Master Server
by Howard Dortch · in Torque Game Engine · 10/08/2004 (6:02 am) · 12 replies
My console.log file keeps referencing a master server and can't find things like textures and such. I found this in the prefs can I comment it out without causing too many unseen problems?
$pref::Master0 = "2:master.garagegames.com:28002";
$pref::Master0 = "2:master.garagegames.com:28002";
#2
What if im on a Lan?
10/08/2004 (8:41 am)
I dont want to use GG master server to play online with a friend. You mean I have to always go through GG to play?What if im on a Lan?
#3
Setting $pref::Net::DisplayOnMaster to "Never" in script will disable the connection to the GG Master Server. Researching the source would of shown this.
10/08/2004 (9:09 am)
HowardSetting $pref::Net::DisplayOnMaster to "Never" in script will disable the connection to the GG Master Server. Researching the source would of shown this.
#5
@Dirk if I set one box up as a host and join with the other does that mean that the host is a "Master"?
10/08/2004 (10:08 am)
@Simon research didn't show the textual association of the 2 terms $pref::Master0 and $pref::Net::DisplayOnMaster so it's not too obvious and $pref::Net::DisplayOnMaster is not in any of the prefs.cs files that I can find, I guess I can add that in, Thanks for the info... /em makes it snow in Canada@Dirk if I set one box up as a host and join with the other does that mean that the host is a "Master"?
#6
one box has a small webserver with a cgi script 'collecting' the keep-alive's of all boxes; let's say it's IP in the LAN is 192.168.0.111.
You change
$pref::Master0 = "2:master.garagegames.com:28002";
to
$pref::Master0 = "2:192.168.0.111:28002";
on all boxes.
Then the fastest machine would make itself a server which connects this box to your own master server. The others connect themselves as clients.
This should be it.
(I would expect that there is a handy master server in the ZAP package here, but I don't know for sure.
10/08/2004 (10:23 am)
As far as I understood (but I ddn't test it, so this might be wrong):one box has a small webserver with a cgi script 'collecting' the keep-alive's of all boxes; let's say it's IP in the LAN is 192.168.0.111.
You change
$pref::Master0 = "2:master.garagegames.com:28002";
to
$pref::Master0 = "2:192.168.0.111:28002";
on all boxes.
Then the fastest machine would make itself a server which connects this box to your own master server. The others connect themselves as clients.
This should be it.
(I would expect that there is a handy master server in the ZAP package here, but I don't know for sure.
#7
10/08/2004 (10:37 am)
Hmmm... they connect fine now altho I get some client crashes. The TNL and ZAP look interesting but doesn't torque come with networking as part of the engine? What added value would those others provide? Now totally confused...
#8
unforetunatly its been a year since I dealt witht he source of my game so i can't give you a specific example but there is a resource called something like query LAN which will show how its done.
As far as I know there are at least three machine involved in a multiplayer internet game, the server and client (obviously) the master server is seperate and only provides a system for the clients and servers to find each other at the start of the games...
Clear as mud.
Nick
10/08/2004 (10:41 am)
My game runs on LAN or on the Internet, either way if you set up a server AND you're connected to the internet it'll show on the master server, but if you aren't connected to the internet it'll still show up on the LAN no problem. So you don't need ANY master server (garagegames or otherwise) to run multiplayer games with Torque.unforetunatly its been a year since I dealt witht he source of my game so i can't give you a specific example but there is a resource called something like query LAN which will show how its done.
As far as I know there are at least three machine involved in a multiplayer internet game, the server and client (obviously) the master server is seperate and only provides a system for the clients and servers to find each other at the start of the games...
Clear as mud.
Nick
#9
10/08/2004 (10:55 am)
I took out the master server like simon said and added in an ip editbox for the join gui, I fire up the game on my lan and set port forwarding on the router, Others can connect to me using my ip address. I dont use the querry unless I connect a box local. So far it works with me has a host, and a client on my lan and others across the internet as clients. Now I do get some crashes on the clients so do you think if I made the changes $pref::Master0 = "2:192.168.0.111:28002"; on all the clients it would make things more stable?
#10
Second: Nick is right. Download the Demo and you see that you can query the LAN without a master server.
10/08/2004 (11:38 am)
Nah. For one the IP was an example, you have to insert your own from the masterserver you are running.Second: Nick is right. Download the Demo and you see that you can query the LAN without a master server.
#11
Howard, if something crashes then it has nothing to do with the master server.
Either the masterserver answers your machine, or it doesn't and your client ignores it.
10/08/2004 (12:16 pm)
You don't need a master server. Assuming so is strange.Howard, if something crashes then it has nothing to do with the master server.
Either the masterserver answers your machine, or it doesn't and your client ignores it.
#12
10/08/2004 (12:22 pm)
I am sorry if I assumed something strange. But it still should work with a master server.
Torque Owner David Dougher
Pariah Games
It is unlikely that that is your problem.