/nosound ;P
Spooky__
Just want to emphasize the above posts. Yes, sim speed refers to the processing speed of the simulation only (hence only CPU power, at least with the current state of the engine) and the Radeon X1270 simply doesn't provide enough power.
Hm... I do not know if the crash can be solved by this. But try the following: Use ImpulseReactorOptions.exe (in Demigod\bin) to set a port range from e.g. 6101 - 6150 on your PC. Use ImpulseReactorOptions.exe on your wife's PC and set the port range to 6151 - 6200. Then forward port 6101 - 6150 to the IP of your PC on your router and forward port 6151 - 6200 to the IP of your wife's PC (only for UDP in each case). Also forward port 60
I guess the short duration was for testing purposes.
Also, Stardock upgraded their servers, the http requests for an update check aren't a problem anymore. And yeah, this will make it at least a bit more of a hassle to play with a pirated version of Demigod on Gameranger :)
[quote who="Denominus" reply="19" id="2183642"]Stardock needs to look into, or atleast provide us on some info on why our connections to the facilitator are getting dropped/rejected. I don't think this is something we can solve without some info from their side.[/quote]Yep, they definitely have to provide us with more infos.
Yeah, same here.
Damn, I just realized that the upcoming changes still might not be able to solve this issue. Sure, with port forwarding enabled, I will get the opportunity to directly connect to the other players. But where do I get the connection information of the other players? I think they will still come from the NAT facilitator server, to which I can't connect.
[quote who="UhelligGudn" reply="1" id="2183329"]I am working on something similar that ties into Items as well as letting you calculate stats and such. It's not coming together as quickly as I'd like but it's still rather useful in its current state. You can check it out at http://www.demigoddb.com[/quote]Awesome :)
[quote who="Deepjay" reply="2" id="2183305"]I think from my post it's pretty obvious what my complaint is, Fanboy.[/quote]Your complaint is obvious, Anti-Fanboy, yes. The reason why you are complaining is not.
[quote who="Deepjay" reply="25" id="2183227"]*edit - how does giving us a coupon to buy another copy of the game thank us for the pain we have had to endure? How about allowing US to have 50% refunded for our pain. I swear to god, if i was working for you with the hours i had spent trying to actually play the damned game i'd already have annual leave accrued.[/quote]That's not how business works. [quote who="Deepjay" reply="25" id="2183227"]* double edit - i am shitty a
It looks like this is going to be fixed next week: http://forums.demigodthegame.com/347837 Since I use port forwarding anyway, I do not have to connect to the NAT facilitator anymore. Hopefully.
Excellent! I am confident that this willy resolve my problem too :). But can we still use ImpulseReactorOptions.exe to specify the ports?
Btw. I forgot to mention, the log in question is found under "My Games\Gas Powered Games\Demigod" (Denominus: if you want to look that up too).
I also played around with netcat today. I can send and receive UDP packets on port 6000 just fine, so nothing is actually blocked there.
Ok, it seems I am able to connect to the NAT facilitator once every time now, but also lose the connection evertime the "refresh login" is called. Even when using my normal router setup.[code="c++"][05-02-2009 01:39:02 015] CVP: ResetTimeToRefreshLogin [05-02-2009 01:39:03 218] CVPIsAppUpdateRequired Installed version: 1.00.055 Latest version: 1.00.055 (server 1, beta 0) [05-02-2009 01:39:04 781] CVP: ResetTimeToRefreshLogin [05-02-2009 01:39:07 906] CVP: ResetTimeToR
Bah, just lost the tournament by 10 points [e digicons]:annoyed:[/e]
I logged the traffic generated with Wireshark now. When I am behind my usual router setup, I only see outbound UDP packets from me on port 6250 to 209.124.63.249 on port 6000. Never a response. Then, I once again tried hooking up my PC directly to the Internet (meaning, into the DMZ of the DSL Routermodem). Suddenly, I receive responses from the Stardock server all of a sudden. However, I still get the same error message. This time, the log looks different:[code="c++"][05-02-2009 00:46:04 031
Btw. this is an excerpt from the ImpulseReactor.log, showing the failed attempt to connect to the NAT facilitator:[code="c++"][05-01-2009 10:27:57 625] CVPMultiplayerEngine: NAT punchthrough is enabled. [05-01-2009 10:27:57 625] CVPMultiplayerEngine::SetupNATPunchthrough() [05-01-2009 10:27:57 625] CVPMultiplayerEngine: setting up NAT Punchthrough Client [05-01-2009 10:27:57 625] CVPMultiplayerEngine: Attaching NAT Punchthrough plugin [05-01-2009 10:27:57 625] CVPMultiplay
[quote quoting="post"]Is the host's pc put under more pressure?[/quote]No, it does not matter at all who is the host.
I just started a nightmare tournament yesterday and so far I won 2 out of 3 rounds. I even won a Slaughter round... for some reason my allies where able to smite the enemy too a couple of times and the round was won with 10 kills on my team and only 3 kills on the enemy team. I don't know how that could have happened.
[quote who="Thrawn2787" reply="3" id="2178499"]What? When was this? I was just playing and it was fine[/quote]The update was released about 1 hour ago. After that update, everyone's TF2 would crash when trying to start it. During the short time period between that update and the second update, that fixed it again, a thread on forums.steampowered.com received over 660 posts and over 41,600 views. It was epic ;).
It's fixed now :). I'd still like to see a patch for Demigod though... ;)
... and it broke it for everyone. So now it's Stardock's turn to release a new patch for Demigod! Maybe this night won't be so bad after all then!
Ah, well. I wouldn't take the refund. It's only 31€ and you can still have fun in Single Player or with friends over Hamachi or on LAN parties. At least I have ;) (I am completely unable to play online too).