Wille on 13/1/2009 at 21:21
I will now host a WLAN server on my laptop. Can you see its IP somewhere Tos?
Tos on 13/1/2009 at 21:32
Quote Posted by Wille
There seems to be lots of errors in dxdiag's network tab regarding DirectPlay8 settings. Could this be the problem?
I think that definitely is the problem, especially if you're only getting "failed to initialize server" on that one computer. Could you paste the errors from the network tab here (or at least a few of them if it's a lot)?
Regardless, you should try re-installing DirectX. If you have Windows XP, you can get the DX 9.0c redistributable from (
http://www.microsoft.com/downloads/details.aspx?familyid=2da43d38-db71-4c1b-bc6a-9b6652cd92a3&displaylang=en) here.
Quote Posted by Wille
I will now host a WLAN server on my laptop. Can you see its IP somewhere Tos?
Yes, I see it right now. I won't post your entire IP address here, but I will say that it begins with 88, so it's definitely not an internal network address.
Wille on 13/1/2009 at 21:42
Quote Posted by Tos
I think that definitely is the problem, especially if you're only getting "failed to initialize server" on that one computer. Could you paste the errors from the network tab here (or at least a few of them if it's a lot)?
It's all in Finnish :p but they are all registry related. Following network items are broken:
Directplay8 TCP/IP Service Provider
Directplay8 IPX Service Provider
Directplay8 Modem Service Provider
Directplay8 Serial Service Provider
And I think I know why they are broken. I installed Fallout 3 not long ago and managed to skip the Windows Live install using my firewall (no need for that garbage). That must have damaged my DirectX somehow.
Tos on 13/1/2009 at 21:53
Yeah, I'm pretty sure that's what's doing it. Reinstalling DirectX will probably clear it up.
If you still aren't able to get it to work even once those error messages have been taken care of, try again once I release the next update. T2 MP will tell you exactly what went wrong if it fails to connect to or host a server from the next build and on, so it should be a bit easier to figure out what the problem is.
Wille on 14/1/2009 at 16:15
It's working at last :D!
I had to revert all the way to some November 2008 Windows XP recovery point to fix the DirectX, but it was worth it :).
Thanks again for your help and of course for the multiplayer itself :thumb:.
all on 15/1/2009 at 13:34
Just how important is the T2 .gam file for a FM to be multiplayer? I'm completely redoing my gamesys, almost from scratch, for design purposes. To what extent will this affect my FMs compatibility with multiplayer, and do I have to add anything for it to work?
sNeaksieGarrett on 15/1/2009 at 17:31
That's unclear, seeing as compatibility varies from FM to FM.:( Some FMs work fine, others do not. I believe it has to do with how complicated they are with scipting and what not. As far as what FM designers need to "add for anything to work," nothing (though this is just observation on my part, wait for Tos to respond); except if you want multiple spawn points (so people don't spawn inside each other) - if you want to see how I did the spawn points, check out my recently re-released version of Yandros' A Thief's Holiday 2004 Multiplayer Edition;)
Tos on 15/1/2009 at 20:08
Quote Posted by all
Just how important is the T2 .gam file for a FM to be multiplayer? I'm completely redoing my gamesys, almost from scratch, for design purposes. To what extent will this affect my FMs compatibility with multiplayer, and do I have to add anything for it to work?
You shouldn't need to make any changes to the .gam for it to work. When a multiplayer mission is loaded, T2 MP applies the changes to the gamesys that it needs for multiplayer to work by itself (in memory obviously, the file is not written to). This will override anything you've changed in the gamesys yourself. If necessary, I can provide a list of the changes that are patched in, but I don't think they'd be of too much interest to an FM designer as they're mostly changes to some archetypes' multiplayer properties.
All in all, there isn't really anything you should
have to do to make a fan mission work in multiplayer. There are a few things you should stay away from for now (such as using certain types of switches for elevators that will break them for clients or requiring that players pick up arrows -- see the list of known issues). Creating multiple spawn points would be good, but it's not required either. The problems that were occurring due to multiple players having control of the items linked to the mission's starting point/loadout cache will be resolved in the next build, so you don't need to worry about linking unique objects to each player's starting point in order to fix that.
On a (somewhat) unrelated note, does anyone know if there are multiple versions of gen.osm floating around or if any fan missions have included a version of it that differs from Thief 2 1.18's? With the way I have things set up right now, the next build is going to require an unmodified 1.18 gen.osm in order to fix some problems with the original scripts in multiplayer.
It seems as if the Sold Out version may have a different version of it according to (
http://www.ttlg.com/forums/showthread.php?t=48202) this thread, but if that's the only different version I have to contend with I can just include the original gen.osm in the T2 MP download. If there are some fan missions that rely on a different version of gen though, I may have to rethink my implementation of the script changes.
sNeaksieGarrett on 15/1/2009 at 20:16
Quote Posted by Tos
The problems that were occurring due to multiple players having control of the items linked to the mission's starting point/loadout cache will be resolved in the next build, so you don't need to worry about linking unique objects to each player's starting point in order to fix that.
If I understand you correctly, does that then mean that players will have their own unique inventories? Therefore, multiple spawn points (will still be needed, right?) will not need any linking to unique player inventory objects?
Regarding gen.osm: Can you post the specifications of the gen.osm? My guess is it is the march 27, 2000 version, correct? I found an FM with that version of gen.osm in my FM folder on a quick look. I think your best bet on finding out is to ask in the fan mission forums, or in the editor's guild. But your guess is as good as mine as to how many gen.osms are floating around. I would guess maybe 3 versions? Thief 2 1.18's, Sold Out Software Thief 2 1.18's, and maybe a T2 Premiere one? No idea, just speculation.
Quote Posted by Tos
I can just include the original gen.osm in the T2 MP download
I think that is a good idea.
Tos on 15/1/2009 at 20:33
Quote Posted by sNeaksieGarrett
If I understand you correctly, does that then mean that players will have their own unique inventories? Therefore, multiple spawn points (will still be needed, right?) will not need any linking to unique player inventory objects?
That's right, everyone has their own inventory now.
Disgustingly enough, it turned out that the whole problem could be solved by changing a single byte in the executable from 0 to 1 before the players synchronize. Imagine my frustration when I found this out, considering I'd been attempting to fix this for nearly a year now. :p
edit: Yes, my version of gen.osm is dated 3/27/2000.