Lead Developer, Stardock Entertainment
Published on March 19, 2009 By CariElf In Demigod Journals

Today's update is only to the connection code. Before certain of you go up in flames, GPG IS working on balance and other issues near and dear to your hearts.  Beta 3E is focused on the connection code, however.  If you got 0.95.033, make sure that you grab the second update from today as it fixes a problem with joining games.  As I post this, it's not up yet but it will be soon.

I've spent a lot of time hammering at the connection code, plus being able to specify which ports you want Demigod to use greatly increases your chances of connection succeeding. You may still get stuck at the connection screen if you fail NAT because this is only an update to ImpulseReactor.dll, not the Demigod.exe.

If you're having trouble connecting to other players, you can try opening and forwarding ports.  To tell ImpulseReactor which options to use, run ImpulseReactorOptions.exe (If you're on Vista, you'll need to run it as an administrator).  This program does not open any ports for you so if you don't know how to do it, you will need to consult the manual for your router.  If you have a firewall, you should also allow the same ports in the firewall.

1) Check the box next to Specify NAT port range to enable it.
2) You can use the default ports or specify your own.  It requires a 20 port range because a 10 player game may require up to 10 ports to be opened, and some routers don't forward messages correctly if the ports are sequential (eg 6112 and 6113).  Our goal is to reduce this to 1 port in the future.
3) If you are on a LAN and someone else on another computer on the LAN also enables this option, you will need to use different ports than that person.

Here are some changes:

+ Fixed very rare bug where failing NAT traversal caused a player to try to connect to themselves, causing an endless loop (yes that was a fun one)

+ Fixed some issues that could cause crash or hang if NAT failed

+ Better connectivity for players on a LAN (playing an internet game)

+ If a player fails NAT, they should now exit sooner so that they won't prevent the rest of the players trying to connect


Comments (Page 1)
on Mar 19, 2009

Cool, Thanks Cari!

We all love you, you rock!

on Mar 19, 2009

Thanks for the update.

on Mar 19, 2009

wooo! I dont know if it is a coincidence or not but i have just had the most playable 3vs3 since the beginning of the beta. Cheers for the update of the connection code!

on Mar 19, 2009

Awesome

on Mar 19, 2009

My connection issues were solved in last beta 3D, now they're back


http://forums.demigodthegame.com/341519

on Mar 19, 2009

I love the new option to see games within impulse now.

 

The new update seems to be a step back.  the network code seems worst for joining games Tonight.

on Mar 19, 2009

Blitz64
I love the new option to see games within impulse now.

 

This is super cool!!!

on Mar 20, 2009

Super cool it may be, but have they fixed the whole "2GB for an incremental patch" problem? I've all but stopped playing this because none of my friends can actually download the game due to their ISP bandwidth limits.

on Mar 20, 2009

Mooglepies
Super cool it may be, but have they fixed the whole "2GB for an incremental patch" problem? I've all but stopped playing this because none of my friends can actually download the game due to their ISP bandwidth limits.

They seem to have fixed this, yes. Last update for me (3C to 3D) required a download of only 1.2 Megs.

on Mar 20, 2009

When joining a 3v3 game last night, as the 6th player to join, I hung at "NAT traversal in progress" for what seemed forever, then it would cycle back to beginning NAT traversal, and back to the traversal in progress.  Once the game was re-hosted and I was the 2nd player to join, I had no problem getting in.

Furthermore, late in the game the game hung for what seemed to be about 1 minute.  During this time all players were able to chat, but no units moved about the field, and orders were not able to be given.  After the minute elapsed, the game resumed back to normal, confusing everyone, needless to say.  The game was being played on the 3v3 map with the waterfalls, occurred as the forces of dark captured the portal located near the light citadel, to the left of the citadel (from the perspective of the forces of dark).

on Mar 20, 2009

Anyone else think 0.09433 version was miles better than this one (connectivity wise)?

on Mar 20, 2009

[quote who="[AC]DalzK" reply="11" id="2107789"]Anyone else think 0.09433 version was miles better than this one (connectivity wise)?[/quote]

Me

on Mar 23, 2009

Frequently, for the Pantheon Game Searching or Custom Game Hosting, I ALT-TAB to find a "fatal error" message window.

I don`t believe I can recall playing a game of Demigod Pantheon with a human player, ever btw. It's always with Ping 0 AI Players.

Take a look at my profile http://pantheon.demigodthegame.com/games/player/12091/

Can't seem to connect to real players. Always ended up with AI replacing them.

Looks like it's the dreaded DIR-655 Router incompatibility problem.

Never had such a problem during Beta Phase 2B or so.

 

on Mar 23, 2009

I've had mixed findings so far.  Custom games seem to be as difficult as ever to get going, if not more so.  On the other hand, I've had a lot more luck this last weekend getting an actual opponent (even 2!) in Pantheon games. 

on Mar 23, 2009

Aww. My UI mods aren't being huggled by the game clients anymore >.> Curse ye, Beta 3E! Actually, I am fine with that, but I am hoping for some good mod support sometime following the retail release!

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