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Best way to play Duke 3D Online.

User is online   Hendricks266 

  • Weaponized Autism

  #31

From the thread Dukematch Maps (Fake Multiplayer):

View PostHendricks266, on 27 August 2011 - 10:38 AM, said:

Hmm, it seems that the EDuke32 version you included is from October 17, 2009 (now fixed), while the last revision before this:

Quote

------------------------------------------------------------- -----------
r1552 | terminx | 2009-12-05 01:22:43 -0800 (Sat, 05 Dec 2009) | 2 lines

Ball-busting true client-server multiplayer prototype/alpha/whatever
------------------------------------------------------------------------

was r1551. http://dukeworld.duk.../20091203-1551/

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User is offline   Kathy 

#32

View Postt800, on 11 July 2012 - 11:13 PM, said:

I use Meltdown mainly for it because I have problems with protected ports by firewall integrated in my wifi router as I mentioned before in my previous posts.

I mean it's kind of a security concern to enable UPnP. But, I guess, it is good that Meltdown offers this as an option. At least it doesn't require it, does it?
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User is online   Hendricks266 

  • Weaponized Autism

  #33

A good explanation from: http://networking.ni...ty-risk-or.html

Quote

UPnP is just as reliable, and as safe, as any applications running on your computer. If you control your computers properly, and ONLY trusted applications run on them, UPnP is perfectly safe. If you don't control your computers properly, applications hijacking UPnP to open holes in your router will be the least of your worries.

UPnP is actually more secure when your computers can be trusted. UPnP, as I state above, will dynamically instruct the router to close specific ports when they are not needed. Port forwarding, and port triggering, leave ports open forever.

More reasons in favor of UPnP are on the page.
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User is offline   Kathy 

#34

That is actually more reasons to disable it. Since if your computer is compromised then it would mean router's port forwarding is also. Of course, if everything is 100% safe on your computer and no danger in anything then you can disable firewall, antivirus, work under admin etc. Security measures are preventive. And router's UPnP is dependant on security of other system thus making it not secure in itself.
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User is offline   Radar 

  • King of SOVL

#35

View Postt800, on 11 July 2012 - 11:13 PM, said:

I investigated a bit and I found out that various sources recommends later version 20091203-1551 as the last one with stable net code.
Check EdukeWiki Multiplayer page if you dont believe me:

And Plagman in topic THE EDUKE32 VERSION THAT WORKS IN MP! posted this:

And I browsed trough old revisions of Eduke32 on DukeWorld and I found that next version 20091206-1556 has this written in its changelog:

I think that means that 20091203-1551 really is the last version with old net code.


I think that doesn't mean anything if 20081230 was tested to work the best online. I have tried that 20091203 build and when we launched the game, it started up as if we had only double-clicked the EDuke32 icon, not making any attempt to connect to the players. I will try it again later though, as I know of many players who would like to get rid of that choppy audio on Vista and 7 in those 2008 builds.

This post has been edited by Radar: 12 July 2012 - 09:05 AM

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User is offline   t800 

#36

View PostBurnett, on 11 July 2012 - 11:55 PM, said:

I mean it's kind of a security concern to enable UPnP. But, I guess, it is good that Meltdown offers this as an option. At least it doesn't require it, does it?

I think that you dont need UpnP enabled to be able to join others but you definetely need it for hosting your own game.
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User is offline   Kathy 

#37

Can't you just open manualy some port or specifically UPnP must be used?
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User is offline   Radar 

  • King of SOVL

#38

UPnP can be turned off within Meltdown.

Also, if anyone is interested, here's a neat Duke online Facebook group. This group consists of the guys around Duke Matcher and Yang. The guys on Meltdown wouldn't need one as the Meltdown chat is another Facebook, especially the "away" message feature, which no one uses to tell that they're away... it basically doubles as a second Facebook status.

http://www.facebook....31123736898774/

This post has been edited by Radar: 12 July 2012 - 08:03 PM

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User is offline   t800 

#39

View PostBurnett, on 12 July 2012 - 07:13 PM, said:

Can't you just open manualy some port or specifically UPnP must be used?

Sorry, but I am too lazy for repeating my first post from previous page where I mentioned it, so I just quote myself:

View Postt800, on 10 July 2012 - 11:02 PM, said:

I have to say one thing in defense of Meltdown that both of you forgot to take in consideration:
it is the only duke multiplayer connector that can easily bypass protection of ports by firewall integrated in my wifi router.
Maybe now you are laughing at me... *mocking*amateur, you can open ports permanently in control panel of your router*mocking*
well, I would but I cant for 2 reasons:
-my router has ludicrously difficult settings to change, so I think I would rip hair of my head sooner then learning how to set it up
-I share router with somebody and that other person certainly wouldnt be happy if I permanently opened any ports so I would
have to manually open and close them after every time I played duke online... no way!

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User is offline   Kathy 

#40

Perhaps, my wording wasn't clear enough. I wasn't asking you specifically about manually opening some port(since your original post stated why you want UPnP), I was asking if Meltdown could use manually assigned port instead of UPnP which may dynamic ports.

Radar already answered that.
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User is offline   OpenMaw 

  • Judge Mental

#41

View PostRadar, on 12 July 2012 - 09:04 AM, said:

I think that doesn't mean anything if 20081230 was tested to work the best online. I have tried that 20091203 build and when we launched the game, it started up as if we had only double-clicked the EDuke32 icon, not making any attempt to connect to the players. I will try it again later though, as I know of many players who would like to get rid of that choppy audio on Vista and 7 in those 2008 builds.


Yeah. The 2008 version Vinny and I reccomend is coming from us testing every version from about three months prior up to the first iteration of Polymer.

The 2008 version is the best. Period. It gives the longest haul of play time, and it has the fewest over all bugs when compared to the other version.

We found that 2009 version randomly crashing, and as you said, it would also sometimes act as if we hadn't even started a networked game, but the game regular.


And it only gets weirder when mods come into play. Obviously anything designed to work with Eduke32 lately won't even work at all unless you have the latest builds.
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User is offline   Juras 

#42

Fans of conspiracy theories have to find a different subject because from now on Meltdown supports "EDuke32 1.5.0devel 20081230" version.
(It took me a few seconds to write message to Poda and another few seconds him to change file.)
Edit: Now gonna play few games and have to remind myself why most of players never used eduke32 for real.

This post has been edited by Juras: 18 July 2012 - 02:27 AM

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#43

Haha, what happened to this thread, people arguing about some security concerns, personally, Im not intersted about that at all. I just wanna play duke, haha. Here's something new ive recently uploaded.



Me winning, of course ;)
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#44

View PostLeoD, on 10 July 2012 - 03:43 PM, said:



Thanks man, appreciate it.
Gonna try this out tonight.
1

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