Trine 5: A Clockwork Conspiracy

Trine 5: A Clockwork Conspiracy

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Cannot join co-op.
I’ve played through the entire game with my friend (we both own it on Steam) without any issues. Now we’ve decided to go back and complete all the achievements, just like we did with Trine 4. However, we’ve encountered a problem: for some reason, I can no longer join his party, and he can’t join mine either.

When we try, it simply says “Loading game” and then displays “Unable to join game currently.” We’ve tried the following troubleshooting steps without success:

- Inviting each other through Steam’s Shift+Tab overlay.
- Creating a new game and joining via the multiplayer menu.
- Clearing appdata
- Using different internet connections.
- Restarting our internet routers.
- Restarting our PCs.

Other co-op games, such as The Forest, work fine for us. Can anyone help us identify what might be causing this issue or provide a solution?
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正在显示第 1 - 13 条,共 13 条留言
Ymralin 6 月 18 日 下午 1:14 
Same here.
One plays on pc, other on xbox. We normally played on two occasions and couldn't join multiplayer game any more.
YT: JaredX7 7 月 20 日 下午 8:11 
I've always had issues with playing any game online if Epic Online Services is used...which this game has (and forces you to use it for online)............
最后由 YT: JaredX7 编辑于; 7 月 20 日 下午 8:12
FShamorgin 10 月 15 日 上午 9:53 
I have the same problem. It never worked. I haven't found a solution. I bought the game specifically for this. What can the developers say?
TLindborg  [开发者] 10 月 20 日 上午 1:27 
Hi,

As mentioned here, the game uses Epic Online Services to allow for crossplatform multiplay. You should be able to check the status of EOS from https://status.epicgames.com/ How well (in realtime) it tracks the actual status I can't say. For crossplatform cases there's little you can do the alleviate this other than wait for such issues to be resolved. But on PC you can disable the use of EOS and try connecting that way. This can be achieved by doing the following:

- Make sure the game is closed
- Navigate to %appdata%/Trine5 and open options.txt on any text editor
- Add the following line to the file setOption(networkModule, "UseEOS", false)
- Save the file and try again

This will disable using EOS on PC, do note that both you and your friend(s) need to have the setting set the same way. To re-enable EOS (and thus possibility for crossplay) you can either remove that line or set the final parameter to true

Hope this helps.

- Teemu / Frozenbyte
FShamorgin 10 月 30 日 下午 1:32 
We tried this method before, but it didn't help. The settings are the same on both PCs.
TLindborg  [开发者] 11 月 3 日 上午 1:39 
Hey,

How long does the "Loading game" popup show up for (approximately)? Also if possible could you (the one playing as client) check the trine5.log file that's found under %appdata%/Trine5/log . From that file look for the line "Joining failed. Debug message: Joining game failed with status X" and if you can reply with the status code, this could help pinpoint the issue.

Alternatively I'd appreciate if you could send the whole log file (both client and host) to support@frozenbyte.com and quote this discussion. If you decide to send the logs here let me know when you've done that so I can request the logs from our support.

Sorry for the hassle and problems you're facing.

- Teemu / Frozenbyte
T-rexJhones 11 月 15 日 上午 5:48 
引用自 TLindborg
Hey,

How long does the "Loading game" popup show up for (approximately)? Also if possible could you (the one playing as client) check the trine5.log file that's found under %appdata%/Trine5/log . From that file look for the line "Joining failed. Debug message: Joining game failed with status X" and if you can reply with the status code, this could help pinpoint the issue.

Alternatively I'd appreciate if you could send the whole log file (both client and host) to support@frozenbyte.com and quote this discussion. If you decide to send the logs here let me know when you've done that so I can request the logs from our support.

Sorry for the hassle and problems you're facing.

- Teemu / Frozenbyte


2025-11-15 16:24:31
16:24:31.130 INFO: fb::GlobalLogger::addLogger - Changed from MemoryLogger to real one
16:24:31.134 INFO: fb::GlobalLogger::addLogger - Logging messages from MemoryLogger
16:24:31.134 INFO: fb::memory::SystemAllocators::preAllocatePermanentBlocks - Allocator initialized with 256 MB initial size
16:24:31.134 INFO: ************************************************************************************************************* -
16:24:31.134 INFO: Version - Trine5 Final Release (Steam), v1.0.4, Build date: 2023/10/20 00:44, revision: 538087 (build 951)
16:24:31.134 INFO: ************************************************************************************************************* -
16:24:31.134 INFO: fb::gamebase::GameBaseApplication::staticInit - Running on AMD Ryzen 7 7800X3D 8-Core Processor (8 core / 16 thread CPU). Physical memory: 66199288 kB. Commit (total / peak / limit): 18092880 / 26266016 / 70393592 kB
16:24:31.741 INFO: fb::gpu::createGpuImp - Chosen Adapter: AMD Radeon RX 9070 XT (16304 MB dedicated memory, 0 MB dedicated system memory, 32323MB shared system memory)
16:24:32.984 INFO: fb::net::`OnlineHandler.cpp'::handleInitializeRequest - Initializing Online Handler Windows Master Server
16:24:33.409 INFO: fb::gamebase::LobbyHandler::handleInitializeEvent - OnlineHandler initialized, starting platform specific initialization
16:24:33.692 INFO: fb::game::state::GameSaveHandler::readyToStartGame - (getOptionsLoadStarted() && !getOptionsLoadFinished()) == true
16:24:33.738 INFO: fb::game::state::GameSaveHandler::readyToStartGame - (getOptionsLoadStarted() && !getOptionsLoadFinished()) == true
16:24:33.778 INFO: fb::game::state::GameSaveHandler::readyToStartGame - getOptionsLoadFinished() == true
16:24:33.778 INFO: fb::game::state::GameSaveHandler::readyToStartGame - !queuedLoads.isEmpty() == true
16:24:33.792 INFO: fb::game::state::GameSaveHandler::readyToStartGame - !queuedLoads.isEmpty() == true
16:24:33.805 INFO: fb::game::state::GameSaveHandler::readyToStartGame - !queuedLoads.isEmpty() == true
16:24:33.816 INFO: fb::game::state::GameSaveHandler::readyToStartGame - queuedLoads.isEmpty() == true
16:24:35.031 INFO: fb::gamebase::LobbyHandler::handleInitializeInternalWinEvent - OnlineHandlerWin initialized successfully
16:24:54.258 INFO: fb::net::LocalNetClient::Impl::connect - Connecting...
16:24:54.259 INFO: fb::net::LocalNetClient::Impl::ConnectionThread::handleConnectRequest - Sending connect request
16:24:54.287 INFO: fb::net::RemoteNetClient::Impl::update - Accepting connection for client 0
16:24:54.292 INFO: fb::net::LocalNetClient::Impl::ConnectionThread::handleConnectRequest - Connection accepted
16:24:54.292 INFO: fb::net::LocalNetClient::Impl::ConnectionThread::entry - Client connected
16:27:15.305 INFO: fb::net::LocalNetClient::Impl::ConnectionThread::entry - Disconnected by server
16:27:58.145 ERROR: fb::net::onlinehandler::CallbackHandlerSteam::onSteamGameLobbyJoinRequested - Received onSteamGameLobbyJoinRequested callback, requestStorage is null, we won't be able to return a requst result if something goes wrong
16:28:28.172 ERROR: fb::gamebase::LobbyHandler::handleJoinGameWithInviteEvent - Couldn't join a game with an invite, failed to connect to host
16:28:58.153 ERROR: fb::gamebase::LobbyHandler::handleJoinGameEvent - Failed to join a game, failed to connect to host
16:28:58.153 ERROR: fb::trinemenu::TrineBrowseGamesMenu::showJoinFailedPopup - Joining failed. Debug message: Joining game failed with status 4
Вишня 11 月 15 日 上午 5:51 
引用自 TLindborg
Hey,

How long does the "Loading game" popup show up for (approximately)? Also if possible could you (the one playing as client) check the trine5.log file that's found under %appdata%/Trine5/log . From that file look for the line "Joining failed. Debug message: Joining game failed with status X" and if you can reply with the status code, this could help pinpoint the issue.

Alternatively I'd appreciate if you could send the whole log file (both client and host) to support@frozenbyte.com and quote this discussion. If you decide to send the logs here let me know when you've done that so I can request the logs from our support.

Sorry for the hassle and problems you're facing.

- Teemu / Frozenbyte



18:22:09.616 ERROR: fb::trinemenu::TrineResumeGameMenu::showJoinFailedPopup - Joining failed. Debug message: Joining game failed with status 4
skarrok 11 月 18 日 上午 9:20 
We have the same problem with a friend. We both on PC with a steam copy.

2025-11-15 20:15:10 20:15:10.736 INFO: fb::GlobalLogger::addLogger - Changed from MemoryLogger to real one 20:15:10.739 INFO: fb::GlobalLogger::addLogger - Logging messages from MemoryLogger 20:15:10.739 INFO: fb::memory::SystemAllocators::preAllocatePermanentBlocks - Allocator initialized with 256 MB initial size 20:15:10.739 INFO: ************************************************************************************************************* - 20:15:10.739 INFO: Version - Trine5 Final Release (Steam), v1.0.4, Build date: 2023/10/20 00:44, revision: 538087 (build 951) 20:15:10.739 INFO: ************************************************************************************************************* - 20:15:10.739 INFO: fb::gamebase::GameBaseApplication::staticInit - Running on AMD Ryzen 9 7950X3D 16-Core Processor (16 core / 32 thread CPU). Physical memory: 66692596 kB. Commit (total / peak / limit): 45813168 / 73286940 / 71935476 kB 20:15:11.410 INFO: fb::gpu::createGpuImp - Chosen Adapter: AMD Radeon RX 6900 XT (16337 MB dedicated memory, 0 MB dedicated system memory, 32564MB shared system memory) 20:15:11.939 INFO: fb::net::`OnlineHandler.cpp'::handleInitializeRequest - Initializing Online Handler Windows Master Server 20:15:12.392 INFO: fb::gamebase::LobbyHandler::handleInitializeEvent - OnlineHandler initialized, starting platform specific initialization 20:15:12.802 INFO: fb::game::state::GameSaveHandler::readyToStartGame - (getOptionsLoadStarted() && !getOptionsLoadFinished()) == true 20:15:12.881 INFO: fb::game::state::GameSaveHandler::readyToStartGame - (getOptionsLoadStarted() && !getOptionsLoadFinished()) == true 20:15:12.897 INFO: fb::game::state::GameSaveHandler::readyToStartGame - getOptionsLoadFinished() == true 20:15:12.897 INFO: fb::game::state::GameSaveHandler::readyToStartGame - !queuedLoads.isEmpty() == true 20:15:12.918 INFO: fb::game::state::GameSaveHandler::readyToStartGame - !queuedLoads.isEmpty() == true 20:15:12.920 INFO: fb::game::state::GameSaveHandler::readyToStartGame - !queuedLoads.isEmpty() == true 20:15:12.922 INFO: fb::game::state::GameSaveHandler::readyToStartGame - queuedLoads.isEmpty() == true 20:15:14.097 INFO: fb::gamebase::LobbyHandler::handleInitializeInternalWinEvent - OnlineHandlerWin initialized successfully 20:15:36.477 INFO: fb::net::LocalNetClient::Impl::connect - Connecting... 20:15:36.478 INFO: fb::net::LocalNetClient::Impl::ConnectionThread::handleConnectRequest - Sending connect request 20:15:36.498 INFO: fb::net::RemoteNetClient::Impl::update - Accepting connection for client 0 20:15:36.499 INFO: fb::net::LocalNetClient::Impl::ConnectionThread::handleConnectRequest - Connection accepted 20:15:36.499 INFO: fb::net::LocalNetClient::Impl::ConnectionThread::entry - Client connected 20:17:32.216 INFO: fb::net::LocalNetClient::Impl::ConnectionThread::entry - Disconnected by server 20:17:55.207 ERROR: fb::net::onlinehandler::CallbackHandlerSteam::onSteamGameLobbyJoinRequested - Received onSteamGameLobbyJoinRequested callback, requestStorage is null, we won't be able to return a requst result if something goes wrong 20:18:25.230 ERROR: fb::gamebase::LobbyHandler::handleJoinGameWithInviteEvent - Couldn't join a game with an invite, failed to connect to host 20:19:19.365 ERROR: fb::gamebase::LobbyHandler::handleJoinGameEvent - Failed to join a game, failed to connect to host 20:19:19.365 ERROR: fb::trinemenu::TrineResumeGameMenu::showJoinFailedPopup - Joining failed. Debug message: Joining game failed with status 4
TLindborg  [开发者] 11 月 19 日 上午 8:35 
Hi,

I've been seeing quite a few of these reports recently and from these logs it seems that the initial connection establishment is somewhat functioning. The connections, both using EOS and not, are relayed meaning that the connection between any two clients is routed via relay servers to avoid any NAT issues.

We've been testing this internally and failed to reproduce any such issues so my best guess here is that something has changed with the relay servers and possibly where you're trying to use them from (really just guessing here).

If you can, you could try the following.
- Make sure the game is closed
- Navigate to %appdata%/Trine5 and open options.txt on any text editor
- Make sure EOS is disabled. This can be done by adding the following line to the file setOption(networkModule, "UseEOS", false)
- Add the following line to the file as well to disable use of relays when EOS is not in use setOption(networkModule, "DisableSteamRelay", true)
- Save the file and try again

This will disable the use of Steam relays and try direct connection instead, with this option though you might face NAT issues depending on your network setups, but could rule out if the issue is really with relays not working for you for some reason.

EDIT: The DisableSteamRelay should be set to true, had it incorrectly as false first.

- Teemu / Frozenbyte
最后由 TLindborg 编辑于; 11 月 19 日 上午 8:46
Sonkilary 12 月 10 日 下午 7:23 
You should implement theses options in game to make it user friendly
Disable Epic service [x] Yes No
Enable Cross platform Yes No
Not all people want to mess with editing setting txt.
JLarja  [开发者] 12 月 12 日 下午 9:08 
The options aren't really supported. They exist, but don't necessary do anything sensible. We can have all sorts of things in options.txt (changing much of the things that could be there makes absolutely no sense for the end user), but if we put something to in-game menus, it should do what it says. Unfortunately development resources are always limited, so we can't add everything.

-JLarja / Frozenbyte
引用自 TLindborg
Hi,

I've been seeing quite a few of these reports recently and from these logs it seems that the initial connection establishment is somewhat functioning. The connections, both using EOS and not, are relayed meaning that the connection between any two clients is routed via relay servers to avoid any NAT issues.

We've been testing this internally and failed to reproduce any such issues so my best guess here is that something has changed with the relay servers and possibly where you're trying to use them from (really just guessing here).

If you can, you could try the following.
- Make sure the game is closed
- Navigate to %appdata%/Trine5 and open options.txt on any text editor
- Make sure EOS is disabled. This can be done by adding the following line to the file setOption(networkModule, "UseEOS", false)
- Add the following line to the file as well to disable use of relays when EOS is not in use setOption(networkModule, "DisableSteamRelay", true)
- Save the file and try again

This will disable the use of Steam relays and try direct connection instead, with this option though you might face NAT issues depending on your network setups, but could rule out if the issue is really with relays not working for you for some reason.

EDIT: The DisableSteamRelay should be set to true, had it incorrectly as false first.

- Teemu / Frozenbyte

Hi, today co-op was broken. My buddy and i tryied this method but without succsesful. What we can do something else ?
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