Multiplayer with 3 or more players [working now]
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The change of the patch options ingame isn't possible, the only thing doable to produce a warning message when the settings are different...
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I'm optimistic about this topic: I think there are few desynch reasons in the patch, and they can be fixed soon. I won't start working on 2+ players mode until MP with 2 players is at least as stable as it is in the unpatched DOS TTD (one desynch in every 25 years or so). However, I hope this can be reached soon.Saiyan wrote:I second this oppinion. No sense making an unstable 2+ player multiplayer if we always get desynch problems.
Well, I don't know if it can see through firewalls because this is handled entirely by DirectX. It may depend on your DirectX version and the setup of your firewall (IMHO it has to leave some dedicated DirectPlay ports open).krtaylor wrote:Assuming it can be made to work by IP address over the Internet AND through firewalls, then this would be a great thing. This is because it is lots easier to get 3 or more people to play the game throughout the entire Internet, than in one physical place at a time. I'd play it with my brother and wife, on my internal network and over the Internet combined.
Does anyone have very old DirectX documentation (DirectX 1, 2 or 3)? The oldest version I have is DirectX 5 SDK, but it doesn't document the IDirectPlay interface TTD uses (it documents only IDirectPlay3). I've tried to find it by Google but it seems that Microsoft forces everyone to use the latest version by forbidding to upload any SDKs. You can download the latest one from Microsoft but you can't host any older versions. Since I don't want to rewrite TTD networking to use IDirectPlay3 or later, I'd appreciate an old SDK or help file. Please PM or email me if you have such documentation.
Hmm, sorry, I haven't found the old sdk, I already tried, if you have it, please send it to me...
My current MP test game always desyncs in February
My current MP test game always desyncs in February
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...


Here's a bunch of SDKs that might be helpful:
http://www.icarusindie.com/distribution ... egory=sdks
You have to buy the disk but it's only $4.
http://www.icarusindie.com/distribution ... egory=sdks
You have to buy the disk but it's only $4.
HEUREKA!!!
Only 3 hours of googling and altavistaling and allthewebing
here you go: directX 3 SDK and directX 2 SDK for free:
http://www.zoneprog.com/directx/dxsdk.php#3.0
I am very glad to help with getting multiplayer stable.
I am going to bed happy now :-)
Only 3 hours of googling and altavistaling and allthewebing
here you go: directX 3 SDK and directX 2 SDK for free:
http://www.zoneprog.com/directx/dxsdk.php#3.0
I am very glad to help with getting multiplayer stable.
I am going to bed happy now :-)
well, i don't mind. i've got a LAN just for 2 computers, so I wouldn't use it, but if the LAN would expand, then sure
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yeah, over the net....but the limitation then would be servers! who'd host servers for such an old game like Transport Tycoon! but if TT would use p2p protocol, there wouldn't be such serverproblem.
\ / /\ \ / ._____. \ / /| |
\ / / \ \ / ._____ | | \ / / | | |
\ / / \ \ / | | | \ / / | |__|__
\/ /______\ \ / |_____ |_____| \ / / | |
/\ / \ \ / | |\ | | |
/ \ / \ \/ |_____ | \ | | |
\ / / \ \ / ._____ | | \ / / | | |
\ / / \ \ / | | | \ / / | |__|__
\/ /______\ \ / |_____ |_____| \ / / | |
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Ah, but the good thing is, an old game like Transport Tycoon wouldn't require a huge number of resources on the server, as there wouldn't be all /that/ many players, and it wouldn't necessarily require /that/ much data being exchanged (I'm thinking of the server being a lobby if you like, and after the players get together, all the data is exchanged between them, and not sent back to the server). I'm sure I could find someone to host a server...Xavery wrote:yeah, over the net....but the limitation then would be servers! who'd host servers for such an old game like Transport Tycoon! but if TT would use p2p protocol, there wouldn't be such serverproblem.
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