Sync error warhammer

Discuss the topic "SOLUTION for Sync Error and Crashes !!!!" in the Feedback Ultimate Apocalypse Mod Forum.

Found a damn good solution :

DO NOT USE : DoW Mod Manager 1.3 !!!!

  1. Open DoW Soulstorm using the normal Soulstorm.exe file
  2. Click on Game Manager
  3. Choose UA: The Hunt Begins.

Since this solution I had NO Sync Errors and NO Crash Errors !!!!

This has helped everyone I know. Even players who only have 4 GB RAM in their computers.

FINALLY — We can play every time, every Map, every Faction,,,, I am so Happy !!!

I hope this will help more people !!! FOR THE EMPEROR :-)

It’s crazy… But me and a friend (he has 4 GB RAM only — and I Have 8) played the Map : Good old Battlefield !!!

against 2 x Orks, 1 x Chaos SM and 1x Eldar on Hard (the third one), we even built the biggest Titan…

and BOOM — NO Sync Error, NO Crash & NO lag at all !!!

Even other Maps where we used to get crashes in the middle of the game, No crashes anymore.

Thank sharing it worked for me. Using Mod Manager 1.4 often lag halfway kick me to desktop.

Now no more such problems anymore smooth game throughout.

What we now found out is that : starting the game with the original soulstorm.exe (after successful 4GB-Patch and starting the UA-The Hunt Begins ingame using the Game-Manager) the game crashes less. It seems that the DOW-Mod-Manager 1.3 is causing something here.

But still the main problem are

  • Using the dificulty level over «Hard», as soon as we use «Expert» and higher the game crashes.
  • Some maps dont work properly, especially the external created or modded ones. The size of the map doesn’t matter here.
  • But also when taking an external created or modded map and choosing 2 or more enemies, after the enemy starts to attack it starts to lag and between me and a friend from a different location playing online we have experienced that when comparing the «GameTimer» the time starts to drift apart and it stats with 1 minute and after 30 minutes gameplay we suddenly have a 5-10 minute difference. The computer that is up to date is the one hosting. And this is not being caused by the internet.

I am still hoping that the developers, and I THANK YOU A LOT FOR THIS MOD — UNBELIEVABLE WORK, are going to get this issue solved.

Dear developers, I am one of the people who would even pay 20 — 30 € for this mod, so think about this, i bet lots of people would do this.

Yes the game crashes less or should I say later in the match. I usually play a 4v4 tau bridge map or howewer is it called (I put 2 ai vs me and a i,other slots disabled,standard difficulty) and it crashes every time.Should I even try to play it with 4gb ram.

What exactly is the difference between the normal Soulstorm.exe and whatever the mod uses? I’ve been using the standard .exe and it crashes all the time. Though that may be related to me using Windows 10…

Содержание

  1. Sync error detected ошибка soulstorm apocalypse mod
  2. Sync error detected ошибка soulstorm apocalypse mod
  3. Sync error detected ошибка soulstorm apocalypse mod
  4. SOLUTION for Sync Error and Crashes . Thread — Ultimate Apocalypse Mod (DOW SS) for Dawn of War
  5. Ultimate Apocalypse Mod (DOW SS)
  6. Dawn of War mod | Released 2015
  7. DO NOT USE : DoW Mod Manager 1.3 .
  8. Ultimate apocalypse mod ошибка синхронизации
  9. Warhammer 40,000: Dawn of War — Soulstorm
  10. DO NOT USE : DoW Mod Manager 1.3 .

Sync error detected ошибка soulstorm apocalypse mod

Hello there Relic, me and a friend have been having sync errors whilst trying to start a game up online.

I believe I might of found a solution, but for it to work for EVERYONE, it would require help from your Developers to function correctly.

It turns out there might be an error when playing a game with any race besides the ones INCLUDED with Soulstorm while running the latest version of UA. The most obvious path on issue is to own all of the original Dawn of War Games and have them installed, which would allow acess to them on Soulstorm. However, that may work for one person, but for someone else that doesn’t have the previous games, and is using a unlocker mod to give all of the previous races, it won’t be compatible for some reason.

However, this would be a hassle for people that don’t have them on Steam or on disk anymore, and it would be a pain in the wallet to have to purchase all of these again to try and fix this issue.

The modding team claims that they’ve had several reports of this reason behind the issue, but the owners have been unable to confirm it, due to file restrictions.

What my idea to solve this issue would be, you could either gift all the owners of Soulstorm copies of the older games, or put in a patch or «Free DLC» that would instantly unlock all of the races for everyone, eliminating the requirement for the older games to play online in this one.

Any chance that we might be able to work something out and fix this issue?

Источник

Sync error detected ошибка soulstorm apocalypse mod

So me and my friend have been playing Ultimate Apocalypse for a long time and have had no problem with it but recently it just completely stopped working. Every time we start a game it says sync error detected. So I decided to completely delete my soulstorm folder and reinstall it from scratch and then send it to my friend so we have identical soulstorm folders. But even after that it still isn’t working.

We have the Tyranids mod installed as well as the stuff for the THB release.

So what is wrong here? I don’t understand how we can have the exact same files while still having a sync error.

Thanks for the help in advance.

Ughhh. so many threads on the same thing.
Ok. First off, if you’ve already reinstalled, try a game with «bare bone» game settings. That is standard resources, no fancy win conditions, just the minimal to get a game running.
If it works, then it was one of your game settings. Add game settings and win conditions one by one until you find the culprit. Quick Start resources, Auto Reinforce and Change Players are known for causing sync errors.
If a «bare bone» settings game algo gets a sync error, then the problem originates on a data mismatch, from mismatching core mod setups to custom maps installed on different directories across players. In the case of maps and similar data added on the player’s end, it MUST be on the same directory for all players if multiplayer is going to work. The recommended location for custom maps in UA is: ultimateapocalypsedatascenariosmp

Источник

Sync error detected ошибка soulstorm apocalypse mod

Everybody has already experience with the Sync-Error in DOW — Ultimate Apocalypse.

The most of the time my friend and I are receiving this error.

Things we «both» did :
— Restarted Router
— Reinstalled the MOD according to instructions
— Reinstalled Steam and the Games and then the MOD according to instructions
with and without «4GB Patch» for .exe files
— Reinstalled Windows 10
— Reset the router to factory settings
— Opened Ports for DOW and Steam Game Traffic in router and software firewall
— Asked our Provider for support, to check the connections (everything ok)

We tried every possible constellation of races and AI and Maps . even game options and game & winning settings.
. This took us about 3 Months of testing .

Result of our test :

It doesn’t matter what you do, the behaviour is always different, sometimes a game works,
sometimes we receive the message «Player has been defeated»,
BUT the most time we get SYNC-Error.

What I think :
I do not think this problem will ever really be solved, this problem just needs too
much and too heavy research. I mean we have tested like everything possible, for 3 months.
Even with Patch: UA-THB v1.88.5-Full this error keeps poping up.

We love this MOD, it is so huge and so much fun, so many thanks for your time and effort
but hey guys . this sync error has ruined so many evenings and destroyed nerves.
It is so sad but this sync error almost makes me cry after all the testing we did.

If there is anyone out there who can help . PLEASE .

Источник

SOLUTION for Sync Error and Crashes . Thread — Ultimate Apocalypse Mod (DOW SS) for Dawn of War

Ultimate Apocalypse Mod (DOW SS)

Dawn of War mod | Released 2015

UA is designed to provide as much unit variety and 40k flavor as can be squeezed into the platform of a dawn of war mod. The development team would like you all to understand the following when playing our mod. 1. This game is old enough to vote. Unless you’re playing on hardware that predates the war on terror, your hardware specifications mean nothing as to whether or not the game will run. 2. Proper installation procedure is important, if you don’t know what you are doing, join the discord for help. 3. Join the discord. Do you need help? Join the discord. Have a question? Join the discord. Have a comment? Join the discord. Nobody will be helping you here, and the downvotes on comments that are from developers who have attempted to help you here are precisely the reason why.

Found a damn good solution :

DO NOT USE : DoW Mod Manager 1.3 .

  1. Open DoW Soulstorm using the normal Soulstorm.exe file
  2. Click on Game Manager
  3. Choose UA: The Hunt Begins.

Since this solution I had NO Sync Errors and NO Crash Errors .

This has helped everyone I know. Even players who only have 4 GB RAM in their computers.

FINALLY — We can play every time, every Map, every Faction. I am so Happy .

I hope this will help more people . FOR THE EMPEROR 🙂

It’s crazy. But me and a friend (he has 4 GB RAM only — and I Have played the Map : Good old Battlefield .

against 2 x Orks, 1 x Chaos SM and 1x Eldar on Hard (the third one), we even built the biggest Titan.

and BOOM — NO Sync Error, NO Crash & NO lag at all .

Even other Maps where we used to get crashes in the middle of the game, No crashes anymore.

Thank sharing it worked for me. Using Mod Manager 1.4 often lag halfway kick me to desktop.

Now no more such problems anymore smooth game throughout.

What we now found out is that : starting the game with the original soulstorm.exe (after successful 4GB-Patch and starting the UA-The Hunt Begins ingame using the Game-Manager) the game crashes less. It seems that the DOW-Mod-Manager 1.3 is causing something here.

But still the main problem are

  • Using the dificulty level over «Hard», as soon as we use «Expert» and higher the game crashes.
  • Some maps dont work properly, especially the external created or modded ones. The size of the map doesn’t matter here.
  • But also when taking an external created or modded map and choosing 2 or more enemies, after the enemy starts to attack it starts to lag and between me and a friend from a different location playing online we have experienced that when comparing the «GameTimer» the time starts to drift apart and it stats with 1 minute and after 30 minutes gameplay we suddenly have a 5-10 minute difference. The computer that is up to date is the one hosting. And this is not being caused by the internet.

I am still hoping that the developers, and I THANK YOU A LOT FOR THIS MOD — UNBELIEVABLE WORK, are going to get this issue solved.

Dear developers, I am one of the people who would even pay 20 — 30 € for this mod, so think about this, i bet lots of people would do this.

Yes the game crashes less or should I say later in the match. I usually play a 4v4 tau bridge map or howewer is it called (I put 2 ai vs me and a i,other slots disabled,standard difficulty) and it crashes every time.Should I even try to play it with 4gb ram.

What exactly is the difference between the normal Soulstorm.exe and whatever the mod uses? I’ve been using the standard .exe and it crashes all the time. Though that may be related to me using Windows 10.

Only registered members can share their thoughts. So come on! Join the community today (totally free — or sign in with your social account on the right) and join in the conversation.

Источник

Ultimate apocalypse mod ошибка синхронизации

The Ultimate Apocalypse mod team proudly presents to the Dawn of War: Soulstorm players and fans, an eagerly awaited and packed with epic content game experience, the Ultimate Apocalypse mod! Imagine a mod featuring massive Warhammer 40,000 battles where all 9 races in Soulstorm (and more!) have a chance at epic victory. A mod where there’s no shortage of all new units, buildings, abilities, and even titans! A mod where there’s nearly no limits holding you back. It’s all about all out, massive war. Wanna nuke your enemies? You can. Gloriously epic titan duels are your thing? Ultimate Apocalypse has you covered. Not only that, but Ultimate Apocalypse is continuously tested to ensure the epic battle experience it delivers remains unique while being completely awesome. Thanks to you (yes, you!) and everyone playing, Ultimate Apocalypse has been steady within the top 20 ranked mods for years.

SYNC ERROR FOUND!

Ok so in SINGLEPLAYER I can play on Act of war against AI

In Multiplayer I can play against my friend on Act of war

In Multiplayer I cannot play with AI (EVEN WITH AI DUMMIES) on Act of war

We are SURE that the AI makes the sync error!

Hi, myself and my friend had the same problem. I don’t know whether your settings and stuff are the same. But we noticed when we played with the Quick Start setting for Resources, it was ending in a Sync Error. Setting it to Standard fixed the problem for us. Hope this helps.

Likely due to conflicting AI logic between your version and your colleague. Not hearing much about all factions generating a sync error when their respective AI is involved. Setting the Skill to STANDARD as the fix makes no sense as there is little different between Standard and, say, HARD that would cause de-syncing.

Same error here, our copies are exactly the same, I even zipped mine up and sent it to my friend to be sure. Default winconditions, SS races, SS Map. the kicker is the AI. no AIs, no error. I will try the resource rate setting, I realize now that might be left on since UA preserves round settings between reboots :/

Only registered members can share their thoughts. So come on! Join the community today (totally free — or sign in with your social account on the right) and join in the conversation.

Официальное сообщество игроков по Ultimate Apocalypse моду в Российской Федерации и стран СНГ.

Discord discord.gg/bCPGWum
Наш канал в Дискорде

(Актуальный канал сборки Salcols)
Discord discord.gg/pgJ7SCt
Наш UA Salcols

Если возник какой-либо вопрос, задавайте его в соответствующем разделе — мы обязательно вам ответим.

Ultimate Apocalypse mode — это неофициальная модификация к игре Warhammer: Dawn Of War — Soulstorm, которая добавляет множество новых рас (тираниды, инквизиция — охотники на демонов и демоны). У всех рас появилось множество новых юнитов, супер оружие, артиллерия и невероятные Титаны. Мод полностью изменяет представление об оригинальной игре в лучшую сторону. Главная особенность — МЯСО, глобальные битвы и хардкор.

Для тех, кто хочет показать свои силы в сетевой схватке (на пиратской версии игры), то заходите в соответствующую тему и пишите об этом и вам обязательно откликнутся + у нас появился дискорд канал (всё указано в ссылках группы).







Ultimate Apocalypse mod — OFFICIAL Rus Community запись закреплена

P.S. быстренько протестировал, вроде всё работает. Времени мало, поэтому баги сообщайте сюда в комменты.

Александр Эмин А почему боты такие пассивные в игре ? Вроде ставлю все на агрессию , а они все равно стоят на базе. Построят пару пехов и все ? Что делать с этим

Lektor Kovalev А в данный мод добавят имперских и хаоситских рыцарей?

Запускаю игру, появляется меню создания профиля, ввожу название — профиль не отображается, и играть дальше не получается

Ultimate Apocalypse mod — OFFICIAL Rus Community запись закреплена

Андрей Поточный Люди, такая проблема есть..
Куплена лицензия warhammer. Устанавливаю ua мод, но после начала игры фпс держится в районе 15-20 кадров (вне зависимости от версии мода) так же мигают все текстуры.
Все дополнительные файлы установлены.
Раньше проблем не было.
Пробовал переустановить как игру, так и сам мод. Ребят, может кто помочь — пытаемся с другом поиграть через Steam. Выдает ошибку синхронизации С БОТАМИ — при ПвП игре все нормально идет и ничего не вылетает. В чем может быть проблема?

Чёрный Властелин Скажите, что это за дополнения и стоит ли их устанавливать?

Чёрный, это отдельные моды, без которых не может запуститься UA. Можешь запустить, только будешь играть за тиранидов.

Ultimate Apocalypse mod — OFFICIAL Rus Community запись закреплена

Залил последний патч 1.89.2 на сайт, скачать можно по ссылке ниже.

Список изменений:
Показать полностью.
______________________________________________________
TYRANIDS

Updated to V0.5b3 to allow UA compatibility with other mods.

Full extensive infantry weapon rework

All upgrades have been nerfed and given better scaling and higher tiering

Regen increase added to health upgrade

Armour increase fixed on other upgrade

Ork AI fix allowing orks to tech up more reliable making for a harder AI overall

Waaagh effect changes
-Waaagh speed modifier reduced to 1.2 from 1.3
-Health increase from waaagh decreased
-Passive health increase from ork squad size reduced from 1.07 to 1.05
-Damage increase modifier added for 1% increase per model
-(All effects are nerfed by squad size reductions — less models, less scaling).

Cooldown of stick bombs and tanks bombs increased from 45 seconds to 50 seconds

Hotkey and display fixes for loads of upgrades and units to make it nice and tidy

Ork Klans — changes
Nuddyfist — unchanged
Zagdakka — Increases health of weird boy and grants +15 population while he is alive
Gorgutz — Grants +25 population and small production bonus to the boys hut while he is alive and increases his health
Armageddon — Increases production speed of titan and vehicle structures

Mek Lab
-Cost decreased to 50 Power and 150 Requisition
Nobz
-Cost increased to 15 power and 95 Req
-Reinforce time increased to 4.5 seconds
-Max squad size reduced to 8 (plus commander).
-Popcap required 110
-Regen increased to 2.5 from 2
-Damage buffed on base weapon
-Health has been increased to make up for cost and tier increase
‘Ard Boyz
-Popcap required 55
-Reinforce time to 3 seconds
-Max squad size 10 (plus commander).
-Power Klaw popcap required 65
-Re-added Rocket launcher to this squad with a cap
-Lower dps and a cost to stop them from invalidating tank bustas.
-Health has been slightly increased to make up for tier increase
Storm Boyz
-Popcap required 45
-Reinforce time to 3 seconds
-Max squad size 8 (plus commander).
-Regen increased to 1.5 from 1
-Health has been increased to make up for tier increase
Shoota Boyz
-Max squad size 11 (plus commander).
-Reinforce time 2.5
-Cost increased to 45
-Regen increased to 1.5 from 1
-Health has been slightly increased to make up for cost increase
Big shoota
-Max cap increase
-Cost decreased
-Damage decreased
-Requires 31 ork pop
Slugga Boyz
-Max squad size 11 (plus commander).
-Reinforce time 2.5
-Cost increased to 40
-Regen increased to 1.5 from 1
-Health has been slightly increased to make up for cost increase
Mega Nobz
-Popcap required 165
-Power surge ability
-Cost removed
-Duration time increased to 20 seconds from 15
-Health degeneration increased to 25
-Regen increased to 4 from 1
-Melee weapon now stuns
Ork Warboss
-Time to recruit reduced to 120 seconds from 190
Burna Boyz
-Requires 31 ork pop
-Pile O gunz
-Max squad size 7 (plus commander).
-Regen increased to 1.5 from 1
-Health has vastly increased (they had nearly half the HP of slugga boys).
-Research removed
Flash Gitz
-Regen increased to 1.5 from 1
-Melee damage buffed
-Vehicle pens slightly increased
-Weapon applied to 2nd big shoota upgrade
Lootas
-Regen increased to 2.5 from 1
-Vehicle pens slightly increased
-Structure pens slightly increased
-Aoe lowered by 20% 5 to 4
-Weapon applied to 2nd big shoota upgrade
Tank Bustaz
-Regen increased to 1.5 from 1
-Max squad size 8
-Pop cost increased to 2
-Reinforce popcap set to 2
-Setup time removed
-DPS lowered
Grotz
-Relic cost to reinforce removed
-Relic cost to recruit added
-Max squad size 18 (plus gun karts).
-Starting squad size 6
-Squad limit set to 5
-Recruitment cost increased to 60 Requisition
-Pen tables fixed (Couldn’t damage some armour types (builders)).
Gretchenz
-Leader pop cap required 31
-Required pile o gunz
Big mek
-Cost increased by 10 requisition
-Mega blaster damage reduced
-Allowed to teleport with squads attached (requires wargear)
Looted tank
-Popcap requirement set to 105
Gun wagon
-Gunwagon research cost reduced to 80 from 150 power
-Gun wagon cost decreased to 200 power and 120 req from 230 power and 140 req
Battlewagon
-Battle wagon research cost reduced to 80 power from 150 power
-Battle wagon cost decreased to 240 power and 140 req from 290 power and 160 req
Deff dread
-Deff dread research cost reduced to 120 power from 200 power

Warhammer 40,000: Dawn of War — Soulstorm

Однако решение нашлось: проверил целостность локальных файлов. Он сказал, что с 7 файлами было что-то не так и потому их переустановил (то был русификатор). В результате чего проблема сама собой решилась.

Замечу, что проблема возникла не сразу. Десяток боёв по сети я спокойно провёл с русификатором.

Сам же русификатор был от Буки и менял только текст.

7 янв. 2020 в 21:59

Однако решение нашлось: проверил целостность локальных файлов. Он сказал, что с 7 файлами было что-то не так и потому их переустановил (то был русификатор). В результате чего проблема сама собой решилась.

Замечу, что проблема возникла не сразу. Десяток боёв по сети я спокойно провёл с русификатором.

Сам же русификатор был от Буки и менял только текст.

Мультиплеер таким образом очень часто руинят присутствие подпапок attrib и scar в папках DXP2, Engine и W40K. Возможно правлен экзешник, возможно качал карты с новыми объектами, возможно ставил «мод» на отображение в редакторе новых юнитов, либо же были затронуты файлы движка формата .dll. Также проблемы могут быть у хоста. Если бои создавал не ты, то значит собака зарыта в папках других игроков. Русификатор тут вообще и никоим образом не виноват, даже если бы была изменена озвучка — это ну никак бы не повлияло. Год назад я бы тоже упирался, потому как я совершал все вышеперечисленные ошибки. Но сейчас я понимаю как устроены файлы игры. В общем виноват явно не русификатор.
А вообще было бы неплохо определять какие именно файлы не прошли. Локализация то само собой всегда заменяется, а вот остальное.
P.S. Добавил позже — обычное удаление через Стим в данном случае может вообще не помочь. Нужно под корень сносить папку игры в ручную, потому как что-то лишнее может остаться в папках, и оно не удалится само. И потом уже заново устанавливать. 25 апр. 2020 в 11:11

Однако решение нашлось: проверил целостность локальных файлов. Он сказал, что с 7 файлами было что-то не так и потому их переустановил (то был русификатор). В результате чего проблема сама собой решилась.

Замечу, что проблема возникла не сразу. Десяток боёв по сети я спокойно провёл с русификатором.

The Ultimate Apocalypse mod team proudly presents to the Dawn of War: Soulstorm players and fans, an eagerly awaited and packed with epic content game experience, the Ultimate Apocalypse mod! Imagine a mod featuring massive Warhammer 40,000 battles where all 9 races in Soulstorm (and more!) have a chance at epic victory. A mod where there’s no shortage of all new units, buildings, abilities, and even titans! A mod where there’s nearly no limits holding you back. It’s all about all out, massive war. Wanna nuke your enemies? You can. Gloriously epic titan duels are your thing? Ultimate Apocalypse has you covered. Not only that, but Ultimate Apocalypse is continuously tested to ensure the epic battle experience it delivers remains unique while being completely awesome. Thanks to you (yes, you!) and everyone playing, Ultimate Apocalypse has been steady within the top 20 ranked mods for years.

Found a damn good solution :

DO NOT USE : DoW Mod Manager 1.3 .

  1. Open DoW Soulstorm using the normal Soulstorm.exe file
  2. Click on Game Manager
  3. Choose UA: The Hunt Begins.

Since this solution I had NO Sync Errors and NO Crash Errors .

This has helped everyone I know. Even players who only have 4 GB RAM in their computers.

FINALLY — We can play every time, every Map, every Faction. I am so Happy .

I hope this will help more people . FOR THE EMPEROR 🙂

It’s crazy. But me and a friend (he has 4 GB RAM only — and I Have played the Map : Good old Battlefield .

against 2 x Orks, 1 x Chaos SM and 1x Eldar on Hard (the third one), we even built the biggest Titan.

and BOOM — NO Sync Error, NO Crash & NO lag at all .

Even other Maps where we used to get crashes in the middle of the game, No crashes anymore.

Thank sharing it worked for me. Using Mod Manager 1.4 often lag halfway kick me to desktop.

Now no more such problems anymore smooth game throughout.

What we now found out is that : starting the game with the original soulstorm.exe (after successful 4GB-Patch and starting the UA-The Hunt Begins ingame using the Game-Manager) the game crashes less. It seems that the DOW-Mod-Manager 1.3 is causing something here.

But still the main problem are

  • Using the dificulty level over «Hard», as soon as we use «Expert» and higher the game crashes.
  • Some maps dont work properly, especially the external created or modded ones. The size of the map doesn’t matter here.
  • But also when taking an external created or modded map and choosing 2 or more enemies, after the enemy starts to attack it starts to lag and between me and a friend from a different location playing online we have experienced that when comparing the «GameTimer» the time starts to drift apart and it stats with 1 minute and after 30 minutes gameplay we suddenly have a 5-10 minute difference. The computer that is up to date is the one hosting. And this is not being caused by the internet.

I am still hoping that the developers, and I THANK YOU A LOT FOR THIS MOD — UNBELIEVABLE WORK, are going to get this issue solved.

Dear developers, I am one of the people who would even pay 20 — 30 € for this mod, so think about this, i bet lots of people would do this.

Yes the game crashes less or should I say later in the match. I usually play a 4v4 tau bridge map or howewer is it called (I put 2 ai vs me and a i,other slots disabled,standard difficulty) and it crashes every time.Should I even try to play it with 4gb ram.

What exactly is the difference between the normal Soulstorm.exe and whatever the mod uses? I’ve been using the standard .exe and it crashes all the time. Though that may be related to me using Windows 10.

Only registered members can share their thoughts. So come on! Join the community today (totally free — or sign in with your social account on the right) and join in the conversation.

Источник

Adblock
detector

Posts
SOLUTION for Sync Error and Crashes . (Games : Dawn of War : Mods : Ultimate Apocalypse Mod (DOW SS) : Forum : Feedback : SOLUTION for Sync Error and Crashes . ) Locked
Thread Options

#41

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,157 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 10 December 2006 — 06:54 PM

Larkin — any idea what might be causing it? Slow computers? Slow connections? I gathered we tested it before v2.1 and it was looking real good.

  • Back to top
  • Quote


#42

ThetaOrion

ThetaOrion

    title available

  • Members
  • 676 posts

Posted 11 December 2006 — 01:16 AM

Well, from a programming standpoint, I would expect the AI donations to cause sync errors — the faster the machines, the worse it should be.

I mean, with AI donations code on each machine on the LAN, each one will get the urge to update or transfer funds at about the same time, and when each machine on the LAN does so practically simultaneously, you are probably suddenly looking at negative numbers for resources from the donator, and the donee probably doesn’t know how to deal with all the extra income and is trying to give or donate some of it back. I imagine a cascade failure generating multiple errors. The only reason they get a couple of minutes into the game is because it takes that long for some faction to build up enough to donate.

In order for this to work right, in terms of AI donations online or in LAN play, only one machine should have the donation code active and working — the host machine. All of the satellite work stations or guests should have their donation code deactivated or dormant, so that only one machine is changing things around and so that requests are NOT coming in from multiple machines simultaneously.

I used to program Novell Netware a decade or so ago, and with that you had to lock down files on the file server machine and only change files on the file server machine, so that simultaneous requests wouldn’t crash the system. The work stations had to be slave to the host or the file server, and all of the data was changed or saved on the file server only, and never working on the same file or record or piece of data simultaneously. You had to follow procedure, lock the file on the file server, open the file, change the file, close the file, and unlock the file on the file server.

With a piece of data, like AI Donations, where there is probably no locking going on, and multiple requests coming in simultaneously from multiple machines, that piece of data is getting thrashed.

Now, if the host machine were the only machine with the AI donations code, and it made the changes and did all the work and then just let automatic updating spread the change to the guests or the other Work Stations, then I can see it working without crashing, because the other stations are already being forced to adapt to the host in a peer-to-peer situation like Windows XP is. But, when the other work stations or guests are acting like hosts, and changing their own piece of data and then trying to update the host or trying to force the host to comply, I would find it surprising if anyone could play to the end of a game without any crash whatsoever, unless the AI never gets enough to donate ever or unless AI donations is turned off on every machine. AI donations should only be on on the host machine and on no other machine, if it is going to work without crashing, at least if we were dealing with Novell Netware. I assume networking is similar enough elsewhere too. AI donations should only be on on the host machine, and the other guest machines should have the AI donations code dormant or off. Try it that way and see if the code and the Windows autoupdating or DC updating is good enough to keep the system going.

It just seems logical to me that AI donations should crash the LAN if the AI donations code is on every machine and active on every machine — it should only be on the host and active on the host. That’s the way I understand it.

Of course, as usual, I could be completely off base in my assumptions, not having seen the code and not ever having programmed a Windows peer-to-peer network. But, I do feel real confident that what you are doing there with foreign SCAR code working on every machine would definitely crash a Novell Network, because on such a network, the Host carries the master copy of all the data, and the guests are forced to comply and adapt, and the guest’s data doesn’t become the master data without some complex locking and updating to keep the whole LAN from crashing or producing ‘sync errors’. Likewise, I imagine the DC host is the one with the master resource copy, and all of the other satellite machines are just forced to adapt to whatever changes on the host. Of course, if Relic never programmed to update the satellite machines to match what is reported on the host’s resources and power, then when you change the host the work stations won’t be changed, and then the thing will desync once again. But, I assume that DC is programmmed so that the works stations or guests resources and power adjust automatically to what the host is broadcasting, but certainly not in reverse. The host might not be looking to adjust to changes on the work stations, especially changes in something as trivial or peripheral as resources and power. But, who knows, in peer to peer the updating might go both ways, in which case the work stations are trying to update the host and the host is trying to update the work stations, and thrashing and desyncing and crashing are the result.

The solution is the have the AI donations code running on the host only, and not on any of the guests or work stations. That will give you your greatest chance of success, imho.

Edited by ThetaOrion, 11 December 2006 — 01:27 AM.

  • Back to top
  • Quote


#43

LarkinVB

LarkinVB

    title available

  • Members
  • 1,488 posts

Posted 11 December 2006 — 07:02 AM

The solution is the have the AI donations code running on the host only, and not on any of the guests or work stations. That will give you your greatest chance of success, imho.

We have no control of that.

Larkin — any idea what might be causing it? Slow computers? Slow connections? I gathered we tested it before v2.1 and it was looking real good.

We never tested in in multiplayer. Do you remember that I said I’m not sure it will work in multiplayer while releasing the code ? I asked for some tests but these were only made after 2.0 release.

I agree with Theta that it will most likely run on all computers. Not sure about Relics sync checks but when the resource data is different due to speed/lag whatever and the sync checks kicks in it will fail.
Most likely that SCAR code (like win conditions) can only work if it does not mess with data which is part of a sync check.

Edited by LarkinVB, 11 December 2006 — 07:09 AM.

  • Back to top
  • Quote


#44

ThetaOrion

ThetaOrion

    title available

  • Members
  • 676 posts

Posted 11 December 2006 — 01:25 PM

The solution is the have the AI donations code running on the host only, and not on any of the guests or work stations. That will give you your greatest chance of success, imho.

We have no control of that.

Exactly, you guys have no control over any of that, which is why I don’t think it will work.

BUT, the users do have control over who is the host and who is the guest, and the users can indeed get together and decided to turn on AI donations on the HOST machine, yet leave it off on all of the other machines.

Then they sit back, cross their fingers, and hope that Relic’s sync checks will force the guest machines to sync up with the host machine and all might be well.

It still may not work, but your best chance of getting it to work in my opinion, is for the users to plan ahead, and only turn on AI donations on the host machine, the person’s machine who starts the game and leave off AI donations on all the other machines.

Of course, it’s always possible that Relic’s sync checks might see that the host has AI donations on and that nobody else does, and decide not to start up the game after all.

However, if it is ever going to work, a long shot I know, I believe the best chance is for the AI donations code to be running on only one machine on the LAN or internet, perferably the host of the game, and then hope that Relic’s sync checks will keep the rest of the guests or workstations in line with the host.

It would have to be a science experiment for someone to run, and it still might not work. But, then again, it just might work. However, the users would have to do it. I don’t see how it’s anything that you guys could do, unless you guys can determine:

1) It’s LAN play or online play.
2) Who is the host and who are the guests.
3) Then design the code to automatically turn off all the guest’s AI donations
4) But, allow the host to turn on AI donations and leave it on.

Sounds awfully messy to me, and some nagging doubt is telling me that Relic hasn’t give you what you need to determine who is host and who is guest, so it will probably be something you coders can’t do, but it might still be something that the users could do if they were to know what they were doing or shooting for. And, you’d have to find a group of users who are willing to test it and see if it works with host ON and guests OFF for AI donations.

I don’t know whether it is worth it or not, though. It might just be easier for everyone to make sure that AI donations are off for online and LAN play, assuming that everything else is working fine in the mod for LAN or online play.


||

But, since this question seems to be ongoing, I decided to finally speak out and put in my 2 cents, which is probably about all it’s worth. Nevertheless, it made a real logical sort of sense to me why AI donations wasn’t working online, and I just felt it was time to tell you guys why.

And, other users reading this might get ideas now, and might do the science experiment, and who knows, they might succeed.

Edited by ThetaOrion, 11 December 2006 — 01:26 PM.

  • Back to top
  • Quote


#45

ThetaOrion

ThetaOrion

    title available

  • Members
  • 676 posts

Posted 11 December 2006 — 01:59 PM


||

Oh, BTW, the last time I did DSL LAN play with Dark Crusade, Relic was using a host and guest type of system. The HOST is the one who creates the game, and the GUESTS are the ones who join the game.

If the Creator of the Game has AI donations on and the Joiners of the Game have AI donations off, it just might work — if in Relic’s DC code the joiners are periodically forced to sync with the host.

Alas, the other people I know aren’t as impressed with Dark Crusade as I am, so my DSL LAN buddies for Dark Crusade appear to have been a one time thing. And, I don’t play online. So, I’m not likely to be the one to run the little science experiment.

But, that doesn’t stop others from giving it a try and seeing if it will work. It just might work — host or creator of the game with AI donations on, and guests or joiners with AI donations off. It all depends upon how Relic programmed it, their little host and guest system that they have going for LAN and online play.

Edited by ThetaOrion, 11 December 2006 — 02:01 PM.

  • Back to top
  • Quote


#46

LarkinVB

LarkinVB

    title available

  • Members
  • 1,488 posts

Posted 11 December 2006 — 05:03 PM

Your whole theory is based on the assumption that host and clients can run different game modes. I seriously doubt that. Otherwise clients should be able to tick different win conditions too. Do you think they can ? Hosts sets annihilate and me as a client just set take&hold ?

My guess is that all computers in a network game do run the SCAR code set by the host locally. Winconditions just don’t interfere with sync checks as they are passive, resource donations are manipulation local data and cause problems.

Edited by LarkinVB, 11 December 2006 — 05:08 PM.

  • Back to top
  • Quote


#47

ThetaOrion

ThetaOrion

    title available

  • Members
  • 676 posts

Posted 12 December 2006 — 01:19 AM

You are exactly right, my whole theory in this case is based upon the assumption that Relic will actually allow you to have a different set of win conditions on the host than on the guest, which, as I said, I kind of doubt. IT’S A WHOLE PILE OF LONG SHOTS! But, who knows? You might be able to experiment around and actually find a workaround. I used to spend days finding workarounds for my networking programs and all the obstacles they presented.

Now, you guys could make a Host version of the AI mod that doesn’t use Win Conditions to activate AI donations, but just has AI donations active already. And, then make a Guest Version of the AI mod that doesn’t have any SCAR code at all. Then run the host version on the Create a game machine and the guest version of the mod on the Join a game machines, and in that way, the AI donations is not activated through the Win Conditions menu, and then it really might sync up, and the host really might update or do AI donations, and Relic’s sync code really might force the guests to be in line, and all done invisibly.

Again, like I said, probably too much work. But, there MAY BE ways for you coders to take this in hand, if you want to, and try to sneak it by Relic’s ‘firewalls’ or blockage if you will. When programming for networks, it was often the case you made a separate program for the Host or File Server, and a different version of the program for the Workstations or the Joining Guests. You could do the same with the AI mod if you wanted to. Make a host version of AI donations that has the scar on automatically and removed the trigger from the Win Conditions all together. And, make a guest version of the AI Mod that doesn’t have any scar code, and then see if it will sync up and sing and dance.

But, then again, it’s possible that Relic’s code will do some kind of checksum or mod-sum or some such and see that the two codes are different, and deny you connection or sync up for that reason. As I said, it really depends upon how Relic programmed the thing and how creative you can be in getting around the obstacles or roadblocks that Relic has set up. There may be a way around with enough effort and study, and there may never be a way around found no matter how much effort you put in — IT’S A GAMBLE, pure and simple.

All you can do is experiment and try to find a working combination to break the lock, or you can just make sure that the AI donations is turned off for LAN and online play. And, for now, if the AI mod is still broken on many machines for LAN or online play, even with AI donations off, then it’s pretty much a moot point anyway. But, if they someday get the AI mod working on LAN and online for all machines out there with AI donations off, then maybe it might pay off to try to find a way around the obstacles, and removing AI Donations from the Win Conditions and having it triggered ON for host and OFF for guest by other means other than Win Conditions just might be an avenue that will provide real pay dirt in the end — and then again, it might not.

However, for now, I think both LarkinVB and I both agree that it seems very logical to us why the AI donations SCAR code is not working for LAN or online — it just can’t work right now and maintain sync among all the different machines — too many different machines executing the code and trying to be chief or host, when there should only be one chief or host. I don’t think Relic has anything in there in their multiplayer code to sync up SCAR code. Why should they? They probably haven’t even thought about it ever. On so many levels, it just makes logical sense to me why it’s not working for LAN play, so much so that some of you users expecting that it should work is actually the thing that is illogical to me, especially where SCAR and AI donations or unsynced Win Conditions are concerned. It’s lucky if the normal or original stuff works fine and actually syncs up and stays synced during LAN play, in my opinion.

Edited by ThetaOrion, 12 December 2006 — 01:27 AM.

  • Back to top
  • Quote


#48

cuteunit

Posted 14 December 2006 — 01:04 PM

Hello. I have registered just to let you know that your DoW Ai version 2.1 seems to still be resulting in instant synch errors for my friend and I when attempted play over Internet.

The remotely connected player will be kicked out of the game in the first 10-15 seconds or so if «highspeed» is off, and within about 45 seconds if highspeed is turned on, this is reproducable.

When they try to leave the scorecard window, DoW crashes to desktop and has two error report form windows appear.
This also happens to the host when they exit volountarily.

Is there a way to create dump files or error logs that can be sent to you, to assist you in troubleshooting?

I am also willing to test code revisions in multiplayer. My machine is high end, as is my friend’s.

  • Back to top
  • Quote


#49

ArkhanTheBlack

ArkhanTheBlack

    title available

  • Members
  • 814 posts

Posted 14 December 2006 — 02:10 PM

Hmm, I still wonder why those problems didn’t seem to occur in our DOS WA AI version.

I’m curious if the pure existance of SCAR code can cripple the multiplayer games. You would do me a great favor if you (and your online buddies) just delete the entire scar folder in the dowai/data mod directory and then try an online game again. I want to make sure that scar has nothing to do anymore with the sync problems.

  • Back to top
  • Quote


#50

jureidinim

jureidinim

  • Location:Whitby, Ontario, Canada

Posted 14 December 2006 — 06:06 PM

Hmm, I still wonder why those problems didn’t seem to occur in our DOS WA AI version.

I’m curious if the pure existance of SCAR code can cripple the multiplayer games. You would do me a great favor if you (and your online buddies) just delete the entire scar folder in the dowai/data mod directory and then try an online game again. I want to make sure that scar has nothing to do anymore with the sync problems.

Been trying to get another game going with my brother — but our times confilct. If no one else gets a result to you Arkhan, i will try the test (removing SCAR folder) for you. We were also getting sync errors with the new code as well as those windows errors. We would get it around 10 minutes into the game. We never tried turning off AI donations though.

If i can pin him down later, we will try both
a) Switch off AI donations
b) Remove SCAR folder. <—- Should we try to remove it only from HOST machine first then remove from both? Or that wouldn’t matter?

  • Back to top
  • Quote


#51

ArkhanTheBlack

ArkhanTheBlack

    title available

  • Members
  • 814 posts

Posted 14 December 2006 — 07:02 PM

b) Remove SCAR folder. <—- Should we try to remove it only from HOST machine first then remove from both? Or that wouldn’t matter?

Remove it from all machines.

Thanks for helping! :p

  • Back to top
  • Quote


#52

cuteunit

Posted 15 December 2006 — 12:44 AM

b) Remove SCAR folder. <—- Should we try to remove it only from HOST machine first then remove from both? Or that wouldn’t matter?

Remove it from all machines.

Thanks for helping! :p

Hello, we just tested this.

AI Donations are off

scar folder deleted on host and client.

Still getting the instant synch error and kickout.

  • Back to top
  • Quote


#53

jureidinim

jureidinim

  • Location:Whitby, Ontario, Canada

Posted 15 December 2006 — 03:29 AM

Arkhan,

Guess i will make it more confusing now. Tried a 2 v 2 (2 AI) game with the AI mod and removing the SCAR folder from your mod folder.
Result: 20 minute game with no synch error — that’s the first game my brother and i have been able to complete with this new AI mod.

Question — how much is this AI mod integrated into Rikers DowXP mod? I see the AI donation button there even after the SCAR folder was removed from DowAi_mod (i then discovered his mod has its own SCAR folder).
We were able to play a six player (4 AI) 3 v 3 team game using the DowXP mod with the AI donation not selected and AI highspeed not selected. SCAR folder intact for his mod.
Result: No synch error. Only anomaly was once during the game it froze for about 3 secs but then continued ok.

Don’t know if that helps or confuses the issue. :p

Wanted to try putting back the SCAR folder in your mod and just not select AI donations (playing the Dow AI mod)- but will have to try that another night.

  • Back to top
  • Quote


#54

LarkinVB

LarkinVB

    title available

  • Members
  • 1,488 posts

Posted 15 December 2006 — 07:24 AM

Another idea Arkhan. Are you perhaps using some kind of random code which has a different seed on the computers and produces different results then ?

  • Back to top
  • Quote


#55

eyeballpaul

eyeballpaul

  • Location:scotland

Posted 15 December 2006 — 11:27 AM

was going to post a new topic, but prob fits in here….not been able to be online much recently…but I d/l a replay last night for DC…

I loaded up DC, went into game manager and chose the normal DC game…then closed down DC. Opened up DC with normal DC shortcut…and watched the reaply. You get a sync error a while into it…

I uninstalled AI code, and it works fine….

  • Back to top
  • Quote


#56

LarkinVB

LarkinVB

    title available

  • Members
  • 1,488 posts

Posted 15 December 2006 — 11:35 AM

Yea and I did the same and got no sync error. The problem seems more complicated.

  • Back to top
  • Quote


#57

eyeballpaul

eyeballpaul

  • Location:scotland

Posted 15 December 2006 — 01:29 PM

..the joys ;)

  • Back to top
  • Quote


#58

ArkhanTheBlack

ArkhanTheBlack

    title available

  • Members
  • 814 posts

Posted 16 December 2006 — 12:50 AM

scar folder deleted on host and client.

Still getting the instant synch error and kickout.

At least that’s clear now…

Another idea Arkhan. Are you perhaps using some kind of random code which has a different seed on the computers and produces different results then ?

I don’t know what you mean. The AI’s are independent from each other.

  • Back to top
  • Quote


#59

cuteunit

Posted 17 December 2006 — 09:40 PM

It’s really quite a bummer.

  • Back to top
  • Quote


#60

ThetaOrion

ThetaOrion

    title available

  • Members
  • 676 posts

Posted 18 December 2006 — 10:55 AM

I have been thinking about this some more.

Maybe it really has nothing to do with the SCAR code.

Maybe it’s the non-standard win conditions that are messing it up online and in LAN?

I mean, why should Relic program their networking and sync code to keep track of additional win conditions? It was working just fine with the original set of win conditions.

If it’s broken now online, then you go back to what was working before online, and give that a try. Try to get it as close to Relic’s DC online, and see if that works. Go back to the model that was working before in plain vanilla DC and in Winter Assault — go back to the original win conditions only.

Nobody ever gets it when I try to explain these things. I sometimes wonder if they are doing it on purpose. But, I’ll try to explain it a number of ways, and then you can go in armed with the idea and do what you want to do.

What was working before online were the original win conditions and the absence of scar code, both in plain vanilla DC and Winter Assault. Go back to that type of model or layout, go back to DC plain vanilla, and just replace Relic’s AI with your AI. Don’t create any additional win conditions and don’t add any SCAR code, and then see if it works online and in LAN play.

Make it like what worked for Winter Assault and Dawn of War. From what I remember, you didn’t have any additional win conditions there in 1.75 of the AI Mod, and it supposedly worked just fine online and in LAN mode.

Try going back to what worked before, and chances are that it will work once again. They are supposedly playing Relic’s DC AI online right now with no problems, so there’s really no reason why you shouldn’t be able to play online with the new DC AI, unless you did something unexpected that the LAN code is unprepared to handle, something like adding SCAR code or adding more win conditions. Just replace Relic’s DC AI with your AI and don’t do anything fancy or new or hightech.

Create a networking or online version of the AI Mod that has the original win conditions and no SCAR code and see if it works online and in LAN — make it like the WA version of the mod.

Anyway, go back to what worked before and then see if it works again, and see if that solves the problem.

I never understood how many people were playing online with the old AI Mod. You don’t find out such things until they can no longer play online or in LAN with the new mod. I always played the AI Skirmish Mod offline in Skirmish Mode. That’s what I thought it was for. I just never really thought about trying to play it online or in LAN play until just recently.

I guess a LAN version or a Networking Version or an Online Version of the AI Skirmish Mod wouldn’t be so far out of line, especially if so many people are playing it online.

Keep the current version with the additional win conditions and AI donations for offline play, but maybe consider creating a simpler or more standard version for online play and see if it really does work or see if you are going to have to go after Relic for a solution to the problem? Because, it’s also possible that it’s due to some Relic bug that doesn’t manifest until people are trying to play online. Maybe the broken Game Manager is the thing that is preventing the DC AI Mod from syncing up during online play? I don’t know what it really is, but until all the possible experiments are run, we won’t know the true cause. And, one possible experiment is to go back to what worked before, which means going back to the original win conditions and making sure that there’s no SCAR anywhere in the mod.

  • Back to top
  • Quote


Обновлено: 09.02.2023

The Ultimate Apocalypse mod team proudly presents to the Dawn of War: Soulstorm players and fans, an eagerly awaited and packed with epic content game experience, the Ultimate Apocalypse mod! Imagine a mod featuring massive Warhammer 40,000 battles where all 9 races in Soulstorm (and more!) have a chance at epic victory. A mod where there’s no shortage of all new units, buildings, abilities, and even titans! A mod where there’s nearly no limits holding you back. It’s all about all out, massive war. Wanna nuke your enemies? You can. Gloriously epic titan duels are your thing? Ultimate Apocalypse has you covered. Not only that, but Ultimate Apocalypse is continuously tested to ensure the epic battle experience it delivers remains unique while being completely awesome. Thanks to you (yes, you!) and everyone playing, Ultimate Apocalypse has been steady within the top 20 ranked mods for years.

SYNC ERROR FOUND!

Ok so in SINGLEPLAYER I can play on Act of war against AI

In Multiplayer I can play against my friend on Act of war

In Multiplayer I cannot play with AI (EVEN WITH AI DUMMIES) on Act of war

We are SURE that the AI makes the sync error!

Hi, myself and my friend had the same problem. I don’t know whether your settings and stuff are the same. But we noticed when we played with the Quick Start setting for Resources, it was ending in a Sync Error. Setting it to Standard fixed the problem for us. Hope this helps.

Likely due to conflicting AI logic between your version and your colleague. Not hearing much about all factions generating a sync error when their respective AI is involved. Setting the Skill to STANDARD as the fix makes no sense as there is little different between Standard and, say, HARD that would cause de-syncing.

Same error here, our copies are exactly the same, I even zipped mine up and sent it to my friend to be sure. Default winconditions, SS races, SS Map. the kicker is the AI. no AIs, no error. I will try the resource rate setting, I realize now that might be left on since UA preserves round settings between reboots :/

Only registered members can share their thoughts. So come on! Join the community today (totally free — or sign in with your social account on the right) and join in the conversation.

Выбор администрации №1

Официальное сообщество игроков по Ultimate Apocalypse моду в Российской Федерации и стран СНГ.

Discord discord.gg/bCPGWum
Наш канал в Дискорде

(Актуальный канал сборки Salcols)
Discord discord.gg/pgJ7SCt
Наш UA Salcols

Если возник какой-либо вопрос, задавайте его в соответствующем разделе — мы обязательно вам ответим.

Ultimate Apocalypse mode — это неофициальная модификация к игре Warhammer: Dawn Of War — Soulstorm, которая добавляет множество новых рас (тираниды, инквизиция — охотники на демонов и демоны). У всех рас появилось множество новых юнитов, супер оружие, артиллерия и невероятные Титаны. Мод полностью изменяет представление об оригинальной игре в лучшую сторону. Главная особенность — МЯСО, глобальные битвы и хардкор.

Для тех, кто хочет показать свои силы в сетевой схватке (на пиратской версии игры), то заходите в соответствующую тему и пишите об этом и вам обязательно откликнутся + у нас появился дискорд канал (всё указано в ссылках группы).


torrent-s.ru/1937-dawn-of-war-soulstorm-ultimate-apocalypse-18871-repack-by-tihiy_don.html
Русификатор для UA MODa перевод аддонов
torrent-s.ru/1935-ultimate-apocalypse-the-hunt-begins-18871-dopolnenija-rusifikator.html
discord.gg/kRgZtNY
Вопросы проблемы ошибки по Ua моду
Как установить мод UA

Поддержать проект

Беседа Игроков UA

Подписаться

Ultimate Apocalypse mod - OFFICIAL Rus Community

Ultimate Apocalypse mod — OFFICIAL Rus Community запись закреплена

P.S. быстренько протестировал, вроде всё работает. Времени мало, поэтому баги сообщайте сюда в комменты.

Александр Эмин

Александр Эмин
А почему боты такие пассивные в игре ? Вроде ставлю все на агрессию , а они все равно стоят на базе. Построят пару пехов и все ? Что делать с этим

Lektor Kovalev

Lektor Kovalev
А в данный мод добавят имперских и хаоситских рыцарей?

Денис Данилин

Запускаю игру, появляется меню создания профиля, ввожу название — профиль не отображается, и играть дальше не получается

Ultimate Apocalypse mod - OFFICIAL Rus Community

Ultimate Apocalypse mod — OFFICIAL Rus Community запись закреплена

Андрей Поточный

Андрей Поточный
Люди, такая проблема есть..
Куплена лицензия warhammer. Устанавливаю ua мод, но после начала игры фпс держится в районе 15-20 кадров (вне зависимости от версии мода) так же мигают все текстуры.
Все дополнительные файлы установлены.
Раньше проблем не было.
Пробовал переустановить как игру, так и сам мод.
Ребят, может кто помочь — пытаемся с другом поиграть через Steam. Выдает ошибку синхронизации С БОТАМИ — при ПвП игре все нормально идет и ничего не вылетает. В чем может быть проблема?

Чёрный Властелин

Чёрный Властелин
Скажите, что это за дополнения и стоит ли их устанавливать?

Артем Бражкин

Чёрный, это отдельные моды, без которых не может запуститься UA. Можешь запустить, только будешь играть за тиранидов.

Ultimate Apocalypse mod - OFFICIAL Rus Community

Ultimate Apocalypse mod — OFFICIAL Rus Community запись закреплена

Залил последний патч 1.89.2 на сайт, скачать можно по ссылке ниже.

Список изменений:
Показать полностью.
______________________________________________________
TYRANIDS

Updated to V0.5b3 to allow UA compatibility with other mods.

Full extensive infantry weapon rework

All upgrades have been nerfed and given better scaling and higher tiering

Regen increase added to health upgrade

Armour increase fixed on other upgrade

Ork AI fix allowing orks to tech up more reliable making for a harder AI overall

Waaagh effect changes
-Waaagh speed modifier reduced to 1.2 from 1.3
-Health increase from waaagh decreased
-Passive health increase from ork squad size reduced from 1.07 to 1.05
-Damage increase modifier added for 1% increase per model
-(All effects are nerfed by squad size reductions — less models, less scaling).

Cooldown of stick bombs and tanks bombs increased from 45 seconds to 50 seconds

Hotkey and display fixes for loads of upgrades and units to make it nice and tidy

Ork Klans — changes
Nuddyfist — unchanged
Zagdakka — Increases health of weird boy and grants +15 population while he is alive
Gorgutz — Grants +25 population and small production bonus to the boys hut while he is alive and increases his health
Armageddon — Increases production speed of titan and vehicle structures

Mek Lab
-Cost decreased to 50 Power and 150 Requisition
Nobz
-Cost increased to 15 power and 95 Req
-Reinforce time increased to 4.5 seconds
-Max squad size reduced to 8 (plus commander).
-Popcap required 110
-Regen increased to 2.5 from 2
-Damage buffed on base weapon
-Health has been increased to make up for cost and tier increase
‘Ard Boyz
-Popcap required 55
-Reinforce time to 3 seconds
-Max squad size 10 (plus commander).
-Power Klaw popcap required 65
-Re-added Rocket launcher to this squad with a cap
-Lower dps and a cost to stop them from invalidating tank bustas.
-Health has been slightly increased to make up for tier increase
Storm Boyz
-Popcap required 45
-Reinforce time to 3 seconds
-Max squad size 8 (plus commander).
-Regen increased to 1.5 from 1
-Health has been increased to make up for tier increase
Shoota Boyz
-Max squad size 11 (plus commander).
-Reinforce time 2.5
-Cost increased to 45
-Regen increased to 1.5 from 1
-Health has been slightly increased to make up for cost increase
Big shoota
-Max cap increase
-Cost decreased
-Damage decreased
-Requires 31 ork pop
Slugga Boyz
-Max squad size 11 (plus commander).
-Reinforce time 2.5
-Cost increased to 40
-Regen increased to 1.5 from 1
-Health has been slightly increased to make up for cost increase
Mega Nobz
-Popcap required 165
-Power surge ability
-Cost removed
-Duration time increased to 20 seconds from 15
-Health degeneration increased to 25
-Regen increased to 4 from 1
-Melee weapon now stuns
Ork Warboss
-Time to recruit reduced to 120 seconds from 190
Burna Boyz
-Requires 31 ork pop
-Pile O gunz
-Max squad size 7 (plus commander).
-Regen increased to 1.5 from 1
-Health has vastly increased (they had nearly half the HP of slugga boys).
-Research removed
Flash Gitz
-Regen increased to 1.5 from 1
-Melee damage buffed
-Vehicle pens slightly increased
-Weapon applied to 2nd big shoota upgrade
Lootas
-Regen increased to 2.5 from 1
-Vehicle pens slightly increased
-Structure pens slightly increased
-Aoe lowered by 20% 5 to 4
-Weapon applied to 2nd big shoota upgrade
Tank Bustaz
-Regen increased to 1.5 from 1
-Max squad size 8
-Pop cost increased to 2
-Reinforce popcap set to 2
-Setup time removed
-DPS lowered
Grotz
-Relic cost to reinforce removed
-Relic cost to recruit added
-Max squad size 18 (plus gun karts).
-Starting squad size 6
-Squad limit set to 5
-Recruitment cost increased to 60 Requisition
-Pen tables fixed (Couldn’t damage some armour types (builders)).
Gretchenz
-Leader pop cap required 31
-Required pile o gunz
Big mek
-Cost increased by 10 requisition
-Mega blaster damage reduced
-Allowed to teleport with squads attached (requires wargear)
Looted tank
-Popcap requirement set to 105
Gun wagon
-Gunwagon research cost reduced to 80 from 150 power
-Gun wagon cost decreased to 200 power and 120 req from 230 power and 140 req
Battlewagon
-Battle wagon research cost reduced to 80 power from 150 power
-Battle wagon cost decreased to 240 power and 140 req from 290 power and 160 req
Deff dread
-Deff dread research cost reduced to 120 power from 200 power

Warhammer 40,000: Dawn of War — Soulstorm

22 ноя. 2018 в 6:43
Ошибка синхронизации. У меня и у друга все части игры. Лицензия. При запуске созданной игры в мультиплеере выдает ошибку»ошибка синхронизации данные игры не совпадают» $1762 No Key, $1763 No Key Что делать? как быть? Все части скачены и были запущены.
26 ноя. 2018 в 10:36
Проверьте целостность кэша игры. Попробуйте переустановить саму игру (на другой жесткий диск можно). Если у Вас все части ДоВ1 куплены в Стиме, то Вам нужен только ДоВ СС. Все остальные ДоВы можете удалить. Проверяйте и переустанавливайте только СС.
5 дек. 2018 в 4:45
5 дек. 2018 в 11:55
Игровые данные не совпадают, если вы трогали файли игры или ставили какие то моды, то удалите их, иначе эта ошибка не пропадет
8 дек. 2018 в 1:46
8 дек. 2018 в 4:30
8 дек. 2018 в 11:40
9 дек. 2018 в 14:24
А Вы экспериментировали в мультиплеере с другими игроками? Играли на чужих серверах? По отдельности и вместе с Вашим напарником? Как там обстоят дела? Если не тестировали это, то попробуйте.
7 янв. 2020 в 16:18

Однако решение нашлось: проверил целостность локальных файлов. Он сказал, что с 7 файлами было что-то не так и потому их переустановил (то был русификатор). В результате чего проблема сама собой решилась.

Замечу, что проблема возникла не сразу. Десяток боёв по сети я спокойно провёл с русификатором.

Сам же русификатор был от Буки и менял только текст.

7 янв. 2020 в 21:59

Однако решение нашлось: проверил целостность локальных файлов. Он сказал, что с 7 файлами было что-то не так и потому их переустановил (то был русификатор). В результате чего проблема сама собой решилась.

Замечу, что проблема возникла не сразу. Десяток боёв по сети я спокойно провёл с русификатором.

Сам же русификатор был от Буки и менял только текст.

Мультиплеер таким образом очень часто руинят присутствие подпапок attrib и scar в папках DXP2, Engine и W40K. Возможно правлен экзешник, возможно качал карты с новыми объектами, возможно ставил «мод» на отображение в редакторе новых юнитов, либо же были затронуты файлы движка формата .dll. Также проблемы могут быть у хоста. Если бои создавал не ты, то значит собака зарыта в папках других игроков. Русификатор тут вообще и никоим образом не виноват, даже если бы была изменена озвучка — это ну никак бы не повлияло. Год назад я бы тоже упирался, потому как я совершал все вышеперечисленные ошибки. Но сейчас я понимаю как устроены файлы игры. В общем виноват явно не русификатор.
А вообще было бы неплохо определять какие именно файлы не прошли. Локализация то само собой всегда заменяется, а вот остальное.
P.S. Добавил позже — обычное удаление через Стим в данном случае может вообще не помочь. Нужно под корень сносить папку игры в ручную, потому как что-то лишнее может остаться в папках, и оно не удалится само. И потом уже заново устанавливать.
25 апр. 2020 в 11:11

Однако решение нашлось: проверил целостность локальных файлов. Он сказал, что с 7 файлами было что-то не так и потому их переустановил (то был русификатор). В результате чего проблема сама собой решилась.

Замечу, что проблема возникла не сразу. Десяток боёв по сети я спокойно провёл с русификатором.

The Ultimate Apocalypse mod team proudly presents to the Dawn of War: Soulstorm players and fans, an eagerly awaited and packed with epic content game experience, the Ultimate Apocalypse mod! Imagine a mod featuring massive Warhammer 40,000 battles where all 9 races in Soulstorm (and more!) have a chance at epic victory. A mod where there’s no shortage of all new units, buildings, abilities, and even titans! A mod where there’s nearly no limits holding you back. It’s all about all out, massive war. Wanna nuke your enemies? You can. Gloriously epic titan duels are your thing? Ultimate Apocalypse has you covered. Not only that, but Ultimate Apocalypse is continuously tested to ensure the epic battle experience it delivers remains unique while being completely awesome. Thanks to you (yes, you!) and everyone playing, Ultimate Apocalypse has been steady within the top 20 ranked mods for years.

Found a damn good solution :

DO NOT USE : DoW Mod Manager 1.3 .

  1. Open DoW Soulstorm using the normal Soulstorm.exe file
  2. Click on Game Manager
  3. Choose UA: The Hunt Begins.

Since this solution I had NO Sync Errors and NO Crash Errors .

This has helped everyone I know. Even players who only have 4 GB RAM in their computers.

FINALLY — We can play every time, every Map, every Faction. I am so Happy .

I hope this will help more people . FOR THE EMPEROR :-)

It’s crazy. But me and a friend (he has 4 GB RAM only — and I Have played the Map : Good old Battlefield .

against 2 x Orks, 1 x Chaos SM and 1x Eldar on Hard (the third one), we even built the biggest Titan.

and BOOM — NO Sync Error, NO Crash & NO lag at all .

Even other Maps where we used to get crashes in the middle of the game, No crashes anymore.

Thank sharing it worked for me. Using Mod Manager 1.4 often lag halfway kick me to desktop.

Now no more such problems anymore smooth game throughout.

What we now found out is that : starting the game with the original soulstorm.exe (after successful 4GB-Patch and starting the UA-The Hunt Begins ingame using the Game-Manager) the game crashes less. It seems that the DOW-Mod-Manager 1.3 is causing something here.

But still the main problem are

  • Using the dificulty level over «Hard», as soon as we use «Expert» and higher the game crashes.
  • Some maps dont work properly, especially the external created or modded ones. The size of the map doesn’t matter here.
  • But also when taking an external created or modded map and choosing 2 or more enemies, after the enemy starts to attack it starts to lag and between me and a friend from a different location playing online we have experienced that when comparing the «GameTimer» the time starts to drift apart and it stats with 1 minute and after 30 minutes gameplay we suddenly have a 5-10 minute difference. The computer that is up to date is the one hosting. And this is not being caused by the internet.

I am still hoping that the developers, and I THANK YOU A LOT FOR THIS MOD — UNBELIEVABLE WORK, are going to get this issue solved.

Dear developers, I am one of the people who would even pay 20 — 30 € for this mod, so think about this, i bet lots of people would do this.

Yes the game crashes less or should I say later in the match. I usually play a 4v4 tau bridge map or howewer is it called (I put 2 ai vs me and a i,other slots disabled,standard difficulty) and it crashes every time.Should I even try to play it with 4gb ram.

What exactly is the difference between the normal Soulstorm.exe and whatever the mod uses? I’ve been using the standard .exe and it crashes all the time. Though that may be related to me using Windows 10.

Only registered members can share their thoughts. So come on! Join the community today (totally free — or sign in with your social account on the right) and join in the conversation.

Читайте также:

      

  • Замена всех машин в гта 4
  •   

  • Как убрать зернистость в nfs heat
  •   

  • Как убрать болельщиков в pes 2021
  •   

  • World war 3 системные требования
  •   

  • Drakensang the dark eye как убрать оружие

This document is intended to help you answer any questions that you may have about Warhammer® 40,000®: Dawn of War® II

  • Does Warhammer 40,000: Dawn of War II support achievements?

    Yes, achievements are supported by Warhammer 40,000: Dawn of War II.

    If you are signed in to Steam, your achievements will be visible to you in-game and also to other players through the Steam application.

    Back To Top

  • What expansions are available for Warhammer 40,000: Dawn of War II?

    Warhammer 40,000: Dawn of War II has two standalone expansions: Chaos Rising and Retribution. Additionally, Retribution‘s The Last Stand mode is available as a separate, standalone game. These expansions are available to purchase from the Steam store.

    Chaos Rising includes:

    • A new single-player campaign
    • The Chaos Space Marines, a new multiplayer faction
    • Tyranid Hive Tyrant hero for The Last Stand mode
    • Chaos Sorcerer hero for The Last Stand mode

    Retribution includes:

    • A new single-player campaign
    • The Imperial Guard, a new multiplayer faction
    • The Imperial Guard Lord General hero for The Last Stand mode
    • New multiplayer units for all factions

    Retribution — The Last Stand

    The Last Stand is an online cooperative survival mode that features in Dawn of War II, Chaos Rising and Retribution. Retribution‘s version of The Last Stand contains six heroes to choose from, including those from Chaos Rising and the base game.

    Purchasing Retribution — The Last Stand separately will give you full access to this mode and all six available heroes from Retribution, but you will not have access to Retribution‘s single-player campaign or other multiplayer modes.

    IMPORTANT: If you have already purchased Warhammer® 40,000®: Dawn of War® II: Retribution, you do not need to purchase The Last Stand separately.

    Back To Top

  • Can Mac, Linux and Windows players play each other in online multiplayer games?

    Mac and Linux players can play each other in online games, but neither can play with Windows players.

    Back To Top

  • Why do I receive a «Sync error detected» message when I begin an online multiplayer match?

    Sync errors occur when you attempt to play online multiplayer with players using a different version of the game. If you are playing Warhammer 40,000: Dawn of War II, and attempt to play online multiplayer with Chaos Rising players, all participants will receive a sync error when the match begins, and be unable to continue.

    Back To Top

  • Can I play Warhammer 40,000: Dawn of War II using my Magic Mouse or Magic Trackpad?

    Yes.

    However, you must first enable the secondary click function on your mouse or trackpad. This will enable you to perform a right-click by clicking the right-hand side of your mouse or trackpad.

    To do this, follow these instructions:

    1. Open System Preferences ( MenuSystem Preferences).

    2. Select Mouse or Trackpad (depending on which you are using).

    3. Select the Point & Click tab.

    4. Check the Secondary Click checkbox.

    Back To Top

  • Magic Mouse and Trackpad gestures interfere with the game. How do I disable them?

    Finger «gestures», which are used by Magic Mice and Trackpads to switch between windows and applications, can disrupt your game if used inadvertently.

    To disable them, follow these instructions:

    1. Open System Preferences ( MenuSystem Preferences).

    2. Click on Mouse or Trackpad (depending on which you are using).

    3. Select the More Gestures tab.

    4. Uncheck all the checkboxes.

    Back To Top

  • When I press the Function keys (F1-F19) nothing happens. How do I use the Function keys?

    By default, Mac OS X uses the F keys to control items such as volume and brightness. To use an F key for a game command hold down the fn key, then press the F key you wish to use.

    To automatically enable the F keys, follow these steps:

    1. Open System Preferences ( MenuSystem Preferences).

    2. Click on Keyboard or Keyboard and Mouse (depending on the version of Mac OS X you are running).

    3. Select the Keyboard tab.

    4. Check the Use all F1, F2, etc. keys as standard function keys checkbox.

    The F keys will now work without using the fn key.

    Back To Top

  • My short keyboard does not have certain keys. How can I use the game commands that are mapped to them?

    Short Apple keyboards do not have Home (↖), End (↘), Page Up (⇞), Page Down (⇟) or Delete (⌦) keys.

    In order to use game commands that are mapped to these keys, you will need to use the Function (fn) key as follows:

    Home (↖) = Function (fn) key + Left Arrow (◀) key

    End (↘) = Function (fn) key + Right Arrow (▶) key

    Page Up (⇞) = Function (fn) key + Up Arrow (▲) key

    Page Down (⇟) = Function (fn) key + Down Arrow (▼) key

    Delete (⌦) = Function (fn) key + Backspace (←) key

    Back To Top

  • How do I stop the dock, notifications and the desktop cursor from appearing while I’m playing Warhammer 40,000: Dawn of War II?

    The dock or notifications may occasionally appear while you are playing Warhammer 40,000: Dawn of War II, or the desktop cursor may replace the game cursor. This can disrupt a game.

    You can prevent them from occurring by checking the Hide the Dock (disables notifications) checkbox in the Warhammer 40,000: Dawn of War II pre-game Options window. To do so, follow these steps:

    1. From the Warhammer 40,000: Dawn of War II pre-game Options window, select the Display tab.

    2. Check the Hide the Dock (disables notifications) checkbox.

    Back To Top

  • Can I run Warhammer 40,000: Dawn of War II in windowed mode?

    Yes.

    To run Warhammer 40,000: Dawn of War II in windowed mode, follow these instructions:

    1. From the Warhammer 40,000: Dawn of War II pre-game Options window, select the Display tab.

    2. Check the Run in a window checkbox.

    3. Click the Play button. The game will start in windowed mode.

    NOTE: Enabling windowed mode may decrease the game’s performance.

    Back To Top

  • Is Warhammer 40,000: Dawn of War II optimized for Retina displays?

    Yes.

    If you have a Retina display, you will be able to take advantage of the extra pixels by running Warhammer 40,000: Dawn of War II in native resolution. This means that the game will display one pixel for every pixel on your display.

    To do this, follow these instructions:

    1. From the Warhammer 40,000: Dawn of War II pre-game Options window, select the Display tab.

    2. Select the largest resolution from the Resolution drop-down menu to play the game in native Retina resolution.

    3. Click the Play button. The game will start in native Retina resolution.

    NOTE: In many cases, increasing your game’s resolution will impact upon its performance. For tips on improving performance, read the Performance Tips point in the ReadMe.

    Back To Top

  • Why does music in iTunes pause when I start playing Warhammer 40,000: Dawn of War II?

    By default, music playing in iTunes will be paused when you start playing Warhammer 40,000: Dawn of War II.

    To turn this feature off, follow the steps below:

    1. Double-click on the Warhammer 40,000: Dawn of War II application icon. The pre-game Options window will appear.

    2. Select the Extras tab.

    3. Uncheck the Pause iTunes while playing Warhammer 40,000: Dawn of War II checkbox.

    4. Select the Play button to start playing.

    To turn this feature back on at a later date, simply check the Pause iTunes while playing Warhammer 40,000: Dawn of War II checkbox and then select the Play button.

    Back To Top

  • Where are my saved games stored?

    Your saved games are stored in your game’s preferences folder.

    To open this folder, click the Open Preferences Folder button in the Support tab of the pre-game Options window.

    You can also navigate to the preferences folder manually. It is stored in the Feral Interactive folder in your computer’s ~/Library/Application Support folder (where the «~» symbol refers to your home directory).

    By default, the Library folder is hidden from your Finder. To open it, follow these instructions:

    1. Open the Finder.

    2. Open the Go menu from the main toolbar.

    3. Hold down the Alt (⌥) key. The Library option will appear.

    4. Click on the Library option. The Library folder will open in your Finder.

    Back To Top

  • How do I take screenshots in Warhammer 40,000: Dawn of War II?

    To take screenshots while playing Warhammer 40,000: Dawn of War II you should use the following key command:

    Command (⌘) + Shift (⇧) + P

    When you press all three keys at once, a single image of the on-screen contents will be saved in the Feral Interactive folder in your computer’s ~/Pictures folder (the «~» symbol refers to your home directory).

    The JPEG image contains metadata in a string in the following format.

    GameName/Version Number (OS Version; CPU Speed; Installed RAM; Video RAM; Current Graphics Card)

    For example in Warhammer 40,000: Dawn of War II the string might look a little like this:

    Dawn of War II/1.0 (macOS 10.13.4; 3.0; 8.0; 4.0; AMD Radeon R9 M395X)

    This information can be easily removed by exporting the screenshot into a different format using Preview or another image editing tool.

    NOTE: None of the metadata stored can be used to identify the user.

    Back To Top

  • Can I play this game on a case-sensitive file system?

    No. Warhammer 40,000: Dawn of War II has been tested with the basic formatting option for Mac OS X, which is HFS+. This system is not case-sensitive and identifies files by name without checking capitalization.

    The capitalization of filenames is not consistent throughout the game. While this will not always prevent the game from running on case-sensitive file systems, it may lead to crashes and other unpredictable behaviour.

    If you have to run a case-sensitive setup and you experience problems with Warhammer 40,000: Dawn of War II, please install the game on a standard formatted partition or read/write disk image. In most cases this will allow you to play the game on your machine.

    Back To Top

  • Warhammer 40,000: Dawn of War II runs slowly on my computer. Is there anything I can do to increase the speed?

    There are several factors which have an impact on the speed at which Warhammer 40,000: Dawn of War II runs. Please see the Warhammer 40,000: Dawn of War II Performance Tips section in the ReadMe for ways to increase the speed at which the game runs on your computer.

    Back To Top

  • How do I get technical support for Warhammer 40,000: Dawn of War II?

    Please read the technical support information in the ReadMe; this tells you what to check and if necessary, how to contact Feral Technical Support with your issue.

    Back To Top

  • Понравилась статья? Поделить с друзьями:
  • Sync android sdk как исправить
  • Sync 1st gear sequence error
  • Synaptics wbdi sgx windows 10 lenovo код ошибки 10
  • Synaptics exe ошибочный образ
  • Synapse tcp ip socket error 10060 connection timed out