TcpIP, anyone tested it?

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firepowerjohan
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TcpIP, anyone tested it?

Post by firepowerjohan »

One of the big reasons for me buying a game is that i see the "TcpIP" or "Multiplayer : Online" on the feature list. Looking forward to playing this game online. Has the TcpIP been improved and is it working?
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ericbabe
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RE: TcpIP, anyone tested it?

Post by ericbabe »

Some people are playing TCP/IP without any problems (over LAN and internet).  Other people seem to have problems related to pack dropping -- problems that are occuring in the TCP/IP libraries we are using (Microsoft's DirectPlay 4.0).
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Gray_Lensman
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RE: TcpIP, anyone tested it?

Post by Gray_Lensman »

Monday, June 18, 2007
 
Overnight, Walloc and I successfully connected up for an online HW battle. The connection was extremely simple when using the Hamachi Virtual Lan software. Of course, there was the occasional internet lag problem, but it wasn't so bad as to make things difficult. Biggest thing to get used to, is not to be in a hurry to select an action, because if might be applied to the next unit, instead of the one you think you are applying it to.
 
For those interested in trying the Hamachi software which is (Free), here's the link: www.hamachi.cc
 
They give excellent information on how to set it up, which is relatively simple even for a  network dummy like me. They even have various firewall pictures for the most popular firewall software to show the relatively simple exceptions to be made in your particular firewall settings to allow it to work. In my case, using ZoneAlarm, it was 2 real simple changes.
 
Nice thing was, even though I am working thru a router with a dynamic IP, there was nothing to have to work with regarding that mysterious thing called Ports. Since the Hamachi software actually creates a virtual LAN, you just use the Hamachi IP address displayed prominently on the Control Box, instead of the actual dynamic IP address that your system may be using.
 
When setting up a game of FoF, the host gives his Hamachi IP address to his opponent, then enters FoF and starts a Remote Game. When the "Game Setup" box appears, go ahead and choose "Internet TCP/IP Connection for Direct Play". At this point a second box, "Locate Session", appears in which you place the "Hamachi IP address of the Host machine". If you are going to be the Host, you just cancel this box out of course and proceed to the "Multiplayer Setup Screen".
 
Note: even though the Hamachi software is a virtual LAN, the "Internet TCP/IP Connection for Direct Play" is the choice that works, using the Hamachi IP as stated above. Do NOT use your own IP when using the Hamachi software.
 
Rasmus (Walloc) and I will provide screen shots if necessary, for those who may still be having difficulty understanding how to set it up, but I doubt there will be too much confusion since I was able to do this without any previous online Multiplayer experience. In fact, the only thing I have ever done with my router was to set up Wireless Security settings and codes, and in the setup of this Hamachi software I did not have to make any setting changes in my router at all, which is the usual situation for 95% of the people who are using Hamachi thru a router.
 
Walloc, can provide you with his observations and game behavior while using this connection, but my first impressions are super favorable. We are going to perform a second test using more than one battle later on today, and also resumption of a saved battle if possible. I hope that's actually possible, because that would be the icing on the cake regarding playing FoF in HW multiplayer mode.
 
I'll be back later (Gotta get some sleep, since we tested this overnight). Take it from here, Rasmus
 
Regards to all you future Multiplayer FoF opponents out there.
 
You've GOT to hold them back!
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ericbabe
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RE: TcpIP, anyone tested it?

Post by ericbabe »

Unfortunately you can't save a TCP/IP game in the middle of a detailed battle.  I know that's annoying, but there were many technical challenges impeding implementation of this. 

Glad to hear the Hamachi virtual LAN is working with FOF.  I'll investigate their software further.
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Gray_Lensman
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RE: TcpIP, anyone tested it?

Post by Gray_Lensman »

ORIGINAL: ericbabe

Unfortunately you can't save a TCP/IP game in the middle of a detailed battle.  I know that's annoying, but there were many technical challenges impeding implementation of this. 

Glad to hear the Hamachi virtual LAN is working with FOF.  I'll investigate their software further.

I thought I had read that somewhere. Nice to know my memory is still functioning somewhat... [:D] On a positive note, we played for close to two hours with no drops whatsoever.

I forgot to mention that the Hamachi software has an absolutely marvelous chat function built into it for facilitating communication between players, especially prior to actual game setup, when you are not actually in the game yet.

In fact this chat function might have other uses, such as coordinated group discussions of the developers/playtesters elsewhere. Do check into it. I think you'll find that it could be extremely useful for such purposes.
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Gray_Lensman
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RE: TcpIP, anyone tested it?

Post by Gray_Lensman »

ericbabe
 
Is there an opportunity to save between battles in a turn in which there is more than one battle? If not, maybe that should be considered at a minimum. We might find this out the next time we play, but it would be nice to know ahead of time.
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RE: TcpIP, anyone tested it?

Post by Walloc »

ok. I can report that Grey_Lensman and I just played 6 hours strait connecting via Hamachi, mentioned above, including 3 HWs. No problems what so ever. I as CSA tabbed in and out of program while US build all their stuff! how rude. Even tabbed in and out of HW too. No problem. Whether we just have good karma or it has to do with Hamachi i cant say, but i havent seen any of the pre reported problems with init failtures in the 2 nights we played over the net. 1 is in europe and 1 in america btw. Both with DSLs.

No init failture or any other crashes or problems in regards to playing TCP/IP.

1 has to note that is a delay that is slightly longer than vs AI play. Dont use space or next unit button less u sure the current unit has MP left aka it wont auto move to next unit. Some times cuz of the delay if u press it, it will actually affect the next units since puter thinks we are they, which just dont show up yet.
Any how as soon as u seen this a few times u learn fast, so its not really an issue.

Kind regards,

Rasmus
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ericbabe
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RE: TcpIP, anyone tested it?

Post by ericbabe »

no, same problems apply in that situation.

Glad to hear that TCP/IP seems to be working very well for you. If further testing goes well, maybe we'll direct more players toward the Hamachi software.
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