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bstempi

WFG Retired
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Posts posted by bstempi

  1. For private servers, do we need anything more than the ability to connect to an arbitrary IP address (i.e. how the game works now)?

    I would think so. Direct IP communication doesn't work well through NAT'ing firewalls. The hosting party has to either be directly connected to the internet (no NATing) or has to open up firewall ports. No such thing needs to be done with several other games. By allowing someone to host a central server, the server can have the firewall rules or direct connection, while the clients are all behind their NAT'ing firewalls without having to make modifications.

    My suggestion was more like:

    C--.. ..--S

    | \ /

    C-----L-----S

    | / \

    C--'' ''--SWhere C was the client, L was the lobby server, and S was some dedicated server.

    In TF2, Urban Terror, and other first person shooters, people can start dedicated servers. Those servers can choose to announce itself to the central lobby (thus making itself public) or to not list itself on the lobby (making it private). Dedicated servers could offer maps, run the AIs, etc.

    If a player is looking for a game, they could go to the central lobby to see what servers are available. They can find one playing a map that they like with the number of people they'd like, and then they can join that server and play.

  2. Again an RMS. Located in Egypt, it is much like Amazon river in Age of Empires 3. A horizontal river flows in the center of the map with two shallow places. Players start on the opposing side of the river.

    Nile%20River.PNG

    For Download click the link below:

    Link to Download

    And click on the yellow button.

    PS: Would you like to add my random maps to the game from Alpha 9? I'd implement changes if necessary.

    Looks cool! good.gif

    I'll try playing this over the weekend.

  3. Perhaps not a full port, but a mobile add-on that lets a player manage some sort of "global conquest" mode outside of the RTS gameplay? My thought here is like Galactic Conquest from Star Wars Battlefront 2, maybe something like Tribal Wars in terms of functionality. People play the RTS portion of the game on PC, but manage an empire on their mobile device. Just a concept though, I don't have any specific ideas for what it could do at this time.

    I don't think I understand this -- I've never played any of the games that you mentioned :). Could you elaborate?

  4. If I'm understanding correctly, I think the biggest problem is that you're proposing the game should support multiple independent matchmaking services, which will cause a fragmentation of the player community across the services. The value of a matchmaking service increases non-linearly with the number of players it can match between - 8 services with 1 player each would be useless (since nobody could find anyone to play with), and 1 service with 8 players would be much more useful. If some services are better than others, then it adds significant effort for players to learn about which is the best to use, and adds risk of them choosing a sub-optimal one. So I think the ideal situation is that there's only one matchmaking service and it's selected by default - anything else would make it worse for players.

    In terms of implementation complexity, building a robust API between a central lobby server and third-party matchmaking service would probably be harder than just building a single central lobby+matchmaking service, given the difficulty introduced when multiple parties have to coordinate. So my current inclination would be to focus on designing a good 'official' matchmaking system (I'm not sure what would count as "good" so I imagine we need lots of input and research), rather than trying to spread the work to unspecified other people, since it's probably easier and should give a better result.

    I think it would be nice to have the central lobby server running over http, then it lets people easily set up their own servers on cheap hosting. Ideally you could add multiple lobby's and use them all at the same time which would solve the fragmentation issue. The difficulty of implementation would increase significantly though so it is probably worth implementing the easiest thing first as you say.

    I'm currently evaluating using the game (specifically programming AIs) as an educational tool. This topic interests me.

    I think having a central service is a good thing (it's a good starting point for finding other players, etc). I don't think players should be locked into this. I think it would be useful to have the ability to have private servers for clans or for large LANs (or for my students).

    I also think that even if we control the lobby and the game, we are still going to need to build a robust API :P. We're not going to want an upgrade of the lobby or the game to break people's ability to utilize either. It's also worth noting that just because the API is robust does't mean that the implementation has to be. If a robust API were designed, it could be incrementally implemented so that over time users see new features without having to worry about backwards compatibility.

    If anything, out implementation of such a think should serve as an example to others or should be independently runnable itself...sort of like the way that some games can operate in pure server mode.

  5. You'll get used to it Aldandil :) Any news on fixing the post formating buttons (like Bold, Italic etc.)?

    I'm currently trying to find a solution on my test server. This seems to be a pretty out-of-the-ordinary issue that we're having. I thought maybe that I missed some JavaScript when uploading the new forum files, but my diffs appear to be clean. I think we're having a larger issue.

  6. When trying to login I get redirected to <a href='http://wildfiregames.com/forum' class='bbc_url' title='External link' rel='nofollow external'>http://wildfiregames.com/forum</a>

    Yeah, there are a few things that have to be changed in order for it to work correctly. If the website absolutely needs to be updated before Tuesday, you can log into the admin panel (/sitemanagementforum/admin.php) and edit the site URL so that it says wildfiregames.com/sitemanagementforum instead of wildfiregames.com/forum.

  7. <br />This isn't showing up on the 0 A.D. homepage at the moment. =\

    We're currently running 2 different installations: the old one and the new one. The "old one" runs the website. It can be located at /sitemanagementforum. Please note that the two installations are completely separate. They share no files, no databases, etc. If you change your password on the current forum installation, you'll still have to use your old password to update the sitemanagementforum.

  8. Has anybody tried running 0AD on a early generation Inet Mac Mini? I'm asking because I'm not sure if the game is running slow due to my OS or my graphics card.

    Graphics card details:

    bstempi@mini:~$ lspci | grep Intel | grep Mobile
    00:00.0 Host bridge: Intel Corporation Mobile 945GM/PM/GMS, 943/940GML and 945GT Express Memory Controller Hub (rev 03)
    00:02.0 VGA compatible controller: Intel Corporation Mobile 945GM/GMS, 943/940GML Express Integrated Graphics Controller (rev 03)
    00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev e2)

    I'm currently running Ubuntu 10.04, so I'm wondering if I'm just using a crappy driver or if I need to disable Compiz, etc. Any help is, of course, appreciated.

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