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Age of Empires 1: Rise of Rome Connection problem. #9
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Nothing in the log there tells me why it isn't working. I see you're using the |
I don't know. Good idea. I'll give it a try with real ipx packages selected
and let you know the results as soon as possible.
Thank Sir,
Noddynod443
…On Mon, May 4, 2020, 16:51 Daniel Collins ***@***.***> wrote:
Nothing in the log there tells me why it isn't working.
IDirectPlaySP::HandleMessage() which is the method used to pass a
received message to DirectPlay for processing is sometimes succeeding and
sometimes failing (never seen that), but the error code doesn't hint at why.
I see you're using the Send and receive real IPX packets functionality.
Does it behave any differently if you both turn it off and use the default
UDP transport?
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My type o mistake. I meant to say that I would give it a try with real ipx
packets Deselected.
…On Mon, May 4, 2020, 16:52 Noddynod443 . ***@***.***> wrote:
I don't know. Good idea. I'll give it a try with real ipx packages
selected and let you know the results as soon as possible.
Thank Sir,
Noddynod443
On Mon, May 4, 2020, 16:51 Daniel Collins ***@***.***>
wrote:
> Nothing in the log there tells me why it isn't working.
> IDirectPlaySP::HandleMessage() which is the method used to pass a
> received message to DirectPlay for processing is sometimes succeeding and
> sometimes failing (never seen that), but the error code doesn't hint at why.
>
> I see you're using the Send and receive real IPX packets functionality.
> Does it behave any differently if you both turn it off and use the default
> UDP transport?
>
> —
> You are receiving this because you authored the thread.
> Reply to this email directly, view it on GitHub
> <#9 (comment)>,
> or unsubscribe
> <https://github.com/notifications/unsubscribe-auth/ANWLIHFXQH5XYLAGCUSVAX3RP42ETANCNFSM4MYNR3WA>
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|
I have tried it with real IPX packets functionality disabled, but it still
doesn't work. It behaves the same. Would you like to ipxwrapper debug log
from the computer that I am using to host?
…On Mon, May 4, 2020 at 4:51 PM Daniel Collins ***@***.***> wrote:
Nothing in the log there tells me why it isn't working.
IDirectPlaySP::HandleMessage() which is the method used to pass a
received message to DirectPlay for processing is sometimes succeeding and
sometimes failing (never seen that), but the error code doesn't hint at why.
I see you're using the Send and receive real IPX packets functionality.
Does it behave any differently if you both turn it off and use the default
UDP transport?
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Here is the debug ipxwrapper.log from the host computer:
…On Mon, May 4, 2020 at 4:51 PM Daniel Collins ***@***.***> wrote:
Nothing in the log there tells me why it isn't working.
IDirectPlaySP::HandleMessage() which is the method used to pass a
received message to DirectPlay for processing is sometimes succeeding and
sometimes failing (never seen that), but the error code doesn't hint at why.
I see you're using the Send and receive real IPX packets functionality.
Does it behave any differently if you both turn it off and use the default
UDP transport?
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Is there anything else I can try?
…On Mon, May 4, 2020, 16:51 Daniel Collins ***@***.***> wrote:
Nothing in the log there tells me why it isn't working.
IDirectPlaySP::HandleMessage() which is the method used to pass a
received message to DirectPlay for processing is sometimes succeeding and
sometimes failing (never seen that), but the error code doesn't hint at why.
I see you're using the Send and receive real IPX packets functionality.
Does it behave any differently if you both turn it off and use the default
UDP transport?
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I think the log file got lost from your last message? I can't see it. |
Is it visible now?
…On Tue, May 26, 2020, 10:26 Daniel Collins ***@***.***> wrote:
I think the log file got lost from your last message? I can't see it.
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For some reason the log file was not visible when I uploaded it via email.
I have uploaded it directly to the copy of this conversation on github. It
should be visible now.
…On Tue, May 26, 2020, 10:26 Daniel Collins ***@***.***> wrote:
I think the log file got lost from your last message? I can't see it.
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Yes, I can see it now. Do you have two Ethernet adapters in the same machine connected to the same network as suggested by the log output? I'm not sure if that could be the issue, but I've never tried it. Might be worth disabling one of the adapters if possible just to see if that resolves it. |
I tried disabling one of the adapters, but it made no differenece. Hosts
game is still visible in the ipx lobby. If I try to join the game just
freezes for about 15 secs then gives the message: "unable to join".
The reason I have two ethernet adapters per computer is because I am using
a multiseat software to turn my four comouters into eight virtual Lan party
computers. I am able to network age of empires 2 by this system. Could the
unofficial patch of age of empires 1 be causing this network issue?
…On Wed, May 27, 2020, 14:37 Daniel Collins ***@***.***> wrote:
Yes, I can see it now.
Do you have two Ethernet adapters in the same machine connected to the
same network as suggested by the log output? I'm not sure if that could be
the issue, but I've never tried it. Might be worth disabling one of the
adapters if possible just to see if that resolves it.
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Do you think port forwarding might help?
…On Wed, May 27, 2020, 14:37 Daniel Collins ***@***.***> wrote:
Yes, I can see it now.
Do you have two Ethernet adapters in the same machine connected to the
same network as suggested by the log output? I'm not sure if that could be
the issue, but I've never tried it. Might be worth disabling one of the
adapters if possible just to see if that resolves it.
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Are you using IPXWrapper for AoE 2 as well? If IPXWrapper is working for you using another game I think I'll have to give it a try myself at some point to figure out what is wrong. Port forwarding won't do anything here, since IPXWrapper relies on all the computers being in the same broadcast domain there is no address rewriting to do. |
Yes I'm using Ipxwrapper with AOE2, Total Annilation, Mechwarrior 3,
Comanche Gold, Command & Conquer Red Alert 2, Rocket Jockey, and several
others.
All mentioned work successfully with Ipxwrapper.
…On Sat, May 30, 2020, 05:09 Daniel Collins ***@***.***> wrote:
Are you using IPXWrapper for AoE 2 as well? If IPXWrapper is working for
you using another game I think I'll have to give it a try myself at some
point to figure out what is wrong.
Port forwarding won't do anything here, since IPXWrapper relies on all the
computers being in the same broadcast domain there is no address rewriting
to do.
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Hi, I was wondering if you were ever able to find a cure for the age of empires 1 problem? |
Hi Sorry, I haven't been able to work out what the problem is. I mentioned it to someone and they brought up the remake (Age of Empires: Definitive Edition) saying it is a pretty faithful remake... not what you asked I know, but just thought I'd mention it in case it was news to you. |
Thanks, the definitive edition looks great and all, but windows 10 ain't my
cup of tea. Windows 7 is more like it and quite frankly windows 7 is
probably what is causing the age of empires 1 networking issue.
…On Thu, Dec 3, 2020, 04:55 Daniel Collins ***@***.***> wrote:
Hi
Sorry, I haven't been able to work out what the problem is.
I mentioned it to someone and they brought up the remake (Age of Empires:
Definitive Edition) saying it is a pretty faithful remake... not what you
asked I know, but just thought I'd mention it in case it was news to you.
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I can confirm this is happening over here as well for Rise of Rome. |
I have a problem when using ipx wrapper with Age of Empires 1 The Rise of Rome. I have the Unofficial patch installed. I can see the hosts game on the ipx lobby's list, however when I click join the game freezes for a few seconds then gives the error: "Unable to join game". How to fix this problem with this one game please?
Here is the debug ipxwrapper.log file:
ipxwrapper.log
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