Update: Fixed! RTS starter Kit Multiplayer bug
by Allen Chen · in RTS Starter Kit · 12/19/2004 (11:54 pm) · 47 replies
Dear all,
I can't run RTS starter kit on Multiplayer mode, following is the error message:
You do not have the correct version of the RTS starter kit or the related art needed to play on this server, please contact the server operator for more information.(DebrisData::load: Couldn't load shape "_tm.....")
I just install the RTS starter kit then click RTS_TEST.exe. I have read some post in this forum and can't solve this issue.
Thank in advance.
Regards,
Allen
I can't run RTS starter kit on Multiplayer mode, following is the error message:
You do not have the correct version of the RTS starter kit or the related art needed to play on this server, please contact the server operator for more information.(DebrisData::load: Couldn't load shape "_tm.....")
I just install the RTS starter kit then click RTS_TEST.exe. I have read some post in this forum and can't solve this issue.
Thank in advance.
Regards,
Allen
#2
I think it should be a bug to the RTS Starter Kit, since the Torque SDK works on the same machine at the same time with Multiplayer mode.
Thank you for your help here.
12/20/2004 (3:41 am)
Both the RTS Server and Client ran on a Windows XP OS, I also tried this on 2 Windows XP machines. but failed too. I think it should be a bug to the RTS Starter Kit, since the Torque SDK works on the same machine at the same time with Multiplayer mode.
Thank you for your help here.
#3
It's most probably something in code that was brought over from the FPS starter kit that the tester/developer at GG noted immediately and fixed, but didn't get it into the release (I know I've done that many times myself!).
I'll try to spend some time on it today if I get a chance, and maybe someone else here in the community has found, and fixed, the issue as well.
Just to make sure I understand your setup:
1) You start the RTS demo on one of your machines, and start a game with "Host Multiplayer" selected, and hit Ready.
2) You start the RTS demo on a second machine, hit Join Server, select your host machine, and hit Ready.
3) Your game attempts to start, but during the object downloading, client #2 reports your error and fails to join the game.
4) Client # 1 (the host machine) does enter the game.
Both of your machines are using the demo from the installer with -no- changes at all.
Is this accurate?
12/20/2004 (3:49 am)
Ok, then you've just confirmed that when I got the error myself, it wasn't a networking/OS confliction, but a real error.It's most probably something in code that was brought over from the FPS starter kit that the tester/developer at GG noted immediately and fixed, but didn't get it into the release (I know I've done that many times myself!).
I'll try to spend some time on it today if I get a chance, and maybe someone else here in the community has found, and fixed, the issue as well.
Just to make sure I understand your setup:
1) You start the RTS demo on one of your machines, and start a game with "Host Multiplayer" selected, and hit Ready.
2) You start the RTS demo on a second machine, hit Join Server, select your host machine, and hit Ready.
3) Your game attempts to start, but during the object downloading, client #2 reports your error and fails to join the game.
4) Client # 1 (the host machine) does enter the game.
Both of your machines are using the demo from the installer with -no- changes at all.
Is this accurate?
#4
I can replay all the steps on a single Windows XP machine.
1) Start the RTS Demo server by hitting "Server of RTS_TEST.exe" shortcut, it started well.
2) I start the RTS Demo by hitting the "RTS_TEST.exe" shortcut on the same machine, select the host machine by "Query LAN" and "Join Server"
3) Hit "Ready!" button, then report the same error when loading DATABLOCKS
4) Try 2) again, I found the RTS Demo Server are dead and have to restart the RTS Demo Server.
I can only replay it on a single machine since I am at home now.
Thanks.
12/20/2004 (4:09 am)
Yes, it's going as you mentioned above.I can replay all the steps on a single Windows XP machine.
1) Start the RTS Demo server by hitting "Server of RTS_TEST.exe" shortcut, it started well.
2) I start the RTS Demo by hitting the "RTS_TEST.exe" shortcut on the same machine, select the host machine by "Query LAN" and "Join Server"
3) Hit "Ready!" button, then report the same error when loading DATABLOCKS
4) Try 2) again, I found the RTS Demo Server are dead and have to restart the RTS Demo Server.
I can only replay it on a single machine since I am at home now.
Thanks.
#5
In both directions, the host starts up fine, but the client always runs into:
Anyone else able to duplicate this?
12/20/2004 (4:12 am)
Well, I haven't been able to find the root cause, but somehow objects (datablocks specifically) are mis-aligned even with completely stock, fresh installations of the latest version of the RTS-SK.In both directions, the host starts up fine, but the client always runs into:
Mapping string: MissionStartPhase1 to index: 15 *** New Mission: starter.RTS/data/missions/frenzy.mis *** Phase 1: Download Datablocks & Targets Mapping string: GameStart to index: 16 Could not locate texture: RTS/data/shapes/shocker/shocker.dtstt0ttttBnnttttcatwttttmtntdSdvlif.RTS/data/shapes/player/debris_player.dtstdiiiiiiu rrrrre tttttmtntttttielttttti Could not locate texture: tttts mtttttttt Could not locate texture: Could not locate texture: nlsutata/sound/weapon_switch.wavtcker.dtstt0ttttBnnttttcatwttttmtntdSdvlif.RTS/data/shapes/player/debris_player.dtstdiiiiiiu rrrrre tttttmtntttttieltttttiedtttts mtttttttttttttttttttttvtdttttn00ttttn00ttttn00ttttn00ttttn00tttcmda ttttttttttttu Unable to load texture: nlsutata/sound/weapon_switch.wavtcker.dtstt0ttttBnnttttcatwttttmtntdSdvlif.RTS/data/shapes/player/debris_player.dtstdiiiiiiu rrrrre tttttmtntttttieltttttiedtttts mtttttttttttttttttttttvtdttttn00ttttn00ttttn00ttttn00ttttn00tttcmda ttttttttttttu for decal! Connection error: DebrisData::load: Couldn't load shape "_tmlntrrrrrre rrrrre tttttmtntttttieltttttiedtttts mtttttttttttttttttttttvtdttttn00ttttn00ttttn00ttttn00ttttn00tttcmda ttttttttttttu ttttivddtttttttttttttttttttne mtttto nnttttia0a t". Issuing Disconnect packet.
Anyone else able to duplicate this?
#6
However, I am able to duplicate the error using "clients" on both sides, and then have one of them host a multi-player session. Both work fine until both clients hit "Ready!", but then the non-host client (no matter which side hosts) gets the above error, or similar.
P.S.: This is a relatively minor error in the scheme of things, don't let it put you off--most likely it's a script or two in the wrong directory, or something similar that is throwing off object alignment in the clients. I know that our project has multi-play with a dedicated server working very well!
12/20/2004 (4:14 am)
@Chen: Well, you don't need to run the 'server' version of the executable--that's for dedicated servers. Any client should be able to host a "normal" multi-player game.However, I am able to duplicate the error using "clients" on both sides, and then have one of them host a multi-player session. Both work fine until both clients hit "Ready!", but then the non-host client (no matter which side hosts) gets the above error, or similar.
P.S.: This is a relatively minor error in the scheme of things, don't let it put you off--most likely it's a script or two in the wrong directory, or something similar that is throwing off object alignment in the clients. I know that our project has multi-play with a dedicated server working very well!
#7
12/21/2004 (3:23 am)
Same problem here. Win XP hosting, second machine Win 2K. Not sure if its the exact same error, but the "mtttttttttvtddnoooaottttttt" jibberish was in there on the client side. Cannot test multiplayer, have not revisted this due to time constraints, but can confirm it....cannot get multiplayer to work, (stock rts on both).
#8
12/21/2004 (5:26 pm)
Try enabling the DEBUG_NET macro?
#9
12/24/2004 (3:45 pm)
It was working for me earlier, but with little or even no change, it now says error debris stuff.
#10
12/24/2004 (3:59 pm)
What could happen that makes it suddenly not work? could it be a registry setting? its not working on other computers either, but it was working last time i used it.
#11
12/24/2004 (5:24 pm)
It's most likely some C++ difference; pretty much nothing else affects that area of code.
#12
Thanks,
-Will
12/26/2004 (5:59 pm)
I ran into this very same issue. Brand new to the Torque Community and the RTS demo. Just got them both tonight. I thought it might have something to do with the Race selection. In the Lobby the races are Super and Human. I have 3 systems set up over a LAN. By starting the game on any of them, I get that computer logged in first as Super. The other two boxes log in as Human and both error out with the same You do not have the correct version of the RTS starter kit or the related art ... DebrisData::load. What I was thinking is that there is only art for the "Super" race and not human and theres no place that I could see that would change the race. Am I off on this thought or should I be looking at something else. WinXP and 2000 clients all around. I don't get the error on any of those machines starting the game or doing it solo just when logging into the MP portion as a second or higher player.Thanks,
-Will
#13
I'm reasonably confident that it's some minor change that was made in the building of the executable itself during the creation of the second installer. The error is almost certainly related to objects out of alignment between the multi-player "host" and the remote player clients, but quite honestly we've differentiated so much from "stock" RTS SK that I just don't have the time to nail it down locally--we're too focused on trying to get functionality in to finish out our next milestone.
If no one else beats them to it, hopefully GG will have some time in the coming month or so to take a look at what's causing the issue. It did not happen with the original installer, and has only come across with "clean" installations of the current installer version as far as I am aware.
12/27/2004 (12:27 am)
Not a bad thought, but the "super" is just an indicator of who is hosting the multi-play session, while the "human" means that those clients are remote to that machine. There isn't any race specific (as in game race) code or art anywhere in the stock RTS SK.I'm reasonably confident that it's some minor change that was made in the building of the executable itself during the creation of the second installer. The error is almost certainly related to objects out of alignment between the multi-player "host" and the remote player clients, but quite honestly we've differentiated so much from "stock" RTS SK that I just don't have the time to nail it down locally--we're too focused on trying to get functionality in to finish out our next milestone.
If no one else beats them to it, hopefully GG will have some time in the coming month or so to take a look at what's causing the issue. It did not happen with the original installer, and has only come across with "clean" installations of the current installer version as far as I am aware.
#14

Any help would be greatly appreciated
tx
Jeromy
12/30/2004 (10:39 am)
I too am hitting the exact same error. When I host a dedicated server on my machine, then try to join a client to that server, I get the following error after all users have selected they are ready:
Any help would be greatly appreciated
tx
Jeromy
#15
-Will
12/30/2004 (12:40 pm)
Same thing, someone said that they didn't recieve that in the first version of the RTS kit but I don't know what's changed since then. Still just trying to learn everything else about the whole engine right now but I hope this gets resolved :)-Will
#16
It requires a file named base.lmale.[graphixExtension] (you can just copy and rename one of the other skin textures.)
Now wether or not a missing debris texture is enough to cause that error, I don't know. I am using a different script base then the SK and don't have this problem. Usually if this comes up for me, it's because I am missing a shapefile, or specified the wronge name for one, or there is some other odd datablock error.
12/30/2004 (12:49 pm)
Now I don't know if this is the cause of the problem or not, but the texture for the player_debris.dts is missing. (Found that out playing with the nifty TST Pro)It requires a file named base.lmale.[graphixExtension] (you can just copy and rename one of the other skin textures.)
Now wether or not a missing debris texture is enough to cause that error, I don't know. I am using a different script base then the SK and don't have this problem. Usually if this comes up for me, it's because I am missing a shapefile, or specified the wronge name for one, or there is some other odd datablock error.
#17
-Will
12/30/2004 (1:37 pm)
Same thing, someone said that they didn't recieve that in the first version of the RTS kit but I don't know what's changed since then. Still just trying to learn everything else about the whole engine right now but I hope this gets resolved :)-Will
#18
Stephen is correct - it's probably some very minor snafu. We'll look at this ASAP, or at least confirm we can get it to work out of the box. :)
12/30/2004 (6:52 pm)
When Josh and I are both back in the office after Jan 1, we'll take some time and make sure we get a non-broken build uploaded. I've no idea how this slipped past us, but I offer my apologies. :)Stephen is correct - it's probably some very minor snafu. We'll look at this ASAP, or at least confirm we can get it to work out of the box. :)
#19
12/31/2004 (6:25 pm)
Indeed, we'll be taking a look at this pronto. Thanks for the detailed reports guys.
#20
Jeromy
01/04/2005 (6:11 pm)
Thank you for your effort. IF you need any of the traces I have both the server side and the client side saved offJeromy
Torque 3D Owner Stephen Zepp
FYI, networking between XP Pro and 98 has quite a few problems--for example, if I turn sharing on in a directory on the Win98 computer, and then try to copy a file from that directory to my WinXP Pro box (via local network), it causes a kernel crash on the Win98 box 8 out of 10 times.