Disconnected from server
by Jarred Michels · in Torque 3D Professional · 03/18/2010 (6:06 pm) · 6 replies
I copy over two copys of my game one host and one to try to join when I try to join it says you do not have correct version (invaild packet (failed to register ghost always)) it has the same files and every thing. I been trying to fix it but I can't can any one help?
About the author
#2
when I copy over mygame.dll with the physx.dll and rename it to mygame.dll it wont work when i just use mygame.dll original it works but I want to use the physics so I need the physx.dll so I can use it.
03/19/2010 (2:01 pm)
Nope still wont work. It acts like i am using other version of the exe but it is the same I copy some of the files from the physX demo so I could have physx in it. But I use the same exe for the client and server.when I copy over mygame.dll with the physx.dll and rename it to mygame.dll it wont work when i just use mygame.dll original it works but I want to use the physics so I need the physx.dll so I can use it.
#3
** Phase 2: Download Ghost Objects
PxMultiActor::onAdd() - PhysXWorld not initialized!
PxMultiActor::onAdd() - PhysXWorld not initialized!
Connection error: Invalid packet. (failed to register ghost always).
It happens every time I add physX objects to my project. This there any fix for it?
03/21/2010 (5:10 pm)
I found out why it is given me connection error.** Phase 2: Download Ghost Objects
PxMultiActor::onAdd() - PhysXWorld not initialized!
PxMultiActor::onAdd() - PhysXWorld not initialized!
Connection error: Invalid packet. (failed to register ghost always).
It happens every time I add physX objects to my project. This there any fix for it?
#4
03/22/2010 (6:29 am)
Make sure you have updated the PhysX drivers.
#5
9.10.0129 and still have the same problem.
03/25/2010 (2:33 pm)
I downloaded the newest ones they had. Installed version 9.10.0129 and still have the same problem.
#6
08/14/2011 (5:19 pm)
I'm having the same issue while trying to connect to a Physx enabled server
Associate Steve Acaster
[YorkshireRifles.com]
If the user computer doesn't have the bandwidth/concection to cope with the rate and size of packets, it has to split them up and it can't reassaemble them at the end - hence invalid packet.