Author Topic: Any interest in testing the original/new PXO?  (Read 51691 times)

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Offline ShivanSpS

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Re: Any interest in testing the original/new PXO?
Any reason of why this new PXO shouldt work with FSO? i can change the server URL in code. Or FSO changed the multi code for FS2netd?

BTW. i did try it but it does not connect, maybe a diferent port?

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
Any reason of why this new PXO shouldt work with FSO? i can change the server URL in code. Or FSO changed the multi code for FS2netd?

BTW. i did try it but it does not connect, maybe a diferent port?
PXO is entirely different from FS2NetD, so they aren't compatible. The PXO client code will be integrated with FSO at some point in the near future though.

 

Offline PIe

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Re: Any interest in testing the original/new PXO?
While playing last night, I called for support and eventually the request got aborted, not because I cancelled it but I assume because the support ship died, though I'm not entirely sure.  After that though, I couldn't call for support the normal way (C-5) and the comms menu only had the option to abort.  I can't remember exactly, but I think it still showed up in the all ships comms menu (C-1) but it didn't respond to any orders, probably because it was dead.  Once the other player called in another support ship, I could rearm by giving an order through C-1.
[6:23 PM] PIe: why do I have the feeling that I shouldn't be able to give orders to 22nd armored hq
[6:24 PM] Axem: 22nd armored hq, i order you to get me a cup of coffee
[6:24 PM] PIe: and donuts
[6:24 PM] PIe: BECAUSE THIS IS THE GTVA POLICE
[6:25 PM] Axem: :O
[6:25 PM] Axem: am i under arrest
[6:26 PM] [`_`]/: no, just please step out of the myrmidon
[6:26 PM] [`_`]/: you have so much to fred for

[9:50 PM] Sottises: wait did you do vassago's verge?
[9:50 PM] Sottises: .. dirge?
[9:50 PM] Axem: yes
[9:50 PM] Sottises: ohh
[9:50 PM] Sottises: well I have that and JAD too
[9:50 PM] Axem: :)
[9:50 PM] Sottises: what a contrast of themes lmao
[9:50 PM] Axem: isnt it
[9:51 PM] Axem: super grimdark thriller about unknowable alien intelligence and over the top colorful action about friendship
[9:51 PM] PIe: jad is grimdark???
[9:51 PM] Axem: :skull:

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
I noticed a similar issue during testing but I was never able to reproduce it. This was on a non-PXO multi game with just me as master/host, so it's not a network issue but a straight code issue. I noticed several radar glitching bugs the same way.

I'll put it on my list as a definite bug, but things like that are pretty difficult to track down due to the randomness of it happening. If you find a mission or scenario that it happens more often please let me since that would be a big help.

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
PXO support for FS2 Open is now in testing. These tests are being run against the 3.8.0 release right now so follow usage instructions from that thread.

At the moment the test tracker is running on a database separate from the current tracker and website. All user accounts which existed as of 2019-7-22 are in this test database. If you already have a PXO account as of that date then you will be able to use the FS2 Open test builds. All test accounts are pre-validated so if you hadn't been able to validate your account previously then you don't have to worry about it with the test builds. Running on a separate database also means that your stats will not show up on the current website and all stats will be cleared after the test is done.

Windows builds are available here: https://pxo.nottheeye.com/files/test/fs2open/fs2_open_3_8_0-PXO.zip

Linux and OS X users should build from the git repo which is located here: https://github.com/notimaginative/fs2open.github.com
Just clone the repo, switch to the 'pxo' branch, and follow normal build instructions.

As always, you'll need the multi.cfg available here: https://pxo.nottheeye.com/files/multi.cfg

If you have any problems please let me know.   :D

 

Offline Colonol Dekker

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Re: Any interest in testing the original/new PXO?
I look forwards to a resurgence in multi player  :yes: :yes:
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
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Re: Any interest in testing the original/new PXO?
I also look forward to it. However I'm handicapped by being an ocean away.

 
Re: Any interest in testing the original/new PXO?
I would love to challenge some HLPers in some multiplayer FSO! I'll be watching this closely!

 

Offline jr2

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Re: Any interest in testing the original/new PXO?
I also look forward to it. However I'm handicapped by being an ocean away.

While no help now, and although it can't help with the time difference, at least as far as latency is concerned, Starlink should eventually provide a good solution to international gaming once it's up and running:

Hidden Text: Show

 

Offline ngld

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Re: Any interest in testing the original/new PXO?
Hm... I managed to get a standalone running but it's not showing up on the client. Wireshark tells me that PXO is at least sending its name in the server list so it seems to be a client-side issue.
I think I had a similar problem with the last PXO release but I can't recall how we solved it. I might be misremembering though.

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
I see your standalone listed in the database, so that much is working at least. Make sure the client is in the right chat channel -- #Eleh -- or the standalone might be filtered out.

Also, check the PXO credentials on your side for the client. I'm seeing login failures for you where the login name is wrong. Standalone servers on PXO don't require login or any other credentials, they just advertise themselves to the game tracker. Clients must also go through the user tracker so login in required in that case.

 

Offline ngld

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Re: Any interest in testing the original/new PXO?
Yes, I ... uh... forgot that the website login was not the client login. Figured that out soon enough though.
If I launch the client, it succesfully logs in and shows me the Eleh channel. It also claims that there's one player and one game on that channel. However, as soon as I hit the Games button, it tells me that no game servers were found. I've also tried to select the channel but it already told me that I was on the channel (<player name> on Eleh) so that didn't make a difference.

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
Hmm. Well, I have found a couple of bugs in the new tracker daemon so maybe the issue linked to that. The logs show a problem, which should be unrelated, but perhaps there is a bug I haven't found yet. I'll go through the code again and do a test to make sure before updating the server. The update will be pushed tonight or tomorrow and we'll see if that's the problem.

And the reason that the game credentials are different is just a security thing. For compatibility sake there is no encryption for the tracker and login credentials are transmitted in the clear. So these credentials are randomly generated and, aside from logging into the tracker, have no real value. The stuff that makes a difference is for the website login and that's hashed+salted+100k-iterations. The display name on the website is just that, something to identify you in rankings and SquadWar in a friendly way. It doesn't have the character restrictions that the game login imposes either and can be any UTF-8 compatible string. You could just make your display name fifty poop emojis if you wanted.


(P.S. I might ban you, out of spite, if you make your display name fifty poop emojis  :p  :D)

 

Offline chief1983

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Re: Any interest in testing the original/new PXO?
This really makes me want to make my display name forty nine poop emojis.
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Offline taylor

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Re: Any interest in testing the original/new PXO?
Ok, found the bug. It's a compatibility issue in the shared FS2/FSO code. I discarded that change on the client side when I reworked the code and forgot to modify the server side to match. Game listings should work properly after the server update.


This really makes me want to make my display name forty nine poop emojis.
I'll allow it.  ;)

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
Server updated with the fixes. My client is now correctly notified of your standalone, sends a query to it, get's a response, but it still doesn't show up. So the server side issue is fixed and something client side is still questionable. But maybe it will work for you or someone else now. I'll look into it more later on this weekend either way.

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
The test build for Windows has been updated. This should fix servers not showing up as well as a couple of smaller issues. If you still have problems let me know.

Windows builds: https://pxo.nottheeye.com/files/test/fs2open/fs2_open_3_8_0-PXO.zip
Source code: https://github.com/notimaginative/fs2open.github.com ('pxo' branch)

 
Re: Any interest in testing the original/new PXO?
im intrested too but i get login invailed can someone fix that want to coop

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
Can you post your multi.log?
Are you using the right multi.cfg?

 
Re: Any interest in testing the original/new PXO?

05/05 11:58:16~   psnet_init() detected lan connection

05/05 11:58:16~   psnet_get_ip() reports IP : 0.0.0.0
05/05 11:58:16~   Receive buffer set to 4096
05/05 11:58:16~   Send buffer set to 4096
05/05 11:58:16~   Error on IPX startup 10047
05/05 11:58:16~   Error on IPX startup 10047
05/05 11:58:16~   Found no RAS connections