So stop releasing servers right at his bed time. That was pretty inconsiderate, you know. You left him with no choice.
Yes, I was able to connect on the first try and we played a couple minutes of the game just to be sure it works.
There's some known brokeness with Mac. Jorgen already fixed it. Hope to have an updated build first thing in the morning.
I'll save you a little bit of time. Unless someone changed something behind my back, you can't run more than 15 planets on a client. (IIRC, it's validated in native code on the server.) We still have the virtual texturing limit for now.
Without 3rd party tools, you don't. We called out that this version is for offline and LAN play only. No internet connectivity built in yet. We have more work to do to make that an experience that feels right and work. That said, there are plenty of work arounds to do IP connections.
I had to run PA.exe as administrator in order to get it to use the server. Is this expected behavior or do I have something wrong on my side?
I got a server crash in PTE when I tried to paste an avatar factory and built a slammer for an army that was already destroyed. Code: [23:30:43.140] INFO 127.0.0.1:51521: recvCmd() [23:30:43.171] INFO Message from client corang : {"payload":{"army":96949,"location":[947.2073974609375,-120.63818359375,175.54653930664062],"what":"/ pa/units/land/avatar_factory/avatar_factory.json","planet":0,"orientation":[0.03823002055287361,0.5982308983802795,0,0.8004113435745239]},"message_typ e":"create_unit"} [23:30:54.904] INFO 127.0.0.1:51521: recvCmd() InertOrderHandler does not support issueBlockingTask Aborting... 0x1403da6a3 0x140326d48 raise+0x1db abort+0x18 0x1403c9b2e 0x140117f91 0x14013a0ac 0x1400b80e1 0x140084fe1 0x14002fd06 0x14002448e 0x14030944d 0x14020d52d std::_Pad::_Release+0x6c beginthreadex+0x107 endthreadex+0x192 BaseThreadInitThunk+0xd RtlUserThreadStart+0x21 Thread id 1044: NtWaitForSingleObject+0xa WaitForSingleObjectEx+0x9c CRT_RTC_INITW+0x3d4 Concurrency::details::_Condition_variable::wait+0x70 Call_onceEx+0xad 0x140334ef7 0x14020d52d std::_Pad::_Release+0x6c beginthreadex+0x107 endthreadex+0x192 BaseThreadInitThunk+0xd RtlUserThreadStart+0x21 Thread id 3756: NtWaitForSingleObject+0xa WaitForSingleObjectEx+0x9c CRT_RTC_INITW+0x3d4 Concurrency::details::_Condition_variable::wait+0x70 Call_onceEx+0xad 0x140334ef7 0x14020d52d std::_Pad::_Release+0x6c beginthreadex+0x107 endthreadex+0x192 BaseThreadInitThunk+0xd RtlUserThreadStart+0x21 Thread id 5176: NtWaitForSingleObject+0xa WaitForSingleObjectEx+0x9c CRT_RTC_INITW+0x3d4 Concurrency::details::_Condition_variable::wait+0x70 Call_onceEx+0xad 0x1403092b0 0x14020d52d std::_Pad::_Release+0x6c beginthreadex+0x107 endthreadex+0x192 BaseThreadInitThunk+0xd RtlUserThreadStart+0x21 Thread id 5856: NtWaitForSingleObject+0xa WaitForSingleObjectEx+0x9c CRT_RTC_INITW+0x3d4 Concurrency::details::_Condition_variable::wait+0x70 Call_onceEx+0xad 0x1403092b0 0x14020d52d std::_Pad::_Release+0x6c beginthreadex+0x107 endthreadex+0x192 BaseThreadInitThunk+0xd RtlUserThreadStart+0x21 Thread id 5968: NtDelayExecution+0xa SleepEx+0xb3 SDL_wcslen+0x8711d 0x1402c8f0f 0x1402c4246 0x140673e1e 0x1406736bb BaseThreadInitThunk+0xd RtlUserThreadStart+0x21 Thread id 6732: NtWaitForSingleObject+0xa WaitForSingleObjectEx+0x9c CRT_RTC_INITW+0x3d4 Concurrency::details::_Condition_variable::wait+0x70 Call_onceEx+0xad 0x140334ef7 0x14020d52d std::_Pad::_Release+0x6c beginthreadex+0x107 endthreadex+0x192 BaseThreadInitThunk+0xd RtlUserThreadStart+0x21 Thread id 7352: NtWaitForSingleObject+0xa WaitForSingleObjectEx+0x9c CRT_RTC_INITW+0x3d4 Concurrency::details::_Condition_variable::wait+0x70 Call_onceEx+0xad 0x140334ef7 0x14020d52d std::_Pad::_Release+0x6c beginthreadex+0x107 endthreadex+0x192 BaseThreadInitThunk+0xd RtlUserThreadStart+0x21 Thread id 8924: NtWaitForSingleObject+0xa WaitForSingleObjectEx+0x9c CRT_RTC_INITW+0x3d4 Concurrency::details::_Condition_variable::wait+0x70 Call_onceEx+0xad 0x1403092b0 0x14020d52d std::_Pad::_Release+0x6c beginthreadex+0x107 endthreadex+0x192 BaseThreadInitThunk+0xd RtlUserThreadStart+0x21
I was meaning more towards, how do I join another game over LAN. Is it just supposed to show up in the server list?
I'm not sure if that's a valid bug or not considering that it shouldn't ever have reason to come up in actual play.