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stangowner

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  1. Quick update. With version 0.3.0.2426, we can successfully join the other's save without crashing. We do still need to perform the work around noted above in order to see the game listed though. Glad we can play together again. Thanks for the daily fixes!
  2. ** Windows 10 (2 PCs on same LAN), using Steam, version 0.3.0.2416 ** We have a few findings to share regarding the multiplayer issues. First, let me state that we have not had any issues creating or hosting a multi-player game as mentioned earlier in the thread (red error dialog). All of our issues are regarding joining the game. Neither of us have any issues hosting a game. The issue arises when the "join" player tries to access the "hosts" game. We can now say confidently that 100% of the time, after just launching the game, the "join" player will NEVER see the "hosts" game in the list. A 100% reliable work-around for us is as follows: The "join" player starts to host a game Select a save or start a new one, click "Load". Let it create the lobby. At the character select screen, you can just leave the lobby. There is no need to start the game. Go back to multiplayer and select Join this time. You will now see the game from the "host" listed OK, so now we can find each other. Now comes more issues..... If the "host" starts a new game, the "join" player connects with no issues If the "host" loads a previous saved game, it loads fine and they are able to play. The "join" player loads almost to the end, then crashes with no message. Same results after repeated attempts. Once the "join" person crashes, starts Grounded again, and performs the work-around above, it now says 2/4 players in the lobby. It never clears the "join" player from the crash. In this instance, if the "join" player tries to join again, the game crashes silently right away. The "host" must now exit and reload the lobby to reset it back to 1/4. Now the "join" player will load longer, but eventually crash. For further technical details on the first work-around, we see Maine-Win64-Shipping.exe starts some additional listeners. BEFORE (fresh launch, never hosted a lobby) Maine-Win64-Shipping.exe is PID 18248 TCP 192.168.1.5:52343 40.90.222.80:443 ESTABLISHED 18248 TCP 192.168.1.5:52350 54.148.12.56:443 ESTABLISHED 18248 TCP 192.168.1.5:52351 20.36.218.208:443 ESTABLISHED 18248 TCP 192.168.1.5:52352 54.148.12.56:443 ESTABLISHED 18248 TCP 192.168.1.5:52353 54.148.12.56:443 ESTABLISHED 18248 TCP 192.168.1.5:52354 54.148.12.56:443 ESTABLISHED 18248 TCP 192.168.1.5:52355 54.148.12.56:443 ESTABLISHED 18248 UDP 0.0.0.0:50348 *:* 18248 UDP 0.0.0.0:61428 *:* 18248 UDP 0.0.0.0:62096 *:* 18248 UDP 0.0.0.0:63480 *:* 18248 UDP 127.0.0.1:16609 *:* 18248 UDP [::]:62096 *:* 18248 AFTER (have hosted a lobby once) TCP 192.168.1.5:52343 40.90.222.80:443 ESTABLISHED 18248 TCP 192.168.1.5:52350 54.148.12.56:443 ESTABLISHED 18248 TCP 192.168.1.5:52351 20.36.218.208:443 ESTABLISHED 18248 TCP 192.168.1.5:52353 54.148.12.56:443 ESTABLISHED 18248 TCP 192.168.1.5:52354 54.148.12.56:443 ESTABLISHED 18248 TCP 192.168.1.5:52355 54.148.12.56:443 ESTABLISHED 18248 TCP 192.168.1.5:52357 40.82.255.0:443 ESTABLISHED 18248 TCP 192.168.1.5:52358 40.90.10.180:443 ESTABLISHED 18248 TCP 192.168.1.5:52359 52.143.74.14:443 ESTABLISHED 18248 TCP 192.168.1.5:52360 13.86.126.129:443 ESTABLISHED 18248 TCP 192.168.1.5:52361 13.86.126.129:443 ESTABLISHED 18248 TCP 192.168.1.5:52363 54.148.12.56:443 ESTABLISHED 18248 UDP 0.0.0.0:50348 *:* 18248 UDP 0.0.0.0:59470 *:* 18248 UDP 0.0.0.0:59471 *:* 18248 UDP 0.0.0.0:61428 *:* 18248 UDP 0.0.0.0:62096 *:* 18248 UDP 0.0.0.0:63480 *:* 18248 UDP 127.0.0.1:16609 *:* 18248 UDP [::]:62096 *:* 18248 Not knowing the architecture, our best guess would be the additional listeners on 59470 and 59471. Perhaps these need to start at game launch, not first lobby load? The other additional outbound https request are likely just to register the host on Obsidian's servers. If you have any specific troubleshooting you need done, please let us know.
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