Game Development Community

Dedicated Server Problems

by Nick Merrill · in Torque Game Engine · 12/25/2003 (11:25 am) · 29 replies

Ok, I'm asking nothing but stupid questions... sorry, but I've got another one...

I just set up a dedicated server (runs on console only) and I set the master server in the defaults.cs file on both client and server to: 2:67.29.152.250:28000 and the net port is set at 28000, etc... but when I run the dedicated server app on my server and query the master server, nothing shows up. Can anyone help? Thanks!
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#1
12/25/2003 (11:29 am)
.cs files are compiled to .dso files for use in the game. Try deleting the default.cs.dso file.
The .dso file will automatically be recreated for you.
#2
12/25/2003 (11:51 am)
Hmm, not working I'm afraid :(
#3
12/25/2003 (12:29 pm)
Try http://www.pblabs.com/projects.php
#4
12/25/2003 (12:36 pm)
Oh thank you!
#5
12/25/2003 (1:00 pm)
Hm, ok, I feel stupid, but... I read the instructions and it says to add a line to the end of a file... did that, but what do I do with all that source code? Thanks in advance.
#6
12/25/2003 (1:06 pm)
Just some clarification before I get to instructions. The dedicated server doesn't run a master server as well, only a dedicated game server. Also is that IP you entered above your computer?

When you get the pblabs master server you have to compile the source code. Depending on what compiler you use those instructions will be different however you will want to compile the source code under the masterd/ directory. mbclient is a small client to test out the master server and torquelib/ is a torque networking library (makes it easy to interface a program with torque).

I may be able to provide you with more help if you tell me what compiler/OS you are compiling on.
#7
12/25/2003 (1:12 pm)
I'm running WinXP Pro w/ VC++ 6 Enterprise.

One sec though... the dedicated server doesn't run a master server? Perhaps I need to back up here... how do I get a server running and then set it as a master server?

Oh, and the IP above is not my computer, but the server I own.

EDIT [spelling]
#8
12/25/2003 (3:27 pm)
A master server just lets people get a list of active game servers.

It's a directory service.

So unless you have a good reason to be publishing your own "phone book", it isn't something you have to worry about.
#9
12/25/2003 (8:50 pm)
Ah, thanks! Hmm, well I need a standard server that everyone joins when they press "Join World." How would I go about that?

[EDIT: Clarification:]

I don't even really want them to SEE the (one) choice, I just want them to JOIN it when they press the button.
#10
12/25/2003 (9:22 pm)
I imagine you could hard-code it, but that's likely not what you want - though it would probably be fine for testing. Your first step toward something bigger might be to build the master server and use some heuristic to have the client auto-connect to an available game server.
#11
12/26/2003 (12:20 am)
Or set up a web service they can connect to and get the current server IP from.
#12
12/26/2003 (8:08 am)
Hm, ok, never mind. I thought it would actually be easier to skip the master server thing. Ok, anyway, how do I
a) Compile PushButton Master Server with WinXP VC++ 6
b) Set the master server to a game
#13
12/26/2003 (9:35 am)
If you only want them to join one server of your choice at game start, then it is indeed easier to skip the master server thing.

There are docs in the master server archive that explain everything.
#14
12/26/2003 (9:39 am)
A master server archive? o.0
#15
12/26/2003 (10:08 am)
Yes. The archive that you downloaded from the PBLabs site when you got the master server.
#16
12/26/2003 (10:16 am)
Hmm, no docs except for one. It says this:

Go to your torque directory. Make sure you have run Torque once on its own.
Go to the clients directory of the mod you will be running (for instance, for the fps mod, fps/client.).
Open prefs.cs. To the end of this file, add the line:
$pref::Master0 = "2:master address:master port";

Note that you'll need to undo this change to get back to GG's server. Also, that's MasterZERO not MasterLETTER_D

You may need to delete your compiled scripts.
You're all set to go. Start a server, or try to join a game! Watch the console to see how things are going.

Ok, but that doesn't explain how to compile it... sorry to annoy you all, you guys are very helpful!
#17
12/26/2003 (11:34 am)
Compile the contents of the network subdirectory into a library.

Compile the contents of masterd, linking against that library.

Other than that, you're on your own... if you get working VC6 project files, I'm sure PBLabs would be delighted to add them to the archive.
#18
12/26/2003 (12:56 pm)
Is there any easier way to host a server and have people able to join it without it being on the LAN?
#19
12/26/2003 (5:53 pm)
One word, remove your router, i'm having troubles with mine all day, so i just disconnected it
#20
12/26/2003 (6:02 pm)
My router has nothing to do with it I'm afraid, my server is co-located somewhere in Detroit.
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