Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SimonX on June 26, 2005, 03:01:22 pm
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Hi,
How does MP work in Freespace? Is there a need of a server or is the PXO just a bulitin board for games? Is there a separate FS MP server available already or would it be possible to extract the server part from FS to make one? What are the limitations of the current FS MP (bandwidth, latency, CPU, memory, number of players?)?
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There's an excellent FAQ here (http://www.game-warden.com/forum/showthread.php?t=267).
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Many of the people who play both single and multiplayer hang out on that board too so it's a good place to find games.
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My question was not aimed at playing Freespace MP.
I want to understand how it is implemented and what its basic design is.
The source code FAQ I found is quite brief and I just started to get an overview of the source code.
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Ah. In that case.
FS2 Retail worked based on PXO which was a server that allowed you to find people hosting games. PXO did more than that though as it also validated FS2 to check you weren't using hacked tables etc before allowing to you to join.
When the source code was released the PXO code was removed to prevent people using it to cheat. This resulted in the development of FS2NetD which basically does the same thing but for FS2_Open.
Beyond that you'll need someone a bit more knowledgable about the code to explain things :)
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If you are a coder, check out the source, Kazan has fs2netd on sourceforge.
I believe matthewpapa just got things running on his own replacement server, while I get the main server upgraded (time and money, bleh).
Plans are in the works to revamp the system though.