Open papuSpartan opened 1 month ago
I sent an email to the developer about this at https://www.spike-chunsoft.com/contact/. I'll post here again if they send back any info on this.
CPU:7700X GPU:6800XT
Yeah im having the same issue been looking for fix all over but got nothing
I sent an email to the developer about this at https://www.spike-chunsoft.com/contact/. I'll post here again if they send back any info on this.
DUDE TURN ON VSYNC i saw on forum that people were modifying their game files to get higher fps someone said doing so gave them dsync online i disconnected them so i thought HEY what if my game isnt actually running at an EXACT LOCKED 60 turned on vsync and BOOM IT WORKS NOW
I sent an email to the developer about this at https://www.spike-chunsoft.com/contact/. I'll post here again if they send back any info on this.
DUDE TURN ON VSYNC i saw on forum that people were modifying their game files to get higher fps someone said doing so gave them dsync online i disconnected them so i thought HEY what if my game isnt actually running at an EXACT LOCKED 60 turned on vsync and BOOM IT WORKS NOW
Let's not spread false information.
I'm also having this issue. AMD RX 7900 XT
I am having the same issue. Game runs flawlessly on Fedora 40, but it disconnects when entering an online match. Every online feature works except for the battles themselves.
I've seen other people report online that there's no anti cheat, so risk off it's not working. All the other online features work though.
also facing this issue, willing to help troubleshoot in any way
specs: CPU: AMD Ryzen 5 7600X GPU: AMD Radeon RX 7800 XT MB: B650M AORUS ELITE AX OS: NixOS unstable
using proton experimental
connection between linux and linux works fine, if the framerates match
I have the same issue on experimental
Distro: Linux Mint 22 Kernel: 6.8.0-40-generic RAM: 32 GB GPU Driver: NVIDIA 535.183.01 GPU: NVIDIA GeForce RTX 4070 CPU: Intel Core i7-6850K @ 3.60GHz
Same problem with GE-Proton9-15.
Operating System: EndeavourOS KDE Plasma Version: 6.2.0 KDE Frameworks Version: 6.6.0 Qt Version: 6.7.3 Kernel Version: 6.11.3-arch1-1 (64-bit) Graphics Platform: X11 Processors: 32 × AMD Ryzen 9 7950X 16-Core Processor Memory: 61,9 GiB of RAM Graphics Processor: NVIDIA GeForce RTX 4090/PCIe/SSE2 Manufacturer: Micro-Star International Co., Ltd. Product Name: MS-7D70 System Version: 1.0
Same problem using Proton Experimental as of today. Eager to see this one resolved. Thanks to anyone who contributes.
Specs below if useful.
Proton: Experimental (possibly 9.0-20241003 based on VERSION file) OS: Debian GNU/Linux trixie/sid x86_64 Motherboard: X570 AORUS MASTER Kernel: 6.10.9-amd64 Resolution: 2560x1440 165hz DE: LXDE WM: Openbox CPU: AMD Ryzen 7 3700X (16) @ 3.600GHz GPU: NVIDIA GeForce RTX 4090 GPU Driver: NVIDIA 535.183.06 Memory: 64229MiB (Part Number: CMK32GX4M2Z3600C18) Storage: Lexar SSD NQ790 2TB
Seems like this issue also happens in Windows-to-Windows to a minority of people. Here's the fake solutions that have been provided so far:
TCP : 27014 - 27050, 50050; UDP : 27000 - 27030, 3478, 4379, 4380, 50000 – 50003
in your router`. They claim that the problem has been solved that way. Debunked. My machine is directly interfaced to the internet through a completely accessible IP address from the outside (basically all ports up to 65535, both TCP and UDP, are forwarded directly to my machine) and the problem still happens. And even if matches are Peer to Peer (P2P), it's unlikely that every single match (literally, every single match) will fail to start, there's no way.Ultimately, I believe that this is either a netcode problem or a protocol problem. Again, this problem seems to happen even Windows-to-Windows to a minority of people. Negotiating a match with strict NAT, still, shouldn't be a problem if the other player has an open NAT, so the fact that specific people (when using Windows) get this problem in a persistent way means there's something more to address.
Adding my hand in this as well, if any troubleshooting is needed. I'm also experiencing the same as everyone else above. Would love to have this resolved My specs: System Information: OS: CachyOS KERNEL: 6.10.1-2-cachyos CPU: AMD Ryzen 9 7900X 12-Core GPU: NVIDIA GeForce RTX 4080 GPU DRIVER: NVIDIA 555.58.02 RAM: 32 GB
I have attempted every proton version: Proton Experimental Proton GE 8-14 Proton 9.0-2 Proton 9-1 Proton 9-2 Proton 9-3 Proton 9-4 Proton 9-5 Proton 9-6 Proton 9-7 Proton 9-8 Proton 9-9 Proton 9-10 Proton 9-11 Proton 9-12 Proton 9-13 Proton 9-14 Proton GE 9-15
I played with both steam deck users and Desktop Linux users, no issue.
I played with both steam deck users and Desktop Linux users, no issue.
yup, can second this. Linux and Windows matchmaking just ain't happening right now.
Can confirm that I am having the same online connection issues as everyone here. Tried Proton 9.0-3, Experimental and GE-Proton-9-15. Proton Version: Experimental OS: Arch Linux x86_64 Memory: 15.55 GiB GPU: AMD Radeon RX 6700 [Discrete] CPU: AMD Ryzen 5 3600 (12) @ 4.91 GHz
Also getting this error as well. Proton: Experimental OS: Nobara Linux 40 (KDE Plasma) Memory: 16GB CPU: AMD Ryzen 5 1600X GPU: Nvidia Geforce RTX 2060 SUPER
Same issues as everyone else on Steam Deck. Online matchmaking doesn't work no matter what you do. Other online features like playing with other Linux users and Custom Battles are working just fine, so it's definitely a problem with Linux to Windows communication.
Getting this error on my system aswell.
Proton: Proton Experimental & GE-Proton9-15 OS: EndeavourOS Kernel: Linux 6.11.3-zen1-1-zen CPU: AMD Ryzen 7 5700X GPU: AMD Radeon RX 6700 XT Memory: 32GB
I was a victim of mid-match disconnects as well.
It was caused by Win11 24H2.
I did some deep tests and troubleshooting and I reinstalled my WinOS 3 times in total.
I can play the game just fine on 23H2, unable to play on 24H2 without (randomly) getting kicked out from the match.
I ended up with 23H2 and this is what I'm on right now. The 24H2 came out the same week IIRC as Sparking Zero. Sounds like some OS level issue for once. Obviously there are also people coming from Linux as well, so there I don't know. But the 24H2 has something in it for sure.
Also, Broly's ring against Single-Battles is crashing the match. That's a 100% game issue.
Hello @Jedrzej94, you've come across the issue tracker for a project called Proton. Proton is a compatibility tool to run Windows based games on Linux.
Since you're using Windows, Proton isn't being used at all and you should send your feedback directly to the game's dev(s).
日本人のコメントが無いので、記載します。 私もubuntu系ディストリビューションを使っていてオンライン対戦時にエラーになります。 マッチ後に何か行動をするとエラーが発生します。 環境は下記の通りになります。
Proton: Proton Experimental OS:pop!os 22.04 CPU: Ryzen5 5600x MEM:64GB GPU: Geforce RTX4060Ti
今はIFストーリーやってるだけでも面白いので、特に気にしてはいないが、 やはりオンラインもやりたいです。
I have investigated further, so follow me here.
Apparently, if you match against a Linux opponent, it just works.
I was thinking about possible reasons behind this, and I thought that maybe the fact that Linux uses the weak host model while Windows uses the strong host model instead could be part of the problem.
Windows uses the Strong Host model by default, although Weak Host can be used easily through a simple PowerShell command (Get-NetAdapter -IncludeHidden | Set-NetIPInterface -WeakHostSend Enabled -WeakHostReceive Enabled -ErrorAction SilentlyContinue
). Not surprisingly, this caused the same exact issue to happen in Windows. And it can match against Linux opponents!
Now, I have no idea how to use Strong Host model on Linux, but I've found a very comprehensive answer on Stack Exchange that apparently guides you through using the Strong Host Model on Linux.
Anybody willing to risk could try this and report. If this works, it means we have found something that could help Proton developers to mitigate it. If this doesn't work, I have no clue.
There still can be different factors into play that we still have no idea about, so we still need further investigation.
Replying to https://github.com/ValveSoftware/Proton/issues/8150#issuecomment-2422529868
Me and a friend are going to test this soon. Whats the command to re-enable strong host on windows once we're done?
Good find, I'll test this with a friend.
Replying to #8150 (comment)
Me and a friend are going to test this soon. Whats the command to re-enable strong host on windows once we're done?
Replace all the Enabled
with Disabled
. As an additional note, I have tested a bit more, and it seems like some network adapter drivers (broadcom and intel i210, no idea which others) are unfortunately simply ignoring whatever setting you put in there and are using weak host regardless. This makes it harder to understand the problem, sadly. Seems to be fine with my Realtek gigabit adapters (gaming 2.5G and the other is 1 Gigabit), my friend's adapter is a Realtek gaming 2.5G.
Followed the instructions to enable strong host on linux and didnt work for me unfortunately. It could be who im playing with or maybe I messed up a command somewhere. Will try with someone else aswell to test.
Windows uses the Strong Host model by default, although Weak Host can be used easily through a simple PowerShell command (Get-NetAdapter -IncludeHidden | Set-NetIPInterface -WeakHostSend Enabled -WeakHostReceive Enabled -ErrorAction SilentlyContinue). Not surprisingly, this caused the same exact issue to happen in Windows. And it can match against Linux opponents!
I haven't tested strong host + linux yet, but I've had a couple of my windows friends enable weak host with this command line and unfortunately I was still unable to play with either of them.
They were using:
Killer E2600 Gigabit Ethernet
Driver Version: 10.63.1014.2022
and
Intel(R) Wi-Fi 6E AX211 160MHz
Driver Version: 23.70.2.3
* both of them tried restarting windows as well as being the host instead of myself
Even with the command below i can't seem to battle with a friend, he used the command while I was on Linux
Get-NetAdapter -IncludeHidden | Set-NetIPInterface -WeakHostSend Enabled -WeakHostReceive Enabled -ErrorAction SilentlyContinue
After some testing, it seems that the "Communication Error" happens when the host moves. I did a couple of tests with a friend and when I'm hosting he can move around and do skills but the moment he hits me and my character moves the error pops out.
This happens in reverse as well, if he's hosting I can move around but the moment i hit him we get the "Communication Error"
Tested the command below:
Get-NetAdapter -IncludeHidden | Set-NetIPInterface -WeakHostSend Enabled -WeakHostReceive Enabled -ErrorAction SilentlyContinue
This didn't seem to fix the issue against other Linux users in my testing. Had a friend run it and wielded the same results.
The second the host moves in any way, be it attacks or directional moving, the game will end. The host can charge and do other inputs however that don't involve moving(?)
Windows uses the Strong Host model by default, although Weak Host can be used easily through a simple PowerShell command (
Get-NetAdapter -IncludeHidden | Set-NetIPInterface -WeakHostSend Enabled -WeakHostReceive Enabled -ErrorAction SilentlyContinue
). Not surprisingly, this caused the same exact issue to happen in Windows. And it can match against Linux opponents!
Tested this with a buddy, and unfortunately this did not work. I will test the other fix and see then report back
I can't really do it anymore either, I have no idea why it reproducibly worked every time the last time we tried. Now it just doesn't work. Linux to Linux still works fine.
I can't really do it anymore either, I have no idea why it reproducibly worked every time the last time we tried. Now it just doesn't work. Linux to Linux still works fine.
Same here, tried to do weak host on windows to linux and it didnt work.
Experiencing the same issue as everyone else.
I didn't see a PROTON_LOG=1
file, so I added some from my last tests.
I'm using a Steam Deck OLED in preview with HDR enabled. I have some modifications on my ini file of the game, but I don't think it matter because I was disconnected in spectate mode for the non-specific proton log and for the experimental one.
If I need to retest without my ini changes, don't hesitate to let me know.
steam-1790600-experimental.log steam-1790600-hotfix.log steam-1790600-nospecificproton.log
Has anyone been able to figure out if this is a game or proton issue?
Behavior of online the same after tonight's update.
Heavily disagree with Steam marking this as Playable on Deck when the online component is almost entirely nonfunctional.
Hello @kisak-valve
Same as above, the game is maybe working, but there is a big set of functionality right now that are lost for Proton. Impossible to do ranking properly and even playing in multiplayer require to be sure that the other person use Steamdeck / Linux. It's difficult to see that as working properly.
Or could be that there are some fixes planned for Proton and that solves everything?
I was testing stuff and I am not allowed to dash, block, tp and probably some other things, but it was progress compared to my normal instant kick, I am allowed to walk around and punch, against a windows user, same applied to him, we made sure to play on hyperbolic time chamber and made sure to use the same exact settings can anyone else replicate this?
I was testing stuff and I am not allowed to dash, block, tp and probably some other things, but it was progress compared to my normal instant kick.
Same applied to me - in my testing, the second the host moves (it's not necessarily input based as being attacked causes it as well) the game will end.
Guess this is dead in the water.. I've received no reply from Spike, received bs "heartfelt" replies from Bandai, and absolutely nothing from Valve. Tekken 8's online issue got resolved rather swiftly. So I imagine if it was a issue that could be fixed through proton, it would be :/
I'll just play this on my PS5 sadly.
It definitely is a Proton issue. I'm a bit annoyed that the game was marked Playable on Steam Deck when half of the functionality isn't available.
It definitely is a Proton issue. I'm a bit annoyed that the game was marked Playable on Steam Deck when half of the functionality isn't available.
Yeah I'm mildly confused on that. Like, who determines that lol. Being apart of the Linux community for the start of this year has made me both incredibly happy and disappointed. Linux has a ton of flexibility and it's definitely better imo, but a lot of the games I'd love to play, sometimes, just don't work. Really hope they do something about this.
Compatibility Report
System Information
I confirm:
Symptoms
While offline play works like native under proton experimental, very few users seem to report being able to start an online match. At first glance, this may seem to be anti cheat, but it seems like the game does not include any client-side anti cheat, nor anti tamper.
Online play will fail not long after the start of an online dual. Usually, this happens right after either the proton user or the opponent moves their character. It's not a completely ungraceful failure though, the game does show the message "communication error" before booting the user from the match.
Reproduction
High-level overview: open game and start an online duel against a player, once the two player's characters face each other and one moves, an error message will be presented to the player and online play is interrupted. This forces the user back to the main menu of the game.
Detailed: (assuming mouse and keyboard control scheme)