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NFSW private server project
Discussion on NFSW private server project within the Need for Speed World forum part of the Other Online Games category.
07/21/2016, 00:53
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#451
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nilzao one question: But jdk8, apache maven and mySQL need for COMPILE the github server or it's required for LAUNCHING AND FIX the synch problem of STANDALONE? Because i get the standalone working only with hamachi and the ipv4 in the same network room and idk if i need this 3 programs for launch the standalone better.
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07/21/2016, 02:41
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#452
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Quote:
Originally Posted by fabx24
nilzao one question: But jdk8, apache maven and mySQL need for COMPILE the github server or it's required for LAUNCHING AND FIX the synch problem of STANDALONE? Because i get the standalone working only with hamachi and the ipv4 in the same network room and idk if i need this 3 programs for launch the standalone better.
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Jdk8, maven and mysql are only to compile and run the github server. You don't need all this to run standalone version.
The github version have more features, but nothing related to udp races sync.
If you got working on hamashi, you are lucky, sync still a huge problem.
I think the sync problem is related to similar hardware, the actual udp server is too dumb to handle it.
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07/21/2016, 08:57
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#453
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Just needed to know that do we need the offline version of Berkay to make this work or can we do it with the original Nfsw files? Cuz I still have them.
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07/21/2016, 11:26
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#454
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@ thx for this information, but i think the hardware is not the problem. Because we not have a similar hardware and his connection is more faster than mine, but it works perfectly LOL. I think hamachi fix the fix problem with the ipv4 connection, if we are in the same network room.
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07/21/2016, 12:18
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#455
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Quote:
Originally Posted by Tippumanasa
Just needed to know that do we need the offline version of Berkay to make this work or can we do it with the original Nfsw files? Cuz I still have them.
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You don't need offline version to run or build github soapbox-race vversion.
Need soapbox.exe (nfsw.exe cracked version) to work multiplayer.
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07/22/2016, 03:46
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#456
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Quote:
I'm not sure why, but a Turkish based Hamachi server is/was one of the most popular servers for Underground 2 via in game LAN and Hamachi for VPN (server name is/was something like turnuva).
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A lot of the older games used P2P during a race. Using Underground 2 in LAN mode as an example, once players joined a lobby and started the first race, the "server" could go away, but that group of players could continue to race, return to the lobby after the race completed, the host could select a new track, and begin another race with all of the players in a lobby, being able to run a series of races without any server involvement.
World could have worked in a similar manner, but EA chose to require a server handshake on every powerup used rather than catching up on these post race, perhaps to make it harder to use powerup hacks. This is why powerup response was sometimes delayed (or completely lost) back when World was running online. Even if powerups are not used, it seems that there was still some server handshaking going on during a race, but I don't know what those other server handshakes are used for.
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07/22/2016, 05:40
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#457
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Quote:
Originally Posted by tstdmy
A lot of the older games used P2P during a race. Using Underground 2 in LAN mode as an example, once players joined a lobby and started the first race, the "server" could go away, but that group of players could continue to race, return to the lobby after the race completed, the host could select a new track, and begin another race with all of the players in a lobby, being able to run a series of races without any server involvement.
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Underground2 have embedded server inside the client, so the client is the server, there is a server involvement.
Quote:
Originally Posted by tstdmy
World could have worked in a similar manner, but EA chose to require a server handshake on every powerup used rather than catching up on these post race, perhaps to make it harder to use powerup hacks.
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Nfs World was 100% online, there is no point in making a embedded server inside the client, too many problems with routes, latency, package loss to handle, central udp server was the best way to do that.
Udp races have nothing to do with these "handshakes".
Quote:
Originally Posted by tstdmy
This is why powerup response was sometimes delayed (or completely lost) back when World was running online. Even if powerups are not used, it seems that there was still some server handshaking going on during a race,
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Indeed, attempt to avoid hacks and compute -1 powerup inside database.
Quote:
Originally Posted by tstdmy
but I don't know what those other server handshakes are used for.
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The name handshake is used to the first connection, powerups packets are just validation.
Handshake is just like cli to server:
cli -> Hi server
srv-> Hi client
cli -> can we talk?
srv -> sure, what language?
cli-> english
srv -> ok, credentials?
cli-> username joe, password secret
srv -> ok, handshake done.
We still need udp hackers to help us with the udp server project, nothing to do with the "handshakes".
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07/23/2016, 20:26
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#458
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How those servers will work? Like normal NFS:W ones, where do you creators host servers (like Project Paradise for TDU) and we play on it? Because LAN/Hamachi/Tunngle/whateverothershit wouldn't work so well for me, however if it's also a option then okay... Explanation, please.
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08/04/2016, 16:08
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#459
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Nilzao the server of game will be made just like the Counter Strike server?
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08/04/2016, 17:31
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#460
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Quote:
Originally Posted by hlyab
Nilzao the server of game will be made just like the Counter Strike server?
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I don't know what that mean.
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08/04/2016, 20:57
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#461
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Quote:
Originally Posted by Nilzao
I don't know what that mean.
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And you played Counter Strike?
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08/04/2016, 21:55
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#462
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Quote:
Originally Posted by hlyab
And you played Counter Strike?
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1.6 and csgo.
I can't understand what you want to bring from counter strike servers to nfsw.
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08/05/2016, 08:01
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#463
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Quote:
Originally Posted by Nilzao
I can't understand what you want to bring from counter strike servers to nfsw.
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Yes, I thought that the nfs server will be similar to the server from CS, you also makes a team and you drives with them. All right don't think of it. Thanks for your work.
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08/05/2016, 21:53
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#464
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@ NFSW has no concept of "teams", at least not as far as I'm aware. The closest thing is having chat groups and then sticking together with the other people while driving.
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08/06/2016, 07:37
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#465
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Quote:
Originally Posted by leorblx
@ NFSW has no concept of "teams", at least not as far as I'm aware. The closest thing is having chat groups and then sticking together with the other people while driving.
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So far the server on 2 pilots is very similar to the server from CS. One player, conditionally telling admin creates game to which another is connected and together drive. If there is no synchronization, then and will remain, can players will it is possible to invite more.
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