Troubleshooting Logon Issues

It Does What It Says on the Tin: Resolved Issues

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Aspect of Sorrow
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Joined: Fri Mar 28, 2014 7:11 pm
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Troubleshooting Logon Issues

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ADL / Custom Content Acquisition Issues
If you're unable to acquire the most up to date files due to the ADL, the server now provides an always up-to-date manual download list.
Connectivity Issues
First take note of the top of the forum, if the server is listed and there's traffic, make sure the full IP and port are accounted for if you're using direct connect in order to join.

If you're still experiencing issues on connection, please refer to the following.

1. Is it requesting a player password? The server sets a temporary player password when it is starting up in order to ease all needed assets and resources without player interruption. When it completes, the password field will be cleared, allowing the player to join.

2. Timeout? This is a multi tiered solution. Right now one of our preventative measures is done through whitelisting connection sources.


* If you are still receiving timeouts, and there are players in the server, and you've 'enrolled' via the former whitelisting mechanism, the next step is to determine if your computer can communicate from your location to the game server's location. To easily determine that, download and run AoS-BGCheck which will run multiple tests. If all tests succeed, your computer is able to connect to the game server without issue, please verify your direct connection details are accurate.
Looking Glass
Connectivity troubles can occur in a myriad of ways, and one such troubleshooting feature is to determine if there is a node link failure on the route from your vicinity (or even ISP), through a feature a provider may support called the "Looking Glass". The looking glass is not a reflection of your connectivity, but the connectivity of another machine located elsewhere, to see if the issue you experience is similar.

To use a looking glass, open a browser tab to the following link as a demonstration.
Level3's Looking Glass

Here we can instruct a server on Level3's network, so we'll click "Ping from Level 3's sites".

Select a Level3 physically near you from the first dropdown list.

Type "game.bgtscc.net" in the "Ping To" field.

Change "Packet Count" to 10 so that our sample size is good to see if there's considerable latency issues, and click "Submit".

After a few seconds a result set should return, something like this.

Code: Select all

icmp_seq=0 ttl=115 time=95.194 ms
icmp_seq=1 ttl=115 time=95.089 ms
icmp_seq=2 ttl=115 time=95.100 ms
icmp_seq=3 ttl=115 time=95.394 ms
icmp_seq=4 ttl=115 time=95.126 ms
icmp_seq=5 ttl=115 time=95.082 ms
icmp_seq=6 ttl=115 time=95.102 ms
icmp_seq=7 ttl=115 time=95.098 ms
icmp_seq=8 ttl=115 time=95.153 ms
icmp_seq=9 ttl=115 time=95.458 ms

---- target statistics ----
10 packets transmitted, 10 packets received, 0% packet loss
rtt min/avg/median/max/mdev/stddev = 95.082/95.18/95.114/95.458/0.318/0.128 ms
How to read the output:
icmp = the protocol (ping)
seq = sequence, a linear count from 1 to N
ttl = time to live (the time to discard in ipv4 in seconds, and hop limit in ipv6)
time = time in milliseconds for a single packet to reach it's host and return.

Stable connectivity is easily determined by the fluctuation of the latency, expected to stay within ~10ms +/- of the preceding and the packets that follow.

You can find additional ISPs to test at this link.
DDoS
Click here and wait five minutes to test.
Last edited by Aspect of Sorrow on Sat Jun 16, 2018 6:30 am, edited 5 times in total.
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