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EDuke32-OldMP

User is offline   Radar 

  • King of SOVL

#121

Maybe try Master/Slave mode? I don't know, switching between modes seems to solve it every now and then. Assigning a different UDP number to one of the players will work sometimes too, something like 23514.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#122

View PostDarkDuke, on 21 August 2014 - 09:38 AM, said:

I'm using Windows XP SP 3. We tried it more than once, the new player ID isn't generating properly.

IIRC I can remember someone saying that the ID was generated from the users time and date in Windows or something.

Try forcefully changing it to something else and see if that does anything.
0

User is offline   Kyanos 

#123

Attached Image: duke0012.png
^ That's not Duke???

Anyways, I've had the same issue here, time reset didn't fix it, running master slave mode worked.

http://static.jonof....leasenotes.html
2

User is offline   DarkDuke 

#124

Okay, well, Master Slave mode works fine, it's just that I go out of sync within a matter of minutes. So Master Slave is a no-go.
I had my friend change his UDP, and now I get a different error.

EDuke32-OldMP Release 1 20120912
Application parameters: -name DARKDUKE /s3 /l1 /v1 /c2 /t4 /net /p23513 /n1 108.243.228.173:23513 
Respawn on.
Network mode: peer-to-peer
addsearchpath(): Added C:/Games/eduke32-oldmp-20120912 (1)/
OS: Windows XP (5.1.2600) Service Pack 3
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32-oldmp.cfg'.
Scanning for GRP files...
Using group file 'duke3d.grp' as main group file.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Resizing code buffer to 16215*4 bytes
Script compiled in 16ms
Compiled code size: 16207*4 bytes, version 1.4+
Pointer bitmap size: 2027 bytes
1916/11264 labels, 303/2048 variables
125/16384 quotes, 0 quote redefinitions
0/88 event definitions, 207 defined actors
mmulti_unstable: Using port 23513
mmulti_unstable: Peer-to-peer mode
mmulti_unstable: Player 0 at 108.243.228.173:23513
mmulti_unstable: Using 0xD5A as client ID
Waiting for 1 player...
Connecting to 108.243.228.173:23513...
mmulti_unstable: Disallowed player 108.243.228.173:49746 ?!
Retrying 108.243.228.173:23513...
mmulti_unstable: Disallowed player 108.243.228.173:49746 ?!
Retrying 108.243.228.173:23513...
mmulti_unstable: Disallowed player 108.243.228.173:49746 ?!
Retrying 108.243.228.173:23513...
mmulti_unstable: Disallowed player 108.243.228.173:49746 ?!
Connection attempt aborted.
  ...closing socket...
UDP net deinitialized successfully.
Network transport initialization failed. Aborting...
Wrote eduke32-oldmp.cfg
Wrote eduke32-oldmp_binds.cfg
Uninitializing DirectDraw...

0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#125

Did you try what I said?
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User is offline   DarkDuke 

#126

View PostThe Angry Kiwi, on 21 August 2014 - 10:42 PM, said:

Did you try what I said?


Not yet, but it's on my to-do list. Although now I see I have an entirely different error to contend with.

Still open for ideas, people.

This post has been edited by DarkDuke: 22 August 2014 - 03:23 PM

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User is offline   DarkDuke 

#127

Okay, tried what Angry Kiwi suggested, no dice. There's a new problem now, I see what it is.

My friend forwarded port 23513 on UDP. However, when I look at the log, it's telling me that port 50891 is forwarded instead. Now what? Mine is accurate.
0

User is offline   Radar 

  • King of SOVL

#128

Do you guys both have the appropriate TCP and UDP ports forwarded through your routers? (Usually 8501 and 23513, respectively)

This post has been edited by Yay Ponies: 25 August 2014 - 03:02 PM

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User is offline   DarkDuke 

#129

View PostYay Ponies, on 25 August 2014 - 03:01 PM, said:

Do you guys both have the appropriate TCP and UDP ports forwarded through your routers? (Usually 8501 and 23513, respectively)


Yes we did, although my friend had to pick a different UDP to stave off the first error. TCP remained the same.
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User is offline   Radar 

  • King of SOVL

#130

Is Windows Firewall on? Turn it off on both computers if it is, or at least make an exception to both Duke Matcher and EDuke32-OldMP.

Is that modified UDP number that was used to fix the error forwarded as well?

Maybe you could try using a different client, like Yang?

If all else fails, perhaps you could try using a different source port? JFDuke3D, Duke3dw, or even XDuke and HDuke*?


*Don't hate me, guys

This post has been edited by Yay Ponies: 25 August 2014 - 06:12 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #131

View PostYay Ponies, on 25 August 2014 - 06:02 PM, said:

Duke Matcher

YANG. Duke Matcher is made of the same cancer as Meltdown.
1

User is offline   OpenMaw 

  • Judge Mental

#132

Yeah. This version was tested, as far as I know, and since Vinny and I were basically the ones breaking the back of this thing when we used it for the series, our setup was YANG, this version of Duke, ports open, firewalls off. Never had a problem. Well, not true, occasionally after eight hours of play, it would crash. Posted Image
0

User is offline   Radar 

  • King of SOVL

#133

View PostHendricks266, on 25 August 2014 - 06:47 PM, said:

YANG. Duke Matcher is made of the same cancer as Meltdown.


Nudek: "its just so stupid and immature, its simple, hduke is better than xduke, DM is better than Yang. BUT no no we have to make a school yard game out of it, pick sides"
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User is offline   Hendricks266 

  • Weaponized Autism

  #134

View PostYay Ponies, on 25 August 2014 - 07:18 PM, said:

hduke is better than xduke,

Because checksumming the GRP and green console output are "improvements".

View PostYay Ponies, on 25 August 2014 - 07:18 PM, said:

DM is better than Yang.

At promoting piracy.

View PostYay Ponies, on 25 August 2014 - 07:18 PM, said:

BUT no no we have to make a school yard game out of it, pick sides

I had to wipe this shitstain off the EDuke32 page on Facebook:

Posted Image

We don't tolerate false advertising.
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User is offline   Radar 

  • King of SOVL

#135

Hahaha, I remember seeing that. He genuinely believes in his actions and that he is doing nothing wrong. He's received so much rebuke, I don't understand how he keeps going. You don't even have to talk to him to know he's a prick, all you have to do is look at the stuff he writes.

This post has been edited by Yay Ponies: 25 August 2014 - 08:11 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #136

View PostYay Ponies, on 25 August 2014 - 08:00 PM, said:

He genuinely believes in his actions and that he is doing nothing wrong.

I think you're describing the Internet Tard in its natural habitat.
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User is offline   DarkDuke 

#137

View PostYay Ponies, on 25 August 2014 - 06:02 PM, said:

Is Windows Firewall on? Turn it off on both computers if it is, or at least make an exception to both Duke Matcher and EDuke32-OldMP.

Is that modified UDP number that was used to fix the error forwarded as well?

Maybe you could try using a different client, like Yang?

If all else fails, perhaps you could try using a different source port? JFDuke3D, Duke3dw, or even XDuke and HDuke*?


*Don't hate me, guys


Yes, the modified UDP was also forwarded. I see that my firewall port forwarding for Dukematcher on the TCP, was a UDP by accident. I'll scrutinize the ports a bit further, and try turning off the firewall if all else fails. I don't quite see how getting a different launcher client will help the problem though. Seems to be more of a problem with OldMP EDuke32.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#138

I'd use Yang over anything else apart from playing on Steam.
0

User is offline   DarkDuke 

#139

Okay, tried yang. It still didn't work. Although this time, instead of throwing out an error that actually means something, I just got thrown into a Retrying loop instead.

EDuke32-OldMP Release 1 20120912
Application parameters: -name SIDARKN -s2 -l1 -v1 -c2 -tx /net /p23513 /n1 24.209.211.178:23514 
Respawn on.
Network mode: peer-to-peer
addsearchpath(): Added C:/Games/eduke32-oldmp-20120912 (1)/
OS: Windows XP (5.1.2600) Service Pack 3
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32-oldmp.cfg'.
Scanning for GRP files...
Using group file 'duke3d.grp' as main group file.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Resizing code buffer to 16215*4 bytes
Script compiled in 10ms
Compiled code size: 16207*4 bytes, version 1.4+
Pointer bitmap size: 2027 bytes
1916/11264 labels, 303/2048 variables
125/16384 quotes, 0 quote redefinitions
0/88 event definitions, 207 defined actors
mmulti_unstable: Using port 23513
mmulti_unstable: Peer-to-peer mode
mmulti_unstable: Player 0 at 24.209.211.178:23514
mmulti_unstable: Using 0x4FD9 as client ID
Waiting for 1 player...
Connecting to 24.209.211.178:23514...
Retrying 24.209.211.178:23514...
Connection attempt aborted.
  ...closing socket...
UDP net deinitialized successfully.
Network transport initialization failed. Aborting...
Wrote eduke32-oldmp.cfg
Wrote eduke32-oldmp_binds.cfg
Uninitializing DirectDraw...


All ports are forwarded properly, i'm SURE of it. We even tried turning our firewalls off. No dice.
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User is offline   DarkDuke 

#140

Okay, just saw the log file of my friend i'm trying to play with. Again with the "Disallowed player at [IP ADDRESS: Totally incorrect port]?!" error. Only this time, it's thinking the host is disallowed, not the person trying to join.

EDuke32-OldMP Release 1 20120912
Application parameters: -name Al3x -s2 -l1 -v1 -c2 -tx /net /p23514 72.186.204.110:23513 /n1 
Respawn on.
Network mode: peer-to-peer
addsearchpath(): Added C:/Users/Rebecca/Downloads/OLD MP/
OS: Windows 8 (6.2.9200) 
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32-oldmp.cfg'.
Scanning for GRP files...
Using group file 'duke3d.grp' as main group file.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Resizing code buffer to 16215*4 bytes
Script compiled in 22ms
Compiled code size: 16207*4 bytes, version 1.4+
Pointer bitmap size: 2027 bytes
1916/11264 labels, 303/2048 variables
125/16384 quotes, 0 quote redefinitions
0/88 event definitions, 207 defined actors
mmulti_unstable: Using port 23514
mmulti_unstable: Player 0 at 72.186.204.110:23513
mmulti_unstable: Peer-to-peer mode
mmulti_unstable: Using 0x4FD6 as client ID
Waiting for 1 player...
Connecting to 72.186.204.110:23513...
mmulti_unstable: Disallowed player 72.186.204.110:62187 ?!
Retrying 72.186.204.110:23513...
Retrying 72.186.204.110:23513...
Retrying 72.186.204.110:23513...
Connection attempt aborted.
  ...closing socket...
UDP net deinitialized successfully.
Network transport initialization failed. Aborting...
Wrote eduke32-oldmp.cfg
Wrote eduke32-oldmp_binds.cfg
Uninitializing DirectDraw...


And this was with YANG. Now what?
0

User is offline   Paul B 

#141

I'm confused, why not just play multi-player with Steam Duke Megaton until E-Duke is actually ready to support Multi-player?

This post has been edited by Paul B: 27 August 2014 - 10:48 AM

1

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#142

Good question, they don't seem to be trying to play with any mods or anything.
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User is offline   DarkDuke 

#143

View PostPaul B, on 27 August 2014 - 10:47 AM, said:

I'm confused, why not just play multi-player with Steam Duke Megaton until E-Duke is actually ready to support Multi-player?



1. I'm getting a "When it's Done" vibe at best from future EDuke32 builds, at best, and an "EDuke32 Forever" vibe at worst. I have to assume it's a few more years down the line.

2. For me, Megaton's net code is a laggy ball of annoyance. In the few moments I could get EDuke32 OldMP to work on Master/Slave, it was smooth as butter. It hurts a bit, playing on Megaton's multiplayer. The 2-5 second delay between button presses and actions. EDuke32 OldMp's netcode was much better for me. I want to see if that can be made to work instead.

3. I want to use mods, eventually. For now, it's vanilla. Trial runs in vanilla, then add mods. The trial run isn't even getting off the ground.

At this point, i'm seriously starting to wonder if something is wrong with the OldMp build itself.

This post has been edited by DarkDuke: 27 August 2014 - 02:08 PM

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User is offline   Kyanos 

#144

Are you and your friend using the same net connection? it may generate that id# from your ip http://checkip.dyndns.org not sure if this build does that or not
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User is offline   Paul B 

#145

View PostDrek, on 27 August 2014 - 03:14 PM, said:

Are you and your friend using the same net connection? it may generate that id# from your ip http://checkip.dyndns.org not sure if this build does that or not



Depending on your Internet Service Provider, if it is a wireless service provider, they may disable the ability to forward UDP packets. Perhaps this could be a problem you are experiencing. If it was me i'd first try to establish a network game between two computers on the same network segment first. I've also come across some routers which don't properly handle UDP traffic as in forward it properly. Older firmware builds from Fortinet were this way. You are dealing with a lot of variables out of the gate. Keep the setup simple then expand on it once it works.

This post has been edited by Paul B: 27 August 2014 - 05:10 PM

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User is offline   DarkDuke 

#146

View PostPaul B, on 27 August 2014 - 05:04 PM, said:

Depending on your Internet Service Provider, if it is a wireless service provider, they may disable the ability to forward UDP packets. Perhaps this could be a problem you are experiencing. If it was me i'd first try to establish a network game between two computers on the same network segment first. I've also come across some routers which don't properly handle UDP traffic as in forward it properly. Older firmware builds from Fortinet were this way. You are dealing with a lot of variables out of the gate. Keep the setup simple then expand on it once it works.


I'm stuck with a wired internet connection from Brighthouse Communications, and i'm using a Netgear router, relatively recent stuff. I do believe that my friend's router is a AT&T router, for what that's worth. Me and my friend are both on different connections. The IPs are different, if that's what you're asking.

I'll toy around a bit more and see what I can come up with.
0

User is offline   JoJo the Idiot Circus Boy 

  • Steven Shitlord

#147

About EDuke Online what is the state of it now? The new one not the old one

This post has been edited by The Elite Duke Force: 28 August 2014 - 10:28 AM

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User is offline   DarkDuke 

#148

View PostThe Elite Duke Force, on 28 August 2014 - 10:14 AM, said:

About EDuke Online what is the state of it now? The new one not the old one


Broken, to sum it up in one word. I tried to make a server with the newest build of EDuke32, I ended up gibbing into the floor on spawn, while still retaining mouse controls as if I was still alive, and full heath.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#149

Yeah, that happens unless the number of players equals the number of spawns.
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User is offline   Paul B 

#150

View PostDarkDuke, on 28 August 2014 - 05:08 AM, said:

I'm stuck with a wired internet connection from Brighthouse Communications, and i'm using a Netgear router, relatively recent stuff. I do believe that my friend's router is a AT&T router, for what that's worth. Me and my friend are both on different connections. The IPs are different, if that's what you're asking.

I'll toy around a bit more and see what I can come up with.



What I am suggesting is test out Eduke Multi player over the LAN using the old version of Eduke. (Have two computers connected to each other in the same room). Test it. Then worry about remote connections.

What i've come to realize with Eduke by being a member on this forum for a while is not to rely or expect Multiplayer functionality. That is not developers primary focus however I believe someone is actually optimizing the net code periodically or contributing in the background. Eduke Developers don''t exclusively devote their lives to this game. They currently work on this game as a side project for fun at their own leisure because they are incredibly smart people. But they have their own lives to contend with and we must respect that. When they are ready I'm sure they will sound the trumpets.

The Developers are well aware that the current version doesn't support Multi-player and they have been very patient and public about it. So if you feel you are not getting the attention from someone in the know it's because we've already all been told many times to wait until that portion of Eduke is finished and that it is not priority number 1. So the Dev's can't be bothered telling a million people the same thing over and over again it gets tiring.

This post has been edited by Paul B: 28 August 2014 - 11:53 AM

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