Dedicated server capabilities and/or official networking servers

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Unreal.2K7
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Dedicated server capabilities and/or official networking servers

Postby Unreal.2K7 » Mon Jul 06, 2015 7:59 pm

Ok so i suppose having the client act as a dedicated client has to be a feature. We need to be able to set one root server running with a few lobbies so we can do away with port forwarding and people not being able to host for whatever reason their router+ISP combination can manifest.

In that regard, is there any plan to create an official gaming server for the races? Because otherwise i would really feel like contributing with some kind of donation system toward having one.

Of course, before you start screaming at me: i agree with you that the game must retain its capability to run locally without exclusively relying on an external service which might shut down sometime in the next decades. (yes, unless humanity ends up being destroyed i plan on playing rollcage for a long time...)
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Re: Dedicated server capabilities and/or official networking servers

Postby Broscar » Tue Jul 07, 2015 11:58 am

Having a single lobby from which you can just pick a server would be great. That way anyone who fires up the game can play with anyone, without having to meet up on a forum or something first to exchange IP addresses.
Release the server files (open-source preferred (if viable, considering UE4)), let others take the bandwidth costs. The only cost to Cagedelement would be keeping a master server up and running for at least 15 years, which is pretty damn easy on the wallet these days (ovh .com/.co.uk has nice VPS packages - a master server can just use the cheapest one).

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Re: Dedicated server capabilities and/or official networking servers

Postby KazzyMac » Wed Jul 08, 2015 6:38 am

Broscar wrote:Having a single lobby from which you can just pick a server would be great. That way anyone who fires up the game can play with anyone, without having to meet up on a forum or something first to exchange IP addresses.
Release the server files (open-source preferred), let others take the bandwidth costs. The only cost to Cagedelement would be keeping a master server up and running for at least 15 years, which is pretty damn easy on the wallet these days (ovh .com/.co.uk has nice VPS packages - a master server can just use the cheapest one).


But then what if in 15 years we still want to play Grip like we still do Rollcage? If it needs a master server, if that goes down we're boned? :/
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Re: Dedicated server capabilities and/or official networking servers

Postby Broscar » Wed Jul 08, 2015 8:32 am

There's always a workaround - see the gamespy fallout. Or we could just use direct connections like we've been doing with RC.
Best case scenario they'll just release the master server files too and add a .ini tweak to change the master server IP.

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Re: Dedicated server capabilities and/or official networking servers

Postby WROB3L » Wed Jul 08, 2015 9:48 am

Or it could work like in Space Engineers (You send invite through steam and other player joins YOUR game) it would work i think, `cause every computer would be a server for one lobby.
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Re: Dedicated server capabilities and/or official networking servers

Postby Unreal.2K7 » Wed Jul 08, 2015 10:22 am

WROB3L, you still have a master server in that case through which the request is routed between the clients, or that acts as a dedicated server altogether. Steam is making it easy for users but the inner workings behind network architecture always require an external, reliable point of reference that people must connect to.

Of course, every client can become an host (like we're doing with RC1 right now) but that requires you to forward your router ports and set the firewall accordingly in order to be able to accept incoming connections, which is an added complication and requires sharing your external IP address. A master server solves the issue.
Last edited by Unreal.2K7 on Wed Jul 08, 2015 10:26 am, edited 1 time in total.
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Re: Dedicated server capabilities and/or official networking servers

Postby WROB3L » Wed Jul 08, 2015 10:25 am

Oh, i didnt knew about that xD
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Re: Dedicated server capabilities and/or official networking servers

Postby Dups » Wed Jul 08, 2015 1:55 pm

I think that handling it the way that Tony Hawk series it would be the best and also the simplest idea, just change the layout a bit.
Sorry guys making a video was easier // https://www.youtube.com/watch?v=FQb9oLLTovI
It was also very similar in Worms, but with a different layout.
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Re: Dedicated server capabilities and/or official networking servers

Postby potterman28wxcv » Wed Jul 08, 2015 5:52 pm

Broscar wrote:Having a single lobby from which you can just pick a server would be great. That way anyone who fires up the game can play with anyone, without having to meet up on a forum or something first to exchange IP addresses.
Release the server files (open-source preferred), let others take the bandwidth costs. The only cost to Cagedelement would be keeping a master server up and running for at least 15 years, which is pretty damn easy on the wallet these days (ovh .com/.co.uk has nice VPS packages - a master server can just use the cheapest one).

KazzyMac wrote:But then what if in 15 years we still want to play Grip like we still do Rollcage? If it needs a master server, if that goes down we're boned? :/

There could be both. Master server + LAN + direct TCP/IP connect
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Re: Dedicated server capabilities and/or official networking servers

Postby Whiplash » Fri Jul 10, 2015 8:27 pm

I'm not sure if you would like to investigate it, but I've seen the best type of online playing on the 2D racing game named Turbo Sliders that I'm playing for ages (LINK).
Basically, the only thing that is supported by developer is the master server, and even that one is custom (people could make another master server(s) in case if developer stops supporting his one).
And all the other things are independent. Anyone can create it's own autoserver placed on some dedicated server, and once it's done, the auto-server will be automatically listed on the master server and running its own set-up (track/cars/laps etc.). Master server is basically only the place where all the other autoservers are linked to and listed (I believe that it even doesn't consume a lot of resources for that). And there are also LAN + direct TCP/IP connect.
I also like the feel of freedom in this area. I don't want even remember how many great old games are ruined when GameSpy stopped supporting them.

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Re: Dedicated server capabilities and/or official networking servers

Postby Chris_CE » Fri Jul 10, 2015 11:15 pm

This is pretty important. Rob and I will take a look into it and see what's possible.
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Re: Dedicated server capabilities and/or official networking servers

Postby Costa » Tue Apr 05, 2016 6:14 pm

Chris_CE wrote:This is pretty important. Rob and I will take a look into it and see what's possible.


Please:

- YES Multiple master server list
- YES Indipendent tool dedicated servers that publish on the list (3rd party server that can be visible on the list)
- YES Manual connect to "IP:PORT Form"
- YES TCP/IP protocol
- YES Multiplayer settings (connection settings)
- YES Filter List feature

- NO Matchmaking system, but instead "Quick Join" on an already server taken from the list, randomly or with better ping

If you have an idea about a server browser list should be, here's an example taken from another Game:

Image
From the left side:
Some flag that tells you: Server is password protected, Modded Server, Ranked Server.

Also it display: Ping ,Server Name, Actual map running, Game type, And of course player slot. You can sort the list by name, ping, player count and so on. Under the list you can manually connect to a specific server by typing ip and port, and you can "bookmark" some server that appear on top of the list always, just if you usually connect on specific server.

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Re: Dedicated server capabilities and/or official networking servers

Postby potterman28wxcv » Tue Apr 05, 2016 6:48 pm

Costa wrote:
Chris_CE wrote:This is pretty important. Rob and I will take a look into it and see what's possible.


Please:

- YES Multiple master server list
- YES Indipendent tool dedicated servers that publish on the list (3rd party server that can be visible on the list)
- YES Manual connect to "IP:PORT Form"
- YES TCP/IP protocol
- YES Multiplayer settings (connection settings)
- YES Filter List feature

- NO Matchmaking system, but instead "Quick Join" on an already server taken from the list, randomly or with better ping

If you have an idea about a server browser list should be, here's an example taken from another Game:

Image
From the left side:
Some flag that tells you: Server is password protected, Modded Server, Ranked Server.

Also it display: Ping ,Server Name, Actual map running, Game type, And of course player slot. You can sort the list by name, ping, player count and so on. Under the list you can manually connect to a specific server by typing ip and port, and you can "bookmark" some server that appear on top of the list always, just if you usually connect on specific server.

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On a side note, yes i would love to see something like that in Grip. It would perfectly suit the multiple possible modifiers.
I would just like to add a kind of "average rank" to each game. A bit like what Trackmania does.
This way, you would know before hand if the game you're gonna join is more full of beginners or full of veterans.
Because I'm even more boring than Broscar -> Rules of the GRIP forum
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