[b]@CyberMage[/b] 1. The argument that a user of a game shouldn't have to "learn" anything to use it ridiculous. You did have to "learn" to drive a car didn't you? What would you have said to someone complaining about not being able to drive, without recognizing the need to [i]learn[/i] how? 2. Just because many games use "encapsulating/tunneling" techniques for their netcode to "bypass" NAT-devices doesn't make that some defacto standard. It is actually that much uns
the_Monk
[b]@ Painlezz[/b] ..unless of course you meant "many people don't have the time to play multiplayer.." In which case I apologise for my "words". :D the Monk
Due to this game's network structure (peer-to-peer) it could be any of the players connected to your game. The slowest computer/internet connection [u]will[/u] cause everyone to experience "slowdown". try making sure the other's you're playing with are from around your area. the Monk
[b]@ Painlezz[/b] [quote]Problems in this game are aweful AI... making singleplayer more annoyance than anything else.Multiplayer isn't an option for almost anyone with a real life... [/quote] Because I understand networks, have never had an issue hosting/playing anything ever (and never will) I suddenly [b]"don't have a real life..."[/b]? I guess I'd have more time for a [b]"real life"[/b] if I stopped helping ungrateful shits like you! - monk out
[quote]and the multiplayer routing is a problem. It wasnt an issue for me because I am rather tech-savvy, but alot of players simply are not exactly sure how to do this port forwarding stuff![/quote] See, that's where I don't have any [i]understanding[/i] at all! I mean, what would you say to a person complaining that they can't drive a car without [i]learning[/i] to drive? Just a personal gripe of mine... /rant off
[quote]SOMEBODY HELP ME I WANT TO PLAY ONLINE!!!!!![/quote] Option 1: rewrite certain aspects of the game's netcode to incorporate NAT-T (NAT traversal) technology so that it'll "tunnel past" routers/firewalls (thereby also making systems more vulnerable to re-bound attacks, reference Microsofts XP security patch closing default NAT-T functionality via the registry) [b]or[/b] Option 2: strong-arm the admins at your campus
[quote]Man Monk, your not into MS Flight SImulator, are you? People over there have been dealing with these exact issues for years now. Several of the groups I've been in could definately have used someone like you. Great job on these guides and your help here. I just got my system set up, but have not tried it yet to make sure it works. Hope I don't have to bother you with any problems. I am an IT student afterall, I should be able to get it figured out myself.[/quote] Ju
This game is entirely peer-to-peer. Each individual player runs the entire "simulation" the HOST only ensures proper synchronization between the players. Please read the "stickies" in the technical forum for more information regarding hosting/playing multiplayer. the Monk
^^^ agreed! :CONGRAT:
[quote]Vista 32-bit Intel Core 2 Duo CPU T7300 @2GHz, 2GHz RAM 2046MB NVIDIA Quadro NVS 140M Yes, I realize that I'm not exactly running a Max Requirements machine, but as I said, I HAVE connectred to games previously. [/quote] Your system specs are fine. :) Many people with "less" hardware are running the game very well indeed. I would like to know what your video driver version is though. Maybe you can post back with that info? Have you che
[quote]I have managed to join games before (on same network, with no difference in settings), but this is not the first time it has happened. I do recall alt+tabbing shortly before this occurrence however, and I know that has bad effects on some programs, has this ever happened to anyone else? [/quote] Well, now that we have more information.... :D Yes, the above does sound like it may be related to a video-bug. Not that I've experienced it myself (I am alt-t
[b]@CyberMage[/b] 1. The Windows Firewall is [u]not[/u] cheap (it is included which makes it free) and it's the simplest yet most effective sotware firewall out there costing the least amount of network transport "overhead" which in turn reduces your overall network latency. Sorry, CyberMage way off base there.....Lesson # 1 with networking: "keep it simple". (note: the windows firewall loves SINS, I've hosted every game with the windows firewall fully enabled :D ) <b
dare I say it? hehe are all of your copies legit? the Devil's advocate here... :SURPRISED: I just find it hard to believe that 6-10 people who just bought a game are willing to "drop" their investment into the bucket..... just my 2 cents!
@CyberMage Please download and read my latest guide which I've linked-to from my "how-to" sticky in the "technical" thread. I believe the link is in POST #66 (page 2) I just don't want to keep repeating myself in various threads. My newest guide will explain/answer all of your questions. the Monk
Here's what Yarlen said: [quote] Sins does use some multi-threading, but only for texture loading. [/quote] Which means, once the textures for the map are loaded, its normal to not see any more activity on other cores. Glad I didn't "over-buy" in the hardware department. My 805D oc'd to 3.32 plays and hosts like a charm. :D the Monk
You don't buy AMD! ;p ...sorry just couldn't resist!
Didn't you hear the man? :) [quote] Every client is processing the entire simulation on their own computer. If one computer is slower it will drag down everyone else. A dedicated server won't help here. [/quote] monk out.
[quote]Battle net uses TCP 6112, half life uses TCP 27015, IRC uses 6000-6thousand whatever TCP, WoW uses 3724 TCP and all of those those work perfectly fine for me. [/quote] That's right! How many of those require "bi-directional" transport on said ports that isn't using NAT-T type "tunneling"? [quote] I've read your posts, but they do not satisfy my problem. [/quote] Most people that you cannot connect-to, or stay connected-to are contributers to y
Does anyone even read my posts? lol (as I remember saying this a few times already.......or maybe that was a dream I had....hehe) TCP = connection-oriented protocol (very stable, and in essence is like a telephone conversation, both sides need to "acknowledge" message transmission) UDP = connection-less protocol (great for spamming, like using a "walkie-talkie" instead of a telephone) "Most" of the games you're talking about use mainly UDP as their transport
[b]@ Scourge012[/b] You're talking about NAT-T (Nat-traversal) type connections, that are allowed to "tunnel through/over" certain hardware devices such as (routers/hardware firewalls). It is my understanding that IronClad are working on certain multiplayer enhancements. I'm sure the devs (who have been so very attentive throughout) will continue to keep the community in the loop regarding upcoming updates. Patience is the key here! :D In the meantime, read my guides
[quote]Wow....the multiplayer fails on so many levels.... 1. I can't host any games(and don't tell me to open my ports,i've done that a hundred times) 2. I can't join someone else's games(some i can join) 3. everytime i kill the goddamn host, the game goes to that migrating crap,and i'm forced to quit the game because it just stays there. 4. The game drops constantly 5. Players drop constantly These things, make me wanna get the disk,break it in half and eat it.
[color="#00FF00"][size="2"]I have compiled a more SINS-specific guide from all of the information I've posted to this and various other threads regarding the correct networking setup for SINS-multiplayer.[/size][/color] [color="#FFFF00"][size="2"] Click the link below to download it:[/size][/color] [link="http://www.kiclan.com/Monk/Networking_and_SINS_by_the_Monk.pdf"]WWW Link[/link] the Monk
[quote]You only need those ports forwarded if your going to host -- doesn't matter for joining another's games. [/quote] That's right, you don't [u]need[/u] the ports forwarded unless you're wanting to HOST, however since many SOHO routers tie NAT-relaxing to port-forwarding forwarding the traffic even when not wanting to host is the best way to make sure that everything will work just fine (including "migrating" to another host should the original host disconnect). The OP
[quote]i have to turn off my anti virus to play multiplayer LAN games (Kapersky 7.0), no matter how it's configured it shuts down LAN games real quick, with it off they play fine for hours...it's not unusual for anti virus to not play nice with gaming software, especially if you go online and there is packet transfer happening. As long as you don't have any other internet applications going and you know the people you are playing with, it shouldn't be a unacceptable security risk to turn off ant
You are not going to be able to play multiplayer. I don't know how many times I've already said this, but there is a big difference between simply having ports OPEN/ALLOWED and ports/traffic FORWARDED. Your University would have to FORWARD ALL incoming traffic to them on TCP ports 6112, 6000 for the game to work with its current network structure. I don't see that happening. (Not to mention, that even if they "forwarded" those ports to only you, that cisco CAA would most definately be s