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The Future of TT from GG!

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LGM
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Re: The Future of TT from GG!

Post by LGM »

I did a little digging around at GG... found some stuff.

Here's a thread about a Python master server and the code.
http://www.torquepowered.com/community/ ... view/14666
Python Master Server
by Andy Rollins · 04/28/2008 (4:55 am) · 53 comments
Download Code File

When a game client wants to connect to a game server it can scan the network to look for servers on a particular port, this is quite an effective solution when on a small network such as a Home/Office LAN but consider trying to scan the entire Internet looking for a game server, you'd be there for quite some time!!

Instead we employ a Master Server which is hosted at a fixed known address, for example the standard Garagegames master server used in the Starter FPS can be found at master.garagegames.com on port 28002. As each game server starts up it registers itself with the master server which then maintains a list of known servers, when a game client wishes to connect it requests the list of available servers from the master server.

The basic process flow for game servers is:
1. Game server sends a heartbeat to the master server to register itself (packet type 22)
2. Master server sends an Info Request (packet type 10) to the game server requesting more information i.e. game type, mission, number of players, number of bots, etc.
3. Game server Responds with info data and is added to the list of available servers. (packet type 12)
4. Master server drops server from it's list if it hasn't had a heartbeat in about 180 seconds.
5. About every 180 seconds game server sends another heartbeat and the process starts from step 1.


The basic flow for game clients is:
1. Game client sends a list request to the master server (packet type:6)
2. Master server responds with the list of available servers (packet type:8)
3. Game client then pings the game server
4. game server responds to ping request
5. Game client sends request for information to game server
6. Game server responds to information request.
7. The list of available game servers appears in the GUI (see script joinServerGui.gui in the starter.fps)

Ideally the master server filters the results based on game type, mission, num players, etc before responding to the client in step 2 - this is currently not implemented in this version of the master server although I do store all the data so you could easily add a function to do it.

I've tested this version using Python 2.5 and both TGE 1.5.2 and TGEA 1.7 so you should have any problems with those versions, to use it you should just edit the Configuration section at the top of the Masterserver.py and set the port to whichever number you require.

Then in your game edit the server\defaults.cs file where you should see a line that looks like:
view plainprint?
$pref::Master0 = "2:master.garagegames.com:28002";

to point at your master server (remember to alter the port number to also match the one you set in the masterserver.py file. Examples:

view plainprint?
using the local machine i.e. your own pc/laptop:
$pref::Master0 = "2:localhost:28002";

or via IP address:

$pref::Master0 = "2:192.168.0.200:28666";

or even an external site:

$pref::Master0 = "2:my_cool_domain.com:27531";

Note the "2:" before the hostname/ip address needs to be there it's an old thing from tribes and the engine expects it to be there.

I've been coding Python for the sum total of 4 days now so there are no doubt bugs within the code, let me know if/as you find them and I'll endeavour to update the resource with any fixes or improvements that people come up with.

Please feel free to use the code however you wish without restriction, although it would be nice to receive some credit if you do use it.
I'll also post the code files on my little archive.

The download has a master server and shutdown server file in Python. I don't know anything about it, but there it is.
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Re: The Future of TT from GG!

Post by Reagent X »

Well no response so far... We need a personal contact who can punch through.
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Re: The Future of TT from GG!

Post by TrouserChili »

The guys over at Legionsoverdrive suggest talking to TorqueMich at #legions on Quakenet IRC.
I've done a quick search and can't find who they're talking about though.
What is Scrum???
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Re: The Future of TT from GG!

Post by Reagent X »

I sent an e-mail to 56klagman to ask if he knows of a good person to contact.

@LGM - thanks for the e-mail, I'll pursue that as well.
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Re: The Future of TT from GG!

Post by Guest »

TrouserChili wrote:The guys over at Legionsoverdrive suggest talking to TorqueMich at #legions on Quakenet IRC.
I've done a quick search and can't find who they're talking about though.
From what I remember, TorqueMich was the community manager for the torque forums and also worked on their game engines. So he might know who to get a hold of if you can find him on the legions irc or get his email from someone there.
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Re: The Future of TT from GG!

Post by Reagent X »

Just got a response from a contact within GG (thanks LGM for connecting me).
Sorry for the delay. I didn't realize that this was in my drafts folder.

We have not made any decisions on the IP for ThinkTanks, RokkitBall, or MarbleBlast. We are currently working with a number of interested parties for purchasing the Torque-related properties and IAC will most likely be in charge of selling the rights to the game technologies to interested parties. Considering the value of the stand-alone version of ThinkTanks, the source and such will most likely be rather expensive to purchase. I would recommend contacting licensing@torquepowered.com if you have a significant investor in the project.

Much of the previous licensing is part of the IAC structure so there are many, many more hoops to jump through than there were before when GarageGames and BraveTree were the co-owners of the properties (and even when it was first licensed as an IA property). Now that IA has closed its doors, IAC is looking to offload some properties. However, I do not know the specifics of the process, including legal negotiations and contract requirements which will most likely be somewhat expensive to draw up for any IP change of ownership.

Thanks,
Dave
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Re: The Future of TT from GG!

Post by Reagent X »

and my initial reply:
Hi David,

Thanks for the info and feedback. I did contact licensing, but hadn't heard back.

Sounds disappointingly complicated. One thing to consider: the value of the community that still rallies around this game. We could add CONSIDERABLE value to this game, given our sophistication, experience and cohesiveness. We really know what makes this game great, and have developed a collective vision that is well in-line with Joe M. & Co.'s original vision, yet goes far beyond.

Please urge the licensing folks to keep us in mind when our input is needed.

Best,

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Re: The Future of TT from GG!

Post by Baba »

Ok, well , at least we got some kind of reply.
While I am no lawyer, nor am I in the software biz, I still think that if they are trying to offload items and gain any kind of asset's from them, there may well be a door that may open for us.
But perhaps bundling us (the active TT community) along with the game is the best way to go.
We just need to keep probing any options out there.
Our persistence will aid our survival.
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Re: The Future of TT from GG!

Post by Reagent X »

One thing is for sure: we have more staying power than The Corporations! They are big wandering robot monsters off balance and headed in wrong directions due to short-term demands by people greedy to make more $$$ faster, and the lack of cahones to take bold steps toward a long-term vision. Yep.
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Re: The Future of TT from GG!

Post by Cloud »

Master Server down since 1:00 PM EST 12/12/10

hopefully it will be back up............
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