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Thread: Command Lines Option?

  
  1. #1

    Unhappy Command Lines Option?

    How do you start or use it because when i looked in the tcp_readme.txt file i sayed something about this to connect to a game but didn't really specify how to activate this option
    Wanted to try to see if specifying the ip helps connect to someone else's game but i wasnt sure if multiplayer even works on fx at all sooooo
    or do you just write that line in the Keeperfx.cfg?
    I confuze

    Nm me gusta can a mod close this?
    Last edited by Darkforrest; October 7th, 2011 at 06:16.

  2. #2

    Default Re: Command Lines Option?

    With KeeperFX you should have a file called "tcp_readme.txt" that explains how to play a multiplayer game.

    This is what it says,


    TCP/IP Multiplayer in KeeperFX
    ------------------------------

    TCP/IP support is currently in its infancy and may be 'slightly' buggy.

    To host a TCP/IP game:
    Make sure the port 5555 is open for traffic and is forwarded to port 5555 on
    your computer. When you have started the game, click Multiplayer -> TCP/IP ->
    Create Game.

    To join a TCP/IP game:
    Specify a command line option -sessions [ip_address]:5555 when starting game.
    For instance, if the host's IP address is 55.83.54.187, the appropriate command
    line option is -sessions 55.83.54.187:5555

    Several sessions can be added to command line by prepending a semicolon before
    each extra address, e.g. -sessions 55.83.54.187:5555;214.43.45.67:5555

    When you have started the game, click Multiplayer -> TCP/IP -> [select IP
    address in list] -> Join Game.

    Known issues with TCP/IP:
    ------------------------------
    - May go out of sync. (Please remember what you did before this and check log,
    then report it.)
    - When it goes out of sync, something bad will generally happen. Re-
    synchronization *might* work.
    - Everyone else crashes if host exits.
    - Host is auto-computered if anyone leaves. (WTF!?)
    - Having a player leave without anyone rejoining creates a 'hole' in player
    list, which will make the game unplayable.
    - Session player list does not update when a session is selected.
    - Will be laggy like heck on anything but a LAN or near LAN-grade connection
    probably.
    - Only old four byte IP-addresses are supported at the moment, as far as I
    know.


    These issues shall hopefully be resolved one by one in coming versions. I
    apologize for them, but I don't have a good test environment nor is
    the game code particularly easy to work with. Help me by reporting reasons for
    out-of-sync in particular, or other issues not on the above list.

    - Petter H, aka P Hansson ;-)



    Although there is a java launcher also that might make it easier.

    You probably have to have JAVA installed to run it though.

    So I guess you would install JAVA @ http://www.java.com/en/download/index.jsp.

    Then try and run the "KeeperFXTools.jar" file.

    It should look like something like this,




    The GUI might make it easier to use.

    If playing over the internet, you and the host usually needs to forward the port "5555" by default.

    If playing on a LAN or VPN such as Hamachi, then you should not need to forward a port.


    I have had a few successful games on multiplayer without any problems. But occasionally there may be a few bugs still existing, or that appear that are new ones or older appearing again.

    It's really good to run KeeperFX, as it works well I believe even on the new OS's such as Windows 7 with improvements and on going bug fixes.


    The person that hosts over the internet can visit - "http://www.whatismyip.com" to find out what their IP address is.

    If you have port forwarding problems that you can't resolve, then it might be better to try Hamachi - "http://hamachi.en.softonic.com", and use the hosts Hamachi IP address instead.


    Then inside the game you should use the TCP/IP option on the multiplayer menu.



    The person that is trying to join should see a game appear an address in the sessions list like in the below screenshot if successful.



    Then once they join they should see the other player like below.



    Then both players select the same flag.

    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Last edited by Replica; October 8th, 2011 at 08:57.

  3. #3
    Spider
    Join Date
    Dec 2010
    Location
    Madrid, Spain
    Posts
    222

    Default Re: Command Lines Option?

    An advice: playing more than 2 players in multiplayer game is near to impossible (gives a lot of problems).

  4. #4

    Default Re: Command Lines Option?

    Quote Originally Posted by jomalin View Post
    An advice: playing more than 2 players in multiplayer game is near to impossible (gives a lot of problems).
    Does that include AI?

    I have had a few 4 player games with an earlier SVN version of the game with two human players for three hours straight without a single problem until I updated though, and now it doesn't work very well except in single player, then I could not find which one was the most stable again, maybe cause it required an earlier complete archive download.

    Looks like I will have to create some new crash logs , as it used to be very stable and hope they are useful in fixing some multiplayer problems like before. Also I don't think there are to many problems in Multiplayer after most of the fixes that have been done in the past. So most likely only a couple or more crash fixes might make it stable again?

    I usually play as allies as 2 players, me and my friend vs 2 AI players which is a 4 player game if you count the AI.


    So I popped up my game again using a clean install of v0.40 as a test on a LAN with 2 players allied with each other and against 2 AI players on the map 145 Multi 11.


    Here is the crash log file.

    EDIT - http://multi-players-zone.com/keeper...lti11_log2.rar

    Have the new log now where it crashed just by playing it a little bit.

    I guess it's the part that says at the bottom,

    Net: LbNetwork_Exchange: Starting
    Net: Bad peer ID on index 1
    Error: Failure signal: Abort (ANSI).

    However I think you have already fixed that crash anyways in the latest nightly build.

    So I have downloaded r451_patch nightly, using the same map and 2 players with 2 AI as a test.

    Also managed to create a log file using "keeperfx_hvlog.exe".

    After many minutes of gameplay the game suddenly just closed down once I started to create a few more imps.

    Here is the crash log - http://multi-players-zone.com/keeper..._patch_log.rar

    Might of used the wrong log, as this was from player 2 and maybe player 1 crashed.


    So tried again, this time the same as above using the latest nightly r451, but have created logs for both player 1 and 2 since I am unsure which side crashed as the game can just close down.

    Well this time it crashed hanging player 1's screen very early in the game at the beginning.

    http://multi-players-zone.com/keeper...patch_log2.rar
    Last edited by Replica; October 14th, 2011 at 19:55.

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