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World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

Mission results pending


alexande
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Recieved two in a row just now. Restarting. Heard reports of same on target channel phillipville.

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Despite what the readme said, it's not fixed, just happens less. Will require a bunch of host work which is in progress to finally terminate.

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The bug is fixed. You will still get Mission Results pending if you have connection issues when transiting from the cell host (game) to the map host (UI).

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The bug is fixed. You will still get Mission Results pending if you have connection issues when transiting from the cell host (game) to the map host (UI).

I got this bug last night, and from what I can tell it has somthing to do with 2 despawn boxes coming up.1 pops up and u click it like normal, how ever some times a 2nd one pops up right after u click the first one. If u click okay to this box u get bug. If u ignore this box and let it time out y won't get the bug

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that's because "the bug" (which is now fixed, and what you see after v1.33 is not a bug but a server architecture issue) is imbedded in the transfer from one server to another (actually between multiple hosts) as the game requires you to exist at different times on differnt hosts within the server cluster

sometimes the hand offs fail because they can't match user actions perfectly, which is why what you describe is possible, as you are simply allowing it to take it's own time to complete a process rather than cutting it short by user selection of a new process (changing from spawned in to the UI for example changes cellhost logins) ... unknown to the user navigating the game (spawned) and the UI (not spawned) and persona screens requires you to actually login and out of various hosts because the server cluster cannot run the game entirely on a single host, thus you are completing a process and starting a new one, invisible to you but what is going on in code to make it all work

it's just way too complicated a game to run in a single instance on a single host

we're improving this stuff all the time but it's a gigantic task, with loads of re-engineering required, so it's going to take time

the best way to avoid issues (and it won't be 100% perfect but it will be better) is to not "rush" the game, frantically clicking to navigate the various parts of the game you want to get through quickly ... let timeouts that are built into the game take their full time to complete their processes

we have made some progress in redesign work to eliminate some of these issues, hopefully this year we can solve a lot more of them

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