Game Development Community

[Beta 5 bug] (Invalid packet (failed to register ghost always))

by Stephen Colbran · in Torque 3D Professional · 08/15/2009 (8:53 pm) · 12 replies

I created a mission with a few buildings, roads, trees etc.
However, when I host the mission on one machine and try to join on another, I get a "(Invalid packet (failed to register ghost always))" error.

The mission (level) works perfectly on single player.

What does this error (problem) mean?

Thanks

#1
08/16/2009 (12:42 am)
It would appear that you need to have unique shape files...
Doesn't T3D let you use a shape file multiple times?

Ill explain...

I was removing and deleting the shapes from my mission. I left one collada shape.
Launching the mission with multiplayer worked perfectly.
So, I duplicated the shape. Multiplayer stops working...
But, if I change the second shape to a different shape file (such as the cached dts shape) then multiplayer works again...

Can anyone help?
#2
08/21/2009 (8:51 am)
I've managed to get my mission file top work in multiplayer (by duplicating the dts files... I have about 20 of one :()
#3
08/26/2009 (2:53 am)
You shouldn't have to do that. I'll see if I can reproduce the issue on my end.
#4
09/05/2009 (12:15 am)
This is happening to me on all the demo levels, except for the BlankRoom level, and it happens on both Vista and OS X.

I'm completely new to Torque, so I could be doing something stupid. But all I'm doing is running one client with the "Host" checkbox selected and starting another client on the same machine and connecting to the server using the "Join" button and finding the server on the LAN. The second client loads the datablocks and objects but then disconnects with this error message:

"You do not have the correct version of the FPS starter kit or the related art needed to play on this server, please contact the server operator for more information. (Invalid packet. (failed to register ghost always))"

Should what I'm doing work? Can other people do this successfully? Chris, were you able to reproduce this problem?

Although I am able to connect using the BlankRoom level, once the second client connects, the FPS for both clients drops to 1-2. With just one client, FPS was 35-40.
#5
09/27/2009 (9:36 pm)
Any additional information on this?
#6
09/27/2009 (9:41 pm)
Still happens :|
#7
09/27/2009 (11:03 pm)
I've noticed :(

It also likes to spam me asking for .cs files for each object in the shapes folder on the server. I supplied blank ones, and while it stopped the complaining, it still issues that disconnect packet telling me I don't have the artwork, even after I re-copy the art folder to the server.

I assume that GG has already logged this as a bug?
#8
09/28/2009 (6:07 am)
Halleluya!

Running into the same problem here! Same nagging about .cs files, duplicate files seem to cause the issue here as well. I'm testing it right now.
#9
09/28/2009 (6:18 am)
Just deleted all the material.cs files (yes, I know.. extreme). Deleted all the *.cached.dts files, trying again... I'll edit when I find more. Seems to fix the problem.

EDIT
Seems to have fixed the problems. I have multiple instances of the same model files, however, all the multi-instanced models only have lambert1 as a texture.

So either it's the .cached.dts or the materials that's messing things up.
#10
09/28/2009 (4:22 pm)
Well, either one of those two extreme actions fixed the problem for me.
#11
09/29/2009 (11:31 am)
Just tested it with T3D 1.0 and... Fixed- kinda ;)

I created a precompiled Epic Frontiers.exe with the New Project feature in the Toolbox, and migrated stuff over. Then with everything but terrain and water in the mission, I started running dedicated servers. It was fine when I was adding the unique buildings, and even when I loaded two reflection pools that shared the same object- but when I tried to load a section of city that had 5-6 of each object, the .exe would go away with no error message. I deleted the cached files and the materials.cs, but then just tried with deleting the cached dts files, and that seems to be the culprit, at least with T3D 1.0.

What I do to automate this is creating a DeleteCached.bat with the following (these batch files go in the same folder as the .exe, but that's just my own taste):
del /s *.cached.dts

Then I created a batch file for the dedicated server that calls it before it calls the server itself (ServerLaunch.bat):
call DeleteCached.bat
"Epic Frontiers.exe" -dedicated -mission levels/simple.mis

I'm sure most of you on this thread already have done similar, but it's good for newer people running into this to know.
#12
09/29/2009 (6:53 pm)
Bring on the mac :P