Why does toontown keep losing connection




















I'm really tired of making it more than halfway through something on the DC Elite Puppy , Oct 25, I find hard wired internet works pretty good. My laptop relies entirely on wireless and it is terrible.

But when I found a spare ethernet cable it works like a charm, unless everyone else in the house is on their devices too, which normally slows it all down anyways. Justiceinacan , Oct 25, Joined: May 27, Messages: Likes Received: Why would the makers of toontown do that?

If you want to email toontown because of a problem then email them at Toontown disneyonline. Log in. Video Games. Study now.

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Write your answer Unique Identity: Continued from the A Unique Identity: All weapons have received a pass based on their caliber and barrel lengths. Focus Sway ADS, focused has been reduced. Weapon Sway ADS, non-focused has been reduced. Foregrips now decrease vertical recoil but increase horizontal recoil. Fixed some issues related to bipod deployment. Removed suppression ability from knives and pistols. Reduced all types of Sway on Binoculars - they should be more accurate and easier to use now.

This change is in combination with the reduction of overall ticket counts, so overall rounds will be slightly shorter, but rounds that have a lot of movement along flags wont end as suddenly. Tallil, Yehorivka - Tickets. Fools Road, Kokan - Tickets. Logar, Mestia, Sumari - Tickets. Reduced ticket count for Skirmish map layers to Tickets from Fixed various Maps having incorrect map descriptions on team select screen.

Fixed crashing on Jensen's Range Skirmish v1. Fixed incorrect flag setup Kokan Invasion v1. Fixed some map layers having incorrect faction descriptions and faction insignia. Fixed odd ammo caches on Logar INS v1. Fixed floating road segments in the north-west part of Mestia. Fixed lighting on Mestia AAS v2. Fixed ambient visual effects on Tallil Skirmish v1 and v2. Fixed ambient wind audio not playing on Tallil Skirmish v1. Fixed map naming on Tallil Skirmish v2. Fixed missing materials for several assets on Chora.

Fixed floating house forcing players to vault to get to the staircase on Kamdesh. Fixed Aircraft Bunkers culling too early on Tallil. Fixed incorrect collision setting in Protection Zone preventing players from leaning in Main Bases after the Staging Phase ends on all Tallil layers. Fixed trees and other foliage on roads, smoothed out areas with jagged terrain and tall lumps on Gorodok.

Fixed collision and scaling issues by removing offending assets on Yehorivka. Bug Fixes. Fixed a crash when a Squad Leader attempts to invite a player who has disconnected. Fixed damage issues on several vehicles including both tanks caused by bugs in turret setup, mesh collisions and decoration configuration. Fixed being unable to move the camera in the FV commander seat.

Fixed missing turret turning sounds on a majority of vehicle based turrets. Fixed TB3 fragmentation rounds dealing no damage to infantry on non-direct hits. Fixed UB Rocket Technical's ammunition being treated as if it was an emplacement. Fixed dead players not showing as dead in the Squad list UI. Added a check for 'foliage. LODDistanceScale', to force exit the game if players modify this value to hide the foliage similar to the other.

INI checks. Fixed extra apostrophe in the deployment confirmation message when spawning on rallies. Fixed mines not playing an explosion effect or sound when a vehicle drives over them. Fixed some team based mismatch issues relating to Roles and force revert of your role to default when it becomes unavailable. Fix emplaced weapons not usable by other team when a player is shot out of it. Fix emplaced weapons having incorrect bounds leading to weapon models disappearing occasionally.

Fixed main menu music not looping. Fixed zeroing on the m and m settings for the RPG Fixed zeroing on the M4 series Red dot sight and M Optic. Fixed a number of statics either having missing collisions or missing textures. Fixed stationary SPG-9 doing slightly more damage than technical-mounted variant.

Fixed some vehicle explosions showing broken explosion animation effect. Fixed vehicle wreck collisions being desynced from their visual wreck model. Fixed the FV Desert variant having a non-charred wreck model.

Fixed snow on Belaya not producing snow related interaction sounds. Fixed an issue where a selected but now locked role inside a drop-down list forces an unusable UI state. Fixed first person view being offset after leaving emplacement when entering an emplacement while freelooking. Fixed Insurgent Radio ammo limit, now increased to 20, Mmm, those gearbox fixes speak to the logiboi in all of us. Unreal Engine 4. Life is strange before the storm mac release date. We have been on version 4. However, the recent success of Fortnite a large multiplayer player game has brought so many cool and useful features into UE4 that it is worth the time to upgrade now.

Just as a very brief overview, some of the 4. Check out the for more information. Our current status is that we have a buggy version of the upgrade working in Editor now. The next steps for us are to fix these bugs, test, and release. There might be some extra content, bug fixes, and features included, but it will be mainly about getting the engine upgrade in place, so we can start using the tools.

This will be the next major Squad patch released after Alpha The rest of the following is what we are working on right now and going into next year with the aim of getting the game fully featured to leave Early Access.

Optimisation After Alpha 12, we are switching more developers to working full-time on optimisation all the way to release from Early Access. Not all systems developed for Squad over the years turned out to deliver the expected performance; engineering mistakes have been made and need to be corrected.

The same applies to UE4, as bug fixes and performance improvements done on the engine level need to be carried forward into Squad's codebase. We have expanded the team to approach these issues more thoroughly than ever. Occasionally, however, I'll get a minute glimpse of the game, before I end up on a street with no cogs or toons insight, and I "unexpectedly" lose connection again. I've lost 9 hours now of game time, and I've been emailing the support address, but no reply so far.

My Mood:. Happened to me all last night. Didn't get to play at all last night after two days of being in the line. I wouldn't waste your time emailing support, they don't actually do anything to compensate, and most of the time it is just an already written response, where they just copy and paste.

Total Awards : 3. It's an issue that everyone is experiencing because there are issues with the servers and memory leaks. It's being worked on, but they already said that it will take a while. In addition, they have only 2 main devs working on the servers, Harv and jjkoletar.



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