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Demigod: So what the hell happened?

By on May 18, 2009 7:30:13 PM from JoeUser Forums JoeUser Forums

I’ll be writing a lot more on this particular issue in the coming weeks as I’ve had more time to review internal reports.

For those of you just joining us let me bring you up to speed.

Our story so far…

Demigod, a high profile, AAA action-strategy-role playing game was released on April 14th. Well, it was supposed to be released on April 14th but actually got released at Gamestop stores early due to a…miscommunication between their corporate HQ and their brick and mortar outlets.  This wouldn’t normally have been that big of a deal except this happened to be over Easter weekend and the release servers for the game weren’t yet up. Moreover, it also caused the “warez” version (i.e. there’s no copy protection on the game so the warez version meant someone bravely zipping it up and putting it up on a torrent) resulting in over 100,000 people using it – at once – before we were even back from Easter break. Suffice to say, it wasn’t a pretty picture.

For the first few days, we struggled to migrate people to a different set of servers that only legitimate users had access to. This took about 48 hours.  But during this brief window, the game was basically unplayable because you couldn’t even get online – at all.  We got whacked with some pretty negative first week reviews not surprisingly.

But our woes weren’t over yet. It became pretty clear that the NAT servers (the servers that negotiate the connection between player A and player couldn’t handle the # of users on the game resulting in a horrible online experience.  As other people have pointed out, this sort of thing isn’t unique to Demigod (i.e. plenty of other games have had rough online launches) but the big difference is that those other games had a lot more single player content whereas Demigod relies more on its multiplayer experience than most games so it was a much bigger problem.

Like most games, Demigod uses a lot of licensed code. Demigod’s awesome 3D models are powered party by Granny 3D. The videos in the game are powered by Bink. The sound is powered by Fmod. And the network connectivity was powered by Raknet.  These are all very good libraries and used by major publishers. 

But Demigod’s network requirements are somewhat unusual and demanding. First, Demigod is peer-to-peer and not client server. Everyone connects to everyone. Second, the number of people playing is unusual. Yes, some people do play 4 on 4 games of Supreme Commander or Company of Heroes but typically they’re 1 on 1 or 2 on 2. The more connections, the more complex.

The result was that it was a nightmare to get games going online.

The problems

Demigod’s connectivity problems have basically boiled down to 1 bad design decision and 1 architectural limitation.  The bad design decision was made in December of 2008 when it was decided to have the network library hand off sockets to Demigod proper.  In most games, the connection between players is handled purely by one source. For instance, in Supreme Commander, GPGNet handled the entire connection.

So in Demigod, on launch day, Alice would host a game. Tom would be connected to Alice by the network library and then that socket would be handed to Demigod.  Then, Alice and Tom would open a new socket to listen for more players to join in.  As a result, a user might end up using a half dozen ports and sockets which some routers didn’t like and it just made things incredibly complex to connect people and put a lot of strain on the servers to manage all those connections.

Now, the architectural limitation came from the way the network library’s database handled things.  We still don’t have a clear idea on why it was so limited but this was the overwhelming problem that only got resolved late last week. Here’s how it works:

Alice hosts a game. In doing so, she sends a message to the NAT server (as well as our servers). Tom wants to join so Tom clicks join and it tells the NAT server to begin connecting them.  But, it turned out that a relatively small number of people online at once would quickly result in a huge delay in messages being sent back and forth. For instance, when Tom clicks join it sends a message to the server to tell it to start connecting Tom and Alice.  But Alice might not get that message for 30 or 40 seconds. That means, for that entire time, Tom and Alice are “attempting to connect” but haven’t even really started because Alice hasn’t even gotten the message.  As more people tried to join the game, that delay could get worse and worse. If someone left the game, it could take that amount of time for the server to realize that player had left (meanwhile it was trying to connect them).

Why did it take 3 weeks to fix?

It took us a solid week to realize that this was the problem because we assumed the issue was compatibility with routers or ISPs. We worked with people to set up their port forwarding, etc.  Eventually we started looking at the time stamps but even then, when we saw the 30 to 40 second delays there was an assumption that that difference in time was only because the servers and our machines weren’t time synced.  On one of the late nights here, I began insisting on having the machines all synced via one of the atomic clock services and then we became horrified at what we found: A 30 to 40 second delay between the time the server processed a message and actually sending a response.  That time delay during peek hours could get over a minute. 

Luckily, the developer of Raknet was here last week and was able to help us dig into the bowels of the code and we were able to find ways to mitigate this problem.  Much of this is simply because Demigod is peer to peer and so it means there’s a lot of messages being sent back and forth.  A lot of our work has been in reducing the # of messages needed to connect people and writing a new network layer that was designed for P2P specifically.

PLUS, we had to write something that network gurus can tell you is pretty damn cool: Proxy sockets. So that we wouldn’t have to hand off sockets, the Impulse team was recruited onto the project and they came up with a way to not have to hand over sockets to Demigod without having to change Demigod.

Now, with that much new code, it wasn’t perfect. Friday’s update resolved things for most people but it also created problems for some people who hadn’t problems before and it caused some grief for people who were trying to play Pantheon games. Plus, you still have people who simply have difficult Internet connectivity that still have to be resolved but now you’re down to like 5% of the base.

Today and later

Right now, we’re staging an update that addresses what was mentioned above. It’ll either get released this evening or tomorrow.

On Wednesday, the plan (not promise) is to release the update that supports Proxies.  That update will also support some new command line switches:

/proxyonly (if you know you won’t be able to connect normally you can just have us host your traffic)

/noAI (will tell Pantheon and Skirmish to not allow AI players in even if you have to wait longer) – this may not make it into Wednesday but I’m hoping.

/localproxy (if you have a monster machine with a really really good network connection you can let people who can’t connect route through you which lowers lag – only do this if you have a very fast UP speed).

What else?

There are still some other things on our short list of things we need addressed and developer Gas Powered Games is working on them.

These include:

  1. When people quit (for whatever reason) it looks like they’re disconnecting (complete with annoying 30 second disconnect dialog)
  2. We need a concede option.
  3. We need favor points and favor items properly stored.
  4. We need to make sure that the stats recorded are more accurate (it’s been flakey).
  5. After using an ability, some Demigods stop moving until manually given another command.

GPG is working on those 4 items and more but I don’t have an ETA yet but I’m pushing for this week.

What about the future? An FAQ

Q: What is publisher Stardock planning to do for Demigod players?

A: The plan is to send out an email this week to users who purchased Demigod prior to today with a coupon for 50% off of Demigod that they can give to their friends.   In addition, next week we will begin sending coupons for other things on Impulse to active Demigod players to help ensure a vibrant multiplayer community. We plan to keep doing that periodically.

Q: What about my pantheon stats?

A: As soon as we feel comfortable with the robustness of the stats, we are going to launch the second Epoch which will see the stats reset (the previous stats will be archived under the 1st Epoch).

image 

As those who visit the Pantheon area know, we are taking this stuff pretty seriously.  We are looking at this from the long-term.

Q: When will more Demigods be released?

A: 2 Demigods are in development. I will have a better idea later this week when I meet with GPG on that.

Q: What about modding?

A: We have discussed this issue with GPG and I can’t make promises on this but I can tell you that what we would like to allow is for people to mod AI players (LUA) and then submit them online and let them compete to see how they do. This would encourage good AI modding.  We would also like to support mod support in Demigod proper where the Pantheon would support players downloading officially “blessed” mods and be able to play them in game.  I don’t have any ETA on this yet.

Q: What about a demo?

A: We’d probably already have a demo out if we hadn’t been messing with this.  But yes, there will be a demo.  In all likelyhood, it will probably be a multiplayer only demo since we want to reassure people when the demo comes out that connectivity is totally nailed and bullet proof.  This is different than our original plan which would have been a single player only demo with 2 demigods and 1 map. So we’re still thinking about how to do this in a way that has the most benefit to us and potential customers.

Q: How are Demigod’s sales?

A: They’re considerably better than Galactic Civilizations II’s but slightly less than Sins of a Solar Empire at the same time.  However, there are a lot of variables. Besides the online MP debacle, you have an April release versus a February release, you have a MP-centric game versus a SP-centric game (The most players I’ve ever seen online with Sins is around 500 whereas right now, mid afternoon on a Monday there’s 2065 players playing online). You also have the review difference: Sins has a review average of 88. Demigod’s average is 78 (still pretty good). If you took out the first week reviews the average jumps to 84.  Overall though, it looks like Demigod will hit 100,000 units sold before the official European release.

Q: What has Stardock learned from the Demigod release?

A: We’ve learned that you can’t treat networking as just another thing to plug in like you would a sound library or even a 3D engine. It’s a whole different animal.  With Elemental (our next game), it’s single-player focused but its MP will be server based (and I mean we literally host the game). After Demigod, I don’t ever want to hear the words “socket” or “port” again.

Q: What is your honest outlook for Demigod?

A: You know the expected marketing answer.  But my view is, the difficult launch definitely hurt the game. There’s no way around it.  Besides upsetting a lot of people anxious for a good multiplayer game, you also have the fact that those early negative reviews are going to linger.  1UP promised to re-review the game when this mess is straightened out and so I’ll be talking to them this week about that.  But still, Gamespot (6.5) and IGN (7.5) are going to linger. That’s the breaks.  One could argue we released a game that wasn’t done (we thought it was done) and that’s what you get.

Now, that said, I do think long-term the game is in good shape.  First, we will be putting a lot of effort to build the online community.  Scheduled games, strong team and clan support, pro tournaments, matchmaker filtering (let people filter out people they don’t want to play) are all coming sooner rather than later.  Those things will help immensely. 

A lot of Demigod’s long-term success depends, in my opinion, on whether we’re able to “perfect” Demigod’s online experience before a viable alternative shows up.  Right now, Demigod has the luxury of being one of the few modern RTS games that is so well suited to playing online.  It also lucked out in that Atari doesn’t release it internationally until later this month which means a huge influx of new players.

+912 Karma | 149 Replies
May 19, 2009 11:58:31 AM from Demigod Forums Demigod Forums

Why are 200+ pings mostly unacceptable in this game? And why do a lot of games still lag with sub 100 pings?
Actually, 350 pings should be acceptable -- it's only player perceptions that make 200+ unnacceptable.  The game lags because some peoples machines just can't handle it.
#
# Why are there no more maps for the most played gametype 3vs3 by now? (or even custom maps)

Because the maps are huge models which take time to make.  Custom maps should be enabled... but even if they were, you wouldn't be seeing any real custom maps for another couple of weeks.

May 19, 2009 11:58:43 AM from Demigod Forums Demigod Forums

Quoting Istari,

Well, I could connect to Panthenon and Custom games before last Friday's patch.
Since last Friday's patch, I have been unable to connect to any online game. Just checked the latest patch - still unable to connect to any custom game (and the host was in Japan).

More data would be helpful.  What happens?


On May 12th and May 13th Multiplayer worked great with a 20Kilobyte(160Kbit) upload DSL line on my side here in Germany, playing various 5v5 games fluid with people from all over the world
. It was great joy and players had pings of 100-500 and it was all cool in those tons of 3v3 / 4v4 / 5v5 on those 2 days.

I/We played tons of matches on those 2 days. Weve bought a game which so far has worked mainly 2 days for us, for my friends and me.
With updates on May 14th & May15th multiplayer doesnt work anymore for myself and my EU friends, for us the game is broken since May 14th.

Check out my stats to see when playing worked well for my friends and myself:
http://pantheon.demigodthegame.com/games/player/31497/

The other games in my stats, before May 12th & 13th included long time waiting with the game tabbed in the background on Pantheon. If I was lucky I could tab in to an arranged running game without crash - With lets say 80%Fine/20%Crash chance.

( Vista64Ulti with SP, No Hard/ or Software Firewalls, 8 GB Ram, 6Ghz X2 Cpu - But I dont care about seldom crashes, we would like to play the game...Multiplayer again ! ). It was fun on those 2 days.

Ive attached an custom game connection screenshot were several people are trying to connect to each other. This is an average connection situation for us.

Build 114, taken from the game just now. I waited 1 minutes with the connection dialog open before I took the shoot. You see that other random players have connections issues too. I joined as client. This is no special situation, its easy do do 50 screenshots with random other players which show a similar situation. Either the game works for someone or it doesnt - Lottery.

 

 

CustomBuild114

 

 

 

May 19, 2009 12:16:49 PM from Demigod Forums Demigod Forums

Quoting Ron Lugge,

Actually, 350 pings should be acceptable -- it's only player perceptions that make 200+ unnacceptable.  The game lags because some peoples machines just can't handle it.#

Simspeed is always above 3, so no.

Quoting Ron Lugge,
Because the maps are huge models which take time to make.  Custom maps should be enabled... but even if they were, you wouldn't be seeing any real custom maps for another couple of weeks.

Uhm, you usually see proper custom maps 1-2 weeks later a map editor is released...

And to be honest, I don't think demigod maps are rocket science.

May 19, 2009 12:37:34 PM from Demigod Forums Demigod Forums

Quoting Iwillbethere,
[post removed]

 

  • Member No.3,636,409
  • Karma0

 

u seem to be a great person urself kind sir!

May 19, 2009 1:01:15 PM from Demigod Forums Demigod Forums

Quoting Istari,


At this point, if you still can't connect you need to look at your ISP or your Internet set up.

While an update later this week will provide proxy servers for users who can't use the game, that's not considered a "fix" but rather extra support for users who have unusually difficult Internet connections.

Well, could you look over here please: https://forums.demigodthegame.com/352593

If it's my ISP, then what is he doing? Why is Demigod the only game i can't play? I've tested for p2p throttling, it's not the case. My connection is good, my pings are also good. What is happening and how is the ISP to blame in this case?? Please tell me so i know what to tell them to fix!

 

Quoting Frogboy,

What does Impulse have to do with Demigod btw?
 

I think he means the Impulse Reactor, that's in the game. I agree that the friends list and connections info window could use some more options. And if i understood correctly, the network stuff was developed by Stardock, not GPG. And this is the main problem right now...

May 19, 2009 1:17:44 PM from Demigod Forums Demigod Forums

At this point, if you still can't connect you need to look at your ISP or your Internet set up.

While an update later this week will provide proxy servers for users who can't use the game, that's not considered a "fix" but rather extra support for users who have unusually difficult Internet connections.
Oh I can connect just fine, but it's once we're in the game that stuff starts happening. "A player has left the game" firing off during the loading screen, sync errors at the beginning of the game that crash demigod, sync errors that result the game in going in fast forward, sync errors where everyone disconnects and the AI takes over, sync errors where everyone disconnects but the AI does not take over, sync errors where everyone disconnects but all the heroes start moving towards the enemy spawn, continuously feeding me. Then you have rage quitters, and when they quit that causes sync errors too. Honestly, seems to me like even tho we can connect and start a game, what's the point when everything falls apart 30 seconds ingame?

May 19, 2009 1:25:05 PM from Demigod Forums Demigod Forums

Uhm, you usually see proper custom maps 1-2 weeks later a map editor is released...

And to be honest, I don't think demigod maps are rocket science.

 

My point is that because they used a system based off of full-up 3D models (every single map you see in game is a full model) its going to take a lot of time for someoen to get a working, credible map up.

May 19, 2009 1:25:19 PM from Demigod Forums Demigod Forums

Same issue as esports: the last beta patch worked for Pantheon and I played a few nice matches. Custom games didn't work for me at all yet. Since the last patch I have not been able to join a single game. In Pantheon the connection info will show that Im connected to almost everybody (usually) and then the matchmaiking will fail.

XP, C2D, 2GB RAM, ADSL, router unknown, ports closed (I'm in a large network and we can't put 100 users at risk so I can play Demigod - sais my ISP, the inconsiderate @§#&%/! ).

PS: If I leave my software firewall on it reports an opentear attack (maybe caused by too many UDP packets in a short time?). Still no joy if I don't load my firewall at all at system startup (Sygate Outpost Professional, paranoid settings+stealth).

May 19, 2009 1:27:41 PM from Demigod Forums Demigod Forums

Quoting Frogboy,

Quoting SThaler, reply 4
quoting post
/localproxy (if you have a monster machine with a really really good network connection you can let people who can’t connect route through you which lowers lag – only do this if you have a very fast UP speed).


What is "very fast"?
If you have to ask, you probably don't have fast enough.

 

This is a pretty crappy answer.

I've got a monster machine, not quite bleeding edge but pretty beastly.  I've got a pretty consistent 2.5~2.9 UP and a juggernaut of a router that juggles upwards of 800 peer connections at once before it gets sluggish. But I'd still look for an answer to SThaler's question before I'd ever slap that parameter on my game.

He asks a more than reasonable question that you won't even grace us with any approximations for? Can you not give us a rough estimate of what kind of bandwidth we could expect per user using us as a proxy? Or do you intend that only people with 100 UP enable this flag?

I don't mean to come off like some sort of jackass, but flippant answers to reasonable questions make me cranky.

May 19, 2009 1:33:02 PM from Demigod Forums Demigod Forums

Quoting rendari,

At this point, if you still can't connect you need to look at your ISP or your Internet set up.

While an update later this week will provide proxy servers for users who can't use the game, that's not considered a "fix" but rather extra support for users who have unusually difficult Internet connections. Oh I can connect just fine, but it's once we're in the game that stuff starts happening. "A player has left the game" firing off during the loading screen, sync errors at the beginning of the game that crash demigod, sync errors that result the game in going in fast forward, sync errors where everyone disconnects and the AI takes over, sync errors where everyone disconnects but the AI does not take over, sync errors where everyone disconnects but all the heroes start moving towards the enemy spawn, continuously feeding me. Then you have rage quitters, and when they quit that causes sync errors too. Honestly, seems to me like even tho we can connect and start a game, what's the point when everything falls apart 30 seconds ingame?

Oh, and let's not forget about massive ping spikes, that only appear in the game, not in the lobby.

In my case, i can connect to all players in 100% of the cases (so far), but when in game, it's unplayable.

May 19, 2009 3:30:59 PM from Demigod Forums Demigod Forums

Right now, Demigod has the luxury of being one of the few modern RTS games that is so well suited to playing online.

I'm I to assume you're talking purely about game play and how team oriented demigod is and not about the actual match making and online lobby/interface.

If it's just game play then I'd agree with you.  Because if it's beyond that I'd have to disagree as the online match making and functionality is sorely lacking.

Just a few examples:

  1. If I select to do a skirmish match, it should keep attempting to match me until I'm in a game.  Currently it can fail out and give me an error and then the user is forced to reinitialization to get back into a match -- so poor.
  2. No way to form up with friends and then get auto matched -- which imo is a modern RTS while old school Warcraft2 was host/lobby based and you were forced to wait for someone to join your game much like custom games now.
  3. No way to invite a friend into a lobby slot or directly into a game.  See xbox live or DoW2 w/windows live.
  4. No way to add someone you've played with directly into your friends list (while in the game) -- i'm talking about easy right click get to a sub menu and left clicking on add friend (no typing invloved!).
  5. No exit lobby where everyone can trash talk about the previous game and have a chance to start another game with the same people -- Modern rts games CoH, DoW2 have this while old school RTS did not.  Granted for ranked games, rematching should not be an option as it leads to cheating but for custom games...
  6. Display players ELO rating.
  7. Have a ELO system that supports teams! (True Skill)

 

May 19, 2009 4:13:38 PM from Demigod Forums Demigod Forums

Quoting Jaradakar,


If it's just game play then I'd agree with you.  Because if it's beyond that I'd have to disagree as the online match making and functionality is sorely lacking.

Just a few examples:


If I select to do a skirmish match, it should keep attempting to match me until I'm in a game.  Currently it can fail out and give me an error and then the user is forced to reinitialization to get back into a match -- so poor.
No way to form up with friends and then get auto matched -- which imo is a modern RTS while old school Warcraft2 was host/lobby based and you were forced to wait for someone to join your game much like custom games now.
No way to invite a friend into a lobby slot or directly into a game.  See xbox live or DoW2 w/windows live.
No way to add someone you've played with directly into your friends list (while in the game) -- i'm talking about easy right click get to a sub menu and left clicking on add friend (no typing invloved!).
No exit lobby where everyone can trash talk about the previous game and have a chance to start another game with the same people -- Modern rts games CoH, DoW2 have this while old school RTS did not.  Granted for ranked games, rematching should not be an option as it leads to cheating but for custom games...
Display players ELO rating.
Have a ELO system that supports teams! (True Skill)

 

If these were added, the game would be significantly improved.  These are essential.

I can't thik of how many times I have gotten a great match going with two even teams filled with fun people and thought "wow, if only we could rematch."

May 19, 2009 7:26:25 PM from Demigod Forums Demigod Forums


We’ve learned that you can’t treat networking as just another thing to plug in like you would a sound library or even a 3D engine. It’s a whole different animal.  With Elemental (our next game), it’s single-player focused but its MP will be server based (and I mean we literally host the game). After Demigod, I don’t ever want to hear the words “socket” or “port” again.

While I understand the sentiment I'd just like to voice the minority's appreciation for the choice of multiplayer architecture. Having everything server-side would have forced those of us not near a Stardock proxy or some sort of local server to play on something like Hamachi or GameRanger anyway because our pings to the rest of the world is just atrocious.

The use of peer-to-peer means we can use the in-game matchmaking system to connect to people we have at least a semi-decent ping to. It also means we can take part in Pantheon which we wouldn't really have been able to if the Pantheon servers were all located in the Northern Hemisphere.

(I posted a reply similar to this this previously, but looking at my previous post now I see that I failed horribly at quoting and fear my comments may have been overlooked, hence the repost)

May 20, 2009 12:31:07 AM from Demigod Forums Demigod Forums

Kotaku just published a story about the situation here. It starts out...

"Stardock CEO Brad Wardell exhaustively details the whys and hows behind Demigod’s crippling networking issues in a blog post aptly titled “Demigod: So what the hell happened?”" by Mike Fahey

 

UPDATE: The story also made ZergWatch here.

May 20, 2009 9:39:17 AM from Demigod Forums Demigod Forums

well at least we know now, here is hoping ELEMENTAL doesn't have the same issues next year.

May 20, 2009 9:56:16 AM from Demigod Forums Demigod Forums

Quoting Istari,

Well, I could connect to Panthenon and Custom games before last Friday's patch.


Since last Friday's patch, I have been unable to connect to any online game. Just checked the latest patch - still unable to connect to any custom game (and the host was in Japan).



More data would be helpful.  What happens?

Well, here's the log (I hope I got the right one !) from an unsuccessful attempt to connect to a custom game (Aus Host, I'm from Singapore) :

[05-20-2009 21:48:24 750] CVPShowConnectionMiniWindow
[05-20-2009 21:48:24 750] UpdateDatabaseRecord with row ID 39302 and priority 0
[05-20-2009 21:48:25 140] Message received by CVPMultiplayerEngine: ID_ALREADY_CONNECTED from 209.124.63.249:6002  GUID: 29486976.2401091279.3364975684.4249209815
[05-20-2009 21:48:28 343] Updating user player data.
[05-20-2009 21:48:28 343] CVPShowConnectionMiniWindow
[05-20-2009 21:48:28 343] UpdateDatabaseRecord with row ID 39302 and priority 0
[05-20-2009 21:48:28 703] Message received by CVPMultiplayerEngine: ID_ALREADY_CONNECTED from 209.124.63.249:6002  GUID: 29486976.2401091279.3364975684.4249209815
[05-20-2009 21:48:31 921] Updating user player data.
[05-20-2009 21:48:31 921] CVPShowConnectionMiniWindow
[05-20-2009 21:48:31 921] UpdateDatabaseRecord with row ID 39302 and priority 0
[05-20-2009 21:48:32 328] Message received by CVPMultiplayerEngine: ID_ALREADY_CONNECTED from 209.124.63.249:6002  GUID: 29486976.2401091279.3364975684.4249209815
[05-20-2009 21:48:35 546] Updating user player data.
[05-20-2009 21:48:35 546] CVPShowConnectionMiniWindow
[05-20-2009 21:48:35 546] UpdateDatabaseRecord with row ID 39302 and priority 0
[05-20-2009 21:48:36 203] CVP: Refresh Login called
[05-20-2009 21:48:36 343] Message received by CVPMultiplayerEngine: ID_CONNECTION_REQUEST_ACCEPTED from 209.124.63.249:6002  GUID: 29486976.2401091279.3364975684.4249209815
[05-20-2009 21:48:36 343] Connected to facilitator at 209.124.63.249:6002.  My External: 121.6.76.29:1064  My Internal: 192.168.1.74:1064 (CONNECTION ACTIVITY)

[05-20-2009 21:48:36 343] UpdateDatabaseRecord with row ID 39302 and priority 1
[05-20-2009 21:48:36 859] Message received by CVPMultiplayerEngine: ID_DATABASE_QUERY_REPLY from 209.124.63.249:6002  GUID: 29486976.2401091279.3364975684.4249209815
[05-20-2009 21:48:36 859] ID_DATABASE_QUERY_REPLY RECIEVED, numofplayers 1 tickcount 121515421 (Server Timestamp: 09:49:51.0109)
[05-20-2009 21:48:36 859] UpdateGameData table with 1 rows
[05-20-2009 21:48:36 859] CVP: Game Data Updated with 1 records
[05-20-2009 21:48:36 859] Record Index 0: TitleID: 444, GameID: 449471, PlayerName: CitizenKane2 PlayerID: 39302 SystemAddress: 121.6.76.29:1064, Connected to:  PendingConnections:
[05-20-2009 21:48:36 859] CVPOnPlayerDataUpdatedCallback
[05-20-2009 21:48:36 859] CVPDefaultPlayerDataUpdatedCallback had 1 players
[05-20-2009 21:49:06 484] CVP: Refresh Login called
[05-20-2009 21:49:47 265] CVP: Refresh Login called
[05-20-2009 21:50:17 562] CVP: Refresh Login called
[05-20-2009 21:50:25 890] CMultiplayerEngine::Shutdown for CVPMultiplayerEngine. Send Disconnect notification: 1, Restart: 0
[05-20-2009 21:50:27 000] GetPlayerDataByID: 39302 not found
[05-20-2009 21:50:28 640] GetPlayerDataByID: 39302 not found

May 20, 2009 11:20:38 AM from Stardock Forums Stardock Forums

[spam removed]

May 20, 2009 2:55:22 PM from Demigod Forums Demigod Forums

The "story" has been picked up by GI here

May 20, 2009 11:50:50 PM from Stardock Forums Stardock Forums

Its still broken, most multiplayer games still take a long time, I'd say only about 10% of the multiplayer lobby's I join end up starting a game.

The big question is, when are you going to start offering refunds to those of us who paid for a broken product?

May 21, 2009 1:36:50 AM from Demigod Forums Demigod Forums

Its still broken, most multiplayer games still take a long time, I'd say only about 10% of the multiplayer lobby's I join end up starting a game.

Thats... an incredibly low percentage, compared to mine.  If I'm at 50%, I'd be shocked -- I'd guess closer to 80%.

May 21, 2009 4:21:14 PM from Demigod Forums Demigod Forums

Gamasutra basically picked up the story here.

May 21, 2009 8:09:25 PM from Demigod Forums Demigod Forums

Hey....
Wheres the 50% coupon I have like 3 friends who want to buy...

PM me

May 21, 2009 8:19:38 PM from Demigod Forums Demigod Forums

I really enjoyed reading that. Long Live Demigod!

May 21, 2009 8:25:18 PM from Demigod Forums Demigod Forums

So, I've been trying to connect to a pantheon game for the last hour, but nothing has happened. I've seen lots of players waiting, but then it says I'm the only one and I keep waiting. Occationally I will cancel and refresh, but nothing seems to work. I've opend the appropriate ports on my router and turned off all firewalls, so what the hell is going on?

May 21, 2009 8:53:16 PM from Demigod Forums Demigod Forums

@triton. I reported the same problem in the problems section, did you just update to the latest version?

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