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  #1  
Old October 28th, 2004, 11:30 AM
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Default Re: Routing bug

Quote:
Wyxard said:
I was still running 2.12 as I didn't recieve an in game message or see one here that it had upgraded to 2.14
This is the problem then. The server is almost certainly running 2.14... if you use 2.12 to replay battles on a 2.14 server you will see radiaclly different results than what the server actually processed (which you will see in the battle report).

I took over for Atlantis in that game, and I distinctly remember the server hanging and being restarted perhaps 10 or 12 days ago, which would mean the server is definitely running 2.14.

Upgrading to 2.14 will completely fix your issues.
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  #2  
Old October 28th, 2004, 12:02 PM
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Default Re: Routing bug

Quote:
Wyxard said:
I was still running 2.12 as I didn't recieve an in game message or see one here that it had upgraded to 2.14
(above, when switched to 48 hours, he questions whether we upgraded)

After you were reporting battle replay inconsistencies, I posted that the game was running 2.14 on the Try_Something_New thread. This was on the 18th, enough turns back that you could have, and should have, tried upgrading to 2.14 and see whether or not it made more sense when viewing the battles.

Then again, you might have me killfiled, in which case you wouldn't see my post there (or this one here), and thus didn't see the comment about it being 2.14. After all, since I answered, others didn't.
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  #3  
Old October 28th, 2004, 11:22 AM

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Default Re: Routing bug

Quote:
Chazar said:
Although I wonder why it sometimes notices that the client is of the wrong Version (2.08 vs 2.12) and sometimes not (2.12 vs 2.14)?
It depends if the algorithm passes through the branch with altered RNG calls or not. For example, if commander had burning pearl, he would have 100% fire resistance and when he was hit by the fire damage spell or weapon, RNG wouldn't be called. After the patch his resistance went down to 50% and RNG had to be called in that case to determine amount of damage. After that all subsequent RNG calls get shifted by one, which will produce different results.

Example:
RNG sequence:
1
6
6
5
1

Actions:
Mage A casts fire flies and it hits enemy commander,
Mage B casts soul slay on enemy's Air Queen with 25MR.

Server:
- commander has 50% fire resistance, the fire damage rolls uses first RNG number, 1 and deals appropriate damage.
- mage B rolls his number for MR check: 6. Roll again: 6. Roll again: 5. Ok, 11+17=28 total. AQ rolls its MR check: 1. 25+1=26. AQ is dead.

Client:
- commander has 100% fire resistance, so no fire damage roll is needed.
- mage B rolls his number for MR check: 1. Ok, 11+1=12 total. AQ rolls its MR check: 17. 25+17=42. No problem for AQ.
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  #4  
Old October 28th, 2004, 11:34 AM
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Default Re: Routing bug

@alexti:

I do not understand why you cite me? I think that I am well aware of how things work (at least I agree with your post)...

With the line you have cited from me I wanted to express my misunderstanding why a 2.08 client denies to process a 2.12 .trn file right from the start by giving an error message, while a 2.12 client processes a 2.14 .trn file without an error message (but replay inconsitencies)?

I think it should not be too difficult to do that the .trn carries its Version number along which is checked by the client! It would help players who are unaware that the host was updated like in this case. I also think some simple Version control is a necessity.
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  #5  
Old October 28th, 2004, 12:06 PM
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Default Re: Routing bug

Quote:
Chazar said:
With the line you have cited from me I wanted to express my misunderstanding why a 2.08 client denies to process a 2.12 .trn file right from the start by giving an error message, while a 2.12 client processes a 2.14 .trn file without an error message (but replay inconsitencies)?

I think it should not be too difficult to do that the .trn carries its Version number along which is checked by the client! It would help players who are unaware that the host was updated like in this case. I also think some simple Version control is a necessity.
Yeh, I agree - right now there is no good in-game way to tell what Version the server is running. IMO, this is information that should be displayed in the Game Settings screen (where it tells the victory conditions, independent strength, etc). Otherwise right now you have to put two clams or two fever fetishes on a unit for a turn and look to see if you got two gems or one as a result, to tell if it's 2.14 or not.
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  #6  
Old October 28th, 2004, 12:15 PM
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Default Re: Routing bug

Quote:
Cainehill said:
Otherwise right now you have to put two clams or two fever fetishes on a unit for a turn and look to see if you got two gems or one as a result, to tell if it's 2.14 or not.
You're quite good when it comes to workarounds, aint you?
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  #7  
Old October 28th, 2004, 04:11 PM

alexti alexti is offline
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Default Re: Routing bug

Quote:
Chazar said:
@alexti:

I do not understand why you cite me? I think that I am well aware of how things work (at least I agree with your post)...
No particular reason... I was just replying to your and to Wyxard's post, then I've discovered that your questions largely overlap. So I've eliminated duplicates from my replies. After that I've trimmed my replies to about equal size to distribute server load. So, you see every step was logical and that was just misfortune-3 that the result didn't make sense

Quote:
Chazar said:
I think it should not be too difficult to do that the .trn carries its Version number along which is checked by the client! It would help players who are unaware that the host was updated like in this case. I also think some simple Version control is a necessity

It probably has Version number, but considering that the file format has not been changed, Dom2 proceed. I don't mind it, but it'd be useful to have a warning telling that the turn was hosted by the server running Version such and such.
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  #8  
Old October 28th, 2004, 08:43 PM

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Default Re: Routing bug

OK different scenario, another bug...

Playing ctis, have 8 sauromancers, 3 inf leaders, each sauromancer with 5 or so bodyguards, and an army of infantry (30 or so). Attempt to storm a wizards tower. The tower shoots and kills a sauromancer. Marignon's mages all cast fire shield. A few xbows fire but completely miss. Everything runs... my mages didnt do a thing... comon 1 mage killed, no other injuries, but they all run?

EDIT: this is a SP game so no host/client issues possible
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