include(head.html.m4)
define(SECT,network)
include(navbar.html.m4)
TITLE(Network Play)
PARAGRAPH([
You can play PROGTITLE over a LAN or the Internet. It uses the UDP
connectionless communication mode of the IP protocol, so make sure
you have TCP/IP installed.
])
SECTION(Connecting)
SUBSECTION(LAN game )
PARAGRAPH([
The fastest computer in your network should
act as the server. There, go to the network menu and hit the "LAN Game"-
menu item. After a second, PROGTITLE should tell you that there are no servers
currently available, but offer a "Host Game" item. Press Return on it. In
the following menu, you can select a name for your server and the game options.
The game options here are completely independent from those in single
player mode.
After everything is to your liking, you can hit the "Host Network Game"
menu item and the game will start on the server and
run just as in single player mode.
])
PARAGRAPH([
The other computers will be the clients. On them, you activate the "LAN Game"
menu item, too. This time however, there should be the server you just started
visible in the server browser. Just hit Return on it to connect.
])
SUBSECTION(Internet game)
PARAGRAPH([
An internet game works the same way; you just have to choose "Internet Game" instead of "LAN Game"
in the menu. Note that the number of users currently online on each server is displayed
by the server browser, too.
])
SUBSUBSECTION(Current status)
PARAGRAPH([
At the time of this writing, there are about ten dedicated servers available, so you should
not need to start your own. Most of them will let you fight against a bunch of AIs
while you wait for other players to join in.
])
PARAGRAPH([
Finding an opponent to play against should not be a problem these times; nevertheless,
there still is the ELINK(WEBBASE/meeting.html, meeting
page). Check it out, be online when the countdown reaches zero and
you will certainly find another player online. I'm usually playing at these times and
specially like to be on a server that allows cockpit view only.
])
SUBSECTION(Fallback)
PARAGRAPH([
If the server browser does not work for some reason (i.e. no master server
available), you can still connect to a server if you know its network address or
hostname and the port it runs on. The "Custom Connect" menu item in the network
game menu serves that purpose.])
SUBSECTION(Version control)
PARAGRAPH([
Server and client do not need to be of the same version. If an older client connects to
a server, the server will simply disable the features not supported by the client. This may be
undesired, since users of newer versions will experience varying gameplay depending on other
clients connected. Server admins can fine-tune the number of older client versions supported with
the variable BACKWARD_COMPATIBILITY; setting it to zero will prevent all older clients from
connecting. On the other hand, you can simply disable new features by setting NEW_FEATURE_DELAY
to some positive value. If both configuration variables are set to the same value, no feature will be enabled
or disabled just because an old client connects/disconnects.
])
PARAGRAPH([
The server browser will show you the compatibility status of the available servers; servers with
a version similar to yours will be found higher in the list. For a list of the protocol versions supported
by different PROGTITLE versions, LINK(versions.html,see here).
])
SECTION(Technical details)
PARAGRAPH([
You are not limited to one player per computer;
on each of them you can play with up to four people. In the
precompiled version, there is a limit of 16 clients.
You can set the configuration variable MAX_CLIENTS to limit it further.
If you compile your PROGTITLE server yourself,
you can increase the limit in the file "network.h". Just change the line
#define MAXCLIENTS 16to whatever you like. ]) PARAGRAPH([ If you are behind a masquerading firewall ( such as a DSL router or the Microsoft connection sharing ), you cannot act as a server; your computer is then unreachable from the outside unless you manage to forward port 4534 UDP connections from the firewall to your server. Most software solutions and some standalone DSL routers offer this option, so you may be lucky. ]) PARAGRAPH([ The client may be behind a firewall as long as it allows outgoing UDP connections on the PROGTITLE port. ]) SECTION(The dedicated server) PARAGRAPH([ Following the model of Quake 1-3, there is a special binary version of the game available for download (or compile it yourself giving the option OPTION(--disable-glout) to configure) that has all input/output features disabled. If you start it, it will read the normal configuration files and set up a network game according to the settings in the game menu (Number of AI players, game mode and finish mode). A dedicated server takes input from the keyboard and interprets it just the way it does with the configuration files. Additionally to the usual configuration files, the dedicated server will read the file FILE(everytime.cfg) from the FILE(var) directory before each round; it may be comfortable to place quickly changing settings there. You can join the game on the dedicated server just the way described above. ]) PARAGRAPH([ The advantages of this solution are:
BIG_BROTHER 1
BIG_BROTHER 0