While I like Steam for the convenience and also appreciate their efforts in developing SteamOS I am concerned about the lock-in. Projects like this really help to own more of what you paid for again, luskaner is a hero for me.
Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline
21–30 of 98 posts
Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline
#22Does anything like this exist for the original Age of Empires games? Battle.Net has "PVPGN" that covers Diablo 2 up through Warcraft 3, and the Westwood Online games (ish) but searching for an AoE equivalent turned up nothing
Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline
#23I'm sure the answer could be found in this repo somewhere but its above my head- does aoe2 DE rely mostly on p2p for multiplayer? I assume it does and the regional servers are just used for matchmaking, and all the actual game logic is running on the clients. I base that on the fact that map hacks are possible and that one player lagging lags the game for everyone, but there are often conflicting claims when it's bro…
I'd be surprised if the definitive editions changed the design significantly enough to move the netcode away from P2P, but I don't know of any actual information on it.
Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline
#24This seems to work with the Remasters as well. Even better :)
Please add AoM support as well.
Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline
#25Earlier quoted context omitted.
i love 0ad so much but it runs AWFULLY as soon as you get a fun number of units on the map.
I haven't had an issue with that personally (played on and off for almost 10 years), though I imagine it could be an issue on some older hardware. Massed units will cause lag in big team games where there's 4 armies clashing, though that might be more of a network thing.
Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline
#26Thank you for sharing this, it is truly amazing. While I like Steam for the convenience and also appreciate their efforts in developing SteamOS I am concerned about the lock-in. Projects like this really help to own more of what you paid for again, luskaner is a hero for me.
Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline
#27Earlier quoted context omitted.
I haven't had an issue with that personally (played on and off for almost 10 years), though I imagine it could be an issue on some older hardware. Massed units will cause lag in big team games where there's 4 armies clashing, though that might be more of a network thing.
I am curious as a non game developer, are these types of games deterministic? If so if I send to the server that I moved huge units to attack another huge units, can the server determine what the end will be? Why do we face a network issue?
Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline
#28Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline
#29Awesome to see AoE, and games in general being future proofed. Sad when functionality is lost because someone turned off a server.
This is nothing short of stunning to see new developments happening for these games, especially in the open-source community.
Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline
#30Earlier quoted context omitted.
I am curious as a non game developer, are these types of games deterministic? If so if I send to the server that I moved huge units to attack another huge units, can the server determine what the end will be? Why do we face a network issue?
Many (not all) RTS games use a networking method called lockstep synchronization that requires the gameplay to be deterministic, but has its own downsides. One of those being that if one player lags, everyone lags. I know AOE 1 and 2 use it, and I assume 3 as well