On Clonkforge there were some discussions around clonk beeing not so popular. And one of the guys named chocobo made this post.
I translate freely:
>"About network: Most of the new players want to play fast action filled scenarios. But, because he cannot host , they usually have to join other games. Most of these other games are like Floor Fight or other hyped scenarios. The player might like this, but also may not. Now if he wants to try and join other scenario packs like Codename Modern Combat joining won't work again because the scenario packet is missing.
>That's frustrating, and the people without a great deal of patience will just kick clonk aside. We rather should kick the people right inside the middle of the game, the chance that the newbie will stay with clonk will increase.
>We are just beeing unfair to the young and unexperienced"
Wow! What should I say? My mind just opend again. Imagine what impact these mistakes had on our community.
1) This might be the reason after all, why we have such a poor count of women. We are especially out of excused since they stormed the net quite some years ago.
2) This might be the reason after all, why so little new scenario packs are played along the new players! The mass always play the standards! Knights in the older days, fantasy in the newer.
3) And I noticed it again while organizing the Quake Tournament: 1 out of 5 regular Clonk players had the QuakeR expansion pack. What the fuck is this a bad quote. And I even lost two regular testers in my first testing games because they were too lazy to load the whole package!!!! Right after this I went to my Clonk Registry Entry and Increased the file size for package loading (like the heck a newbie would know). Only NOW I got new people convinced to play the scenario pack with me and to enjoy the tournament. The Downside of this is of course that I have to wait every time a player is loading Quake or even Hazard from me. What the hell! Why we never noticed?
Now for solutions:
I don't know if it is possible but hosting own games without setting up routers just sounds like a must feature after thinking along this lines.
For the object packing I imagine it being like this:
Inside Open Clonk you klick on some scenario and it tells you: "Object pack xy is missing, should I load it from OpenClonk Download achieve?" "Yes". And that's the whole magic.
Now additionally, some object packs could be linked to each other like QuakeR and Modern Combat are Hazard expansion packages, so they should automatically download Hazard too because they wouldn't work without it anyway!!
Inside the Openclonk browser the object files and scenarios could be even stored inside each other so that QuakeR.c4d will get into Hazard.c4d and scenarios who are only using this Hazard would be stored in Hazard, and Scenarios using only Quake and Hazard would be stored inside Quake! This will simplify the normally huuuuge object and scenario lists inside everyone clonk folder without work, all automatically.
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All in all: Explore the steps a newbie must not do anymore with this system, if he wants to host a game of modern combat, and play with his fellows.
1) No more router configuration.
2) No more searching for a download page, and needing to register on it
2b) ..or even verify his registration ( I know we are heading for open source anyway)
3) No more noticing that he needs hazard too. and must download it.
4) No more convincing his friends to do these 3 steps OR
4b) ...make a registry entry and..
4c) ..wait for every new fellow to load every package from you.
Now if he wants to play other Modern Combat scenarios he doesn't have to search and sort his clonk folder anymore. The scenarios aren't even labeled with what object packs they use currently. So here comes the automatic system and:
5) Less searching and sorting ones clonk folder for additional scenarios.
Need I say more?
Open clonk will feature chicks, oh and I'm still a little drunk - you probably noticed by now.
>I don't know if it is possible but hosting own games without setting up routers just sounds like a must feature after thinking along this lines.
Doesn't work like that.
The only way that would work is that we (or someone else for that matter) provides dedicated servers and the player can say "Hey, I want XYZ hostet RIGHT NOW" and then the server hosts that.
That's the way it works with other games, for example.
And that's actually far from impossible now that I think about it. The masterserver could hold a list of requested scenarios (like, scenario a player hostet who had the ports not forwarded and who was asked "Do you want to request the scenario instead?"), which the dedicated servers could access.
That obviously requires dedicated servers..
And the whole OC archive thing sure is a great idea - it just has to be done :)
When you want do host a game, a dialog pops up: "You need to forward your ports, do you want openclonk to do this?"
>They request some masterserver to host a round for them.
Skype has some magic to avoid that, right?
The solution is to tell your router where incoming connections at port XYZ shall be forwarded to. And this is called ports forwarding.
Masterserver says HI, router doesn't know whether HI should go to computer A or B.
A somewhat similar approach is the so-called "UDP hole punching" that uses a "weakness" (in big quotation marks) in the UDP communication layer.
http://en.wikipedia.org/wiki/UDP_hole_punching#Algorithm
..the internet does not guarantee that the packets arrive.
I'm currently reading articles on this: It seems that XP doesn't include this UPnP lib...
Hm, is the MIT-License in this form compatible with our license? I'm thinking about using this.
And there are much more routers than active clonkers.
And there would be always the question:
Please enter your routers loginname and password.
But commonly users don't know them (especially Noobies)
>And the whole OC archive thing sure is a great idea - it just has to be done :)
Remember us talking about it on the HalleCM? You said you were going to do it. :P
Oh, and it works like that. UPnP and enhanced Holepunching should help through most routers.
> (like, scenario a player hostet who had the ports not forwarded and who was asked "Do you want to request the scenario instead?")
I think that could be even made more elaborate: You start a round, all communication is done via the masterserver, and you wait for a client which holds connections to everyone until the round can be started.
>Remember us talking about it on the HalleCM? You said you were going to do it. :P
Well, I started! But I didn't have a lot of time in the last few months
But what happens if you don't find such a client?
->Noob only matches won't work in most cases!
>->Noob only matches won't work in most cases!
Yep, that's why I'm in favor of the current system, the only thing I really want is a direct GUI control for dedicates.
But if you just have some automated hosts which join as no player client into the game, which is open for the longest time, the system would probably work.
>I really want is a direct GUI control for dedicates.
- host game on masterserver
- masterserver does port check
- MS tells you "you cannot host"
- engine asks you "you want to ask for the game instead?"
- player says "yes"
- engine sends to MS the request, MS saves in DB (timeout 3min or something..)
- dedicated that has nothing to do asks MS every 20 seconds whether there are requests
- dedicated hosts the game
- MS recognizes and erases from list
- player happy
That would need ~no OC GUI work
It also can be more annoying because a more of a classical player might be not interested in the futuristic hazard stuff, so why should he update every few days for stuff which he doesn't like?
What's wrong with the fancy on-demand?
> What's wrong with the fancy on-demand?
As a hypothetical feature, it is of course perfect in every imaginable way. What's wrong is wasting time implementing it when we could instead spend that time making the game better.
An update every few days wouldn't be unreasonable, by the way. We did that during the early CR development. But there's also nothing wrong with consolidating updates and putting them through a beta phase together. Once we do have the luxury problem of having too many updates, we'll also have the luxury of lots of interested people who can help us solving it. At the moment, we don't have either, so I'm done speculating.
So maybe we need to add a new file containing every important information.
Author
Version
Downloadlink (No ugly filehosterlinks)
Website
Like Bukkit did.
packages without such files or unmatching ones will be transmitted host->client if enabled
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