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DarkBASIC Professional Discussion / Substitute for DarkNet for easy port-forwarding?

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hakimfullmetal
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Posted: 5th Apr 2016 13:28
If I was not misinformed, DarkNet was able to provide IP address that was already port-forwarded, so player can host their game easily without tinkering with the router.

DBPro native multiplayer commands and Multisync seems to require players to port-forward manually, which I imagine would not be something that can be done easily with normal gamers.

But now DBPro and its plugin are no longer on sale, so

Is there substitute for DarkNet for easy port-forwarding?
Chris Tate
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Posted: 5th Apr 2016 16:41 Edited at: 5th Apr 2016 16:42
Matrix1 utilities is a free plugin with support for networking; I have not used its networking features.

You could try to contact Mike to purchase a copy of his DarkNET (MikeNet) plugin for DBP.
hakimfullmetal
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Posted: 6th Apr 2016 12:25 Edited at: 6th Apr 2016 12:26
Thanks for pointing me in the right direction.

I also heard of a multiplayer plugin named EZ_Serv https://forum.thegamecreators.com/thread/58518

But the link to that plugin is dead. I tried to contact CattleRustler, but still no reply.

Anybody still have that plugin? Can I get it too?
hakimfullmetal
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Posted: 6th Apr 2016 13:02
Also, I tried looking into Multisync again, and there are command to return connected client IP number and port.

However, I can't find a way to get the host IP and port.
I can host, but there's also no way to return the host's 'player number', so I can't return the host IP and port.
I need the host IP and connected port to give to others so that they can connect to the host.

Any idea on how to obtain the host port?
Cescano
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Posted: 6th Apr 2016 17:42
Multisync is fine if you need to let players host the game, but they still need to open the ports that they will use.
You do not need to "know" the port number because you just need to chose a port number, save in a variable, so that clients and hosts know which port to use, the only problem is knowing the IP of the host.
However, you still need a central server to handle the matchmaking, so that the client connect to the central server and find the list of the games opened by the other players, and chose which one to join.

This is the way I did with "Lift It", selling on steam, the same way will be used for my 2nd game "3 coins at school" (should be approved soon on steam), while for my latest creation (free to play, will not be proposed to steam) I am using sockets connection (Matrix1 Utils Plugin) to handle 32 players multiplayer sessions running on each server, but this is much more complex as you need several servers, deeper knowledge of php, database access, etc
hakimfullmetal
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Posted: 7th Apr 2016 10:59
I see. I guess that's the standard way to do it.

But, the thing that I'm trying very hard here to achieve is to 'avoid client or host behind a router from having to port-forward manually',
because I think most people would not be accustomed to port-forwarding, thus will discourage them from playing.

I was informed that uPnP can configures router and port-forward from the program itself, and the player wouldn't have to port-forward manually.
But I think the only plugin that I know which can do this is DarkNet, which probably already gone during recent TGC website reformation. Mike also didn't seems to respond to email or PMs.

Is there any way to host/client via internet without having to manually port-forward (aside form having a '3rd person' server)? Any tricks?
Cescano
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Posted: 7th Apr 2016 16:50
Only the host needs to do port-forwarding, I know it is a pain in the ass as many people don't know how to do that, it is a big limitation actually but I am not aware of a method to auto port-forwarding. I have never tried DarkNet so I don't know how could this plugin do that.
hakimfullmetal
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Posted: 8th Apr 2016 03:27 Edited at: 8th Apr 2016 03:28
Thanks for the clarification. I guess I'll just bite the bullet and make do with what we have.

Another question though, it's about DBPro native multiplayer command. I havent been successful to use it to connect via internet.

SET NET CONNECTION Connection Number,Address Data

Supposing we will be playing over the internet, what should the 'Address Data' be?
Using LAN, we can just specify any string, or IPv4 address or local IP.
But, if we're using internet TCP/IP, what should we use for the 'Address Data'?
DBPro help files stated "If you connect by TCP/IP the Address Data should be an IP and Url Address"

What does that even mean? What URL?
What value should we give exactly? Remote IP+port+URL?
Cescano
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Posted: 8th Apr 2016 04:09
I have never used the native multiplayer commands, some that have used them were saying they were slow, why don't use Multisync instead? It works nice for peer to peer sessions and it's very easy to undersand and use.
hakimfullmetal
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Posted: 8th Apr 2016 05:36
I will. Just giving me the benefit of doubt by trying the native commands

Just in case, do you know how to port-forward on a PC that is tethered to a mobile phone internet hotspot?

I tried to use apps Port Forwarder like http://play.google.com/store/apps/details?id=at.bherbst.net&hl=en
but I failed to understand which IP my game(host) need to connect to (internal i guess), and which port to use (as there are 2 ports opened (supposedly), one on my PC and one on my smartphone).
Not sure what it meant by public interface ( wlan0, lo, and rmnet0) either.
Cescano
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Posted: 8th Apr 2016 06:20
mmm I have never tried on a mobile internet hotspot, did you try to access like in a normal router like typing 192.168.0.1 or 192.168.1.1 in the browser?
hakimfullmetal
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Posted: 8th Apr 2016 07:47
Yes I did try to do that using IPv4 Address, but unable to connect.

This site can’t be reached
192.168.43.253 refused to connect.


I tried using Port Forwarder, but can't get it to work.
Ortu
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Posted: 8th Apr 2016 19:05
Quote: "Yes I did try to do that using IPv4 Address, but unable to connect.

This site can’t be reached
192.168.43.253 refused to connect.

I tried using Port Forwarder, but can't get it to work."


192.168.x.x is a private IP address on your local LAN, you cant route that over the internet.

You need to use the public WAN IP address assigned to your router by your ISP and set up port forwarding on the router to you LAN address.

https://www.whatismyip.com/
hakimfullmetal
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Posted: 8th Apr 2016 19:23
Quote: "192.168.x.x is a private IP address on your local LAN, you cant route that over the internet.

You need to use the public WAN IP address assigned to your router by your ISP and set up port forwarding on the router to you LAN address."


Using mobile hotspot:
I tried using public IP address too, but the browser said:

This site can’t be reached
183.171.162.129 took too long to respond.


Maybe mobiles internet can't host in the first place...

So far I managed to automatically get host/client local and public IP address in the program using IanM methods.
Just need to figure out how to fool-proof this port-forwarding business.
hakimfullmetal
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Posted: 10th Apr 2016 07:19
Ok something freakish happened.

My router was fine before, but suddenly it refused to connect.

This site can’t be reached
192.168.1.6 refused to connect.
ERR_CONNECTION_REFUSED


I tried both the local and public IP address. but to no avail.

Anybody have any idea?
Ortu
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Posted: 11th Apr 2016 00:43
Can you ping the address?
hakimfullmetal
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Posted: 11th Apr 2016 05:36 Edited at: 11th Apr 2016 05:36
Quote: "Can you ping the address?"


I can ping the local IP.
But I can't ping the public IP.

Tried turning things on/off, but still can't reach router configuration.
Any idea?
TheComet
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Posted: 27th Apr 2016 16:24
Quote: "But I can't ping the public IP."


Your router may be denying all ICMP requests (ICMP is the protocol ping uses). It is a common thing these days for security reasons. I just tried pinging my own public IP and it doesn't respond.

There seems to be some confusion here. As already mentioned, the person who hosts the game and is not in the same network as the other players will have to forward his port. If you're at a LAN party and all players are in the same network, then no port forwarding is required.

For example, at a LAN party, you might have the address 192.168.1.8. When you host the game, it will bind to a port which you have to specify (let's say port 2224) and listen for incoming messages. Your friend with IP address 192.168.1.12 will now be able to connect to your game at 192.168.1.8:2224, because they are in the same subnet.

Most home networks usually have only one subnet 192.168.1.0/8. The "8" in this notation means there are 8 bits worth of available addresses, i.e. any device connecting can obtain an address between 192.168.1.2 and 192.168.1.254. (Address 192.168.1.1 is reserved for the router, address 192.168.1.0 is reserved, and address 192.168.1.255 is reserved for broadcast messages).

People that aren't in your local network will not have access to your subnet 192.168.1.0/8. There exists no address they can type in that could connect them with your local network. After all, they themselves are likely in their very own local network with address space 192.168.1.0/8. All they see is your public IP address 183.171.162.129, which is available globally on the internet. However, if they try to connect to 183.171.162.129:2224, they will get the "connection refused" error. Why? Because port 2224 is closed, obviously. There's no application serving that port in that network.

So in order for this to work, the host of the game has to map the port from his computer 192.168.1.8:2224 to a port on the router, say 183.171.162.129:2224. This is called "port forwarding". The port doesn't have to be 2224, you can also map something such as:
192.168.1.8:2224 <-> 183.171.162.129:65532

Once the port is forwarded and open, all messages sent to 183.171.162.129:2224 will be automatically forwarded to the port in the internal network 192.168.1.8:2224. All outgoing messages will also be forwarded back.
"Jeb Bush is a big fat mistake" -- Donald Trump
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Ortu
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Posted: 27th Apr 2016 19:24
Quote: "
Most home networks usually have only one subnet 192.168.1.0/8. The "8" in this notation means there are 8 bits worth of available addresses, i.e. any device connecting can obtain an address between 192.168.1.2 and 192.168.1.254. (Address 192.168.1.1 is reserved for the router, address 192.168.1.0 is reserved, and address 192.168.1.255 is reserved for broadcast messages)."


In CIDR notation, this would actually be 192.168.1.0/24 which indicates that the subnet uses the left 24 bits (mask 255.255.255.0), the remaining 8 bits are available for hosts (-2 reserved) on that subnet.

/8 would describe a subnet of 192.0.0.0 with a mask of 255.0.0.0
Derek Darkly
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Posted: 28th Apr 2016 01:17
I swear, port forwarding has been a pain in my neck for over a year, and now that you guys have brought it up again my blood is already boiling.

I just followed this PC World tutorial to the letter and I can't get an open port to save my life. The feeling of helplessness is... well it's a daily thing for me.

Is there something missing from that tutorial? I am using a DSL modem made by Siemens with no wireless router or anything. I tried several port numbers including the Minecraft number 25565 (assuming it's not reserved exclusively for Minecraft) and nothing works when I go to those "check my port" websites.

And I have a horrible looking multiplayer tank game all ready to test!
What's missing from that tutorial?!
Ortu
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Posted: 28th Apr 2016 01:54
@Derek

If you are plugged straight into a modem without going through a router/NAT, you should not even need to port forward.

If you do ipconfig on a command line, what is it assigned?

When checking if a port is open, first you have to have something running on that port to respond to the test (game server in host mode in this case) if this isn't actively listening on the port, the test wI'll fail even if the port configuration is open.

Lastly, if the pc does have a public ip, or has a private ip with port forwarding, and has a service listening on the port, and you are still not able to pass traffic, there is likely an issue with a firewall. You may need to also add an exception for the relevant ports and protocols there as well.
Derek Darkly
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Posted: 28th Apr 2016 02:01

Quote: "issue with a firewall. You may need to also add an exception"


Roger on that one.
My 3 basic steps were to create a static IP, add the exception to the firewall, then configure the port in the modem's admin panel.

However, I did not think to have a program running that was connected to the port, I figured the port was just 'open for bidness'...
I will try this and let you know my results!
Derek Darkly
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Posted: 28th Apr 2016 03:14 Edited at: 29th Apr 2016 00:12
EDIT: Ok... I have had some luck I think.

When I created a net game in DBP, Windows Firewall asked me if I wanted to unblock the program.
When I told it to unblock, it apparently selected port 24374 automatically and it remained open as long as the program was running!

Here's what I've done:

Under my LAN Connection properties I changed LOCAL IP from 192.168.254.1 to 192.168.254.11 for a static address.
(I don't know if this was necessary, I haven't tried changing it back yet.)

Then I created a net game in DBP under the 192.168.254.11 address
Told the firewall to unblock the program
Found the newly opened port number in the modem admin page (that's the 'magical' part)
Tested at http://www.yougetsignal.com/tools/open-ports/
Returned:
"Port 24374 is open on 71.31.165.184"
Derek Darkly
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Posted: 28th Apr 2016 04:18
Sorry I had to edit the above several times, but the final version is accurate.
Windows Firewall opened TCP rather than UDP, I'm not familiar with these terms, or if it's that very important.

Tomorrow I will see if I can get someone to connect to me on my multiplayer tank game. If this works I should be able to pick up where I left off in experimenting sending data packets.
Ortu
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Posted: 28th Apr 2016 04:29 Edited at: 28th Apr 2016 04:31
Specifying TCP/UDP does matter (the exception needs to match the protocol used by the game/plugin), when in doubt, add an exception for both. You may also need to add an exception for the .exe itself to the firewall and/or antivirus software.

TCP is a connection based protocol, it ensures that packets are received in good order at the destination and will attempt to resend until they do so. The benefit here is reliability, but it is much slower.

UDP is a connectionless protocol, it simply fires off packets without knowing or caring if they are ever received. The benefit here is speed, but you will need to handle missing or miss-ordered packets in the application.
Derek Darkly
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Posted: 28th Apr 2016 13:00
Quote: "TCP is a connection based protocol, it ensures that packets are received in good order at the destination and will attempt to resend until they do so. The benefit here is reliability, but it is much slower.

UDP is a connectionless protocol, it simply fires off packets without knowing or caring if they are ever received. The benefit here is speed, but you will need to handle missing or miss-ordered packets in the application."


Awesome... that will be fun to experiment with. This is uncharted territory for me. I have much to learn!
Ortu
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Posted: 28th Apr 2016 18:30
Glad you got it going!

Also if the game/firewall is going to pick from variable ports, you can set your exceptions/forwarding as a range
Derek Darkly
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Posted: 29th Apr 2016 00:09 Edited at: 29th Apr 2016 00:32
I wonder what happened to Hakim..? I hope some of this is helping him since it's his thread anyway. Lol

I have to update and simplify my previous steps above.
It seems both the firewall exception and the port opening were both done automatically when I allowed the firewall to unblock my DBP test program that created a net game. I don't know if anyone else has had this experience.

I also don't know if it was DBP or Windows that did all this configuring for me, but it couldn't have gotten much easier. Later tonight I have a play tester lined up for my tank game. If that works then, "YOOOO!!!!!"

I'll return with updates. Hope this is the real deal and that someone else can benefit too!
hakimfullmetal
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Posted: 29th Apr 2016 16:42 Edited at: 29th Apr 2016 16:42
Oops sorry guys. Your guys's input has been an eye-openers.

But at this moment I can't test the router further (because it's at my permanent resident). I just use mobile broadband for now, and it seems mobile can't host or something.
The router also need resetting, as I can't use the old password anymore somehow.
So your network testings has been a lot of help.

But as for me, I can never host/automatically open port from DBP, even if I turn off all firewall.

Also, how did you know that your port 24374 was open in the first place? I mean, how do you know it's that perticular port? It's like tens of thousands port in there? DId you pick random port number to test?
Or did you attempt to open that port, and test for it?
Ortu
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Posted: 29th Apr 2016 19:34
Quote: "
It seems both the firewall exception and the port opening were both done automatically when I allowed the firewall to unblock my DBP test program that created a net game. I don't know if anyone else has had this experience.

I also don't know if it was DBP or Windows that did all this configuring for me, but it couldn't have gotten much easier. Later tonight I have a play tester lined up for my tank game. If that works then, "YOOOO!!!!!" "



Yes, and this is windows doing it. When you tell it to allow the app, it will open up what is needed in the firewall to do so, the trick is getting dbpro to trigger that dialog and answering yes, particularly if you answered no to the dialog previously or if you just don't see the dialogue because the app is covering it.

But keep in mind, this only addresses the firewall, it won't configure a static ip or port forwarding on the router, and likely won't configure a third party Antivirus.

Good luck on your testing!
Derek Darkly
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Posted: 30th Apr 2016 16:24 Edited at: 30th Apr 2016 16:31
Quote: "Also, how did you know that your port 24374 was open in the first place?"


Well I just happened to have my router management page open (for me it's 192.168.254.254) and I noticed new entries which I hadn't added myself. I went to test it and, as per Ortu's tip, we need our program running on the port otherwise it will remain closed to the public.

As for WHY that particular port was selected, I'm not sure, but later today I may give another go at manually configuring a port range of my own. I'm still waiting for my playtester to get some time to test the actual connection and packet sending in my game, but the port tester websites show the port as open.

My advice is to keep your port list open on your admin page, write a new test app with a completely new path (CREATE NET GAME and a WAIT KEY should do the trick) and then let your firewall ask to unblock it, then finally look for the new port entry in the admin page.

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Derek Darkly
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Posted: 30th Apr 2016 16:50 Edited at: 30th Apr 2016 16:56
[EDIT] nm
hakimfullmetal
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Posted: 30th Apr 2016 17:39
So you didn't open the port? It was opened for you automatically after unblocking firewallls?
Derek Darkly
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Posted: 30th Apr 2016 21:33 Edited at: 30th Apr 2016 21:47
Quote: "So you didn't open the port? It was opened for you automatically after unblocking firewallls?"


Exactly... it was an unexpected surprise! Like I said though, I would have rather configured it manually, but hey a port is a port, and open is open.

The firewall asks to unblock it the first time I run it, then adds the exception and configures the port somehow. I have no idea what the actual port selection number is based on, but maybe it's just the next one available or something.

Also, I don't know if creating a static IP address helped this process, but as you can see in the graphic, Windows selected my static IP, not the original when it added the entries.

How to Setup a Static IP Address
hakimfullmetal
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Posted: 30th Apr 2016 21:38 Edited at: 30th Apr 2016 21:40
Did you use the native DBPro multiplayer commands, or other plugins like Multisync?

If I'm not mistaken DBPro Directplay is a hybrid mutant of uPnP, TCP, UDP and had the power of doing weird things (probably)
Derek Darkly
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Posted: 30th Apr 2016 21:43
Yeah I just used native commands.... as a test I just use:



Derek Darkly
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Posted: 7th May 2016 20:33

Just a personal update... as an untrained idiot, I am still gawking at all the possible network settings.
I tried several experiments based on Comet and Ortu's advice. I only got further down the rabbit hole!

Here are the settings I'm trying to figure out, for anyone brave enough to take a stab:

-Special WAN settings?
-Host configuration settings?
-DHCP settings?
-Static routes settings?
-NAT/NAPT settings?
-DMZ settings?
-RFC2684 settings?
-RIP settings?
-Dynamic DNS settings?

These are all listed in my SpeedStream 4300 interface and can be seen at http://screenshots.portforward.com/routers/Siemens/SpeedStream_4300/

Also, when I use SET NET CONNECTION do I need to use IP strings like 192.168.1.8:2224 and 183.171.162.129:65532 as TheComet suggested.
If anyone can help straighten this mess out I will be glad to teach it to others in very simple and complete terms!

Ortu
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Posted: 7th May 2016 22:52
For a simple home network, you won't really need to mess with any of those settings.

WAN settings -> shouldn't need to mess with this unless ISP instructs you to do so
DHCP settings -> shouldn't need to mess with this unless you want to reserve IPs or mess around with multiple subnets
Static routes -> shouldn't need to mess with this unless you have multiple routers / networking devices (firewall, VPN etc)
NAT -> Network address translation, it maps private IP to public IP traffic. shouldn't need to mess with this
DMZ -> defines a perimeter area of your network, can be used to create zones of differing security and access levels, shouldn't need to mess with this.
RFC -> ATM traffic, shouldn't need to mess with this.
RIP -> very old outdated protocol, shouldn't need to mess with this.
Dynamic DNS -> will map a domain name like 'mygame.com' to your equipment by automatically tracking changes to the DHCP WAN IP address provided by your ISP, it is a way to use a domain name without having to pay for a static WAN IP. Some Dynamic DNS services are free, some are paid. You can also run this on your PC instead of on your router.

for set net connection, you can use the private IP 192.168.1.X for local LAN games, if you want to host over the internet you will need to use the public IP 183.171.162.129 or whatever you currently have.
Derek Darkly
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Posted: 8th May 2016 03:44 Edited at: 8th May 2016 04:03
Quote: "if you want to host over the internet you will need to use the public IP 183.171.162.129 or whatever you currently have."


...and this brings us to exactly where something's not working. According to port check sites I have an open port, but my play tester was unable to connect to me using my public IP. I guess what I'm having trouble understanding is, when a guest (theoretically) logs into my game session, how does the DBP program know which port to go through? Is that automatically handled in the port forward settings or does the guest need to add something to that public IP string?

I suppose another way of asking would be, what might an actual working SET NET CONNECTION command look like for, say, a simple chat program?

Host:
SET NET CONNECTION 3,"192.168.254.11" (local IP)

Guest:
SET NET CONNECTION 3,"183.171.162.129" (public IP - will change unless static)

Should something like that suffice for an internet gaming or chat session?
The multiplayer commands I'm using work perfectly when I connect to myself locally, BTW.

Or.. do you guys think the native commands are simply not going to be able to connect?
Is the Multisync plugin going to be a necessity here?
Ortu
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Posted: 8th May 2016 04:49 Edited at: 8th May 2016 16:49
I haven't used the native commands much sorry, in multisync, matrix1 etc, you tell it specifically what port to use.

I don't know if the native commands support port handling, if it handles it internally, or if it works for lan only, but you will likely want to set both host and guest to use the public ip either way.
Derek Darkly
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Posted: 8th May 2016 17:31

Aye Carumba! LoL
I installed both Matrix1Utils and Multisync just now and neither are working with my version of DBP. The command syntax is recognized in the editor but the compiler is like "NO WAY!"

Anyone know of a magical link where I can download an older, more stable version of DBP? This is getting a bit silly.
hakimfullmetal
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Posted: 8th May 2016 17:36
I have the installer, but can't upload it now. Maybe I can upload it in the weekend to Google Drive
It needs a serial keys from TGC though.
WickedX
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Posted: 8th May 2016 18:26
Quote: "It needs a serial keys from TGC though."


That is if the DBPro activation system is still available. If not, extract this file into your DBPro folder. This is the certificates necessary to activate DBPro, taken directly from the open source version.

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hakimfullmetal
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Posted: 9th May 2016 16:48 Edited at: 9th May 2016 16:48
DBPro installer
https://drive.google.com/open?id=0B8D2TkrsXIwONHNXV3JSeDBjXzA

DBPro upgrade
https://drive.google.com/open?id=0B8D2TkrsXIwOVmJFTXlBYy1NcHM
Derek Darkly
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Posted: 9th May 2016 22:54 Edited at: 9th May 2016 22:56
Thanks for the links. I'll let you know how it goes!
In the meantime, if you 're still trying to get an open port you can try the EXE I attached... probably won't work but won't hurt to try. It just creates a net game then tells you to check your port forward page.

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Derek Darkly
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Posted: 10th May 2016 01:45
Ok, so I installed the free version of DBP, then added the certificates provided by WickedX (thank you!) and all of that went fine, then I installed Matrix1Utils and I noticed that many of the commands work but when I try something like NEW TCP SOCKET or NEW ACCEPT SOCKET I get stopped by a syntax highlight with no explanation no matter how I fill in the port and address fields.

If anyone has had success with Matrix1Utils networking commands, maybe you can tell me if I'm missing something or if these commands ever worked in the first place. I'll use any plugin that lets me host a game from home, just need something that lets me specify the port. If I can't get into multiplayer with DBP I might as well abandon it altogether. Would be a shame though, I feel like I'm just now getting somewhere...LoL
James H
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Posted: 10th May 2016 02:56
The reason some M1U commands cause a crash with the open source DBP while others don't is down to a few reasons, DBP was taken back to an older update that was more suited to Lee making a faster compiler while using a different(newer) version of of MS visual studio. From what I gather from Rudolpho, the language used(c#?) with this version of VS doesn't play ball with various characters used to comment out various duplicate functions by means of the string table(which needed commenting out to allow for replacement functions to be written...I think). Now I may have that explanation upside down, back to front and inside out but the gist of it is that you might get around it by changing the string table entries - his explanation will make more sense if you have a read of his DX11 WIP thread(probably somewhere in the last couple of pages I should think). Still not got around to checking the possible solution out myself. Another option and the easiest/quickest to test if you don't mind losing the new compiler would be to install the latest DBP upgrade over DBP open source and carry on using it normally as technically with the upgrade you will be back to using the "standard" version of DBP so M1U should work fine. Hope that helps.
WickedX
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Posted: 10th May 2016 04:03
Derek, after installing the free version and adding the certificates have you installed the update provided by hakimfullmetal.
Derek Darkly
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Posted: 10th May 2016 04:25
Thanks James and WickedX!

Sorry, yes update is installed but socket commands are still failing.
Can any of you gents use Matrix1 commands like NEW ACCEPT SOCKET ...?? or have you tried?

Just want to verify that this actually works for others.
(A small bit of code perhaps? If you guys don't use this for Multiplayer then what do you recommend?)
James H
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Posted: 10th May 2016 14:12
I have never used M1U for any multiplayer, I have used the core Direct Play for a test of multiplayer years ago to get a feel for prediction but I didn't like the performance so switched to Multisync and got the basics back up and running but haven't as of yet delved any deeper as I was still a long way off from where I wanted to be in terms of learning how to code. In recognition of that I put it on hold and so for the purpose of ensuring I had something with more support in the future I decided to go purchase Dark Net, as of yet have only ran the demo's for it, not even looked at the demo code tbh.

With regards to the oddity of auto port forwarding - I would recheck to see if that method(givng DBP exe firewall permission) actually created that rule for the port forward. In order for the port forward rule to be created on a router the exe will need permission to access the router or the rule can't be created - with the router password so that it has admin rights for the router. I have set up port forwarding on static IP for BF4 and I can't see how DBP could gain access to admin rights of the router without being given ID and password for it first. Are you absolutely sure you didn't install some port forward software at some point that you gave password and ID to that might have created the port and then you forgot about it? Seems very odd is all.

Quote: "A small bit of code perhaps?"

Finding some code known to work should certainly be your first port of call!

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