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World in Flames v02.07.01.00 update

 
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World in Flames v02.07.01.00 update - 11/17/2017 4:52:16 PM   
SamSlitherine

 

Posts: 24
Joined: 2/17/2017
Status: offline
Hi everybody!

World in Flames has been updated to version 02.07.01.00!

You can download the update from the Members Area, or clicking on this link

Changes

For NetPlay
(only)

1.Fixed a problem with starting a new Global War game. The problem was with initiating the game so Italy had conquered Ethiopia.

2.Fixed a problem with the USSR claiming the Baltic States. At the same time, made sure that a similar problem would not occur when declaring Vichy France or occupying Vichy France.

Happy Gaming!

_____________________________

Post #: 1
RE: World in Flames v02.07.01.00 update - 11/19/2017 6:15:07 PM   
juntoalmar


Posts: 445
Joined: 9/29/2013
From: Valencia
Status: offline
What is the recommended procedure to install the update? Should we:

- update to previous version and then this one
- make a clean install and then this update
- update directly whatever the state of our game is

Thanks!

_____________________________

(my humble blog about wargames, in spanish) http://cabezadepuente.blogspot.com.es/

(in reply to SamSlitherine)
Post #: 2
RE: World in Flames v02.07.01.00 update - 11/19/2017 9:40:53 PM   
Shannon V. OKeets

 

Posts: 21244
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: juntoalmar

What is the recommended procedure to install the update? Should we:

- update to previous version and then this one
- make a clean install and then this update
- update directly whatever the state of our game is

Thanks!

#3. The Update program (Check for Update) will make sure all your files are up-to-date.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to juntoalmar)
Post #: 3
RE: World in Flames v02.07.01.00 update - 11/20/2017 12:06:11 AM   
Cataphract88


Posts: 679
Joined: 10/5/2012
From: Britannia
Status: online
My auto update has not worked for MWIF for years, and I know I'm not alone here!

_____________________________

Richard

(in reply to Shannon V. OKeets)
Post #: 4
RE: World in Flames v02.07.01.00 update - 11/20/2017 5:42:07 PM   
Shannon V. OKeets

 

Posts: 21244
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: Cataphract88

My auto update has not worked for MWIF for years, and I know I'm not alone here!

Have you checked with Customer Support? They should be able to figure out what the problem is.

Sorry, but I don't have any control over what happens on the opening splash screen. It is only after you get past that screen do I control the code.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Cataphract88)
Post #: 5
RE: World in Flames v02.07.01.00 update - 11/20/2017 9:32:39 PM   
pzgndr

 

Posts: 2386
Joined: 3/18/2004
From: Maryland
Status: offline

quote:

ORIGINAL: Cataphract88
My auto update has not worked for MWIF for years, and I know I'm not alone here!


FWIW, the auto update did not work for me for v02.07.00, but did work for v02.07.01. Maybe something got fixed?

(in reply to Cataphract88)
Post #: 6
RE: World in Flames v02.07.01.00 update - 11/21/2017 9:10:54 AM   
Cataphract88


Posts: 679
Joined: 10/5/2012
From: Britannia
Status: online
I did try the auto-updater before posting, but it still doesn't work, even with the latest patch. For ages I have been updating the game manually from the patches in the member's area.

_____________________________

Richard

(in reply to pzgndr)
Post #: 7
RE: World in Flames v02.07.01.00 update - 11/21/2017 5:30:57 PM   
AxelNL


Posts: 2041
Joined: 9/24/2011
From: The Netherlands
Status: offline

quote:

ORIGINAL: pzgndr


quote:

ORIGINAL: Cataphract88
My auto update has not worked for MWIF for years, and I know I'm not alone here!


FWIW, the auto update did not work for me for v02.07.00, but did work for v02.07.01. Maybe something got fixed?



yes - there was a netplay problem in 2.7.0 and Steve quickly fixed that in 2.7.01

(in reply to pzgndr)
Post #: 8
RE: World in Flames v02.07.01.00 update - 11/21/2017 6:08:44 PM   
paulderynck


Posts: 7384
Joined: 3/24/2007
From: Canada
Status: offline

quote:

ORIGINAL: Cataphract88

I did try the auto-updater before posting, but it still doesn't work, even with the latest patch. For ages I have been updating the game manually from the patches in the member's area.

Well if it doesn't work anyway, you could try deleting the file in the main directory named "update.dat" and then running it.

There were a lot of problems with update initially but none reported here for ages as it seemed Matrix fixed it.

Another choice (after backing up any saved games you have going) is to re-install version 1.0 and then run update.

_____________________________

Paul

(in reply to Cataphract88)
Post #: 9
RE: World in Flames v02.07.01.00 update - 11/21/2017 9:37:48 PM   
pzgndr

 

Posts: 2386
Joined: 3/18/2004
From: Maryland
Status: offline

quote:

ORIGINAL: AxelNL

quote:

ORIGINAL: pzgndr

quote:

ORIGINAL: Cataphract88
My auto update has not worked for MWIF for years, and I know I'm not alone here!


FWIW, the auto update did not work for me for v02.07.00, but did work for v02.07.01. Maybe something got fixed?


yes - there was a netplay problem in 2.7.0 and Steve quickly fixed that in 2.7.01


I thought I was being pretty clear regarding the auto update feature, not the content of the updates. I mentioned it because others may have had a similar experience, and maybe Matrix can track down the issue and resolve it.

(in reply to AxelNL)
Post #: 10
RE: World in Flames v02.07.01.00 update - 11/22/2017 8:49:06 PM   
AxelNL


Posts: 2041
Joined: 9/24/2011
From: The Netherlands
Status: offline

quote:

ORIGINAL: pzgndr


quote:

ORIGINAL: AxelNL

quote:

ORIGINAL: pzgndr

quote:

ORIGINAL: Cataphract88
My auto update has not worked for MWIF for years, and I know I'm not alone here!


FWIW, the auto update did not work for me for v02.07.00, but did work for v02.07.01. Maybe something got fixed?


yes - there was a netplay problem in 2.7.0 and Steve quickly fixed that in 2.7.01


I thought I was being pretty clear regarding the auto update feature, not the content of the updates. I mentioned it because others may have had a similar experience, and maybe Matrix can track down the issue and resolve it.


sorry - misunderstood

(in reply to pzgndr)
Post #: 11
RE: World in Flames v02.07.01.00 update - 11/22/2017 11:55:57 PM   
RFalvo69


Posts: 308
Joined: 7/11/2013
From: Lamezia Terme (Italy)
Status: offline
I usually don't have problems when I update the game via the launch menu, but this time I cannot connect to the server. I had to update via the Members download. From my side, I think that there is a problem with this specific update.

_____________________________

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"Oh dad... so you were a God-damned cook?"

(My 10 years old daughter after watching "The Hunt for Red October")

(in reply to AxelNL)
Post #: 12
RE: World in Flames v02.07.01.00 update - 11/26/2017 8:14:44 PM   
ncc1701e


Posts: 957
Joined: 10/29/2013
From: Utopia Planitia Fleet Yards
Status: offline
Same here, check for update did not work. First time, I am trying to use it.

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You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.

(in reply to RFalvo69)
Post #: 13
RE: World in Flames v02.07.01.00 update - 1/14/2018 4:50:32 AM   
TrogusP96

 

Posts: 20
Joined: 6/15/2015
Status: offline
Yes. i have not been able to update from the game menu for quite some time or download some patches. Patch 2.7 downloaded from Forum just fine.

(in reply to ncc1701e)
Post #: 14
RE: World in Flames v02.07.01.00 update - 1/15/2018 4:58:47 PM   
Shannon V. OKeets

 

Posts: 21244
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: TrogusP96

Yes. i have not been able to update from the game menu for quite some time or download some patches. Patch 2.7 downloaded from Forum just fine.

Check with the Matrix Help Desk/People. They know a lot about this kind of error - which can occur in any of the games they publish, not just World in Flames.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to TrogusP96)
Post #: 15
RE: World in Flames v02.07.01.00 update - 1/16/2018 8:15:33 AM   
Joseignacio


Posts: 1780
Joined: 5/8/2009
From: Madrid, Spain
Status: offline
Steven, playing MWIF through your home's wifi, a bad idea?

I am thinking in the mad except errors that seem to me to come from desinchronization.

------------------------
Self answer: It seems it can or could be a problem, I had a vague remind from previous tests but now I read this:

http://www.matrixgames.com/forums/tm.asp?m=4417838

< Message edited by Joseignacio -- 1/16/2018 8:48:08 AM >

(in reply to Shannon V. OKeets)
Post #: 16
RE: World in Flames v02.07.01.00 update - 1/16/2018 3:28:25 PM   
davidachamberlain

 

Posts: 250
Joined: 1/21/2014
Status: offline

quote:

ORIGINAL: Joseignacio

Steven, playing MWIF through your home's wifi, a bad idea?

I am thinking in the mad except errors that seem to me to come from desinchronization.

------------------------
Self answer: It seems it can or could be a problem, I had a vague remind from previous tests but now I read this:

http://www.matrixgames.com/forums/tm.asp?m=4417838

I have never had a problem using WIFI. I used it both for my personal use and for my business. I have very good service though and did have "quality of service" features enabled to support using the Internet for my faxing.

You should first talk to your service provider and check into having the "quality of service" feature enabled for your service. It will prevent many of this type of problem.

Dave

(in reply to Joseignacio)
Post #: 17
RE: World in Flames v02.07.01.00 update - 1/16/2018 6:14:41 PM   
Shannon V. OKeets

 

Posts: 21244
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: Joseignacio

Steven, playing MWIF through your home's wifi, a bad idea?

I am thinking in the mad except errors that seem to me to come from desinchronization.

------------------------
Self answer: It seems it can or could be a problem, I had a vague remind from previous tests but now I read this:

http://www.matrixgames.com/forums/tm.asp?m=4417838

All my testing at home has one of the computers using wifi. But that is to reach a common router for the two computers.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Joseignacio)
Post #: 18
RE: World in Flames v02.07.01.00 update - 1/16/2018 6:17:12 PM   
paulderynck


Posts: 7384
Joined: 3/24/2007
From: Canada
Status: offline
quote:

ORIGINAL: Joseignacio

Steven, playing MWIF through your home's wifi, a bad idea?

I am thinking in the mad except errors that seem to me to come from desinchronization.

------------------------
Self answer: It seems it can or could be a problem, I had a vague remind from previous tests but now I read this:

http://www.matrixgames.com/forums/tm.asp?m=4417838


AFAIK MWiF Netplay uses UDP (which unlike TCP does not require acks and retrys for no-acks, unless implemented at a higher level) and problems with WIFI can cause lost game messages and a loss of sync.

It may be worth trying a hard wired connection to your router if you can arrange that.

_____________________________

Paul

(in reply to davidachamberlain)
Post #: 19
RE: World in Flames v02.07.01.00 update - 1/17/2018 7:36:45 AM   
Joseignacio


Posts: 1780
Joined: 5/8/2009
From: Madrid, Spain
Status: offline
Thanks all. The previous time, when I couldn't even end my setup, I was using wifi. I have a pretty wide band, and now I have a new router which allows much more data transfer. However, as I read from Steve long time ago, the game doesn't need a particularly wide band to work, it seems (in my experience and, I see, others') it's more important the quality of the signal.

I had always thought my wifi was ok until it started to give frequent problems some months ago (which makes me think it was not perfect earlier), but now I had the router replaced and everything seemed right. However, I am using Netflix this month (it's an offer, we'll see if we keep it) and there are fairly frequent random delays in the films, it seems due to the WIFI that connects it.

I would be easy to upgrade the wifi bandwidth, with my provider, but this is not the problem, but the quality of the signal, and for this, they don't really have good solutions. I believe I will have to check by myself the "quality of service" feature... Is it an additional service or is it just a parameter in the wifi-router?

I think I will have to make the usually postponed use of the guide wire to see if I can connect the router and the tv where I prefer to play, just in case. I was told the pipe was too full but maybe it's just they were too lazy to do the work inside the wall instead of outside...

< Message edited by Joseignacio -- 1/17/2018 7:40:54 AM >

(in reply to paulderynck)
Post #: 20
RE: World in Flames v02.07.01.00 update - 1/17/2018 1:12:49 PM   
SamuraiProgrmmr

 

Posts: 340
Joined: 10/17/2004
From: Paducah, Kentucky
Status: offline
Joseignacio,

The quality of service (QOS) feature on a router usually lets you prioritize certain data for transmission on the network controlled by the router. For example, if you wanted to be make netflix less likely to buffer at the expense of speedy viewing of youtube videos, you could tinker with the QOS settings and make netflix have a higher priority than youtube. Some routers only have the ability to prioritize certain ip addresses within the network (like your WIF computer). See https://www.howtogeek.com/75660/the-beginners-guide-to-qos-on-your-router/ for more details.

Unfortunately, this will likely not help the problem. The traffic sent to your network by your ISP is most likely where the problem lies. The settings on your router will not affect the incoming traffic from your ISP. See https://netequalizernews.com/2010/08/29/qos-over-the-internet-is-it-possible-five-must-know-facts/ for more details.

It is possible that your ISP would prioritize your WIF traffic if you ask them nicely. Whether they are willing to or the tech involved knows how is another matter.

I have not tried WIF NetPlay and will be faced with some of the same issues as you if I do. I have satellite internet and we blow through our cap in about 3 days. I could spend more but my cap will only double. (Patiently waiting for the ViaSat2 to become operational :) )

Clogged internet traffic usually gets there unless it hits a timeout limit at which time it gives up. Perhaps (and I only say perhaps) there are timeout settings that can be changed by the user(s) and or by Steve that will help this problem without adversely affecting other parts of the NetPlay system. Steve might be able to address that.

I hope this is helpful and good luck with your NetPlay!





_____________________________

Bridge is the best wargame going .. Where else can you find a tournament every weekend?

(in reply to Joseignacio)
Post #: 21
RE: World in Flames v02.07.01.00 update - 1/17/2018 1:46:55 PM   
Joseignacio


Posts: 1780
Joined: 5/8/2009
From: Madrid, Spain
Status: offline
quote:

ORIGINAL: SamuraiProgrmmr

Joseignacio,

The quality of service (QOS) feature on a router usually lets you prioritize certain data for transmission on the network controlled by the router. For example, if you wanted to be make netflix less likely to buffer at the expense of speedy viewing of youtube videos, you could tinker with the QOS settings and make netflix have a higher priority than youtube. Some routers only have the ability to prioritize certain ip addresses within the network (like your WIF computer). See https://www.howtogeek.com/75660/the-beginners-guide-to-qos-on-your-router/ for more details.

Unfortunately, this will likely not help the problem. The traffic sent to your network by your ISP is most likely where the problem lies. The settings on your router will not affect the incoming traffic from your ISP. See https://netequalizernews.com/2010/08/29/qos-over-the-internet-is-it-possible-five-must-know-facts/ for more details.

It is possible that your ISP would prioritize your WIF traffic if you ask them nicely. Whether they are willing to or the tech involved knows how is another matter.

I have not tried WIF NetPlay and will be faced with some of the same issues as you if I do. I have satellite internet and we blow through our cap in about 3 days. I could spend more but my cap will only double. (Patiently waiting for the ViaSat2 to become operational
:) )

Clogged internet traffic usually gets there unless it hits a timeout limit at which time it gives up. Perhaps (and I only say perhaps) there are timeout settings that can be changed by the user(s) and or by Steve that will help this problem without adversely affecting other parts of the NetPlay system. Steve might be able to address that.

I hope this is helpful and good luck with your NetPlay!






Ok, if I am understanding you right, you mean that I may be having problems because of the low priority of my MWIF traffic. I have an optic fiber with 300MB connection, so bandwidth is not the problem and I have flat-fee, so I don't have a cap.

So maybe you are meaning the priority of transmission from node to node of my ISP provider? Because no matter the priority, my bandwith is most of the time used about 1% at most 10%...

In this case, from node to node, we can go to #Fact 3 from your link:

quote:

Fact #3

Your public Internet provider will not treat ToS bits with any form of priority (The exception would be a contracted MPLS type network). Yes, they could, but if they did then everybody would game the system to get an advantage and they would not have much meaning anyway.


I had a similar experience years ago trying to change some security settings, it seems they had a system that made checks in every node for quality, it only took like 0.02 seconds or something like that. However a Call of Duty game played with people all around the world could easily go though sufficient nodes within this ISP (not counting others) that you were easily all the time almost 0.5 seconds lagged in excess of the usual player lag.

For those not playing it may mean few, but the result was that you were playing as slow as my grandpa and as dumb (you didn't see them and you keep walking towards their knives) as an ass.

I tried to change this speaking with my ISP ( I work at it although not in the technical area) asking less quality but not so many checks with another system they had as well, and it was mission impossible. I can understand why but that doesn't make me any happier or optimistic about this class of interactions.

And thanks, I realize you have made an effort to make it simple for an outsider (in networking).


< Message edited by Joseignacio -- 1/17/2018 1:50:30 PM >

(in reply to SamuraiProgrmmr)
Post #: 22
RE: World in Flames v02.07.01.00 update - 1/17/2018 2:42:15 PM   
SamuraiProgrmmr

 

Posts: 340
Joined: 10/17/2004
From: Paducah, Kentucky
Status: offline
Joseignacio,

Now that I know your statistics, I have to change some of my suggestions...


I stated that the problem was likely with your ISP. 300MB fiber should not be the problem. I missed out entirely on your original question about using your home wifi to play. I apologize.

Your home wifi is very likely to have enough bandwidth to support the entire 300MB pipeline from the ISP and unless someone is transferring LOTS of files from device to device within your network, QOS will not help you at all.

Now the problem begins to look like lost packets between your computer and the router. Later in this message, I will detail how to determine if that is happening. Assuming it is, being physically closer to the router should solve the problem. Or, as you suggested, running an ethernet cable to your computer will do even better. Another possibility is to add an access point to your network - more about that later.

And, by the way, you are most welcome for the help.



Steps to check connectivity between computer and router

Determine address of router

Open a command prompt by typing CMD in the windows 10 'type here to search' and selecting Command Prompt. On other operating systems, click start then click run and type it in there.

The command prompt will appear to be a mostly black window with something that looks like this :
C:\Users\username>

Type in the following command and hit enter
ipconfig

This will give you some information. You are looking for the line that says Default Gateway. This will be the ip address of your router. It will look like ###.###.###.###

Ping the router

Type in the following command

ping ###.###.###.###

where ###.###.###.### is the ip address of your router from the previous step.

Press enter

You will get lines that look like this:

Pinging 192.168.1.1 with 32 bytes of data:
Pinging 192.168.1.1 with 32 bytes of data:
Reply from 192.168.1.1: bytes=32 time<1ms TTL=64
Reply from 192.168.1.1: bytes=32 time<1ms TTL=64
Reply from 192.168.1.1: bytes=32 time<1ms TTL=64
Reply from 192.168.1.1: bytes=32 time<1ms TTL=64

Ping statistics for 192.168.1.1:
Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 0ms, Maximum = 0ms, Average = 0ms


If you have time= anything other than 1ms or 2ms, something is weird. But we are most interested in packets lost.

I have added color for emphasis. Looking at the red section, if you have anything other than 0%, this is a problem. It means that the computer cannot reliably talk to the router. To fix, it will require either moving the router, moving your computer, setting up an access point, or using the ethernet cable.

If it says 0% lost, we need to do more testing. Enter the following command and press enter

ping ###.###.###.### -n 100

This will do one hundred pings and give us a better idea of whether there is really a problem. This will take a minute or so to complete. If %Lost is anything more than 2% or 3%, I would again think this is the problem. If it is still zero, we need to do more testing.

Test the internet connection

Enter the following command and press enter

ping 8.8.8.8 -n 50

This is Google's DNS server. The results here will tell us if there is, in fact, a problem with your internet connection. The results for time= will be a little larger but I expect them to be under 100ms (perhaps significantly under). If they are higher than that, something is a little weird. But, as before, we are most interested in lost packets. The lost= number should not be significantly different from the test between the computer and the router. If it is, then you are losing packets between your router and the isp.

Possible solutions

If you are having lost packets between your computer and the router, the first thing I would recommend is to power cycle the modem and the router. I know that sounds lame, but believe me, it works more often than is reasonable.

Pick a time when it is ok to interrupt the internet. Look at the lights on the modem and remember generally what they look like. Unplug the power cable to the modem. Wait 10 seconds (it might matter) and plug it back in. The lights on the modem will be different but will soon settle down into the same pattern as before. This may take as much as one or two minutes.

Once that happens, power cycle the router. Same drill as for the modem. When it wakes back up, run the tests again.

I am sending you some contact information via a pm if you need additional assistance.

Good Luck!






_____________________________

Bridge is the best wargame going .. Where else can you find a tournament every weekend?

(in reply to Joseignacio)
Post #: 23
RE: World in Flames v02.07.01.00 update - 1/17/2018 8:40:21 PM   
juntoalmar


Posts: 445
Joined: 9/29/2013
From: Valencia
Status: offline

quote:

ORIGINAL: paulderynck


AFAIK MWiF Netplay uses UDP (which unlike TCP does not require acks and retrys for no-acks, unless implemented at a higher level) and problems with WIFI can cause lost game messages and a loss of sync.



I don't know how MWiF or Netplay work internally, but if every message sent by Netplay is needed, meaning that the next messages won't fix the state of the game, and there is no strong time related constraints on Netplay game, then perhaps (probably) TCP is a better option over UDP.

_____________________________

(my humble blog about wargames, in spanish) http://cabezadepuente.blogspot.com.es/

(in reply to paulderynck)
Post #: 24
RE: World in Flames v02.07.01.00 update - 3/25/2018 4:09:00 AM   
TrogusP96

 

Posts: 20
Joined: 6/15/2015
Status: offline
Same here. my auto update now gets an error message. has been that way for awhile.

(in reply to Cataphract88)
Post #: 25
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