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Game in question: Trine 5


Me and my friend both downloaded and installed the standalone DRM free version (Game build version 1.0.2 )
and are getting the error

"Hosting Game Failed. Try again Later" whenever trying to co-op.

We also cannot find any games on the "Browse Games" Server list.

Have tried opening rules in firewall, router etc... other trine games worked fine in the past without Galaxy installed.

Note: I read trine 5 uses epic online services SDK for multiplayer, so its confusing to me as to why this function is not working.

Any feedback appreciated...

Thanks!
Post edited September 04, 2023 by Amadaues1
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Ah, sorry to hear about the trouble.

Just to clarify, are you simply wanting to play the game in multiplayer without the GOG Galaxy client installed, or do you also want to bypass Epic Online Services? It sounds like you just don't want the Galaxy client but please confirm.

I'll figure out if this is possible, there might be some dependencies as we revamped the whole system for Trine 5...

- Joel, Frozenbyte team, developers of Trine 5
Ok unfortunately we now require the GOG Galaxy client for authentication (for EOS). We don't have our own servers anymore for DRM free (for match making).

It's not entirely out of the realm of possibilities that we could add our own servers again in the future but as of right now we have no plans for that. Sorry!
I'm having this same issue as well (not using GOG galaxy, as I hate having to install launchers)

Glad I found this topic, and thank you for the reply devs.

Shame that there seems to be no LAN play or traditional Peer to Peer server options.

I'm sure you have no control of this, but GOG store pages usually add a warning to the customers if Galaxy is required for any multiplayer functionality, and the warning is currently missing on the Trine 5 store page.

I think it should be added.

Cheers
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vacex54: Shame that there seems to be no LAN play or traditional Peer to Peer server options.

I'm sure you have no control of this, but GOG store pages usually add a warning to the customers if Galaxy is required for any multiplayer functionality, and the warning is currently missing on the Trine 5 store page.

I think it should be added.
Thanks, we'll look to get that added... We also have had some internal LAN/P2P support like in Trine 4 but it seems they do not work in Trine 5 at the moment (we may fix them in a future patch).

However I may have been a bit misinformed. Can you folks try disabling EOS by following these steps:

* open %APPDATA%\Trine5\ and the options.txt file (with the game not open in the background)
* Add: setOption(networkModule, "UseEOS", false)
*Save the file and restart the game

This essentially needs to be done for everybody attempting to play together. It should in fact revert to using our old master server for matchmaking. Does that actually allow you to find your friends' games?
avatar
vacex54: Shame that there seems to be no LAN play or traditional Peer to Peer server options.

I'm sure you have no control of this, but GOG store pages usually add a warning to the customers if Galaxy is required for any multiplayer functionality, and the warning is currently missing on the Trine 5 store page.

I think it should be added.
avatar
JoelFB: Thanks, we'll look to get that added... We also have had some internal LAN/P2P support like in Trine 4 but it seems they do not work in Trine 5 at the moment (we may fix them in a future patch).

However I may have been a bit misinformed. Can you folks try disabling EOS by following these steps:

* open %APPDATA%\Trine5\ and the options.txt file (with the game not open in the background)
* Add: setOption(networkModule, "UseEOS", false)
*Save the file and restart the game

This essentially needs to be done for everybody attempting to play together. It should in fact revert to using our old master server for matchmaking. Does that actually allow you to find your friends' games?
Thank you very much for all the replies!

Friends and I have copied the command as instructed and launched the game, after a brief hangup on the loading screen we were successfully able to create a lobby and find our respective rooms in the server browser.

However, whenever attempting to connect we were prompted with "Joining Game....." followed by "Unable to Join, Please try again later."

The log file showed the following errors:

07:05:15.189 ERROR: fb::online::masterclient::MasterClient::disconnectPeer - disconnectPeer called for peer 84260570
07:05:15.196 ERROR: fb::gamebase::LobbyHandler::handleJoinGameEvent - Failed to join a game, rejected by the host
07:05:15.196 ERROR: fb::trinemenu::TrineBrowseGamesMenu::showJoinFailedPopup - Joining failed. Debug message: Joining game failed with status 7

The legacy system, at least partially, is working?
Note: We went back to Trine 4 which you mentioned uses the same legacy system, to rule out any connection issues on our end. We were able to join and play.
Post edited September 05, 2023 by Amadaeus1
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Amadaeus1: Thank you very much for all the replies!

Friends and I have copied the command as instructed and launched the game, after a brief hangup on the loading screen we were successfully able to create a lobby and find our respective rooms in the server browser.

However, whenever attempting to connect we were prompted with "Joining Game....." followed by "Unable to Join, Please try again later."

The log file showed the following errors:

07:05:15.189 ERROR: fb::online::masterclient::MasterClient::disconnectPeer - disconnectPeer called for peer 84260570
07:05:15.196 ERROR: fb::gamebase::LobbyHandler::handleJoinGameEvent - Failed to join a game, rejected by the host
07:05:15.196 ERROR: fb::trinemenu::TrineBrowseGamesMenu::showJoinFailedPopup - Joining failed. Debug message: Joining game failed with status 7

The legacy system, at least partially, is working?
Note: We went back to Trine 4 which you mentioned uses the same legacy system, to rule out any connection issues on our end. We were able to join and play.
Thanks (and sorry for the delay). We'll investigate if this is something we could fix, we've got the first patch in the release pipeline now and can now focus a bit more on a wider variety of issues. Thanks for the log output, that should help identify the problem a little bit. I'll let you know when we have something on our side to report (hopefully Monday).