectScreenNotifyTime = 15000; The number of milliseconds between when the disconnect screen comes up and when the disconnect notification is sent to the other players.
Exact meaning of the first 5 parameters is not clear yet. The last 4 parameters are clear and effect almost nothing.
We suppose that mismatch appears this way. The game checks some kind of metrics once per 5 seconds (NetworkRunAheadMetricsTime). When you give an orde to your units, the game transfers their coordinates and orders to another player. But if you have many of them, 5 seconds is not enough to transfer all data. The game starts to check data integrity too early and detects a mismatch. We suppose, that NetworkRunAheadMetricsTime, NetworkCushionHistoryLength and NetworkRunAheadSlack can be responsible for this. And their values can effect mismatch probability.
I ask you to join our testing and experiment with these values. You don't need to reinstall anything. Just put gamedata.ini into "Generals Zero Hour / Data / INI /" folder and test it. In order to make everything to work properly, all connected players must have the same values set.
PS: gamedata.ini can be extracted from Contra007.big with FinalBig tool.
Edited by Creator, 13 July 2010 - 07:05 AM.
#5
Posted 13 July 2010 - 09:35 AM
We have started multiplayer testing in order to improve net code and reduce mismatches. We found the following in gamedata.ini:
NetworkFPSHistoryLength = 30 ; The number of fps history entries.
NetworkLatencyHistoryLength = 200; The number of ping history entries.
NetworkRunAheadMetricsTime = 5000; The number of miliseconds between run ahead metrics things
NetworkCushionHistoryLength = 10 ; The number of cushion values to keep.
NetworkRunAheadSlack = 10 ; The amount of slack in the run ahead value. This is the percentage of the calculated run ahead that is added.
NetworkKeepAliveDelay = 20 ; The number of seconds between when the connections to each player send a keep-alive packet.
NetworkDisconnectTime = 5000 ; The number of milliseconds between when the game gets stuck on a frame for a network stall and when the disconnect dialog comes up.
NetworkPlayerTimeoutTime = 60000 ; The number of milliseconds between when a player's last keep alive command was recieved and when they are considered disconnected from the game.
NetworkDisconnectScreenNotifyTime = 15000; The number of milliseconds between when the disconnect screen comes up and when the disconnect notification is sent to the other players.
Exact meaning of the first 5 parameters is not clear yet. The last 4 parameters are clear and effect almost nothing.
We suppose that mismatch appears this way. The game checks some kind of metrics once per 5 seconds (NetworkRunAheadMetricsTime). When you give an orde to your units, the game transfers their coordinates and orders to another player. But if you have many of them, 5 seconds is not enough to transfer all data. The game starts to check data integrity too early and detects a mismatch. We suppose, that NetworkRunAheadMetricsTime, NetworkCushionHistoryLength and NetworkRunAheadSlack can be responsible for this. And their values can effect mismatch probability.
I ask you to join our testing and experiment with these values. You don't need to reinstall anything. Just put gamedata.ini into "Generals Zero Hour / Data / INI /" folder and test it. In order to make everything to work properly, all connected players must have the same values set.
PS: gamedata.ini can be extracted from Contra007.big with FinalBig tool.
I DID IT
I AM CONNECTED IN ICQ 7 ATM I NEE D2 TALK
#6
Posted 28 January 2011 - 04:28 PM
I DID IT
I AM CONNECTED IN ICQ 7 ATM I NEE D2 TALK
what did you do? can we get a follow up?
#7
Posted 22 August 2011 - 08:41 AM
#8
Posted 16 December 2011 - 09:22 PM
I and my friend tryed to change the values of the gamedata.ini.
and... the game played much longer and with more players.
but...eventually the game carsh down in big maps.
we did not tryed many options of values(Because he has no patience) but its really can work fine with the right values.
Consider it your attention
#9
Posted 17 December 2011 - 11:13 AM
It was already implemented in Contra 007 patch, which would be included in 008.Hello there
I and my friend tryed to change the values of the gamedata.ini.
and... the game played much longer and with more players.
but...eventually the game carsh down in big maps.
we did not tryed many options of values(Because he has no patience) but its really can work fine with the right values.
But this solution is not 100%.
#10
Posted 20 December 2011 - 12:52 AM
ye...its not 100%...It was already implemented in Contra 007 patch, which would be included in 008.Hello there
I and my friend tryed to change the values of the gamedata.ini.
and... the game played much longer and with more players.
but...eventually the game carsh down in big maps.
we did not tryed many options of values(Because he has no patience) but its really can work fine with the right values.
But this solution is not 100%.
but i think if we will Increase the numbers..it will work somehow.
And why you do not release patch to 007?
its can be really nice and helpfull
#11
Posted 20 December 2011 - 02:32 AM
It was released a long time ago.And why you do not release patch to 007?
its can be really nice and helpfull
Edited by Casojin, 20 December 2011 - 02:34 AM.
#12
Posted 20 December 2011 - 10:03 AM
ok...i found the file...but its not really helps.It was released a long time ago.And why you do not release patch to 007?
its can be really nice and helpfull
but when i edited the BIG file...its work fine
Edited by Moshe, 20 December 2011 - 03:08 PM.
#13 Guest_David_*
Posted 13 February 2012 - 10:45 AM
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