T3D Master Server
by Jace · in Torque 3D Professional · 01/11/2010 (5:50 pm) · 7 replies
Hey guys,
Any Master Server available for T3d? I tried PBMS and the python one and I am getting no dice. Any ideas?
Any Master Server available for T3d? I tried PBMS and the python one and I am getting no dice. Any ideas?
About the author
#2
That would be fantastic! Also thank you for your answer AND your research, I searched for over an hour and couldn't find anything that was related to T3D and a master sever, guess google spoiled me...
Wonder if the TNL implementation on SF.net would work, think they have a basic master server.
01/12/2010 (11:42 pm)
"In all seriousness, I'd like to get my hands on my own master server, install some database engine in it, mySQL or whatever, and use it to handle character storage and server exchanges for my multi-server game environments."That would be fantastic! Also thank you for your answer AND your research, I searched for over an hour and couldn't find anything that was related to T3D and a master sever, guess google spoiled me...
Wonder if the TNL implementation on SF.net would work, think they have a basic master server.
#3
01/17/2010 (1:33 pm)
I know we run our own Master Server here at MGT, since sadly the TP one isn't always working. There are plenty of resources out there to get your own server running here on the site, which I highly recommend if you ever want to have a mp game shipped (I dont know which one we are running however).
#4
01/21/2010 (3:49 pm)
Do we NEED a master server? It seems like if I try to comment it out in core/scripts/server/defaults.cs my game won't run.
#5
01/22/2010 (7:16 am)
No you don't need one but you have to alter the game and potentially sources then as they build upon its presence
#6
Have a read of the comments in my python master server resource, on the second page there is an explanation of what you're seeing in the log files that may help you understand you're problem. I'd be 99% sure that it's a port forwarding problem.
01/22/2010 (8:32 am)
@Jace - There are no changes to how master servers are used from TGE, TGEA or T3D so any of the resources should work, I know the python one does for sure as that's my resource and I've been using it.Have a read of the comments in my python master server resource, on the second page there is an explanation of what you're seeing in the log files that may help you understand you're problem. I'd be 99% sure that it's a port forwarding problem.
#7
My Firewall forwards ports 28002 to the master server for proper connection. This is the only port you need to forward, unless you are hosting the game server as well. Then you will need to port forward 28002 to the MS and whatever port your are setting for your game to the game server host. Otherwise, People will connect to the MS, but then fail to connect to your game, or vice versa which still means the same thing, your MS doesn't work.
http://www.hellish.us/python-ms.rar
D:TorqueTorque 3D 2009 Pro 1.1 AlphaMy Projects Blistering game core scripts client defaults.cs
$pref::Master[0] = "2:master.hellish.us:28002";
$pref::Master[1] = "2:master.hngamers.com:28002";
D:TorqueTorque 3D 2009 Pro 1.1 Alpha My Projects Blistering game core scripts serverd efaults.cs
$pref::Master[0] = "2:master.hellish.us:28002";
$pref::Master[1] = "2:master.hngamers.com:28002";
01/22/2010 (8:57 am)
I had the same issue, it was nice that GG offered us to use thier master server; however, I wanted to host my own MS. Something about being in control I guess.. Anyways, I tried a few of the MS out there and this was one of the first that worked for me without issue. Edit the master file then double click... Make sure you have Python installed properly and this will work for you. Port forward all of your ports to the required computer to ensure proper connections. My Firewall forwards ports 28002 to the master server for proper connection. This is the only port you need to forward, unless you are hosting the game server as well. Then you will need to port forward 28002 to the MS and whatever port your are setting for your game to the game server host. Otherwise, People will connect to the MS, but then fail to connect to your game, or vice versa which still means the same thing, your MS doesn't work.
http://www.hellish.us/python-ms.rar
D:TorqueTorque 3D 2009 Pro 1.1 AlphaMy Projects Blistering game core scripts client defaults.cs
$pref::Master[0] = "2:master.hellish.us:28002";
$pref::Master[1] = "2:master.hngamers.com:28002";
D:TorqueTorque 3D 2009 Pro 1.1 Alpha My Projects Blistering game core scripts serverd efaults.cs
$pref::Master[0] = "2:master.hellish.us:28002";
$pref::Master[1] = "2:master.hngamers.com:28002";
Torque Owner Henry Todd
Atomic Walrus
::boggle::
Anyway, my only advice is to just leech off the Torque master server for now. Set up your game server and client with a unique game tag so you won't collide with other people using it. Hopefully someone else has a better answer...
**Edit: Here's an update. Apparently in 2001 Tim Gift said:
www.torquepowered.com/community/forums/viewthread/2145
At the time they were apparently concerned about 1) the licensing issues vs Sierra they had to deal with when getting their T2 code back and 2) The potential for people to crash T2 master servers when it was a popular game. Neither of these seem like issues anymore... As I understand, GG now owns the rights to Tribes/T2/etc, yes? So maybe we can get this thing finally? ;D
In all seriousness, I'd like to get my hands on my own master server, install some database engine in it, mySQL or whatever, and use it to handle character storage and server exchanges for my multi-server game environments.