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for MP Problem The really interesting thing is that it appears that DS is not a true client-server application, but its not a peer-to-peer either. DS talks to the Server 99% of the time and 1% of the time it needs to connect directly with each pc to allow some type of Sync. DS is some really funky cross between Peer-to-Peer & Client-Server. That is what is causing all the problems. The Clients need to be able to talk to each other directly not just the host. That is why each PC that wants to play DS must either be DMZ or forward the ports. Each Client PC appear to need to talk to each PC playing to do some type of sync. I discovered this tonight using the LinkSys Log and my buddies were using packet sniffers. After my 3rd buddy connected to my System it showed that BOTH my internal LAN computers connected to BOTH by buddies computers on Port 2302. And both my buddies computers connected to each other on Port 2302. I don't know the reason, but if you have 2 computers behind a Firewall & want to play DS you will only be able to by hosting the game. Both computers will not be able to join any other game, because when the other computers tries to talk directly to the 2nd computer behind the firewall it can not reach it. This then causes a sync problem and the bad sync player the LAN player is kicked from the game. This is also the reason why if you host a Game and want WAN & LAN players the LAN players must connect first and the WAN players connect last. Then the LAN players are able to initiate the connection to the WAN player and the ports are opened by the NAT firewall and the info comes back from the WAN player just fine. If the WAN player is first it tries to connect to the new LAN player and sync with it. Since you can not forward ports to 2 computer behind the firewall the WAN player can not reach the LAN player and then the system drops the LAN player. So if you have 2 computer behind a firewall you can only do this by being the HOST and making sure that your 2nd LAN player connects before the WAN players. This is also the reason that every player needs to DMZ or set port forwarding to play without problems on other people computers. Since the client only connects to the host at first; only the packets coming back from the host are accepted. When player 2 tries to sync with the new player the NAT firewall does not allow the connection to come in because your computer did not initiate the connection to player 2. Since the game can not sync with the new player the new player is ejected from the game. Version Error in DS how to
fix How to Play DS with LAN
& WAN players Were is DS Characters
Stored DirectX
8 Speed Fix |
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