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Comment Re:Failure to build in an idiot margin (Score 1) 70

That's true, and UPnP support is a joke, with users often having more luck with it disabled.

However, UPnP is a hideously over-engineered and over-complicated standard, so it's not surprising that few routers implement it correctly.

NAT-PMP is sheer simplicity and elegance in comparison, as you would expect from Stuart Cheshire.

Comment Re:First post? (Score 1) 70

Yes, ip_conntrack_max is what I have to tweak on my router to eliminate that problem. It probably applies to many BusyBox-based routers.

I have to telnet in as root, and:

echo 5120 > /proc/sys/net/ipv4/netfilter/ip_conntrack_max

It dies pretty quickly with the default value of 512.

Comment Re:No Stress Testing?? (Score 1) 70

First: Demigod is peer to peer? Whoa, 1992 just called, they want their design paradigm back. Peer to peer is inherently unstable, unreliable and uncontrollable. Nobody (else) uses it for an "AAA" PC title, for those reasons. It's not an inspired choice, it's an insane one, by a company that thought they could palm off responsibility (and cost) on to their players rather than doing their own hosting.

Actually, nearly every RTS game uses peer-to-peer networking, and it's a perfectly reasonable choice when done correctly. Topology was not the problem here, as is demonstrated by the fact that the game plays online just fine through GameRanger.

Second: this whinging about the "network library", and needing to fly the developer in to fix it is simply pathetic. Raknet is an absolute joy to use, is well documented and comes with loads of examples and the source code. The issue is that they assumed that a network library designed in the last decade would deal with their retarded prehistoric requirements, and they didn't bother to check that or test it until way too late in the day. I'd love to hear the story from the Raknet side...

From what's been said, RakNet was only used for their Impulse matchmaking infrastructure, not the in-game networking. RakNet claims to offer peer-to-peer support, but has very limited support for dealing with NAT routers, making it useless for real-world situations. See above regarding topology choice.

Some mistakes are understandable, but screwing the network architecture on a predominantly multiplayer game takes willful ignorance. The cost to them in bad publicity and lost sales is far, far higher than if they'd paid a competent engineer to do a decent design. It's always cheaper to do it right than to do it twice.

They freely admit their ignorance in retrospect. It was simply a case of not knowing what they didn't know.

Comment Re:I love DosBox (Score 1) 271

I use it to play Masters of Orion 2. It has a built in IPX simulator, so it makes multiplayer very easy.

You can actually play Master of Orion II online (the Win95 Orion95.exe) easily now with GameRanger.

It doesn't emulate IPX over TCP/IP, but rather tricks MOO2 into using DirectPlay for TCP/IP, rather than DirectPlay for IPX, so it should play smoother.

Comment Legitimate users were told to use GameRanger (Score 3, Interesting) 403

...the horribly broken multiplayer in Demigod is an example of exactly why many people choose to pirate games rather than pay upwards of $90 (in Australia, equivalent in your local currency) for broken software.

Stardock recommended GameRanger precisely because of the major multiplayer problems with Demigod's built-in matchmaking. The game's multiplayer itself played just fine through GameRanger. It's safe to say there would have been a lot more refund requests otherwise, and it took some of the heat off Stardock while they tried to address the problems.

They even added a download button for GameRanger on their Demigod page right next to the Impulse one.

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