Forged Alliance Forever Forged Alliance Forever Forums 2012-07-20T13:17:54+02:00 /feed.php?f=3&t=1185 2012-07-20T13:17:54+02:00 2012-07-20T13:17:54+02:00 /viewtopic.php?t=1185&p=16098#p16098 <![CDATA[Re: Why not organise lobby bughunting a bit?]]>
This must be related to the lobby not reporting the correct amount of players bugs (and I REALLY need players to help me debug that, see below).

One of my though is that they can have a FA currently running. They receive a connection command from another game, and report some UID of players that are unknown in the current game, resulting in a crash.

This is only speculation. I now do a quick simple test to detect that, tell me if it's still crashing.

On a side note, if it's really the cause of the crashes, that bug would have been gone a long time ago if I had some proper reports of the "incorrect numbers of players" bug.

About the lobby not reporting the correct amount of players.

I need reports !!!!!!

If you notice that in your current game :
- Check the current player list in your game. Note all the nicknames (minus yours, it's at most 10 nicknames to write).
- Check what the FAF lobby is reporting (hover on your game, you should see XXX vs XXX, XXX being all the nicknames).
Write them down.

- One nickname must be one the FAF lobby but not inside your game !
Check in the FA lobby how he disconnected (kicked, timeout, never joined,...)
Check if he is still in the chat too.
Write these infos down.

Send a report with all these infos + the game.log of that game (and the one of the host if possible).
Even better : If you can contact that person so they can send me their log, it would be wonderful.

Statistics: Posted by Ze_PilOt — 20 Jul 2012, 13:17


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2012-07-19T22:58:38+02:00 2012-07-19T22:58:38+02:00 /viewtopic.php?t=1185&p=16078#p16078 <![CDATA[Re: Why not organise lobby bughunting a bit?]]>
First one :

- I already had a crash with only people connecting (nobody leaving before the crash happened).

If you can answer "Yes", please do, otherwise, don't bother replying :)

Statistics: Posted by Ze_PilOt — 19 Jul 2012, 22:58


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2012-07-19T22:51:21+02:00 2012-07-19T22:51:21+02:00 /viewtopic.php?t=1185&p=16077#p16077 <![CDATA[Re: Why not organise lobby bughunting a bit?]]> Statistics: Posted by Kryo — 19 Jul 2012, 22:51


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2012-07-19T21:33:49+02:00 2012-07-19T21:33:49+02:00 /viewtopic.php?t=1185&p=16075#p16075 <![CDATA[Re: Why not organise lobby bughunting a bit?]]> Statistics: Posted by Ze_PilOt — 19 Jul 2012, 21:33


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2012-05-14T11:50:59+02:00 2012-05-14T11:50:59+02:00 /viewtopic.php?t=1185&p=13092#p13092 <![CDATA[Re: Why not organise lobby bughunting a bit?]]> Statistics: Posted by Ze_PilOt — 14 May 2012, 11:50


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2012-05-14T11:33:43+02:00 2012-05-14T11:33:43+02:00 /viewtopic.php?t=1185&p=13086#p13086 <![CDATA[Re: Why not organise lobby bughunting a bit?]]>
What is a bad router/firewall config? no port forward or something else?

Ze_PilOt wrote:
I'm chasing ghosts.
The problem was here on GPGNET too.

Logs from GPGNET era :
http://pastebin.com/1AdGrB5T

I did all I can do with the infos I have, now I need people with bad router/firewall configs to test things with me.

Statistics: Posted by prototype — 14 May 2012, 11:33


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2012-05-14T09:39:44+02:00 2012-05-14T09:39:44+02:00 /viewtopic.php?t=1185&p=13077#p13077 <![CDATA[Re: Why not organise lobby bughunting a bit?]]> Statistics: Posted by Ze_PilOt — 14 May 2012, 09:39


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2012-05-09T22:55:30+02:00 2012-05-09T22:55:30+02:00 /viewtopic.php?t=1185&p=12776#p12776 <![CDATA[Re: Why not organise lobby bughunting a bit?]]> Statistics: Posted by prototype — 09 May 2012, 22:55


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2012-05-09T22:51:12+02:00 2012-05-09T22:51:12+02:00 /viewtopic.php?t=1185&p=12775#p12775 <![CDATA[Re: Why not organise lobby bughunting a bit?]]> Statistics: Posted by prototype — 09 May 2012, 22:51


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2012-05-09T10:11:57+02:00 2012-05-09T10:11:57+02:00 /viewtopic.php?t=1185&p=12721#p12721 <![CDATA[Re: Why not organise lobby bughunting a bit?]]>
You don't need me to do that, if you want that bug fix, it's up to you (beta testers) to make it happen :)

Statistics: Posted by Ze_PilOt — 09 May 2012, 10:11


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2012-05-08T13:52:22+02:00 2012-05-08T13:52:22+02:00 /viewtopic.php?t=1185&p=12658#p12658 <![CDATA[Why not organise lobby bughunting a bit?]]>

What if we could set a couple of times (for different time zones) to ask people to join a bughunt channel on teamspeak.
Then we could setup some games and see if it bugs, if it does, we all make sure all the logs are being committed.

The idea here is not to play those games(if not needed), but to set em up a couple of times and try to get the lobby to crash/bug etc.
If there would be a couple of groups doing that say 5-6 times an evening that would get some data .. right?

What do you think, is this a good/bad idea?



------------------- pure theoretical, only works in a perfect world :)------------
Or ... if theoretically all game hosters would join a channel on teamspeak, the joiners could join that same channel before connecting and then connect and see if it works. (to include logs from people that cannot connect)
This will probably not work as not everybody will do that.
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Statistics: Posted by prototype — 08 May 2012, 13:52


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