Multiplayer Servers?

Starshatter: The Gathering Storm extends the classic space sim by combining fighter and starship combat in a single dynamic campaign game.
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TexMurphy
Posts: 137
Joined: Fri Jun 11, 2004 7:16 pm

Multiplayer Servers?

Post by TexMurphy »

Hia.

God was I suppriced when I after like 3 years checked out the starshatter site... milo hats off.. great great work.. fantastic.

But now to my question how do I find multiplayer servers for the demo version (3.9.0)?

Thanks.
Tex
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Sky_walker
Posts: 116
Joined: Mon Apr 05, 2004 8:45 am
Location: Poland

RE: Multiplayer Servers?

Post by Sky_walker »

Milo give long time ago adress of server on whitch there are multi games, but I don't know can I give it to not beta-tester.
Milo...
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TexMurphy
Posts: 137
Joined: Fri Jun 11, 2004 7:16 pm

RE: Multiplayer Servers?

Post by TexMurphy »

or maybe you could add a beta tester.. ;) please.. ;)

Tex
TexMurphy
Posts: 137
Joined: Fri Jun 11, 2004 7:16 pm

RE: Multiplayer Servers?

Post by TexMurphy »

A few questions about the Dedicated Server.

First after I create it and join the game lobby in game. How do I start the game? The accept button is grey.

Second the missions list on the server, how do I edit it?

Third how do I create custom missions for online play? (do all players need to DL the mission or does the server distribute it)?

Tex
John DiCamillo
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Joined: Sat Feb 28, 2004 7:02 am
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RE: Multiplayer Servers?

Post by John DiCamillo »

1. The accept button will be disabled until the host player has selected a mission and locked it in by clicking accept. Someone must agree to be the host for the standalone server.

2. Multiplayer missions are edited just like regular single player missions. Before you start the server, go to the mission selection screen, choose multiplayer missions, and click "New". Remember to identify which missions elements are playable by humans. Only the elements with the "playable" checkbox lit will show up in the multiplayer mission screens.

If you are creating this mission on your workstation, but running the server on a different box, you will need to copy the Multiplayer directory from your system up to the server using FTP or Windows network file sharing. The Multiplayer directory contains all the missions that can be played on the multiplayer server.

3. Only the server needs the custom mission file. The server will automatically distribute a copy of the file to each player. Actually, the server generates a custom version of the mission for each player based on the current state of the game. That way, if someone joins late after two ships have blown up and three fighters have been launched from a carrier, they will get an accurate picture of the game as it stands at that time.

If your custom mission is based on a mod, you must have the mod deployed before you create the mission. The server and all players must have the same list of mods deployed, in the exact same order. The server will inform each player if there is any error in their mod configuration, and will not let them enter the game until it is corrected.
TexMurphy
Posts: 137
Joined: Fri Jun 11, 2004 7:16 pm

RE: Multiplayer Servers?

Post by TexMurphy »

thanks for the answer milo.

One more question. If I host a dedicated server behind a router on a NAT I do have to connect with my NAT IP address if I wana join the game my self. So Im joining 192.168.1.0. The question is, Is there any peer to peer communication or is all client server? If there is any peer to peer then I wount be able to play and host a dedicated server on my network.

Thanks again
Tex
John DiCamillo
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Joined: Sat Feb 28, 2004 7:02 am
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RE: Multiplayer Servers?

Post by John DiCamillo »

It should work either way, actually.

In other words, if you configure the server as a public (i.e. Internet) multiplayer server, it will post its public IP address to the GameNet website. When you click on your server in the multiplayer list to join from another computer on your LAN, all your IP packets will be routed out to the Internet and back in through the NAT on your firewall. However, if you manually add the same server using its LAN address (e.g. 192.168.1.100 or 10.1.1.100), your client will be communicating with the server directly using unroutable packets on the LAN.

Please let us know if you run into any problems with your specific network configuration, and we will do our best to help you figure it out.
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