More details on the 10/9/14 update (Offline Server step 1)

Discussion in 'Planetary Annihilation General Discussion' started by jables, October 8, 2014.

  1. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    I meant "an", give me a break- everybody makes typos! :p

    Edit: Tastu is going to kill you btw. ;)
    tatsujb likes this.
  2. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    In-game mod management means the ability to write to the local file system. As you can imagine, this is no doubt a security minefield, especially since PA's UI is so open to the internet. So even though with just one change an in-game mod manager could be made by the community, in practice that one change is not trivial and I can understand why it has not been done so far.
    brianpurkiss, Gorbles, Quitch and 4 others like this.
  3. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    Very good reasoning, I hope in the future there might be some way to avoid these potential risks.
  4. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    [​IMG]yes!! I'm going to kill everybody!!!! stop sub-quoting!!
    stuart98 likes this.
  5. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    PS: :p love, tatsu.
    stuart98, squishypon3 and Raevn like this.
  6. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    There are easy enough ways to avoid it (exposing a specific api to write a modinfo.json file, for example), but it would probably be time consuming to ensure its not exploitable.

    Also, it doesn't give us much we don't already have, so to me of far greater importance is the removal of roadblock files - those that are needed by multiple mods, but need to be shadowed so multiple mods can't use them. For example, unit_list.json is pretty major - only one mod can add units at time, at the moment.
  7. zgrssd

    zgrssd Active Member

    Messages:
    658
    Likes Received:
    185
    So how hard is it to get the server to run dedicated (instead of an isntance being created on demand by the PA.exe)?
    Command Line arguments?
    Just running an .exe with minimalistic control form/window?
    Changing .ini files?

    Will there be an option to freely give IP/Port pair for a server to connect too for Multiplyer games*?
    What about an option to give a IP/Port pair for GW or AI skirmish?
    Is there any automatic discovery of servers running in the same LAN?
    Wich ports are you planning to use by default?


    *At the end of the day there is little difference between Multiplayer and AI skirmish game, so one can play AI Skirmishes using the Multiplayer Lobby function.
  8. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    Some questions are answered by the server.exe:
    [​IMG]
    Not sure yet how it determines on what IP it binds. I just realized I don't know what to use for netstat under windows.
  9. masterdigital

    masterdigital Uber Alumni

    Messages:
    438
    Likes Received:
    833
    try: server.exe --allow-game-config --allow-lan --headless
    for setting up a standalone server. You will get automatic discovery on a LAN network.
  10. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    server.exe stays in background even after I leave a game. It even eats cpu. Is that normal?

    EDIT:
    It just left, guess this post scared it off.
  11. DeadStretch

    DeadStretch Post Master General

    Messages:
    7,407
    Likes Received:
    554
    Hello old friend. :D

    [Edit]
    Welcome back Jables!
  12. Consili

    Consili Member

    Messages:
    527
    Likes Received:
    3
    Looking awesome, thanks for the detailed update! : D
  13. DeadStretch

    DeadStretch Post Master General

    Messages:
    7,407
    Likes Received:
    554
    Lolz Poly aint a dev. He's an old timer like @Col_Jessep
    stuart98 likes this.
  14. brandonpotter

    brandonpotter Well-Known Member

    Messages:
    966
    Likes Received:
    389
    New Commanders? Hells to the Yes! Offline Ai Skirmish? Hellz yes again! Get that update out already :p
  15. philoscience

    philoscience Post Master General

    Messages:
    1,022
    Likes Received:
    1,048
    Great work both on the server and the communication. I just upped my pledge to HR 20 -> 40$, hope others here do the same!
    Remy561, squishypon3 and cwarner7264 like this.
  16. Aliessil

    Aliessil Active Member

    Messages:
    182
    Likes Received:
    162
    Netstat's built into the Windows CLI too, has been for a looooong time! :)

    @jables Can you give us a bit of information about how updates are released? Do they happen at a specific time / within a specific window (in which case, what times)? Do releases happen at the same time worldwide? Is Steam updated at the same time as the UberLauncher?

    Just wondering cos we're not all Americans, so I'm betting there's quite a few people who've been up and waiting for this for hours already! :)
  17. stonberg

    stonberg Member

    Messages:
    81
    Likes Received:
    29
    Good news! $40 pledged to HR :)

    Will this help with both of: units getting "confused stuck" (e.g. trying to cross a rift rather than going around it) and also "completely stuck" (e.g. on the complexity of the terrain of metal planets, for example those generated for the Galactic Wars red faction leader battle)?

    TIA
  18. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    wow holy smokes that helps alot, thanks!
  19. nawrot

    nawrot Active Member

    Messages:
    268
    Likes Received:
    101
    Yup DRM free for local lan. Where is my phone, need to call my friends and make day of destroying tin cans.
  20. pilotrose

    pilotrose Member

    Messages:
    59
    Likes Received:
    22
    Quick question on shared systems and offline play...

    I am running the PTE build right now to test all of this stuff out and after changing the server from AUTO to ON I ran a couple local games against the AI. It ran great and I will soon try local LAN but that's another topic. For the AI skirmishes I played, I was unable to select and use any of the shared systems.

    I know the shared system mod is just that, a mod; however, will that mod have to be modified to allow maps to be used while offline? Or is it the game itself that is doing something wrong? I was able to see maps from the default server but no others, and when selecting one of the default server shared systems it didn't let me load it.

    Cheers

Share This Page