tcp readme, gry-instalki, KeeperFX CCP 0.40 Complete (NO CD)

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TCP/IP Multiplayer in KeeperFX------------------------------TCP/IP support is currently in its infancy and may be 'slightly' buggy.To host a TCP/IP game:Make sure the port 5555 is open for traffic and is forwarded to port 5555 onyour computer. When you have started the game, click Multiplayer -> TCP/IP ->Create Game.To join a TCP/IP game:Specify a command line option -sessions [ip_address]:5555 when starting game.For instance, if the host's IP address is 55.83.54.187, the appropriate commandline option is -sessions 55.83.54.187:5555Several sessions can be added to command line by prepending a semicolon beforeeach extra address, e.g. -sessions 55.83.54.187:5555;214.43.45.67:5555When you have started the game, click Multiplayer -> TCP/IP -> [select IPaddress in list] -> Join Game.Known issues with TCP/IP:------------------------------- May go out of sync. (Please remember what you did before this and check log,then report it.)- When it goes out of sync, something bad will generally happen. Re-synchronization *might* work.- Everyone else crashes if host exits.- Host is auto-computered if anyone leaves. (WTF!?)- Having a player leave without anyone rejoining creates a 'hole' in playerlist, which will make the game unplayable.- Session player list does not update when a session is selected.- Will be laggy like heck on anything but a LAN or near LAN-grade connectionprobably.- Only old four byte IP-addresses are supported at the moment, as far as Iknow.These issues shall hopefully be resolved one by one in coming versions. Iapologize for them, but I don't have a good test environment nor isthe game code particularly easy to work with. Help me by reporting reasons forout-of-sync in particular, or other issues not on the above list.- Petter H, aka P Hansson ;-) [ Pobierz całość w formacie PDF ]

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