Beta #5
Post any bug reports here - please don't post a bug that's already been posted or anything that isn't a bug (Jamie use it as a list!)
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Beta #5
Post any bug reports here - please don't post a bug that's already been posted or anything that isn't a bug (Jamie use it as a list!)
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=166031#Post1660 31
I've been having this bug for a while now.
"Server is running" is never triggered or the server isn't really being hosted in the first place.
The new event "Server has ended" (which is a nice addition btw) isn't triggered either so I'm assuming something's wrong with initializing the server.
ICMP Ping and lan enumeration not working.
the built app just hangs on a ping request.
Lan enumeration looks like it only gets local machine info and not remote machine info. so if i want to check the hostname of an IP i'd use event enumerate Hostname + ("enter text here")
or enumerate IP enter Hostname here
I'd expect to get a failure or success response.
Perhaps I might be doing it wrong?
LAN enumeration won't convert a an IP to a hostname.. it just allows you to loop through the devices on a local network (providing they are in the same Windows workgroup).
I still can't get UDP to work for whatever reason.
I just don't receive the messages :V
this is both using the local Lacewing server and Aquadasoft.com
Yeah, it's broken in the #5 client. Not sure why yet. The #5 server is fine.
Ricky123 has kindly uploaded the MFX files from beta #4 here (working with UDP).
I seem to have some problems with delays - a lot of packets being send take 3-4 seconds to arrive, even with udp on.
Is this a Lacewing bug? I don't recall it ever being this bad with OINC.
Could be the server.
Using both pylacewing and the C++ server on a local machine transfering through LAN have these delaysQuote:
Originally Posted by Jamie
which makes me a bit puzzled
What's your FPS set to?
60
might aswell explain what I'm doing:
I have a platform game where when the user moves he sends his directions to the server. The server then corrects him according to its own calculations.
What happens is that the player flys all over the place. The response delay from the server is roughly 100 frames (~1.6 second) which makes it almost impossible to play.
Reposting this again because it's a serious stability issue. :/ http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=165240#Post1652 40
Also, it'd probably much neater if you just rename the topics instead of making new ones for every new release.
I can't reproduce it..
You can't? It always freezes for me :/
Freezes? That's different, could be deadlock. I'll look into it.
Yeah, I dunno why I said crashing, I meant freezing >_<
If this only happens on my computer, any reason why it would do so?
It's more a feature-request than a bug, but could it be possible to have an error rather than a crash when trying to access out of bound data from a received stack ?
ie accessing byte 1024 in a 512bytes message.
EDIT : just looked my code and I was doing some stupid calculations resulting in accessing bytes at a negative index, generating the crash. But anyway I'd rather have an error message.
Okay, done that for beta #6.
thank you very much ! It's not something really important, but it will make our things easier.