Game Development Community

OoTB, creating a server?

by Edward · in Torque Game Engine · 03/22/2007 (7:53 pm) · 7 replies

Hi, i am at the point where i am at the point i wish to create a online version of my demo, for my flegling team. However, out of the box, what do i need to package into the client side. and what do i need to run the server.

i tried the host Multiplayer button, and when to my other computer with a clean copy of AFX, but it didnt register it as a running server. I know it createda server on the one side becuase when i exited it asked me to quit server.

Is there a set of posts that clearly mention how to set up what needs to be seperated and what needs to be included on the server side. I saw several posts regarding packaging , but there were pretty vague in exact files need to run each side properly, im not worried terrible about efficiency or streamlining, that will come, i just want basic functionality with a set of clear basics.

About the author

I am working on my first large Game with a team of programmers and artists. I am a avid gamer and am the lead producer and director of Fantasci Hidden War. I have my first published game credit with Chariots as a Level Designer and Interior Artist.


#1
03/22/2007 (9:16 pm)
Also alot of the posts are from 2002 / 2003, would the networking kit provide more functionality , or does the basic SDK provide what is needed?
#2
03/23/2007 (6:01 am)
There are several things you can do.
Check to make sure your firewall isn't blocking your game. Make sure ports 20008 and 20009 (I believe) must be open.

To turn your game into a dedicated server, look in the example folder. There is a file called: Starter.Fps.Dedicated.bat. If you right click it, and click "edit" in the dropdown, you'll see how to set your game as a dedicated server.

If you just want to check the host checkbox, you won't find yourself. Others should, if your firewall isn't blocking them. Also, checking from another computer on your network, querie lan is the ticket.
Tge comes prepackeged and ready to go using GGs masterserver. It's there specifically to allow us to test our games out. You won't need a masterserver of your own until you go live with your game.
Hope this has helped a little.
#3
03/23/2007 (7:10 am)
Thanks Mike, that answers half the question, the next logical question is after i create a complete compiled program, what exactly do i need to put in the client version? I know the .exe, what about the .dll files, and i noticed alot of the Torque games they include the common folder as well as the client and data. I read on of the posts, and they said out of the box all i need to send is the .DSO files from the client and the required shapes and data files. im not too worried about packaging it, as i can just zip it since it just being sent to my team for development purposes.

Someone should create a clear resource for this kind of thing.
#4
03/23/2007 (7:14 am)
The dll files in the examples folder are what you need, you also need the common folder as it has needed scripts in it. (unless you have written your game from scratch without using it)
The creator folder is where the editors are located. You don't need to package this unless you want others to use the editors.

As for scripts, .dso is what the engine reads, unless there isn't a dso available or the cs file is newer. dso is a compiled version of the cs file. The main.cs files Must be included. I've tried removing them, but torque won't load. Make sure they are in their folders. Aside from that, nothing more would need to be done.
#5
03/23/2007 (8:33 am)
Awesome thanks Mike.
#6
03/24/2007 (11:09 am)
@Mike
The default port for torque is udp 28000 unless you change it or if it cant bind to that port for some reason. It is the only port you need to forward to get it working, for both the master server as the connections.
#7
03/24/2007 (4:32 pm)
Oops. Had to look up at my other post. You are correct. Thanks Robin.