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Dedicated server capabilities and/or official networking servers - GRIP Video Game Forum

Dedicated server capabilities and/or official networking servers

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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 / 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



Look at the road-holding on these babies. Clarkson would cream himself. :ugeek:

Broscar, your car skin is called Tropical. ; )

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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.
/╲/\( ͡° ͡° ͜ʖ ͡° ͡°)/\╱\

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Re: Dedicated server capabilities and/or official networking servers

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


Check out the for the Rollcage Neo-mode Tournament 2017, starting 15th April !

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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 ().
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


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Re: Dedicated server capabilities and/or official networking servers

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


Check out the for the Rollcage Neo-mode Tournament 2017, starting 15th April !

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God created the french

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