Be the First To Try our New Multiplayer Tech!

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Tired this last night with so friends
All logged into their Paradox accounts

1.6.1 No issues Joining for anyone
1.7.0 We could see the Host game, some of us could join, some could not, trying to connect lead to "Unable to find game"
The people who could not host or join in 1.7.0 could host and join in 1.6.1
 
So far on 1.7.1 I have been able to join games host games use the friends list send messages accept friends and request them.

P.S. Love the lobster.

So thought I would share the system specs I am playing on.
Make/Model: Hewlett-Packard HP Pavilion dv7 Notebook PC
Operating System: Microsoft Windows 7 Ultimate (x64) Build 7601
CPU: Intel Core 2 Duo T9550 2.66 Ghz
Video Card: AMD Mobility Radeon HD 4650
Ram: 8 GB DDR2

It's like 10+ years old and this game runs great at high graphics.
 
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I just finished a game we played for a few hours. fairly smooth. Hopefully we'll pick it up again tommorow

Tired this last night with so friends
1.7.0 We could see the Host game, some of us could join, some could not, trying to connect lead to "Unable to find game"
The people who could not host or join in 1.7.0 could host and join in 1.6.1

I had this issue and i fixed it by restarting steam. for some reason upon opting into the beta my steam acted like it was in offline mode.
 
For the first time i was able to host a newly created game with 4 players in 1.7.1. It went quite smooth peole asked to hotjoin frequently i had 5 hotjoins and there was no issues, even so
the speed for hotjoins joining/resuming game wasn't all that hasty slight improvments have been done terms of speedy hotjoins but not any miracles. Hosted game lasted for 5 hours.
 
I don't see any games, poor me in lonely old New Zealand :-(

When I try to host a game it says I can not connect to the match making service. Fine in a normal Stellaris.

Says I am available in the Friends window though.
 
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Logged in to find five lobbies shown, smallest lobby had a single person in it, largest had seven. The other three had two players each. Four of the above lobbies did not work when I tried to join them, giving me error messages something along the lines of "could not reach server." The fifth lobby, a two-player lobby, allowed me to hot join and I spectated the game for a while. Performance in that lobby seemed to be lower than in my average game, but it's probably just having everything visible at once. Afterwards, I left and tried joining other lobbies, and each one I clicked on gave me the notification that it was asking the host to allow me to hot join instead of the earlier error message.

Edit: Friends list works properly after unlinking and relinking my account.

Oops.
 
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Since I couldn't find anyone else asking about this in the thread, is the beta available for Mac users? (asking because the dropdown menu only has the one option,"opt out of all betas") I know sometimes developers who make games for both Windows and OSX have players who experience problems between multiplayer sessions on the two platforms; I was just wondering if helping out with that would be a possibility. Also playing as a space appetizer would be cool too.
 
No hardware or firewall issues.
Did have problem in that Invite to game never showed up for my friends.
They had to look through the lobby and finder the server name and join that way but other than that it all worked fine.
Before we would eventually have one player drop / loose sync and would have to join again. This time did not. Seemed to run smoother.
 
Since I couldn't find anyone else asking about this in the thread, is the beta available for Mac users? (asking because the dropdown menu only has the one option,"opt out of all betas") I know sometimes developers who make games for both Windows and OSX have players who experience problems between multiplayer sessions on the two platforms; I was just wondering if helping out with that would be a possibility. Also playing as a space appetizer would be cool too.
Yes
 
What is the reason for authenticating via a Paradox account?
The steam API already allows for user authentication using their steam account. Is there things that cannot be done with the Steam API calls?
Hi!

There's a few reasons to why a developer may want to use another system than Steam for multiplayer (and therefore another authentication method). Let's say you wanted to allow players buying a game on Steam to play with those who bought the same game through GOG or Twitch. Another example would be a game that wants console and PC players to be able to play together.
 
Updated to beta, first thing I notice: the matchmaker chat is no longer there (the public one)

See 4 games, 3 in running status 1 in starting status. Tried connecting to all of them: game not found.

My firewall does UpNP if you need more specs or its ruleset just PM me
 
Hi again!

We see that a few of you get the "Game not found" issue. In the update yesterday we added the option of logging some more data in case that happens. We would really appreciate that if you get an error when trying to connect to a game please run Stellaris from the command line with "Stellaris.exe -pdxmp_max_log". This will produce a pdpmp.log file in your game directory (i.e. "<My Documents>\Paradox Interactive\Stellaris\logs\"). Please send me that file in a PM and we'll dig deeper.

Thanks for all the help!
 
Hi again!

We see that a few of you get the "Game not found" issue. In the update yesterday we added the option of logging some more data in case that happens. We would really appreciate that if you get an error when trying to connect to a game please run Stellaris from the command line with "Stellaris.exe -pdxmp_max_log". This will produce a pdpmp.log file in your game directory (i.e. "<My Documents>\Paradox Interactive\Stellaris\logs\"). Please send me that file in a PM and we'll dig deeper.

Thanks for all the help!
Done, and PM sent
 
created a shortcut file for those that are too lazy to start stellaris manually with debug arguments. Default steam location and settings, x64 windows.

Unrar, right click check properties (so you know that I am not messing with your system!) If needed change stellaris.exe location and start.
 

Attachments

  • stellaris max debug.rar
    1 KB · Views: 12
We have a possible resolution for the many "game not found" connection issues, and would appreciate if you could try to replace the pdx_mp library file in the root of the game installation, next to stellaris.exe, before we push this fix through in the next patch.

Windows: https://s3.amazonaws.com/paradox-assets/misc/pdx_mp_20170819/pdx_mp.dll
Linux: https://s3.amazonaws.com/paradox-assets/misc/pdx_mp_20170819/libpdx_mp.so
OSX: https://s3.amazonaws.com/paradox-assets/misc/pdx_mp_20170819/libpdx_mp.dylib

Let us know if that resolves the issue here or in a PM!
 
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Was actually about to write you guys that problem most likely lies in malformed UPNP seems you guys already realised ;)
We have a possible resolution for the many "game not found" connection issues, and would appreciate if you could try to replace the pdx_mp library file in the root of the game installation, next to stellaris.exe, before we push this fix through in the next patch.

Windows: https://s3.amazonaws.com/paradox-assets/misc/pdx_mp_20170815/pdx_mp.dll
Linux: https://s3.amazonaws.com/paradox-assets/misc/pdx_mp_20170815/libpdx_mp.so
OSX: https://s3.amazonaws.com/paradox-assets/misc/pdx_mp_20170815/libpdx_mp.dylib

Let us know if that resolves the issue here or in a PM!
Anyway problem still exists. My UPNP gateway is an OpenBSD machine running miniupnpd compiled with IPv6 and strictmode. Compliant to IGDv2 afaik. Might be that your response parser is not capable of handling it's responses.
If you need me to I can run my UPNP deamon in extremely verbose mode as well, if you need the other side of logging
 

Attachments

  • pdxmp.log
    74,3 KB · Views: 111
"Stellaris.exe -pdxmp_max_log
We have a possible resolution for the many "game not found" connection issues, and would appreciate if you could try to replace the pdx_mp library file in the root of the game installation, next to stellaris.exe, before we push this fix through in the next patch.

Windows: https://s3.amazonaws.com/paradox-assets/misc/pdx_mp_20170815/pdx_mp.dll
Linux: https://s3.amazonaws.com/paradox-assets/misc/pdx_mp_20170815/libpdx_mp.so
OSX: https://s3.amazonaws.com/paradox-assets/misc/pdx_mp_20170815/libpdx_mp.dylib

Let us know if that resolves the issue here or in a PM!


the problem still consists no change. althou the pdxmp.log contain more debug info...
 
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