shinyquagsire23 / OpenJKDF2

A cross-platform reimplementation of JKDF2 in C
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Multiplayer Cant see other players #246

Open Urammar opened 1 year ago

Urammar commented 1 year ago

Hi, playing with my bro, whoever joins last cant see the other players, its very inconstant.

I can replicate the same problem running multiple clients locally. One player can see all the others, but the latest joiner cannot see anyone else.

In addition, in co-op, the people and meshes are very strange for a client

shinyquagsire23 commented 1 year ago

Yeah I've definitely run into this, I suspect it's more inconsistent with higher pings or something? I've never been able to get it to consistently have trouble enough that I was able to figure out the root cause so I might have to brainstorm a bit on how to approach it. Or get like, an Age of Empires II-style savegame loader for co-op to at least mitigate the issue there, I think usually it resolves itself with a logout-login cycle?

Pheener commented 1 year ago

I ran into this too, while testing it out with a friend. As far as I can tell:

I tested this both with my friend, remotely, and with 3 instances on the same computer, connecting to the same game, using the same player model (just in case!) This was also on v0.8.15, haven't tried it on the newly posted version.

Hope that helps, and thanks for all your hard work!

Urammar commented 1 year ago

Yup can confirm thats my exact issue also. Should have said that, sound effects (walking, weapons, jumping) all replicated correctly. You can even shoot eachother. But the actual player model is not visible.

I wonder if its a loading bug, like they arent technically in the world so they werent loaded or something? But again even locally with multiple game instances, the behavior is the same

Urammar commented 1 year ago

Hey just throwing some more attention on this. It's not just me, and it makes me sad ):

DonSchlitterbahn commented 1 year ago

I had the same issue so I went back quite a few versions and didn't have the issue anymore. I think it was v0.7.0 64-bit Debug, but I definitely might be wrong because it's been months since I last played. This problem spans pretty much every version since. The issue with v0.7.0 64-bit Debug was that some areas of levels would crash 100% of the time for the client which ultimately ended the playthrough. I play using a mobile hotspot so perhaps that could be a thing as well since you mentioned high ping.

Also when I played the most recent version, I think it was v0.8.15 or 14 , the connecting client would constantly get disconnected at random times, sometimes within seconds or minutes. This is using hamachi and a mobile hotspot. I unfortunately can't test it with real internet at the moment so I'm not sure if it is a cause or not.

I'm certainly not a programmer or anything but my guess would be something changed after v0.7.0 that is causing this issue. If my memory deceives me and you'd like me to make sure that was the version everything was working in (minus the crashes), I can get back to you on that.

shinyquagsire23 commented 1 year ago

ok so, I made a mistake and mistook this issue for another one that I had before, where not seeing other players was just intermittent and not 100% of the time. Turns out I broke multiplayer on DF2 only with my MoTS release and it was just sitting broken for a while now

shinyquagsire23 commented 1 year ago

Should be fixed (at least to where it was before, which was basically working 80% of the time) with v0.8.19

Urammar commented 1 year ago

Okay seems to be.

Be advised, in capture the flag modes, only one player is actually spawned into the mode, all other players do actually spawn in the match but dont get a colour nor can the interact with the flag robot things.

They are spawned at respawn points as deathmatch players or whatever I guess?

Unsure if this should be its own bug or stay here, but the initial problem is fixed, and most multiplayer is at least possible now. So well done and congrats, and also big thank you!!!

Urammar commented 9 months ago

@shinyquagsire23 I think you missed this after adding the fixed label. Havent tested with the new version yet, though.