Alright the multiplayer is starting to work. It's very buggy though but it's enough to talk to other people and... run around and... yeah that's about it. But you can help by connecting on it, spamming things, spamming more things, and if possible make it crash. All PC AOTI clients should be able to connect but there might be some issues with some of them.
To connect, open your hosts file (Linux: /etc/hosts, Windows: C:\WINDOWS\system32\drivers\etc\hosts) using notepad and add the following two lines depending on your client:
For JP clients: 188.165.56.119 patchpc.ipsu.segaonline.jp 188.165.56.119 loginpc.ipsu.segaonline.jp
For US clients: 188.165.56.119 patchpc.ipsueu.segaonline.jp 188.165.56.119 loginpc.ipsueu.segaonline.jp
Do not save as a .txt file. The file must be named hosts, not hosts.txt. Replace anything already there if there's something.
The username/password you enter will create an account directly. There is no need to register before attempting to connect. Characters are saved. Options can be modified and are saved.
Please report all issues you may find in this thread. PLEASE INCLUDE THE VERSION OF YOUR CLIENT AS SEEN ON THE BOTTOM LEFT OF THE TITLE SCREEN (type Ctrl if it doesn't show up).
Posting for permanence, but essen should know this already as I PM'd him about it.
Ver 2.0011.4 JP client (not quite up-to-date)
First attempt after character creation crashed my client on the Clyez City loading screen with 'The instruction at 0x005474c5 referenced memory at 0x00007fff. The memory could not be read. Click on OK to terminate the program.' - not sure if that was my client being screwy or what, my character was saved though.
Second and third attempts, I logged into the lobby and was instantly disconnected, with errors 52 and 51 respectively. I also apparently crashed the server for everyone else too. Oops. If it helps my character stats displayed as level 0 with 9999/9999 HP on the HUD.
Error in process <0.393.0> on node 'console@karen' with exit value: {undef,[{egs_game,process,[{sslsocket,11,<0.361.0>}]}]} Error in process <0.149.0> on node 'console@karen' with exit value: {undef,[{egs_game,process,[{sslsocket,12,<0.143.0>}]}]}
Error in process <0.1366.0> on node 'console@karen' with exit value: {{badmatch,<<72 bytes>>},[{egs_proto,packet_split,1},{egs_proto,packet_split,1},{egs_game,loop,3}]} Error in process <0.9486.0> on node 'console@karen' with exit value: {{badmatch,<<60 bytes>>},[{egs_proto,packet_split,1},{egs_proto,packet_split,1},{egs_game,loop,3}]} Error in process <0.17098.0> on node 'console@karen' with exit value: {{badmatch,<<24 bytes>>},[{egs_proto,packet_split,1},{egs_proto,packet_split,1},{egs_game,loop,3}]}
My Hosts file. Pretty sure it's just the default shit and stuff relating to my Assassin's Creed 2 server emulator.
# Copyright (c) 1993-2009 Microsoft Corp. # # This is a sample HOSTS file used by Microsoft TCP/IP for Windows. # # This file contains the mappings of IP addresses to host names. Each # entry should be kept on an individual line. The IP address should # be placed in the first column followed by the corresponding host name. # The IP address and the host name should be separated by at least one # space. # # Additionally, comments (such as these) may be inserted on individual # lines or following the machine name denoted by a '#' symbol. # # For example: # # 102.54.94.97 rhino.acme.com # source server # 38.25.63.10 x.acme.com # x client host
I'm wrapping up the testing session, but i leave the server up. If it crashes, it won't get back up until I wake up! Sorry.
Thanks to everyone who joined so far and helped uncover a few nasty bugs. I'll fix them before going further.
Feel free to post pics (format text, just paste the link) of this session! Also bug reports, version numbers (ctrl on the title screen) and whether the sound worked for you. Thanks.
Sound works on 2.0009.2, the final condition of the US client when the server closed. You already knew this, but posting for posterity. Might post some pics later whenever I sort through them and convert from bmp.
I've been playing with the issues concerning Ramps on updated US Clients (version 2.0009.2). I've found that you aren't actually getting stuck on the ramp, there is just a very bad lag involved with it. If you keep running up the ramp you will eventually load through and be fine. A shortcut to this is to go to the elevator and wait for it to load and hit cancel. After that has happened you can use any ramp one time perfectly fine.
So this issue is probably tied with the Elevator Lag issue. If you fix one it will probably fix the other as well. However this is just my best guess looking at the issue.
If you go to the 5th floor of the Colony you get stuck. The floor loads and all but you can't leave as the transition isn't triggered when you enter the door.
It's not like the others where you lose control while it loads, this it's like when we all loaded in Dallgun. We could go through the door that lead to the mission counter but it didn't do anything, no transition triggered. The door opens and you can enter it but nothing happens, you can turn around and walk out of it.
Basically, for anyone currently using a post-supplemental update PSU JP client, the current state of things will allow you to login, but you will be a 'ghost.' That is, you won't be able to see yourself, and your name will be blank. This can be fixed by replacing the PSUIlluminus.EXE in PSU's root directory with the EXE Essen linked in another thread:
So I tried appearence editing and had an interesting result. Anyways I failed because I have no idea what I'm doing. :) I changed my appearence client-side successfully though interestingly a part of the npc's hair remains rigged to whatever handles the hair movement. I managed to disable gameguard to allow me to use CE but tbh its not an idea solution as it actually makes the OS unstable. I think it screws with the kernel idk
It's back up. I could log the cause of this crash and I'll be working on a fix later tonight. Of the 3 crash from yesterday only 2 were fixed so far, this one will be the 3rd.