View Full Version : Dedicated Server Support
notanother
11-09-2009, 09:58 PM
Just so there isn't any question, Will I be able to create the game as a dedicated server as well as a client?
I want to be able to create a server list/browser as well as the ability for servers to broadcast themselves publicly.
Phopojijo
11-09-2009, 10:32 PM
Yeah that could be a problem... finding a server to host the browser. Though Unreal Frontend has an option for Dedicated Server... not exactly sure what that means but <shrugs> You should be able to direct connect to it...
notanother
11-09-2009, 10:51 PM
I, see... Sooo, would a 'lobby' type 'master' server need to be created initially, for other 'dedicated servers' to broadcast their presence to, and initialize connections through?
Can it be done with this UDK thingy?
It could be done with a web interface if it comes down to it, as long as I could get a part of the engine to make some kind of broadcast/packet to a given IP/domain (Facilitator). Which really seems like a source code level thing.
(ThankS)
Blade[UG]
11-09-2009, 11:34 PM
Yea is there built in support for operating some kind of master server and server list type thing, or does all that have to be home-brewed?
Phopojijo
11-09-2009, 11:50 PM
Well if worse comes to worse -- you could have a webpage list all the servers and -- probably register some protocol to launch the game and automatically connect to the specific IP address + port. It'd be a step-back in terms of usability... but your fans would probably understand...
Unless Epic left some GameSpy Arcade or something in there...
Blade[UG]
11-10-2009, 12:24 AM
Well, I understand that for a decent programmer, it would be trivial to implement some kind of a server list system, I'm just wondering if there is a system already built into it. I haven't browsed the official documentation, yet, though I'm really not expecting it to be much more expansive than the UT3 documentation..
In fact, what I'm actually thinking of doing, as Im rolling over the possibility of a game in my head, is a game that would actually have a hard coded server in it. I still distinctly doubt the possibility of having > 100-ish people in a game, though, so I'm thinking that the things I'm thinking of would eitheer be exceptionally difficult, or impossible with Unreal.
notanother
11-10-2009, 12:52 AM
Figuring out this dedicated server thing would really help, as it might help with some sort of keycode authentication done on the master server side. That kind of master/dedicated server has killed piracy on multiplayer games since the quake 3 days.
Otherwise we are creating games that can be downloaded with no authentication, thus allowing anyone to create their own, 'non-dedicated listen server' from our product (licensed through epic).
Also curious about punkbuster integration in mp, or some kind of anti cheat system. If that is reasonable.
Phopojijo
11-10-2009, 01:00 PM
Figuring out this dedicated server thing would really help, as it might help with some sort of keycode authentication done on the master server side. That kind of master/dedicated server has killed piracy on multiplayer games since the quake 3 days.
Otherwise we are creating games that can be downloaded with no authentication, thus allowing anyone to create their own, 'non-dedicated listen server' from our product (licensed through epic).
Also curious about punkbuster integration in mp, or some kind of anti cheat system. If that is reasonable.Yes it totally killed piracy on multiplayer games since Quake 3 days... and had nothing to do with used game sales...
The more DRM you add, the less people will like you... and especially when you're a small guy... even the word of mouth of pirates will help you get that many more sales (from their honest friends).
My recommendation? Don't go there.
elmuerte
11-10-2009, 02:53 PM
A dedicated server can be started from the commandline in the same was as it works in UT3:
udk server Map?...
You probably also want to have a masterserver can keeps a record of all online servers. For that you need to roll your own solution.
Blade[UG]
11-11-2009, 08:15 PM
A dedicated server can be started from the commandline in the same was as it works in UT3:
udk server Map?...
You probably also want to have a masterserver can keeps a record of all online servers. For that you need to roll your own solution.
Hmm. That sounds like an interesting project, I like that sort of thing. i think I'll get right on it.
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