Multiplayer Blues

Posted By: James Snydstrup

Multiplayer Blues - 07/19/01 04:11

If I have a client connected to a server how do I reconnect that client to another server without stopping the engine? I want to set up a server 'farm' and switch clients between the various servers. However, it seems that my $1200 engine is unable to do this.

I am trying to do this across the internet?

Is there any plans to add any functionality to A5 multiuser across the internet?

Can you even set up a normal level rotateing game server with A5 via the internet?

As I am getting to this part of my project I must say I am a little dissapointed.

Posted By: James Snydstrup

Re: Multiplayer Blues - 07/19/01 04:22

Ok, how about this.

Let's say I run 10 sessions on the same IP address and connect a client to one of those sessions. If I then do a 'LOAD_LEVEL' on the client will it then go out and connect to the appropriate session, looking for the same IP of course, or does it just think it is loading a local game level and not a multiplayer level?

If it will automatically load and connect to one of the other sessions then how do I get the engine to connect when I first start it without haveing to type in an IP address. I mean how can I pass the IP as a parameter to the engine on startup? I want the client to double click an icon and that's it. I don't want them to have to manually type in an IP address even if it is just the first time.

Anyways, is multisession on the same IP the way I can get multiple clients connected to various sessions and them switch them between them without the clients ever have to stop and start the engine?

Posted By: James Snydstrup

Re: Multiplayer Blues - 07/19/01 04:35

I know I am going to start rambling pretty soon....

If multisession does work as per my last post then is it possible to have 100 sessions on one computer or 10 sessions each on ten computers useing a port forwarding router? Is there a specific range of ports that a client will look for? Can you specify which port any particular server instance will run with?

If anyone can fill in the details please do. I have read through the approx 1 page of multiuser info in the manual and needless to say it is a little sparse on the details.

Posted By: James Snydstrup

Re: Multiplayer Blues - 07/19/01 05:03

One last question..is multisession even implemented yet?
Posted By: Anonymous

Re: Multiplayer Blues - 07/19/01 08:17

I only have A4 Commercial so I havent been able to play around with the multiplayer stuff yet. If you would be a little more specific and explain to me what the problem is then I could look into it and see if I could help you out.
-matt
Posted By: James Snydstrup

Re: Multiplayer Blues - 07/19/01 09:49

Well, it appears that even though multisession is discussed in the 'multiplayer' section of the manual it is not actually implemented yet. I found (1) post that mentioned it would be implemented in a future A5 upgrade.

Anytime I try to run a level with the -sv -tcp parameters A5 locks up. It does this on all three of my computers win95, win98, win2000 all directX 8.

Obviously that's a problem but I don't know if running in server only mode was meant for multisession support and is just not fully implemented yet. I can do a simple client server connection by starting the server with the -sv -cl -tcp parameters but I can't run a server with just the -sv -tcp parameters.

Anyways, I'm just assumeing -sv is for multisession and it is not fully implemented yet. I have no other explanation as to why it locks up A5 and generates an error on three different machines with three different OS's.

It would be nice if JCL or Doug could set me straight on this...

I guess my primary questions were in my second and third posts regarding sessions and ports and the ability to reconnect users to other servers without exiting the engine etc...

Posted By: TEC

Re: Multiplayer Blues - 07/19/01 15:58

Hello James,
take a look at the FAQ page

FAQ

Multisession is still under development...

Good luck and have a nice day

Posted By: Anonymous

Re: Multiplayer Blues - 07/19/01 16:23

I'm sorry this has nothing to do with it but as a great blues & jazz enthusiast I have to put my 2 cents in.
The topic name sounds so groovy
Sorry James
Marcus
Posted By: James Snydstrup

Re: Multiplayer Blues - 07/19/01 20:45

Marcus:

Yeah, you gotta love dem blues..You would probably also like a type of music we have here called Zydeco. It is a combination of jazz, blues, and cajun music.

TEC:

I figured that was the case. Hopefully, it will be in the next release though I don't see it under the 'bugs & features' link. Anyways, it sounds as if the implementation will be just what I need. Not the standard server and clients all switch to a new level but the ability to individually switch clients between servers that always are running the same level ala persistent world. I guess I should refer to this as multiuser support and not multiplayer since my project is not a game.

Posted By: Anonymous

Re: Multiplayer Blues - 07/19/01 21:49

James are coming to the Bayou Blues and Zydeco festival? I'm going in this morning to work on posters and T-shirts
Posted By: James Snydstrup

Re: Multiplayer Blues - 07/20/01 04:04

Marty:

I'm not sure. If I decide to go I'll let you know so we can hook up for a little bit.

September 16th, Burton Coliseum right?

Posted By: Anonymous

Re: Multiplayer Blues - 07/20/01 20:26

Zydeco? Is it like Boozoo Chavis? Wait a minute, I start up my private jet and drop in for a few beers
Posted By: Anonymous

Re: Multiplayer Blues - 07/20/01 20:42

I've actually never been to it! (Just do the artwork almost every year). But it is September 16th. This year I used one of those little voodoo doll throws from one of the parades plus a totally new typeface I designed.

(Boozo has gone to the hereafter but he was exactly what Zydeco is).

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