Problems - READ ME FIRST

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shawn118aw
Posts: 39
Joined: Mon Jan 03, 2005 4:56 pm

RE: Problems - READ ME FIRST

Post by shawn118aw »

Japanese Army Units will NOT move in China.

Background> Stern 15, Allied Computer, Ver 1.8.0.4.

Date 10 Mar 43

I have taken the city of Chungking in China on 23 Feb 43 and I have 63 units (437,000 troops) and 41,000 tons supplies in the hex. I try to move my units and I have ordered units (some, all, a few, changed HQ command, ect), but No one will move in ANY direction. After running several turns, it shows nothing as far as progress. I can give an order to move and it will so starting to move that direction but when I run the turn and check it, it show nothing, no movement, not even 1 mile or still has the orders to move at all. None of the 60+ plus units I have in the city of Chungking will move to any hex in any direction, near or far, either to follow all or all to move, ect. The nearest enemy unit is 6 hexes away.

Help?
Shawn
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rtrapasso
Posts: 22653
Joined: Tue Sep 03, 2002 4:31 am

RE: Problems - READ ME FIRST

Post by rtrapasso »

People - please post your questions as a new thread in the forum - don't put your problems in "Frequently Asked Questions" - this is a sticky for reference for new folk.

It is not checked frequently, so if you post here, it will probably not be seen in a timely fashion (witness - the last several ones were not seen for weeks).
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rtrapasso
Posts: 22653
Joined: Tue Sep 03, 2002 4:31 am

POMPAC'S PATENTED PROCEDURE and the sync/replay bug

Post by rtrapasso »

The replay bug (a.k.a the sync bug) is when the replay file from the Japanese does not match the replay file that the Allies see. Since the Japanese player generates the game file from his replay, by definition the Japanese replay is always “correct”.

EDIT: However, if the Japanese player did not reboot before running the turn, or exited from the animations during the turn (i.e. - hit "ESC" key) - this can cause problems. It is highly recommended that the Japanese player reboot and let the animations run normally.

One thing that can at least reduce the frequency of the problem is to make absolutely sure you both are using the same EXE file ... you can compare byte count ... date time stamp (which will usually be adjusted by time zone) or even use a CRC utility, there are a number of easy downloadable ones.

Ditto on the pwhex.dat files - they should be exactly the same, or sync problems can result. These are the map data files...

As Allies (or Axis) - there are a couple of things you can do to try and prevent sync bug... it is related to the amount of memory you have.

SO - run the replay file from a (preferably cold) boot, ie - don't load anything else before you finish running the turn. Make sure you have any memory hogs in the background turned off (i had some problems with things like screensavers, esp things like SETI@HOME).

Set your virtual memory settings up to maximum.

This can SOMETIMES get rid of problems.

You can also ask your IJ opponent to not use the ESC key during replays - some people insist that this can cause (or intensify) the bug.

Actions with PT boats seem to also cause problems, esp. strafing PTs. One game i had would invariably start a replay problem when this happened.

Otherwise use the Pompack Patented Procedure to restore sync:


1. Japanese player, receives Allied turn.

2. Japanese player turns off COMBAT REPORTS

3. Japanese player watches combat, enters orders and sends to Allied Player. (Japanese player does without combat reports and SIGINT for one turn; take good notes during combat)

4 . Allied player watches replay with COMBAT REPORTS ON (AFAIK)

5. Allied player enters orders and sends to Japanese Player

6. Japanese Player receives allied turn, turns ON COMBAT REPORTS

7. Japanese player watches combat, enters orders and sends to Allied Player.
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dan frick
Posts: 11
Joined: Tue Jul 13, 2004 12:37 am

RE: POMPAC'S PATENTED PROCEDURE and the sync/replay bug

Post by dan frick »

I have recently hauled out my game, and installed all of the patches. When I run combat with the screen animation on all I see is a littlle black triangle where the Japanese ship should be. What can I change to get the visual.
The unexpected can happen and often does. Prange.
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rtrapasso
Posts: 22653
Joined: Tue Sep 03, 2002 4:31 am

RE: POMPAC'S PATENTED PROCEDURE and the sync/replay bug

Post by rtrapasso »

ORIGINAL: dan frick

I have recently hauled out my game, and installed all of the patches. When I run combat with the screen animation on all I see is a littlle black triangle where the Japanese ship should be. What can I change to get the visual.
First of all, don't post in the stickies!!! [:-] [:-] [:-]

Please post your problem in the regular support forum... if you post here, your problem will get ignored (i didn't notice this for almost a week).

If sounds like your art files are corrupted... you probably need to reinstall them.
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rtrapasso
Posts: 22653
Joined: Tue Sep 03, 2002 4:31 am

RE: POMPAC'S PATENTED PROCEDURE and the sync/replay bug

Post by rtrapasso »

Given this is a common problem, i am reposting the stuff on the replay/sync bug to the bottom of the stickies... folks, please do NOT put your routine problems here - they usually get ignored when you do since this is not a place checked for problem postings.

The replay bug (a.k.a the sync bug) is when the replay file from the Japanese does not match the replay file that the Allies see. Since the Japanese player generates the game file from his replay, by definition the Japanese replay is always “correct”.

EDIT: However, if the Japanese player did not reboot before running the turn, or exited from the animations during the turn (i.e. - hit "ESC" key) - this can cause problems. It is highly recommended that the Japanese player reboot and let the animations run normally.

One thing that can at least reduce the frequency of the problem is to make absolutely sure you both are using the same EXE file ... you can compare byte count ... date time stamp (which will usually be adjusted by time zone) or even use a CRC utility, there are a number of easy downloadable ones.

Ditto on the pwhex.dat files - they should be exactly the same, or sync problems can result. These are the map data files...

As Allies (or Axis) - there are a couple of things you can do to try and prevent sync bug... it is related to the amount of memory you have.

SO - run the replay file from a (preferably cold) boot, ie - don't load anything else before you finish running the turn. Make sure you have any memory hogs in the background turned off (i had some problems with things like screensavers, esp things like SETI@HOME).

Set your virtual memory settings up to maximum.

This can SOMETIMES get rid of problems.

You can also ask your IJ opponent to not use the ESC key during replays - some people insist that this can cause (or intensify) the bug.

Actions with PT boats seem to also cause problems, esp. strafing PTs. One game i had would invariably start a replay problem when this happened.

Otherwise use the Pompack Patented Procedure to restore sync:


1. Japanese player, receives Allied turn.

2. Japanese player turns off COMBAT REPORTS

3. Japanese player watches combat, enters orders and sends to Allied Player. (Japanese player does without combat reports and SIGINT for one turn; take good notes during combat)

4 . Allied player watches replay with COMBAT REPORTS ON (AFAIK)

5. Allied player enters orders and sends to Japanese Player

6. Japanese Player receives allied turn, turns ON COMBAT REPORTS

7. Japanese player watches combat, enters orders and sends to Allied Player.


UPDATE: There is recent info that says it is possible to run into the SYNC bug if you do not have your MUSIC settings the same as your opponent... if one of you likes the music and listens to it, it generates a random number to pull up the next music to be played... this can "desync" the pseudorandom number generator in the computer... so you best both be listening to music, or not listening to it.
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