Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: gevatter Lars on September 24, 2002, 10:07:48 am
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Me and a friend want to play a mod online, but the game allways crashes.
We have got the same TBL and models, so does anyone knows why its still crashes.
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My own experiences of FS2 mod multiplayer games are somewhat minimal, but I can say it is unreliable.
Few other mod's multiplayer mission have crashed few times when I tried them. And my own multiplayer mission I made for TBP release 1, crashes in multiplayer. It works fine in single player though.
My own guess is that Freespace multiplayer code could use some more work.
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Mh work, seems as if we have found some more work for the coders. Lets tell them, because I think it would be great if we could play our mod online.
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maybe its something related to dedicated server/direct connection?
the "official" new multiplayer missions were working on pxo and others told me sometimes ago that it was possible to play mods on pxo once/if accepted by pxo admins.. i tested only once a mod in multiplayer (not server dedicated) and it was crashing but i realized that we were using different tbls so i didnt care...i always thought it was very possible...i remember also an old thread of someone talking -if i'm not wrong- about a game on a lan with a mod
is there someone that tested more extensively if mods works online? i think it is very important (well at least for me)
if not possible i think that this is something that should go near the top of the list of the source code project.....
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Im not sure about this but I think the internet play stuff code was ripped out with the movie stuff. Of course we could but it back in but not that many people seem to play online and its a big job that would require a lot of support from you lot.
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I'd heard the PXO stuff was ripped out but the TCP stuff was left in (so you can play on a LAN).
If you want to play with mods FS2 would need some way of Xfering/checking the mods and tables or people could cheat very easily.
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It is true that multiplayer code would require a lot of work and testing, that would take precious resources away from other stuff.
But still... I am sure that FS2 could be an excellent multiplayer game with efficient mp code, and perhaps with replacement to PXO.
Always two sides...
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Well if a group drums up the support that looks like it might last then Im sure that would make a difference.
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Originally posted by Mr. Fury
I am sure that FS2 could be an excellent multiplayer game with efficient mp code
It IS already an excellent multiplayer game but it wouldn't hurt if the mp code would get some optimization :)
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stupid question:
wouldn't be possible to simply restore the old netcode (in order to have both tcp/ip and dedicated servers, if they are both already present it will be of no use to restore pxo obviously)
and just debug that netcode to make possible playing mods online?
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We can't restore the netcode if we don't have it. :V: cut it out so we can't hack into PXO, and we'll need to write new netcode that doesn't need PXO if we want to play online. Support for mods, I think, would only be possible if mod packs were released in VPs. A Q3 style menu selection that lets you load and unload mods would be a great help.
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The netcode is still in there; it's just the PXO-specific code that was removed.
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ahhh THAT's the point ehehhe
sorry guys i missed that eheh i understood that netcode was ripped by the scp since it was of no use (scp releases not playable on pxo), not that it was directly cutted by :v::p
stupid question #2:
there were three ways to play fs2 online, tcp/ip, dedicated servers and dedicated servers on pxo
if karajorma is right and tcp/ip hasn't been cutted by :v:, do you know if it is also still present the possibility to run a dedicated server with the command line? in case we may work on this to make mods playable
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Originally posted by Cetanu
It IS already an excellent multiplayer game but it wouldn't hurt if the mp code would get some optimization :)
No it is not in my opinion... it should work with mods without hickups and crashing. :(