TCPIP Problems with GS Mod

Tech support for Commander Europe at War. Requires forum registration.

Moderators: firepowerjohan, rkr1958, Happycat, Slitherine Core

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Kuz
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 82
Joined: Mon Feb 11, 2008 6:41 pm

TCPIP Problems with GS Mod

Post by Kuz »

Game seems to consistanly lock up between the end of the 1st german player turn and the beginning of the second german player turn. Specifically the german player will flip it to the Allied player. Game will lock up at that point or when the Allied player flips it back to the German player. We've tested this with both players taking turns hosting the game. Same results, no routers are involved. We also tried a vanilla game and everything ran fine, played up to turn 10 without a problem, went back to the GS and locked up when the allied player ended his first turn. Seems to consistant to contribute to lag, any ideas?
thommo
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 25
Joined: Thu Jan 24, 2008 7:51 am

Post by thommo »

I got the same problem.
thommo
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 25
Joined: Thu Jan 24, 2008 7:51 am

Post by thommo »

I got this error message in the dos box:

Exception in thread "Thread-19" java.lang.noSuchMethodError: game.Game it(ILgame/hex/hex;Z)V
at game.OrderThread._$12637(OrderThread.java:326)
at game.OrderThread.run(orderThread.java:449)
bose
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 1
Joined: Thu May 28, 2009 10:26 am

Post by bose »

i got same problem, is it problem with java?
Peter Stauffenberg
General - Carrier
General - Carrier
Posts: 4745
Joined: Sun Jul 08, 2007 4:13 pm
Location: Oslo, Norway

Post by Peter Stauffenberg »

GS isn't optimized for TCP/IP play. It's not that easy to get it to work (vanilla game) because many players play behind firewalls etc. So we haven't tested GS for TCP/IP play. We haven't changed any code specifically for TCP/IP play, but it's possible that some code changed we did in general affects TCP/IP play.

This is something we have to look into for the future. It would be nice to have the error codes (similar to the ones you provided) because it shows where in the code the game hangs. But we can't fix the problems until we get TCP/IP working on our computers. I know you have to tweak the router to open some ports and maybe disable the firewall. But I only managed to get to to work once with the vanilla game. I've changed router and OS since then so I have to start all over to figure out the firewall settings. And it doesn't help if I manage to get it to work. I need another beta tester to succeed as wlel so we can establish a connection.
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