EDuke32-OldMP
#121 Posted 21 August 2014 - 10:20 AM
#122 Posted 21 August 2014 - 01:39 PM
DarkDuke, on 21 August 2014 - 09:38 AM, said:
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.
#123 Posted 21 August 2014 - 02:37 PM
^ 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
#124 Posted 21 August 2014 - 04:05 PM
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...
#126 Posted 22 August 2014 - 04:33 AM
The Angry Kiwi, on 21 August 2014 - 10:42 PM, 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
#127 Posted 25 August 2014 - 02:43 PM
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.
#128 Posted 25 August 2014 - 03:01 PM
This post has been edited by Yay Ponies: 25 August 2014 - 03:02 PM
#129 Posted 25 August 2014 - 04:33 PM
Yay Ponies, on 25 August 2014 - 03:01 PM, said:
Yes we did, although my friend had to pick a different UDP to stave off the first error. TCP remained the same.
#130 Posted 25 August 2014 - 06:02 PM
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
#131 Posted 25 August 2014 - 06:47 PM
Yay Ponies, on 25 August 2014 - 06:02 PM, said:
YANG. Duke Matcher is made of the same cancer as Meltdown.
#132 Posted 25 August 2014 - 07:07 PM
#133 Posted 25 August 2014 - 07:18 PM
Hendricks266, on 25 August 2014 - 06:47 PM, said:
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"
#134 Posted 25 August 2014 - 07:46 PM
Yay Ponies, on 25 August 2014 - 07:18 PM, said:
Because checksumming the GRP and green console output are "improvements".
Yay Ponies, on 25 August 2014 - 07:18 PM, said:
At promoting piracy.
Yay Ponies, on 25 August 2014 - 07:18 PM, said:
I had to wipe this shitstain off the EDuke32 page on Facebook:
We don't tolerate false advertising.
#135 Posted 25 August 2014 - 08:00 PM
This post has been edited by Yay Ponies: 25 August 2014 - 08:11 PM
#136 Posted 25 August 2014 - 08:21 PM
Yay Ponies, on 25 August 2014 - 08:00 PM, said:
I think you're describing the Internet Tard in its natural habitat.
#137 Posted 26 August 2014 - 04:39 AM
Yay Ponies, on 25 August 2014 - 06:02 PM, said:
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.
#139 Posted 26 August 2014 - 03:58 PM
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.
#140 Posted 27 August 2014 - 10:26 AM
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?
#141 Posted 27 August 2014 - 10:47 AM
This post has been edited by Paul B: 27 August 2014 - 10:48 AM
#142 Posted 27 August 2014 - 10:49 AM
#143 Posted 27 August 2014 - 01:56 PM
Paul B, on 27 August 2014 - 10:47 AM, said:
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
#144 Posted 27 August 2014 - 03:14 PM
#145 Posted 27 August 2014 - 05:04 PM
Drek, on 27 August 2014 - 03:14 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.
This post has been edited by Paul B: 27 August 2014 - 05:10 PM
#146 Posted 28 August 2014 - 05:08 AM
Paul B, on 27 August 2014 - 05:04 PM, 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.
#147 Posted 28 August 2014 - 10:14 AM
This post has been edited by The Elite Duke Force: 28 August 2014 - 10:28 AM
#148 Posted 28 August 2014 - 11:14 AM
The Elite Duke Force, on 28 August 2014 - 10:14 AM, said:
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.
#149 Posted 28 August 2014 - 11:22 AM
#150 Posted 28 August 2014 - 11:33 AM
DarkDuke, on 28 August 2014 - 05:08 AM, said:
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