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Is there any chance of a dedicated server for this? Please? If money's a problem, attempt a kickstarter. Don't think you'd need much. And it would make playing with other people well... A lot more easy to do.


P.S.: love it.
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nvali: Is there any chance of a dedicated server for this? Please? If money's a problem, attempt a kickstarter. Don't think you'd need much. And it would make playing with other people well... A lot more easy to do.

P.S.: love it.
Hi, we have a sort-of dedicated server mode that we use for development. You can launch it with a shortcut to "signalops_server.exe --dedicated". At the moment it will launch without a console window and show up in task manager as p3dpythonw.exe. You can also pass it a "--load 0001" option for example to load a savegame with name 0001.
In-game it only properly supports quick save / quick load with F6/F9 or [ and ], unless you are running the client in the same machine as the dedicated server. You cannot start a new game from within the client, you'll have to kill off the server process and relaunch it to do so.
To connect to the server from the same machine it is running on, pick join game from the network menu and just leave the text input blank and hit enter.
Maybe in a future patch we can make this more user-friendly. What sort of features would you want to see?

PS, glad you like the game and we hope we've fixed most of the problems you mentioned in your review. If you feel the game is better now, we would truly appreciate if it was updated to reflect your thoughts on the current state of the game.
Post edited April 04, 2013 by TonyDanza
We have problems with the 3rd person joining the server, it always displays "a traitor has left" which is the normal disconnect message I suppose. But we want to know why the 3rd person was disconnected.

We tried to use "signalops_server.exe --dedicated --load 0001" but that server does not log or show anything. Do you know where the logfile is stored or what command lines to give to enable logging so we can see why the 3rd player could not connect?

It's kind of strange, a few days ago the 3rd person could join but the 2nd person had that problem (which he now has not).
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AlienMind: We have problems with the 3rd person joining the server, it always displays "a traitor has left" which is the normal disconnect message I suppose. But we want to know why the 3rd person was disconnected.

We tried to use "signalops_server.exe --dedicated --load 0001" but that server does not log or show anything. Do you know where the logfile is stored or what command lines to give to enable logging so we can see why the 3rd player could not connect?

It's kind of strange, a few days ago the 3rd person could join but the 2nd person had that problem (which he now has not).
Is this problem happening when running the game normally through the client, and you are just trying the dedicated mode as a possible solution? Or is this problem happening in dedicated mode from the beginning?

The log file for the server will be located at "C:\Users\<username>\AppData\Local\Panda3D\log\signalops_server.log". This log will be created regardless if the game was started regularly or in dedicated mode.
I'm not sure if it will provide any information that will be of use for this particular problem.
I'm trying to use the dedicated for a solution. The next time we try out Tunngle if that's better. Thanks for the .log location, that will help us in case. Perhaps it's a weird IPv6 setup with our 3rd man which can't join, because visiting e.g. http://heise.de/ip prints his v6 address, instead of his v4 address. I'll come back with a status when we play again. Thank you all, you rock :-)
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AlienMind: I'm trying to use the dedicated for a solution. The next time we try out Tunngle if that's better. Thanks for the .log location, that will help us in case. Perhaps it's a weird IPv6 setup with our 3rd man which can't join, because visiting e.g. http://heise.de/ip prints his v6 address, instead of his v4 address. I'll come back with a status when we play again. Thank you all, you rock :-)
That may well be possible, I don't think our engine supports IPv6.