Warhammer 40,000: Dawn of War - Soulstorm

Warhammer 40,000: Dawn of War - Soulstorm

cahsobo Jul 12, 2014 @ 1:56am
Desync, desync everywhere..
After the latest patch, most of the time the multiplayer game is desynced..
things that happened is different on each player, but the chat box is okay..
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Showing 31-45 of 48 comments
Foxxy Renamon Aug 12, 2014 @ 1:30pm 
Originally posted by Relic_Vowel:
Hi Karl, can you let me know what build your running, and also what multiplayer options you are using in UA? The only way desync should happen now is if there is one or more players that activated a cheat, which would de-sync the game across all players.

@ Vowel

Me and a friend of mine just tried a game with the UA mod installed. We've got the latest patch installed, and this is what happens when we started the game. We've both got the same version, and we've downloaded the lastest patch from you guys.

Screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=299641030
Last edited by Foxxy Renamon; Aug 14, 2014 @ 12:44am
76561198138945444 Aug 12, 2014 @ 1:33pm 
Hi Foxxy, can you let me know what build your running, and also what multiplayer options you are using in UA? Are there any start options that either of you are using? (right click on your steam game title, click on properties, and click on "Set Launch Options".
Foxxy Renamon Aug 12, 2014 @ 1:37pm 
I'm not using any start options atm. The only setting i might of used in the past was a resolution 1920 setting. The game build is DOW Engine 1:3:433. The UA Build version is (1.73) 1.73.4 Build 433.
76561198138945444 Aug 12, 2014 @ 1:42pm 
What UA multiplayer settings were you using?
Foxxy Renamon Aug 12, 2014 @ 1:47pm 
Default Game options:
AI difficulty: Standard
Starting Resources: Quick-Start
Lock Teams: Yes
Enable cheats: No
Starting Location: Fixed
Game Speed: Normal
Resource Sharing: Yes
Resource Rate: High

UA Game rules:
Apocalypse Rules
Addon: Automatic Reinforce
Addon: Disable Fog
Addon: Fortress Defenses
Addon: Massive Battles
Addon: Extreme Battles
Win/lose: Extermination
Addon: Heroes
Restriction: Aircraft
Restriction: Relic Units (AI)
Restriction: Game Enders (AI)
76561198138945444 Aug 12, 2014 @ 2:44pm 
>>Foxxy> I tried your UA game options, but on UA 1.73.3, and didn't encounter any issues. One thing that I did notice in your screenshot is that the top left number (Requisition Points I think) shows a value of 1%. When I started my game with your Game options, I started with 10000 Requisition Points. Did you or your friend use any hotkeys during your game, or can you check your friends startup options? Can you and your friend post your warnings.log so I can take a look? There's a good chance that if you and your friend take a screenshot at about the same time, the values in your screenshots will look different. Could you please post screenshots for both you and your friend?
Foxxy Renamon Aug 12, 2014 @ 3:08pm 
It shows 1% because I was playing Necrons. they don't use Req, they only use Energy. The 1% thing you saw was the build speed multiplier. I'm pretty sure we didn't use any hotkeys, the game crashed like that instantly right after the loading screen. The only things we did were setup the lobby, choose teams, and start the game. Right as we got in, when the game first started, we got the "Synch Error" message at the top, and we could not control any of our units.
GRESTL Aug 12, 2014 @ 5:27pm 
Originally posted by Relic_Vowel:
Hi Karl, can you let me know what build your running, and also what multiplayer options you are using in UA? The only way desync should happen now is if there is one or more players that activated a cheat, which would de-sync the game across all players.

friend and i am use only Tyranid 0.52b and UA 1.73.4 MOD
condition use Apocalypse rule and Win: Destroy HQ not use cheat
thx for rply me:D:
GRESTL Aug 12, 2014 @ 6:48pm 
Originally posted by Relic_Vowel:
Hi Karl, can you let me know what build your running, and also what multiplayer options you are using in UA? The only way desync should happen now is if there is one or more players that activated a cheat, which would de-sync the game across all players.
here my friend warining log
10:28:27.85 Lobby -- Net GAME START received
10:28:27.85 Lobby - LOE_GameStart received
10:28:27.85 Skirmish - loading badge 'Sisters_race/ArdentFlame' for player (1)
10:28:27.85 Skirmish - loading banner 'Sisters_race/ArdentFlame' for player (1)
10:28:28.53 APP -- Game Start
10:28:28.53 GAME -- Ending FE
10:28:28.53 GAME -- Shutdown play
10:28:28.53 GAME -- Beginning multi-player mission '4P_INTO_THE_BREACH' (2 Humans, 2 Computers, 0 Observers)
10:28:28.53 GAME -- Recording game
10:28:28.53 GAME -- Initializing sync checking...
10:28:28.54 GAME -- Initializing FX Manager...
10:28:28.56 GAME -- Initializing Rendering Systems...
10:28:28.57 GAME -- Initializing NISLets...
10:28:28.59 GAME -- Initializing World Blueprints...
10:28:28.59 GAME -- Initializing Scene Graph...
10:28:28.61 GAME -- Initializing MOD systems...
10:28:29.57 GAME -- Initializing Session...
10:28:29.57 GAME -- Initializing Players...
10:28:29.63 GAME -- Initializing SCAR (Pre-Sim) systems...
10:28:30.14 MOD -- Loading Win Condition(DATA:Scar/WinConditions/destroyhq.scar)
10:28:30.14 MOD -- Loading Win Condition(DATA:Scar/WinConditions/_apocalypse_rules.scar)
10:28:30.14 GAME -- Initializing Team Colour Systems...
10:28:42.79 GAME -- Preloading all models...
10:28:42.79 RENDER ANIM -- 'art/ebps/races/sisters/texture_share/walls': Unable to open file!
10:28:42.79 RENDER ANIM -- Art/EBPs/Races/Imperial_Guard/Troops/vulture_autocannon_codex: Unable to open file!
10:28:54.67 GAME -- Applying Team Colours...
10:28:54.99 GAME -- Initializing UI...
10:28:54.99 GAME -- Initializing LUA...
10:28:55.01 GAME -- Initializing SCAR (Post SIM)...
10:29:06.91 GAME -- Precaching Events...
10:29:06.91 GAME -- Initializing Sim-Vis Handlers...
10:29:07.03 GAME -- Initializing music...
10:29:07.42 GAME -- Initializing AI...
10:29:07.42 GAME -- Initializing SCAR...
10:29:07.51 GAME -- Preparing Sim-Vis...
10:29:07.51 SIM -- Setting SyncErrorChecking level to Low
10:29:07.51 GAME -- Local player (with, 2) finished loading (0) (0 seconds)
10:29:07.51 GAME -- Loading, still waiting on 1
10:29:12.67 GAME -- Remote peer (Karl D?itz, 1) finished loading (00000000)
10:29:12.67 GAME -- Data sync error detected, local player - Checksum: 6C5886E4 != D7571F81
10:29:12.67 ReportSimStats - storing simulation results for match 0:217232
10:29:12.67 SIM -- Didn't find SyncErrorlog for frame -2
10:29:12.67 SIM -- Didn't find SyncErrorlog for frame -1
10:29:12.67 GAME -- Starting mission...
10:29:12.67 GAME -- Received drop request (0) from peer 00000001, frame 0
10:29:38.78 ReportSimStats - storing simulation results for match 0:217232
10:29:38.78 Match Report -- 0 : Won
10:29:38.78 Match Report -- 1 : Won
10:29:38.78 GAME -- Ending mission (?)
10:29:38.78 GAME -- Closing session




local player - Checksum: 6C5886E4 != D7571F81 what is mean this??
mean is no add AI?
76561198005507972 Aug 13, 2014 @ 2:37pm 
On every regular multiplayer match with Soulstorm I keep getting Out-Of-Sync errors at a random game time of roughly 5:00-15:00, so it is kind of a gamble for every match. I'm running Steam and Soulstorm on a Mac OS X 10.7 System with Wine and tried several setups with Cross-Over, WineBottler but I keep getting the error. The game runs completely smooth with no other errors whatsoever. As is does not happen at the same time and does not appear to be connected to a special event (special unit built, point capped, etc.) I guess it's not just related to my setup. Any ideas on how to solve this?
cahsobo Aug 13, 2014 @ 11:39pm 
Originally posted by Irmingot:
On every regular multiplayer match with Soulstorm I keep getting Out-Of-Sync errors at a random game time of roughly 5:00-15:00, so it is kind of a gamble for every match. I'm running Steam and Soulstorm on a Mac OS X 10.7 System with Wine and tried several setups with Cross-Over, WineBottler but I keep getting the error. The game runs completely smooth with no other errors whatsoever. As is does not happen at the same time and does not appear to be connected to a special event (special unit built, point capped, etc.) I guess it's not just related to my setup. Any ideas on how to solve this?
WOW!! You play games on mac? @.@

76561198005507972 Aug 14, 2014 @ 2:16am 
I kind of need my mac for my illustration and layouting work for several scientific books I do besides studying and the whole Adobe stuff and several other programs I work with just run smoother on a mac. Another thing is, I can run OpenFOAM, which I need for my studies and possibly my PhD, natively on mac without needing a Linux partition, which is damn handy. I switch places quite often, so I am kinda limited to a laptop but still don't want to miss the opportunity to play some games at the evening ;). And if you really want, you can manage to get a lot of stuff running on a mac without too much trouble :P.
I used to be a top player in Dawn of War back from Dark Crusade onwards and my former clan-mates started to play some games again, so I really want to join in, but that De-Sync makes it hard :/.
76561198138945444 Aug 14, 2014 @ 10:23am 
Hi everyone, I've been able to isolate the "Sync Error" issue with the mods by testing with Ultimate Apocalypse. I've found that players need to be running the SAME version of the mod. If players are using different mod versions like 1.73.3 vs 1.73.4, then they will encounter a Sync Error. We have a fixed internal build that adds another layer to check a players mod version so that multiplayer games are played between users of the same mod. Short-Term fix is to make sure players are using the same version Mods that you are when playing multiplayer. Should have a build update tomorrow, or latest Monday.
IronReaper95 Aug 14, 2014 @ 10:47am 
Same problem, but got it fixed
GRESTL Aug 14, 2014 @ 4:35pm 
Originally posted by Relic_Vowel:
Hi everyone, I've been able to isolate the "Sync Error" issue with the mods by testing with Ultimate Apocalypse. I've found that players need to be running the SAME version of the mod. If players are using different mod versions like 1.73.3 vs 1.73.4, then they will encounter a Sync Error. We have a fixed internal build that adds another layer to check a players mod version so that multiplayer games are played between users of the same mod. Short-Term fix is to make sure players are using the same version Mods that you are when playing multiplayer. Should have a build update tomorrow, or latest Monday.

finally fixed it!! thx so much i waiting for 5 year to play multiplayer this mod
thx so much
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Date Posted: Jul 12, 2014 @ 1:56am
Posts: 48