Dissidia 012: Duodecim Final Fantasy
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11-02-2015, 11:30 PM
(This post was last modified: 11-03-2015 02:13 AM by AdamN.)
Post: #116
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RE: Dissidia 012: Duodecim Final Fantasy
(11-02-2015 07:40 PM)Shinoda Wrote:In Group Battle this is what the game did:(11-02-2015 03:53 PM)AdamN Wrote: The previous builds didn't even works with 3 players, but my last builds should works, not sure about 5v5 i only tested it on Group Battle using Tournaments mode. * Host (who create a room) will broadcast UDP data to everyone in the same Group on AdhocServer (usually everyone playing the same game) using port 1 every few seconds. * Client (who scan for rooms) will bind to port 1 and when receiving the broadcasted data from Host will show a room in the screen. * When Host started the battle, Host will delete the room and bind to port 1,2,3 (UDP) and 4 (TCP) and Clients will automatically try to connect to these ports on Host (when client detects that the battle has been started) and communicate for the rest of the battle using these ports. If one of the client failed to connect to these ports on Host the rest of the players will stuck unable to start the battle. You can try to open the console log to see what happening at the time it stuck/having connection issue. If you're still having issue with 3/4 players, the only conclusion i can made is that there might be a possibility for a client to get kicked out (when the room gets deleted) before getting the information from Host that the battle has been started, thus making the client think it's just simply kicked out of the room and didn't try to connect to port 1-4 (may be related to packet loss on UDP) About tunneling to a server, isn't it the same way what hamachi did? and tunneling to a remote server will only increase the latency isn't? and not many games works with high latency (afterall adhoc games was designed for LAN) Anyway, the old adhoc code seems to contains a plan to implement UPNP for automatic port forwarding, but not sure who understand how to implement this, especially since we need to make it cross-platform. Edit: I tried to test it with 6 players and it seems 3 of them getting blank screen One of the client who gets blank screen seems to try executing an invalid opcode (0x05050505) which i think that number is a mac address instead of opcode, i guess there is another issue with the callback to be fix. My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0 |
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