Pb when loading multiplayer save

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Pb when loading multiplayer save

Postby japz » 12 Feb 2013, 14:30

first of all, let me thank you for this amazing "remake". it's a real pleasure to be able to play this game again, bring back so many memories ! & congrats for the improvements ! :mrgreen:

a dream came true playing multiplayer online ! ... unfortunately i'm facing a problem when loading a multiplayer saved session :
i got the following error messsage " the saved game checksum does not match the existing map checksum. Incorrect checksum for map.png, flags.png, special.png"

+ my pal & i saved the game at the same time... so he also have a save on his computer. he has no problem loading his own save & hosting the game (his hosted the game initially) but then when i try to join his session my coconet application just shut down

getting nuts on this... :twisted:

would greatly appreciate any help,advice or kind of solution !

thx a lot !!

(playing on vista 32bits on last coconet version)
japz
 
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Re: Pb when loading multiplayer save

Postby Kroah » 13 Feb 2013, 19:49

Welcome on the forum japz,

On which map are you playing ?

I will need :
- Both save game files (yours and your friend).
- Both maps if you are using a custom map.

If you want you can zip both CoCoNet folders and post them here or on a file sharing server.
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Re: Pb when loading multiplayer save

Postby japz » 14 Feb 2013, 00:19

thank you for your answer

ok then i'll upload our last game's saves. on standard map.
host - save name: save2.ccn - file found in the main directory
guest- save name: japanallemagne.ccn - file found in the virtual store

to recap my pb:
"original host" can host the saved game, but the guest's ccconet app shuts down when he tries to join in ! .... and if he tries to host a game based on his save, then he gets the previous checksum error message
Attachments
ccn.zip
(70.49 KiB) Downloaded 56 times
japz
 
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Re: Pb when loading multiplayer save

Postby Kroah » 14 Feb 2013, 11:48

I can host and load your savegame with a friend flawlessly.
Because i can't reproduce the checksum error, i try to narrow the problem.

japz wrote:host - save name: save2.ccn - file found in the main directory
guest- save name: japanallemagne.ccn - file found in the virtual store

You should have the CoCoNet saves in the "CoCoNet\Saves" folder.
Neither in the main directory (should be in the "Saves" subfolder), nor in the "virtual store" (what is this folder ?).

japz wrote:[...] but the guest's coconet app shuts down when he tries to join in ! .... and if he tries to host a game based on his save, then he gets the previous checksum error message

1) You mean that if the guest try to host the game with its save, he gets the checksum error without any client connected ?

2) Can you give me the "GraphicsAdapter.log" of both machines ?

3) Can you give me some specs of both machines (OS, service pack...) ?

3) Can you confirm your error message is "Incorrect checksum for map.png, flags.png, special.png" without "map.xml" ?
If this is the case, this means the bitmaps aren't created correctly (hardware cap) on one machine.

4) Can you post both "Custom Maps/Standard.zip" files ?

Thanks for your feedbacks.
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Re: Pb when loading multiplayer save

Postby japz » 15 Feb 2013, 16:42

hi kroah,
glad to hear that at least you can use these saves !

You should have the CoCoNet saves in the "CoCoNet\Saves" folder.
Neither in the main directory (should be in the "Saves" subfolder), nor in the "virtual store" (what is this folder ?).


it seems that sometimes files (including saves) are written into "AppData\Local\VirtualStore\Program Files\CoCoNet" i guess it's a matter of admin rights or something lke that. i tried to change some folder's properties and it seems fixed now.
yes of course, as "main dir" i meant "coconet\save", sorry !


1) You mean that if the guest try to host the game with its save, he gets the checksum error without any client connected ?

exactly. when he tries to host :he gets the message as soon as he tries to load the saved game so can't even host a game.
when he tries to join a saved game hosted coconet load a couple of stuff then disapears ! i will post the error log it might help too

3) Can you confirm your error message is "Incorrect checksum for map.png, flags.png, special.png" without "map.xml" ?
If this is the case, this means the bitmaps aren't created correctly (hardware cap) on one machine.


there's no map.xml mentionned but i made a small mistake tough it's " the saved game MAP checksum does not match the existing map checksum. Incorrect checksum for map.png, flags.png, special.png"


3) Can you give me some specs of both machines (OS, service pack...) ?

machine 1 = windows VISTA integral sp2
machine 2 = Windows 7 family premium sp1

thx a lot for your help !
Attachments
machine1.zip
(84.96 KiB) Downloaded 57 times
machine2.zip
(84.91 KiB) Downloaded 57 times
exceptions.zip
(2.32 KiB) Downloaded 54 times
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Re: Pb when loading multiplayer save

Postby Kroah » 15 Feb 2013, 17:56

japz wrote:exactly. when he tries to host :he gets the message as soon as he tries to load the saved game so can't even host a game.
when he tries to join a saved game hosted coconet load a couple of stuff then disapears !

"when he [...]" => "he" = machine1 or machine2 ?
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Re: Pb when loading multiplayer save

Postby japz » 15 Feb 2013, 18:49

whoever. i mean it does the exact same thing on both machines.

(the exception log is from machine 1)
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Re: Pb when loading multiplayer save

Postby Kroah » 15 Feb 2013, 19:01

japz wrote:whoever. i mean it does the exact same thing on both machines.

No, it's not exactly the same.

When machine A hosts, machine B can't join ("when he (machine B) tries to join a saved game hosted coconet load a couple of stuff then disapears").
When machine B hosts, it crashs ("when he (machine B) tries to host :he gets the message as soon as he tries to load the saved game so can't even host a game").

My question : machine B is machine1.zip or machine2.zip ?
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Re: Pb when loading multiplayer save

Postby Kroah » 15 Feb 2013, 19:23

FYI, if CoCoNet is installed totally or partially in the VirtualStore, it will not work properly.
You said you have fixed this:
- Have you uninstalled and reinstalled CoCoNet with admin rights to fix this ? (copying folder is not enough)

Can you:
- Check there isn't a new CoCoNet folder in the VirtualStore after having reinstalled CoCoNet with admin rights.
- Check if the bug still occurs.

Thank you in advance
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Re: Pb when loading multiplayer save

Postby japz » 15 Feb 2013, 19:35

the save i posted here ccn.zip was from a game originally hosted by machine1 (save2.ccn)

if original game was hosted by machine A
When machine A hosts, machine B can't join ("when he (machine B) tries to join a saved game hosted coconet load a couple of stuff then disapears").
When machine B hosts, it crashs ("when he (machine B) tries to host :he gets the message as soon as he tries to load the saved game so can't even host a game").

so here machine A is machine 1

but if original game was hosted by machine B
When machine B hosts, machine A can't join ("when he (machine A) tries to join a saved game hosted coconet load a couple of stuff then disapears").
When machine A hosts, it crashs ("when he (machine A) tries to host :he gets the message as soon as he tries to load the saved game so can't even host a game").

:roll: dunno if i'm really clear sry


FYI, if CoCoNet is installed totally or partially in the VirtualStore, it will not work properly.
You said you have fixed this:
- Have you uninstalled and reinstalled CoCoNet with admin rights to fix this ? (copying folder is not enough)

Can you:
- Check there isn't a new CoCoNet folder in the VirtualStore after having reinstalled CoCoNet with admin rights.
- Check if the bug still occurs.

Thank you in advance


that's what i did on my comp... but i'm gonna check again and perform a unsinstall/reinstall
& tell my friend to do the same thing

send u feedback ASAP

thx !
japz
 
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Re: Pb when loading multiplayer save

Postby japz » 15 Feb 2013, 20:24

so i tried to unistall/reinstall with admin rights, even tried to change XP compatibility options.
nothing in virtualstore
but no change regarding the loading of game: checksum message error

haven't tried yet to join a game as my friend is unavailable at moment
japz
 
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Re: Pb when loading multiplayer save

Postby Kroah » 15 Feb 2013, 22:46

Well, at least, we know this is not an install problem.

I want to test this (in bold) :
but if original game was hosted by machine B
When machine B hosts, machine A can't join ("when he (machine A) tries to join a saved game hosted coconet load a couple of stuff then disapears").
When machine A hosts, it crashs ("when he (machine A) tries to host :he gets the message as soon as he tries to load the saved game so can't even host a game").


Can you setup your CoCoNet folder so that the game shows the checksum error when you try to host the savegame (you don't need your friend because "you can't even host a game") :
- you are machine A
- you run CoCoNet
- you load the save game (rename it "checksum.ccn") <= this is the savegame "if original game was hosted by machine B"
- the game shows the checksum exception

Then zip and post your whole CoCoNet folder.
Everything should be inside, i want to be able to decompress your zip and load the "checksum.ccn" savegame in the same context as you.

Thanks
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Re: Pb when loading multiplayer save

Postby japz » 17 Feb 2013, 17:27

hi Kroah,

here's a link for the whole coconet folder :
http://www.filehosting.org/file/details/420440/CoCoNet.zip

hope it will help !
thx
japz
 
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Joined: 12 Feb 2013, 14:19
Location: France

Re: Pb when loading multiplayer save

Postby Kroah » 18 Feb 2013, 03:42

Thank you very much for your feedbacks.

I'm glad to tell you I have found why the checksums differ between your computers!

The C# implementation for saving PNG uses a native GDI+ Windows method.
BUT this method is not the same between Vista (or XP) and Windows 7:
=> even if the pictures on both systems are exactly the same, the saved .png are encoded differently => different checksums.

Unfortunately, .NET (and GDI+, which the .NET graphics libraries are built on) does not support any encoding parameters for PNG...

To solve this, i should not rely on the .NET framework, but on another implementation (my own encoding or an external library like libpng for example).
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Re: Pb when loading multiplayer save

Postby Kroah » 18 Feb 2013, 10:58

I forgot to mention you can still play your saved game if you do the following:
- if you use YOUR savegame, copy YOUR Standard.zip to HIS custom map folder.
- if you use HIS savegame, copy HIS Standard.zip to YOUR custom map folder.

It shouldn't matter who host.
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