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en:games:star_trek_armada_1:de-sync_and_crash_test [2024-02-24-19-54] – [Suspected Causes of Crashes] 7saturnen:games:star_trek_armada_1:de-sync_and_crash_test [2024-03-03-09-25] (current) – [IPX Server] 7saturn
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 ==== Suspected Causes of Crashes ==== ==== Suspected Causes of Crashes ====
 Here are some observations, of things probably or certainly causing crashes of the game: Here are some observations, of things probably or certainly causing crashes of the game:
-  * <key>ALT</key> + <key>TAB</key>: One thing that very certainly causes Crashes, but not and every instance is switching to another application with this short cut. Sometimes it goes well, sometimes when trying to re-enter the game, it just crashes. Side-Note: While in the menus (e.g. setting up a match) using the short cut is very well known to also cause buttons to be blacked out. Meaning, the button exists very much, but is not shown any more, until the mouse pointer enters its surface.+  * <key>ALT</key> + <key>TAB</key>: One thing that very certainly causes Crashes, but not in every instanceis switching to another application with this short cut. Sometimes it goes well, sometimes when trying to re-enter the game, it just crashes. Side-Note: While in the menus (e.g. setting up a match) using the short cut is very well known to also cause buttons to be blacked out. Meaning, the button exists very much, but is not shown any more, until the mouse pointer enters its surface.
   * Using [[Transwarp Gate]]: This one is a little bit peculiar, as it does not happen right away and not always. Once a player uses the TWG, the game still continues. But at some point it just crashes. This may also happen at the very moment a TWG is used, but it is not a necessity.   * Using [[Transwarp Gate]]: This one is a little bit peculiar, as it does not happen right away and not always. Once a player uses the TWG, the game still continues. But at some point it just crashes. This may also happen at the very moment a TWG is used, but it is not a necessity.
   * Using a lot of [[Ultritium Burst]] cast at the same time (e.g. an entire 8 Diamond squad) is reported to cause crashes, but not always.   * Using a lot of [[Ultritium Burst]] cast at the same time (e.g. an entire 8 Diamond squad) is reported to cause crashes, but not always.
-  * [[Self-Destruct]] used after getting affected by [[Holo-Emitter]] is said to cause crashes. +  * [[Self-Destruct]] used after getting affected by [[Holo-Emitter]] is said to cause crashes (source is player //Nic4747//). At the moment the evidence does not support that, but there is a smaller chance that this is real. 
-  * Changing the alert level while being affected by Holo-Emitter is also said to cause crashes. This definitely requires some testing as changing alert level after being hit by Holo Emitter is actually a standard move, if the player still controls the affected units.+  * Issuing alert status changes after getting affected by [[Holo-Emitter]] is said to cause crashes (source is player //Nic4747//). At the moment the evidence does not support that, but there is a smaller chance that this is real
 +  * Changing the alert level while being affected by Holo-Emitter is also said to cause crashes (source is player //Nic4747//). This definitely requires some testing as changing alert level after being hit by Holo Emitter is actually a standard move, if the player still controls the affected units.
 ==== Test Results Crashes ==== ==== Test Results Crashes ====
 === ALT + TAB (Confirmed) === === ALT + TAB (Confirmed) ===
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 Do not use <key>ALT</key> + <key>TAB</key> during a running match, regardless whether it is an //Instand Action// Match or an actual [[en:gaming_theory:multi-player]] match. And even when still in the menu, crashes can happen and it is a well known phenomenon that menu visibility gets messed up when tabbing back into the game. Do not use <key>ALT</key> + <key>TAB</key> during a running match, regardless whether it is an //Instand Action// Match or an actual [[en:gaming_theory:multi-player]] match. And even when still in the menu, crashes can happen and it is a well known phenomenon that menu visibility gets messed up when tabbing back into the game.
 === Using Transwarp Gate (Semi-Confirmed) === === Using Transwarp Gate (Semi-Confirmed) ===
-== Known Facs ==+== Known Facts TWG ==
 The [[Transwarp Gate]] is a bit of a mystery as of yet. When using it in multi-player games without an AI even after some 10 - 20 uses, the game went on stably until the end. A test match with player //Defiant// on map //klnghell.bzn// (//Kling Hell by rih'goha//) clearly showed that. After clearing out all team 0 units, TWG was used, many times, including other super weapons, such as the [[Phoenix]]. The [[Transwarp Gate]] is a bit of a mystery as of yet. When using it in multi-player games without an AI even after some 10 - 20 uses, the game went on stably until the end. A test match with player //Defiant// on map //klnghell.bzn// (//Kling Hell by rih'goha//) clearly showed that. After clearing out all team 0 units, TWG was used, many times, including other super weapons, such as the [[Phoenix]].
  
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   * Do not use it, at least not when having AI players participate in the match.   * Do not use it, at least not when having AI players participate in the match.
   * Further test matches on the map //klnghell.bzn// with AI players would be interesting. Maybe the problem is actually tied to maps, not whether the AI is present. Maybe it is the AI, so having it present on the map would be a benchmark.   * Further test matches on the map //klnghell.bzn// with AI players would be interesting. Maybe the problem is actually tied to maps, not whether the AI is present. Maybe it is the AI, so having it present on the map would be a benchmark.
 +
 +=== Using Self-Destruct While Under the Influence of Holo-Emitter (Still Investigated) ===
 +== Known Facts SD+HE ==
 +A test was conducted on map //2duel.bzn// (//On The Ready Line//), eight [[Negh'Var]] ships were destroyed one by one, by using [[Self-Destruct]]. While the Self-Destruct was already under way, [[Holo-Emitter]] was cast by an opposing ship, leaving the Negh'Vars affected by and destroyed while so. The result was uneventful each time. The Self-Destruct took its normal course of action.
 +
 +Another seemingly successful attempt was made by player //nic4747//, as shown in this video: https://www.twitch.tv/videos/2079696018 But this time it was [[Shadow]] vs. [[Cube]] and the Holo-Emitter was issued twice after issuing Self-Destruct.
 +
 +**Important notice**: Self-Destruct could not be cast, while already under the influence of Holo-Emitter. So in a normal match, the order can only be like casting Self-Destruct and then being affected by Holo-Emitter. This leaves an interesting edge case that could be a race condition: If the Self-Destruct is issued at the same time while Holo-Emitter is cast, the player using Holo-Emitter might get the information a tad to late, so that from their perspective they issue Holo-Emitter and the opponent still casts Self-Destruct. Maybe this is the cause for the reports of that problem. But this would imply, that this is a rather rare event, as hitting this exact time frame, while casting Self-Desctruct may be a problem, is highly unlikely.
 +== Recommendation Self-Destruct While Affected by Holo-Emitter ==
 +At this time, no recommendation can be given, except that maybe further testing is required. Test-Suggestion: A clean match, Shadow vs. Cube and the Holo-Emitter gets issued at least twice after issuing Self-Destruct on the Cubes.
 +=== Changing Alert Status While Under the Influence of Holo-Emitter (Still Investigated) ===
 +== Known Facts AS+HE ==
 +A test was conducted on map //2duel.bzn// (//On The Ready Line//), two different [[Negh'Var]] ships were used to change the alert status (into random directions, simply pressing the buttons in a random order) while [[Holo-Emitter]] was already affecting them. The result was uneventful each time. The alert status was simply changed and the match went on.
 +== Recommendation Alert Status Change While Affected by Holo-Emitter ==
 +At this time, no recommendation can be give, except that maybe further testing is required.
 === Using Other Super Weapons (Rebutted) === === Using Other Super Weapons (Rebutted) ===
 == Known Facts Super Weapons == == Known Facts Super Weapons ==
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   - The [[en:gaming_platforms:world_opponent_network|WON]], which got shut down, so is not usable any longer.   - The [[en:gaming_platforms:world_opponent_network|WON]], which got shut down, so is not usable any longer.
   - TCP, which only works on the same network, making [[en:network_terms:VPN]] use mandatory for matches via the internet.   - TCP, which only works on the same network, making [[en:network_terms:VPN]] use mandatory for matches via the internet.
-  - IPX, similar to TCP but not available natively from Windows Vista on. See [[setting_up_matches#Using Ipx|]].+  - IPX, similar to TCP but not available natively from Windows Vista on. See [[setting_up_matches#Using IPX]].
  
 There are currently efforts made to determine how reliable the IPX-via-UDP wrapping method in conjunction with [[https://github.com/solemnwarning/ipxwrapper|Daniel Collins']] wrapper and [[https://github.com/steveschnepp/ipxserver|A Perl RFC 1234 IPX server]] is. There are currently efforts made to determine how reliable the IPX-via-UDP wrapping method in conjunction with [[https://github.com/solemnwarning/ipxwrapper|Daniel Collins']] wrapper and [[https://github.com/steveschnepp/ipxserver|A Perl RFC 1234 IPX server]] is.
en/games/star_trek_armada_1/de-sync_and_crash_test.1708800864.txt.gz · Last modified: 2024-02-24-19-54 by 7saturn

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