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Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline

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Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline

#31
post #13

I hope AoE2 lives as long as Chess does. It really is one of the "perfect" games.

In chess if you don't play 2 years and then come back to it, you don't find out that all the rules have changed in the meanwhile. Which is what currently happens with age of empires 2.

Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline

#32

Earlier 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?

This article is a classic, 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond

https://www.gamedeveloper.com/programming/1500-archers-on-a-...

Edit: original where the pictures work https://web.archive.org/web/20180719170411/https://www.gamas...

> Rather than passing the status of each unit in the game, the expectation was to run the exact same simulation on each machine, passing each an identical set of commands that were issued by the users at the same time. The PCs would basically synchronize their game watches in best war-movie tradition, allow players to issue commands, and then execute in exactly the same way at the same time and have identical games.

Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline

#33

Awesome to see AoE, and games in general being future proofed. Sad when functionality is lost because someone turned off a server.

Imo this should be legislated. Do you provide a service necessary to use your product ? Great. But if you decide to deprecate said service, rendering said product inoperable or partially operable, you should be obligated to release an implementation & documentation.

Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline

#34

Earlier 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?

They can be deterministic but I think you might be confused about the kind of game

In RTS games like 0AD or AoE you don't just send a single huge unit to attack and wait for the result, you send many tens of individual units near enemy units, then the "battle" goes on in real time and you can micromanage units to influence the outcome. You can't just simulate it on the server because the server can't simulate the thought process of the players

Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline

#37
post #4

Classic AoE-playing Hacker News-types might also enjoy 0 A.D. It's free and fun, but definitely humbling if you consider yourself a master strategist: https://play0ad.com/

i love 0ad so much but it runs AWFULLY as soon as you get a fun number of units on the map.

Same here. I use a modern Windows 10 PC (Ryzen 5600x, RTX 3070Ti) when playing games. I wonder if the performance is better on Linux for some reason.

Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline

#38
post #34

Earlier 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?

They can be deterministic but I think you might be confused about the kind of game In RTS games like 0AD or AoE you don't just send a single huge unit to attack and wait for the result, you send many tens of individual units near enemy units, then the "battle" goes on in real time and you can micromanage units to influence the outcome. You can't just simulate it on the server because the server can't simulate the tho…

AoE2 battles are all about the micromanagement. Last minute splitting the onslaught of trash units against your opponents treb micro shot can change everything.

Kind of old but lots of micro tactics per unit here: https://youtu.be/hjUgisPD_C4?si=F-UvzDOTsWRZhZSq

Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline

#39

Earlier 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?

This article is a classic, 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond https://www.gamedeveloper.com/programming/1500-archers-on-a-... Edit: original where the pictures work https://web.archive.org/web/20180719170411/https://www.gamas... > Rather than passing the status of each unit in the game, the expectation was to run the exact same simulation on each machine, passing each an identica…

Which was great until there's a bug and it just says "sync error" and your 3 hour game is gone.

Re: Web Server for AoE 1, 2 and 3 DE supporting LAN multiplayer 100% offline

#40

I'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…

That was the old one , the DE version lags only for the player with poor network ( cpu performance stutter of one player affect all players though )
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