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Firstly, thank you so much Klei for your incredible accomplishments. In the past I have been able to play MAX with my brother using Hamachi as a networking tool but we ran into issues with game stability. Is it possible to use your port to play multiplayer gamess? |
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Hello, v0.6.1 does not implement the network play. The work in progress version available on GitHub master branch implements the network code and fixes some of the original v1.04 desync issues. E.g. see defect 211 on the defect list here: https://klei1984.github.io/max/defects/ . Original M.A.X. implements an input-synchronous, lockstep peer-to-peer networking model. The Port uses the same approach but replaces the IPX protocol with reliable IP/UDP. This means that there is no central server, there is no online match making, nor online lobby. Players have to connect to a host player's IP address and listening UDP Port. An UPnP client library can be optionally enabled in the software build configuration (on by default) which can manage a compliant router to open the required port. Keep in mind that currently the rule enables the port until revocation, and if the game client crashes, this revocation will not happen. Normally routers remove an idle rule after a few hours, but its not standard. Please note that the feature is not thoroughly play tested, and nobody knows how lag could affect the game experience. The original lockstep peer-to-peer networking model was designed for LAN play not for Internet play so it will either work or not... similar to how Hamachi worked I assume, but reliable UDP hopefully helps in case of lag. There is currently no tutorial for the network play setup. The next release should come with such a documentation. There is no ETA for a release though. I still have many issues to iron out before the next v0.7.0 version can be published. |
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Version 0.7.0 is out, does this mean we can somehow use LAN play? |
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I was only able to do limited testing. The setup procedure is documented in the installation guideline found at IPv6 is not supported and I cannot add support as long as Enet library is not willing to add it (https://github.com/lsalzman/enet). Probably there are 3rd party tools that could wrap the game executable and tunnel its IPv4 communication over IPv6. Surveyors stop when they fail to generate path to a cell they want to reveal and then they cannot find other spots within a certain area. E.g. if we have 4+ buildings in a big rectangle it could happen that the surveyor scan range is insufficient. To be able to load multi games I need minimum 2 participants' save file. Each player saves the game from their perspective. It is sad to hear that there are disconnections / desyncs :( Especially if you really played on LAN. The game should be able to resync even from a 1 minute connection break. Simple packet losses are supposed to be handled by the Enet library itself so I assume it is caused by M.A.X. application layer related issues. I use Wireshark and application logs to track down network issues, but they are very cumbersome. |
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Hello, v0.6.1 does not implement the network play. The work in progress version available on GitHub master branch implements the network code and fixes some of the original v1.04 desync issues. E.g. see defect 211 on the defect list here: https://klei1984.github.io/max/defects/ .
Original M.A.X. implements an input-synchronous, lockstep peer-to-peer networking model. The Port uses the same approach but replaces the IPX protocol with reliable IP/UDP.
This means that there is no central server, there is no online match making, nor online lobby. Players have to connect to a host player's IP address and listening UDP Port. An UPnP client library can be optionally enabled in the software build…