Game Development Community

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?

#1
03/18/2010 (6:18 pm)
Invalid Packet ... look in prefs.cs for packetrate to client and packetsize. Default is 10 and 200, usually safe at 32 450, and often good for 64 900. (packetrate to server default =32)

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.
#2
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
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
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