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Re: Version 0.11.0

Posted: Fri Oct 31, 2014 8:44 pm
by blueangel020
does it works without evolve???
it have to work over internet or not

Re: Version 0.11.0

Posted: Fri Oct 31, 2014 8:47 pm
by PalllaX
it is working :)
But it is a bug which I'm reporting later.
If you connect with IP A and player are in the game and another one try to connect with IP B then B will kick player A out of the game and vice versa.
You have to use one IP.
So for now we four playing with the evolve IP.
But we can play with my public IP too... but not now ;)

Re: Version 0.11.0

Posted: Fri Oct 31, 2014 8:47 pm
by jrb0001
It works over internet without anything like evolve. Be warned it lags a lot. I also played a round without the desync for more than an hour.

Re: Version 0.11.0

Posted: Fri Oct 31, 2014 9:42 pm
by Xcom
kovarex wrote: Disabled shooting from a vehicle (capsules can still be thrown).
This one made me so sad. Capsules are more overpowered then car shooting. Cars require some skill and coordination and a very fun tactic for taking down early biter nests. Capsules you just spam out leveling any enemy bases in seconds.

But overall seams stable in single player and works perfect, haven't had the chance to test multi yet.

Re: Version 0.11.0

Posted: Fri Oct 31, 2014 9:44 pm
by slpwnd
Xcom wrote:
kovarex wrote: Disabled shooting from a vehicle (capsules can still be thrown).
This one made me so sad. Capsules are more overpowered then car shooting. Cars require some skill and coordination and a very fun tactic for taking down early biter nests. Capsules you just spam out leveling any enemy bases in seconds.

But overall seams stable in single player and works perfect, haven't had the chance to test multi yet.
Tank has machine gun and cannon now. Car might get a small machine gun in the future. Also probably in the future tanks weapons will be changeable the way players' are (but they would be of a different kind).

Re: Version 0.11.0

Posted: Fri Oct 31, 2014 9:47 pm
by Nova
Please mention which kind of port has to be forwarded. UDP and TCP or just UDP?

Re: Version 0.11.0

Posted: Fri Oct 31, 2014 9:47 pm
by BurnHard
The gates are awesome :)

Re: Version 0.11.0

Posted: Fri Oct 31, 2014 9:53 pm
by PalllaX
Nova wrote:Please mention which kind of port has to be forwarded. UDP and TCP or just UDP?
I forwarded both. In most cases it is TCP. Just to be sure...

Re: Version 0.11.0

Posted: Fri Oct 31, 2014 10:02 pm
by PalllaX
Hey my Multiplayer friends :)
Rafael and Schorty. Please write me a PM. The evolve server is down and it would be cool if we play again together.

Re: Version 0.11.0

Posted: Fri Oct 31, 2014 10:20 pm
by Nova
PalllaX wrote:
Nova wrote:Please mention which kind of port has to be forwarded. UDP and TCP or just UDP?
I forwarded both. In most cases it is TCP. Just to be sure...
In most cases it's UDP, because TCP has too many disadvantages for games.

Re: Version 0.11.0

Posted: Fri Oct 31, 2014 10:26 pm
by PalllaX
you are right. That was a miss info that i learned. This article cleared me up.
http://gafferongames.com/networking-for ... dp-vs-tcp/
Use only UDP!

Re: Version 0.11.0

Posted: Fri Oct 31, 2014 10:26 pm
by Xcom
slpwnd wrote:
Xcom wrote:
kovarex wrote: Disabled shooting from a vehicle (capsules can still be thrown).
This one made me so sad. Capsules are more overpowered then car shooting. Cars require some skill and coordination and a very fun tactic for taking down early biter nests. Capsules you just spam out leveling any enemy bases in seconds.

But overall seams stable in single player and works perfect, haven't had the chance to test multi yet.
Tank has machine gun and cannon now. Car might get a small machine gun in the future. Also probably in the future tanks weapons will be changeable the way players' are (but they would be of a different kind).
That sounds really nice. Tested the tank too, felt really nice to drive over those pesky trees for ones.

Re: Version 0.11.0

Posted: Sat Nov 01, 2014 4:30 am
by brice32
Where is the link to download the 0.11.0 and not the 0.11.1 ?
I cannot update it through factorio because I have yosemite and it won't launch.

Thank you

Re: Version 0.11.0

Posted: Sat Nov 01, 2014 6:08 am
by Rakshasa
PalllaX wrote:you are right. That was a miss info that i learned. This article cleared me up.
http://gafferongames.com/networking-for ... dp-vs-tcp/
Use only UDP!
Funny cause factorio is the kind of deterministic game engine where TCP is exactly what you want.

Re: Version 0.11.0

Posted: Sat Nov 01, 2014 7:24 am
by PalllaX
brice32 wrote:Where is the link to download the 0.11.0 and not the 0.11.1 ?
I cannot update it through factorio because I have yosemite and it won't launch.

Thank you

I would rather fixing this than try to play with an older version. You can't play mutliplayer when having an older version.

I only have the 11.0 .exe. Sorry.
Why it won't launch? Did you try to completley remove factorio and reinstall fresh?

Re: Version 0.11.0

Posted: Sat Nov 01, 2014 7:25 am
by PalllaX
Rakshasa wrote:
PalllaX wrote:you are right. That was a miss info that i learned. This article cleared me up.
http://gafferongames.com/networking-for ... dp-vs-tcp/
Use only UDP!
Funny cause factorio is the kind of deterministic game engine where TCP is exactly what you want.
In fact the devs can answer the question about TCP and UDP in best place. They have programmed it :D

Re: Version 0.11.0

Posted: Sat Nov 01, 2014 8:31 am
by slpwnd
PalllaX wrote:
Rakshasa wrote:
PalllaX wrote:you are right. That was a miss info that i learned. This article cleared me up.
http://gafferongames.com/networking-for ... dp-vs-tcp/
Use only UDP!
Funny cause factorio is the kind of deterministic game engine where TCP is exactly what you want.
In fact the devs can answer the question about TCP and UDP in best place. They have programmed it :D
Factorio uses UDP. We have our own "reliable delivery" layer built on UDP to deal with packet loss and reordering issues.

Re: Version 0.11.0

Posted: Sat Nov 01, 2014 2:22 pm
by Nova
It's really important that you write the used protocol (UDP) every time you mention the port. Please insert that into the first post. You will avoid much work for yourself and for your customers. ;)

Re: Version 0.11.0

Posted: Sun Nov 02, 2014 8:33 am
by YuokiTani
kovarex wrote:Hello Factorians.
Changes:
  • Changed the frame_width/frame_height properties of animation to width/height so it is the same as in sprite.
No, No, No - This is horrible for a bigger mod.
i hope search & replace will work, otherwise i can drop the mod.
kovarex wrote:Hello Factorians.
Changes:
Electric turret uses ammo_type directly from its attack_parameters.
this means ammo_type removed on electric turrets, or sections moved ... ?

also you forgot a new sheet / filename - construction in picture section of entitys. (this can't fixed by search & replace)

Re: Version 0.11.0

Posted: Sun Nov 02, 2014 9:43 am
by kovarex
YuokiTani wrote:
kovarex wrote:Hello Factorians.
Changes:
  • Changed the frame_width/frame_height properties of animation to width/height so it is the same as in sprite.
No, No, No - This is horrible for a bigger mod.
i hope search & replace will work, otherwise i can drop the mod.
Yes, search and replace works here, this is how we changed it in base mod in a few seconds.
YuokiTani wrote:
kovarex wrote:Hello Factorians.
Changes:
Electric turret uses ammo_type directly from its attack_parameters.
this means ammo_type removed on electric turrets, or sections moved ... ?

also you forgot a new sheet / filename - construction in picture section of entitys. (this can't fixed by search & replace)
[/quote]
Oh, sorry that we forgot to mention it there. We believe these changes should be done sooner then later, but there shouldn't be so many places where this is needed hopefully.