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#7178 - 05/07/08 04:37 AM direct TCP/IP play
VITO Offline
VITO
Crossed Swords


Registered: 09/28/07
Posts: 94
Loc: ITALIA!
hello, i would be grateful to the ones that can explain me how tcp/ip works on this game.
we already had some bad experiences when our servers were hacked, so wanted to get some info about that, in case server is down/out of service for some reason.
so the things i would like to know are: is tcp/ip only for 1v1? is there a chat lobby? if i am playing with a friend of mine (and i know his IP) does he have to know my ip also?
and...well i dont know. if u have further infos, then write them!
THANX
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#7182 - 05/07/08 09:27 AM Re: direct TCP/IP play [Re: VITO]
plataypus Administrator Offline
PrplPplEater #@L#
Swords with Shield


Registered: 03/31/07
Posts: 337
TCP/IP allows for the full 16 player games, but there is no chat lobby. You join the Host of the game directly. The only IP that anyone needs to know is the IP of whomever is the Host.
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#7185 - 05/07/08 02:20 PM Re: direct TCP/IP play [Re: plataypus]
pyro Offline
Pyro
Crossed Swords


Registered: 03/31/07
Posts: 62
The server wasn't hacked. When you join a TCP/IP game it is like joining a game in Mnet. You can chat before the game starts, but there is no outside lobby. So if you are hosting a plugin someone doesn't have you can't send someone to check on them.
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#7192 - 05/08/08 04:17 AM Re: direct TCP/IP play [Re: pyro]
stoopid Offline
adrenaline
Shield


Registered: 03/31/07
Posts: 210
tcp/ip games are rather easy to set up... udogs set up a site (battle.net i think it was) for TFL when bungie.net went down and it served rather well until Marius.net emerged.
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