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| | |-+  Announcing network SuperMelee (was: Project ZOMG)
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Author Topic: Announcing network SuperMelee (was: Project ZOMG)  (Read 34764 times)
Neonlare
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Re: Project ZOMG
« Reply #45 on: October 27, 2006, 03:41:00 am »

Thank you! Thank you! I can enjoy Ur-Quan Masters Online now! Yay! And help out if I see any bugs Cheesy.

How does it exactly work though? Are we taken to a list like Counter Strike, or directly connected?
« Last Edit: October 27, 2006, 03:43:02 am by Neonlare » Logged

"would newton's law theory actually work if a Chmmr Avatar did a backwards pelvic thrust towards a planet and would this constitute an X=Y-0 in the part it ran straight into a Supox Blade and lasted long enough to survive?" - Elerium (as Valaggar)
JHGuitarFreak
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Re: Project ZOMG
« Reply #46 on: October 27, 2006, 03:51:37 am »

well you gotta set your ports in your firewall and/or router

txt taken from "netplay-howto.txt"

Quote
To use Netplay you need to pass some parameters to uqm. In future versions
you should be able to set everything you need to set from within the
game itself.

--netport1 specifies the port the bottom player will connect to or accept
    incoming connections on. If this parameter is not specified, 21837 will
    be used.
    Your firewall needs to be set up to allow TCP connections from/to
    the used port.
--nethost1 specifies the name or ip number of the host to connect to for
    the bottom player. If this parameter is not specified, UQM will
    instead accept incoming connections.
--netport2
    As --netport1, but for the top player
--nethost2
    As --netport2, but for the bottom player
--netdelay
    The desired input delay (in frames). A keypress or keyrelease
    will only take effect after this many frames. The result is that while
    higher values make your ship to seem to respond more sluggishly,
    they give the keypress information more time to reach the remote party.
    If the game stutters, this is because it is waiting for this
    keypress information to arrive, which is an indication that the
    input delay is too low.
    As SuperMelee runs at 24 frames per second, each frame delayed will
    delay the input by about 42ms.
    The delay used is the maximum of the desired value for both parties.
    The default is 0. Values lower than 4 will be hardly noticable
    in terms of responsiveness.
    Future versions may automatically decide on the best value to use.

In SuperMelee, there is now an extra control method, "network control".
If you change the control method to that, and press LEFT, UQM will start
paying attention to incoming connections or try to establish an outgoing
connection, depending on the specified parameters. Pressing RIGHT will
cancel connection attempts or abort an already established connection.
You'll get a message when a connection has been established. In the mean
time you can already set up your own team.
The game won't start until both parties have confirmed the current setup.
If one player moves away from the 'Battle!' button, both parties need to
reconfirm.

If you have mIRC then we could do this easier, or a msn messenger name
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Neonlare
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Re: Project ZOMG
« Reply #47 on: October 27, 2006, 03:56:07 am »

Wow, that's a lil complicated to set up, I understand it alright but, I have a router, and I also use ZoneAlarm as my Firewall, which I'm not sure allows TCP connections to go through, tis a little strange, and could alientate new players if it stays in.

But of course, this is before it's even been released, the flaws are gonna be ironed out soon enough, that's why we're going to be play testing it Tongue.
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"would newton's law theory actually work if a Chmmr Avatar did a backwards pelvic thrust towards a planet and would this constitute an X=Y-0 in the part it ran straight into a Supox Blade and lasted long enough to survive?" - Elerium (as Valaggar)
JHGuitarFreak
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Re: Project ZOMG
« Reply #48 on: October 27, 2006, 04:00:45 am »

Wow, that's a lil complicated to set up, I understand it alright but, I have a router, and I also use ZoneAlarm as my Firewall, which I'm not sure allows TCP connections to go through, tis a little strange, and could alientate new players if it stays in.

But of course, this is before it's even been released, the flaws are gonna be ironed out soon enough, that's why we're going to be play testing it Tongue.
well they said they'll be roughing it out and adding a gui to it, so this is basically early beta, if i'm to understand correctly
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Re: Project ZOMG
« Reply #49 on: October 27, 2006, 06:38:29 am »

Until the CVS snapshot system is functioning again, I have a copy of uqmdebug.exe that you will need in order to use the netplay functionality. This is taken from the CVS as of a few minutes ago.

Enjoy!

Edit: It appears you will also need an updated version of SDL.dll for this to work.

Edit 2: Links removed now that CVS snapshots are working...
« Last Edit: October 29, 2006, 02:05:48 am by Sage » Logged
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Re: Project ZOMG
« Reply #50 on: October 27, 2006, 03:00:38 pm »

http://www.hamachi.cc
Virtual LAN. Bypasses having to configure your router. And it works

Room: UQMultiplayer1
pass: Fwiffo

See you there. Smiley
Note: if the room is full, someone should make a new room named UQMultiplayer2, Same password (Fwiffo) please.

Edit: after a fresh install, the thing keeps buggering my about a wrong keys.cfg file with Sage's EXE. Odd. :/

Edit 2: http://uqm.stack.nl/files/snapshots/ -> got the content update: fixed! Smiley
« Last Edit: October 27, 2006, 03:22:55 pm by Megagun » Logged
Neonlare
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Re: Project ZOMG
« Reply #51 on: October 27, 2006, 04:56:42 pm »

Mmm, me and Megagun tried to conect, but we had several problems, none of which were really related to the game itself but how online mode is iniatated.

I didn't know how to use command prompts fully, but I did know of it because I've used them on DOSBox a little. I know a lot of the people here do but it does seem to be a general oldbie thing when DOS was around, and maybe a bit afterwards, I don't think many people know what it is now, generally because they haven't grown up with the need of going into their cmd window to open up a game, when there's a shortcut there and here. The other problem was that when I we tried to match our ping we couldn't, this wasn't in Ur-Quan Masters but in Hamachi, which enables people to host games and such through routers, it's very useful when it works *kicks monitor.*

Yeppers, I know that this is veeery early times for this, but once the system is completely clear of bugs, etc, then I'd advise working on a Lobby, or something that does it automatically in-game, that way people can just click and play it without having to worry about I.Ps and pings, so on.

Just out of day-dreamingness, I decided to draw up what my impressions of a Lobby would look like on Ur-Quan Masters, it's preaty simple, but I suppose that it does the job...

There's a table showing the server details, etc and so on, whether it's full or not, passworded, and the ping rate of them, no text has been added, considering that it's just a rough sketch.

From left to right they would be Server Name, Players (1/2, etc), Full/Locked (indicated by a symbol) and Ping.



My mind started running ahead of itself after a while, I added an extra box for chatting whilst waiting for a server, so you could organize with other players, etc.

And then it ran ahead further, I drew up a box for an Avatar for the players, visible only when you check the other player's stats, which could be seen by clicking on their name and then stats, it would show their loss vs. win rate, total time played, favoured ship (depending on how many uses) and so on. To edit the avatar, the player would just click on the box with the Avatar in it and then select his race, and edit some parts of it (Humans could have jaw shapes and hair colours, Utwig could have masks, some races might not have anything like that at all, like the Zoq-Fot-Pik...)

O'course, it's early days, I just want to see the Online mode actually work with other players.
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"would newton's law theory actually work if a Chmmr Avatar did a backwards pelvic thrust towards a planet and would this constitute an X=Y-0 in the part it ran straight into a Supox Blade and lasted long enough to survive?" - Elerium (as Valaggar)
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Re: Project ZOMG
« Reply #52 on: October 27, 2006, 07:24:33 pm »

Netplay? Well, that certainly merits a ZOMG!!! Cheesy

The netplay extension seems to work quite well, although so far I've only tried it over loopback interface Wink. I ran into a few oddities when setting up netplay; I think I may have some bug reports soon. However, the game state seems to stay very nicely synchronised between both machines.
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Re: Project ZOMG
« Reply #53 on: October 28, 2006, 02:04:54 am »

I added the content updates, and the 0.5.3 update exe.

I installed the Hamachi program; it's cool; I got a second private IP address that I can use.

So if anyone wants to play UQM via netplay.  I'll be on Hamachi in UQMultiplayer1.

Everytime, I try to use either --nethost1 --netport2 --nethost1 or --netport2, I keep getting that pop-up saying that they're not valid arguments.

Quote
uqm.exe -C uqm -n content --addon remix --nethost2 5.17.143.29

I was wondering, would those be the right arguments for connecting to a host with an IP of 5.17.143.29?
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Re: Project ZOMG
« Reply #54 on: October 28, 2006, 02:28:14 am »

They're all valid arguments in themselves. But do you really intend to use the dir "uqm" within the current dir to store the config files, and do you actually have the content within a dir "content" within the current dir?
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Re: Project ZOMG
« Reply #55 on: October 28, 2006, 02:33:10 am »

They're all valid arguments in themselves. But do you really intend to use the dir "uqm" within the current dir to store the config files, and do you actually have the content within a dir "content" within the current dir?

yes I do  Grin

Also,I tried to ping Neonlare's Hamachi IP address, but the request timed out.  Is that because I am behind a router?  I thought that with Hamachi, my router settings didn't matter...
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Re: Project ZOMG
« Reply #56 on: October 28, 2006, 02:41:33 am »

It should work then. What is the exact message you got?

I have never used Hamachi, so I can't tell much about that. Pings can also time out because the other party just isn't configured to respond to pings.
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Re: Project ZOMG
« Reply #57 on: October 28, 2006, 03:28:10 am »

Snapshots are working again. You shouldn't need to upgrade your SDL.dll for this. You do need the content upgrade (available on the same page) though.
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Re: Project ZOMG
« Reply #58 on: October 28, 2006, 04:06:17 am »

That's awesome.  Thanks meep-eep.  0.6.0 is gonna be so awesome.

btw, I noticed that in 0.5.3 and 0.5.4, the gameplay is a lot more smoother (i.e. better frame rate), and I'm using the HQ scaling mode.

Just out of curiosity, is it possible to put a host on your computer, and make the client connect to your own host on the same computer?
« Last Edit: October 28, 2006, 04:51:37 am by batman4050 » Logged

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Re: Project ZOMG
« Reply #59 on: October 28, 2006, 09:35:53 am »

Just out of curiosity, is it possible to put a host on your computer, and make the client connect to your own host on the same computer?
As I mentioned, that's the only way I've run UQM netplay so far, as I only have it installed on my main desktop. You can use IP address 127.0.0.1 to connect directly to the same machine (neatly avoiding many firewalls).
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