[quote who="Covenn" reply="15" id="2205862"] "Jesus Christ"..... Calm down. Why are you here bitching for your "Friend", can your friend not read frogboy's updates himself. You realize that you do not need to be the "fool" messenger right? Perhaps if your friend actually read Frogboys updates, he would realize all the hard work and effort that is being put into fixing the connectivity problems. While yes the situation is highly frustrating, they are working extremely har
novex
so basicly changes = fuck all that matters, some in game nerfs and alterations for those that can play. still no in game network settings page, in game network testing function, decent detection and assigning of direct connection mode (people with correct port forwards still being forced to use NAT shit). more of the same "we have this great idea or update that we will put up in the future".
after reading the logs im pretty sure that that tested working port forwarding does sweet fuck all to nothing. i have opened 101 ports starting from 6073, set the ports in impulsereactoroptions.exe reconfigured the router etc tested the ports using app and the logs still show that im using the NAT punch through server, direct connect disabled and i cant play a game unless i get realy lucky. give us a network setting page in game where we can tell the game to use direct connect
im still having network issues, i thought hey heres an idea i will rename my logfile, launch DG, try connecting (fail as usual) then look over my logfile. lets see whats going on. 1st of all heres my network settings: [interwebs] [router/modem] (i have a static IP incidentaly) [my pc][and other pc's] i have set ports with ImpulseReactorOptions.exe to :6074 - 6174. giving me 100 ports open just for DG. the router is set to forw
ok, so we all know the p2p idea has been a complete shambles and theres plenty of different threads with suggestions etc and a few that direct us to the very usefull portforward.com testing program. but why, when a games MP is based around having multiple ports open and accessable is there no official test for this? how about an update to ImpulseReactorOptions.exe adding a "test these ports", (why on earth is this a different program instead of a tab in the in-g
demigod general and tech support. a fair few of the topics arent realy worth pinning to start with since they dont offer anything much and still get massive amount of dupes in the forum anyhow.
[quote who="timiny_cricket" reply="16" id="2203183"]Thanks for the guide! Does this matter, or would you say the PortForward.com program knows what it's talking about? (Not literally, of course, as the program can't talk.) It's just strange that every port check online that I've tried tells me that range is closed.[/quote] trust the program, if you read the text in the lower part of it an explanation is provided as to why it is a more reliable test, and why w
these forums have way too many pinned posts. Twould be good if the mods condense them into a single: "FAQ: read this 1st or we will steal your favour points!" thread. it might be okay as is if the [-] did something even vaguely usefull, atm if you click it the pinned section is hidden, untill you refresh the page, or read a post then go back. Basicly giving it not real purpose if it was made persistant then it would be ok to not bother moderating properly in the pi
personaly i think when you login for multiplayer the login server should test if your ports are open. if it finds you have them opened correctly then it should keep you the fuck away from the useless peice of shit NAT servers which are still giving me errors / kicks even though i have a direct open connection and no need whatsoever for anything the fuck to do with NAT. (there you finaly drove me to swearing) you could also set your custom game to only allow players with good c
a guide actualy worth pinning unlike most of the crap pinned atm.
i still frequently get kicked from custom games because NAT failed, but i have opened all the ports needed and then some. i have tested the using the portforward app, a random selection within the range all work fine. so why the f*ck am i still getting NAT fail messages, if one side of a p2p connection has open listening ports then there should be no need for any sort of NAT apart from what has been used to open said ports.
to start this is the 1st time i have realy tried getting into an RTS game, for the last few years i have been playing an MMO called dofus (www.dofus.com) which had various connectivity issues over the years, generaly compensated with ingame items etc the longest downtime was for about a week, and resulted in a double xp week compensation (that incidentaly killed the servers too). the point being when things went wrong and people were unable to connect the communities turned nasty, and always
just curios, i have a dual quad core xeon system (8 cores@2ghz) i tend to leave task manager up in the 2nd monitor while im playing, and i noticed that 2 of the cores were getting used quite heavily, 2 or 3 others had some low load on them and some were pretty much idle. so how does DG thread out ? is it just split over 2 cores and the rest of what im seeing is incedental stuff thats happening on my pc ? or do lots of different things get their own threads (AI, Timers,
a new demigod has been added in the next patch: Brad Lord of the bees! able to summon hives much like the rooks tower of light but they provide him with a constant stream of bees to direct at opponents! other bee related attacks etc etc you get the idea
as imentioned in my 1st post its very rare for ISP's to assign a "internal" IP to a customer, they will assign a random IP from their assigned pool of IPs. Meaning you will be given a random but fully accessible IP which you could then set up a dynamic domain name for (dynDNS) theres a fair few providers of this, and many routers now come with support for automaticly logging into a dynDNS provider upon connection. however i cant say for sure what your isp does, bu
umm static IP has nothing to do with NAT... INTERNET (all the IPs) (your static IP) [ROUTER] (routers internal IP) (your internal IP's)your computer & laptop if you look at your network settings on your PC you will have an IP something like 192.168.1.10 (last couple of numbers will differ most likely) if you want to run an HTTPd or anything on your PC then you will still need NAT (Network Address Tran
[quote who="timiny_cricket" reply="2" id="2189458"]Seeing as these guys are demigods, maybe instead of standing on a raft, he kind of hovers over the ground with water splashing and crashing around his feet. I just can't see a raft drifting around Crucible. Quite a cool concept in general though.[/quote] since hes a river god he could have an aura wich is a constant flow of water from beneath him, pushing all enemies away slowly (depending on level) forcing them to stop
possibly you could add it as a custom resolution in the game.prefs file (\My Documents\My Games\Gas Powered Games\Demigod) just make sure you do a backup of the file before you start poking around.
your sure you pay extra for an external IP? almost all ISP's (exceptions being isps in poor areas or very big cheap ISPs) only asign "external/real" IPs however you will be assigned a random IP from a pool assigned to your area. the most comon extra you pay for is a static IP so that each time you reconnect you get assigned teh same IP, usefull if you want to run a server or similar from your home, as it allows you to set up an NS record. as to you
basicly as the title suggests, if you just had a match instead of dropping back to the main menu how about you get dropped back to the lobby (still connected to all players). so if you just had a great game with them you can chat a bit, add ppl to your friends, set up a new game or rematch and play instead of having to go through the who trying to find a game where you can all connect etc crap again.
i just got this message too [e digicons]X|[/e] so another patch another complete failure, i still crash when the connection fails. and that was after having to wait an hour or so to actualy be able to download the patch.
[quote who="Eridam" reply="3" id="2181917"]But we arent in beta anymore??[/quote] coulda fooled me.
yep Deep Packet Inspection is massively more expensive in terms of software and CPU cycles than simple behavioral analisys. the internet as cheap crappy companies like Virgin Media see it is client server, so their p2p filters will be based on the amount of active connections and what ports yada yada. this also protects them from any claims of spying on the content of what their customers are downloading (though im sure they will be quite happy doing so if it means more
heya, im in guildford area, happy to give it a try some time, i have all the ports open but currently suffering the crash if i fail to connect to even one pair since last update :( once in game though computer has been reliable and connection good, and im happy to try via a Hamachi network too.