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Re: Does my KarBOOM host work? [Re: Redeemer] #360063
02/21/11 18:06
02/21/11 18:06
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Different dirt patch sizes are available, click on the level name in server settings (?). (EDIT: In offline mode, sorry.)

Last edited by Superku; 02/21/11 18:28.

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Re: Does my KarBOOM host work? [Re: Superku] #360068
02/21/11 18:21
02/21/11 18:21
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
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JibbSmart  Offline OP
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
This isn't an option yet in online games, but I'm implementing that now.

The next version (0.2.3, which I'm working on now) will hopefully be the last update before 0.3 (with the level editor), so most of the UI will be replaced/rearranged/improved quite soon.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Does my KarBOOM host work? [Re: JibbSmart] #360113
02/22/11 02:23
02/22/11 02:23
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Alberta, Canada
Looking forward to seeing how your network issues work out. I am using A8 native functions in Silas as well, if I remember right, A8 uses Enet now. I like how in other games a player can just play it would seem if they create a server. I wonder how they do this? I use port 7500 in Silas, but the player has to open it. Do you think other engines have a method of automatically opening ports or something?


Check out Silas. www.kartsilas.com

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Daily dev updates - http://kartsilas.blogspot.com/
Re: Does my KarBOOM host work? [Re: William] #360114
02/22/11 03:06
02/22/11 03:06
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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Some newer games use a new technology called UPnP, a way to dynamically open and close ports for applications that need them. But as far as I know Gamestudio does not support this.


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Re: Does my KarBOOM host work? [Re: William] #360115
02/22/11 03:14
02/22/11 03:14
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
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JibbSmart  Offline OP
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
If I figure something out I'd be sure to let you know! I've heard of things like "tunneling" and other tricks, but I have no experience with them frown My only solution for now is to mark servers that are causing trouble so users are less likely to bump into such issues.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Does my KarBOOM host work? [Re: JibbSmart] #360124
02/22/11 07:38
02/22/11 07:38
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Alberta, Canada
Thanks. That is a good idea to flag servers on the lobby list if people have trouble connecting to it. Although, it's odd, since the majority of games I play I don't have to edit my ports. Just with A8 games. Although I guess Steam uses the same ports for all its games. But how do services like that work without making you open your ports? Unless they all use UPnP.

Re: Does my KarBOOM host work? [Re: William] #360127
02/22/11 09:06
02/22/11 09:06
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Earth
Have you ever hosted a Counterstrike server? I believe they do need port-forwarding, but the servers are setup somewhere already, and people just join.

One way is, as far as I know, to have a "masterserver"(when many people play you'll need multiple servers to keep up) which always runs the game. Then all players are clients of that server, and if one player "hosts" then he will not have to do any port forwarding because he's really a client just telling the server what to do/what map to choose etc.


~"I never let school interfere with my education"~
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Re: Does my KarBOOM host work? [Re: Germanunkol] #360147
02/22/11 13:04
02/22/11 13:04
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
I assume that's how Starcraft 2 and Halo3 does it(last online games I've played). But doesn't this mean it would have to run an instance of ever game being played on the masterserver? Because after matchmaking, it can't just select someone to be the server unless their ports are opened.

I have to imagine that having master-servers would cost a pretty penny for indie developers like myself. I think the best option for indies would be to implement dedicated server support that just rotates levels to provide an extra layer of consistent games in the database for those who don't want to open ports often. This is how TF2 probably does it, you just join a server that's always online in a level with no lobbies...


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Does my KarBOOM host work? [Re: Redeemer] #360148
02/22/11 13:22
02/22/11 13:22
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Canada
Originally Posted By: Redeemer
Some newer games use a new technology called UPnP, a way to dynamically open and close ports for applications that need them. But as far as I know Gamestudio does not support this.

Too bad that its really easy to implement. Sure, not as easy as implementing NAT-PMP, but UPnP is easy too. Oh and UPnP is nothing new, and the newer games are already old too wink


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: Does my KarBOOM host work? [Re: WretchedSid] #360165
02/22/11 15:39
02/22/11 15:39
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
Expert
JibbSmart  Offline OP
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
JustSid, I'd LOVE some tips/links/help in heading in that direction. I'd really like to make it easier for people to host my game.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
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