[2.2.0] Can't Play multiplayer with more than 3 players

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Expand view Topic review: [2.2.0] Can't Play multiplayer with more than 3 players

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by randi » Fri Jan 23, 2009 10:49 pm

I thought I had already set it so packet server mode was the default for four or more players, but looking at the code, I guess I hadn't. Now it is. If everybody's not on the same private network, it's also the default for three player games.

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by Macil » Fri Jan 23, 2009 4:18 pm

Can it be changed so -netmode 1 is default? There is rarely a reason to use -netmode 0, and if a user needs to use it, they can set that option. Plus using the -host and -join parameters would seem to imply using a host/client model (netmode 1) as opposed to a peer-to-peer mode (netmode 0, default).

Also, maybe some sort of informative error message could be displayed when using netmode 0 and the game can't contact all of the peers? Because currently it just stops on a blank screen (or the first frame for the 'host' / player 0) without giving any indication of what's going wrong.

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by Guest » Fri Jan 23, 2009 10:59 am

sorry for the long reply, indeed, netmode 1 works :D
it get's sometime laggy, but i asumme its the host conection, rather than a zdoom problem,
well i guess this is user error then, thank's for the help

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by Ixnatifual » Tue Jan 20, 2009 7:41 am

I've been playing cooperative with 3 players succesfully using GZDoom 1.1.6 through Doom Connector while testing Titan 2. Seemed to work just fine. Same with 2 players (haven't tried more than 3). We did have a couple of freezes on occassion when I tried quick saving the game. But I tried setting the backup packets to be sent as well as only quick-saving at the beginning of a level and didn't have any problems since. Did suffer desync first time through map 7. Seems suddenly they were playing their own game while I was playing mine, although we could see each other running around attacking random walls.

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by DMPhobos » Mon Jan 19, 2009 8:37 pm

edward850 wrote:Which further proves that player both player 2 and 3 have closed ports (thus, not a bug). That behaviour occurs because player 2 and 3 can't talk to each other so the game goes in standstill, because if you don't get any tic packets, the game stops until it does resulting in you not getting any packets either because their two clients will not proceed.
Either one of them needs to open their port, or you have to set '-netmode 1' in your command line (for reasons explained earlier in this thread).
Thank's i will try "-netmode 1", and then i'll post the results

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by edward850 » Mon Jan 19, 2009 8:07 pm

DMPhobos wrote:im sorry, well, once the game starts, sometimes i goes black, but the music plays, but other times the games just freezes as soon it starts,(and since you can look around it's like a huge lag),once the other two players leave, the game starts.
i hope this is usefull, it has prevented me from play multiplayer with 3 players or more
Which further proves that player both player 2 and 3 have closed ports (thus, not a bug). That behaviour occurs because player 2 and 3 can't talk to each other so the game goes in standstill, because if you don't get any tic packets, the game stops until it does resulting in you not getting any packets either because their two clients will not proceed.
Either one of them needs to open their port, or you have to set '-netmode 1' in your command line (for reasons explained earlier in this thread).

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by DMPhobos » Mon Jan 19, 2009 7:59 pm

randy wrote: And I am confused by this bug report. Is the problem that 3 players does not work at all or that it is too laggy to be playable?
im sorry, well, once the game starts, sometimes i goes black, but the music plays, but other times the games just freezes as soon it starts,(and since you can look around it's like a huge lag),once the other two players leave, the game starts.
i hope this is usefull, it has prevented me from play multiplayer with 3 players or more
Agent ME wrote:]Not a clue what the original poster meant as he seemed to drop off the face of the earth, so I guess my case is taking over the topic.[/size]
heh, well i think both we have the same trouble

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by edward850 » Thu Jan 01, 2009 7:05 am

Allow me to explain fully zdooms networking method for those who don't understand.

When zdoom starts, it waits for its set amount of players (lets say 3 players). At this point, the host is the master, and the 2 clients are the slaves. Zdoom sets up the game, and launches it. At this point it checks for -netmode.

If -netmode is 0 (or not set), it defults to peer to peer. Each player is the host, which means each player needs a port open depending. Player 1 already has an open port (or the game wouldn't have started), but player 2 or 3 must have an open port as well. In zdoom (while it peer to peer), the rules stands that only one player can have a closed port. If player 2 and 3 both have closed ports, they can't talk to eachother, and the game just dies. In short, peer to peer requires everybody to be talking to everybody.

If -netmode is 1, it defults to master / slave. In this case, only player 1 needs an open port. Although player 2 and 3 exist in the game, they don't need to talk to eachother, but rather, talk to eachother though player 1.

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by Macil » Thu Jan 01, 2009 4:22 am

Adding "-netmode 1" on the host command line fixed it. (Cool, I can run any number of gzdoom instances on the same computer in the same netgame. Ok, only 8 really but I could up that number in the source.)

I assumed using -host and -join forced the game to user master/client model. Does it switch to peer-to-peer mode by default? I didn't even tell it how to contact the other clients (does the server try to tell each client the IPs of the other clients in netmode 0?).

Guess this is user error then.

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by edward850 » Thu Jan 01, 2009 12:56 am

I don't see why it wouldn't be working. Did you setup a proper game using -netmode 1 or did you use your unstable method of using 3 clients on one pc?

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by Macil » Wed Dec 31, 2008 11:06 pm

In my case (that I originally posted at drdteam forums, and put a link to in an above post - also right here), multiplayer with more than 2 players does not work at all. Not a clue what the original poster meant as he seemed to drop off the face of the earth, so I guess my case is taking over the topic.

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by randi » Wed Dec 31, 2008 8:02 pm

Agent ME wrote:And using the -host # and -join #.#.#.# commands make the game use master/slave network model, right?
No, that's what the -netmode parameter is for. Network setup always uses a master/slave setup, but after that it is free to switch to peer to peer if you don't force it to master/slave.

And I am confused by this bug report. Is the problem that 3 players does not work at all or that it is too laggy to be playable?

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by Macil » Wed Dec 31, 2008 3:18 pm

In my understanding, only the server actually binds to and opens a port. Even then the example in my other post where I have a host and a client on one machine, and a client on another machine should have worked.

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by edward850 » Wed Dec 31, 2008 6:24 am

You just tried to open the same port 3 times at once on one pc. That should never work.

Re: [2.2.0] Can't Play multiplayer with more than 3 players

by Macil » Tue Dec 30, 2008 7:46 pm

In the example I posted in the link I posted, the three (g)zdoom instances were running on the same computer, so there weren't any closed ports involved. And using the -host # and -join #.#.#.# commands make the game use master/slave network model, right? Then I'm good on that part too.

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