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Old 22 April 2012, 19:37   #241
isamu
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Quote:
Originally Posted by FrodeSolheim View Post
I have been working a bit on the launcher today (Screenshot attached)

Only when they are in fact in ADF format. IPF and DMS formats are also common -Personally I just say disk image or floppy image, but I don't care what you call them as long as I understand what you mean...



The launcher shown synchronizes settings across clients live while changing the settings. Checksums are also exchanged between the clients and the launcher will not allow the game to start until it has verified that all players have the same files.

Not implemented yet; the launcher will also automatically select the correct kickstart / disk images when another player changes kickstart / disk image by looking up the path in a local database of scanned files.
That is incredible!!! Simply incredible and VERY impressive!!!

I think I may have to grab the latest full TOSEC collection, so that I will then have pretty much all the floppy images required to match up with people. Hopefully you guys have them as well.

In addition, here's a suggestion Frode....how about implementing a feature that automatically allowing us to download the disk image directly from whoever is hosting the game, and then from there the application matches us up and we're ready to go?
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Old 22 April 2012, 20:10   #242
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Originally Posted by lesta_smsc View Post
Frode - After all your hard efforts, I finally got a new laptop! Now running your amazing emulator should be no problem! - I'm hoping it isn't anyways - as it's got quad core!
It will probably work great! -If not, you know where the support thread is

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That is incredible!!! Simply incredible and VERY impressive!!!


Quote:
Originally Posted by isamu View Post
In addition, here's a suggestion Frode....how about implementing a feature that automatically allowing us to download the disk image directly from whoever is hosting the game, and then from there the application matches us up and we're ready to go?
This is technically easy to do, but I don't want FS-UAE associated with software piracy, so I won't include such a feature (and yes, I understand there are arguments both for and against here, and some games are freely distributable etc). I will therefore rather focus on making it as easy as possible to match up files on all clients in the cases where every player has the same game already. (And if the game is freely distributable, it is fairly easy for all players to download separately anyway).
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Old 22 April 2012, 20:11   #243
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I don't know exactly how to do this, and whether it is possible (would vary with OS anyway). It is not a high priority for me to look into this, but if someone knows exactly how to do this (if possible) with Windows/RawInput (I know you use Windows), and create a patch or sends me information, I don't mind adding the feature.
I did not analyzed your source code, but maybe I do this in feature. Probable - imo - you must do some keyboard Hook in some method which "swallow" all keystrokes, because original WinUAE version do not block using of multimedia keys and when WinUAE windows is active I can switch songs or radio stations using multimedia keys. If I find something in source code I will let you know.
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Old 22 April 2012, 20:36   #244
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Quote:
Originally Posted by FrodeSolheim View Post

This is technically easy to do, but I don't want FS-UAE associated with software piracy, so I won't include such a feature (and yes, I understand there are arguments both for and against here, and some games are freely distributable etc). I will therefore rather focus on making it as easy as possible to match up files on all clients in the cases where every player has the same game already. (And if the game is freely distributable, it is fairly easy for all players to download separately anyway).
OK I understand no problem mate

Quick question though....does the client allow us to jump into an online session already in progress and spectate the two players playing the game? That is one thing I am really REALLY hoping for. Spectating is something I very much enjoy doing, and would love to be able to watch a couple people play something like say, Lotus Espirit Challenge while I kick back and have a cup of tea
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Old 22 April 2012, 20:56   #245
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Excellent idea !!! +1
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Old 22 April 2012, 21:05   #246
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Quote:
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Quick question though....does the client allow us to jump into an online session already in progress and spectate the two players playing the game? That is one thing I am really REALLY hoping for. Spectating is something I very much enjoy doing, and would love to be able to watch a couple people play something like say, Lotus Espirit Challenge while I kick back and have a cup of tea
This is not possible with the current net play protocol, and barely possible at all Only input events and frame information is passed between clients, and you need to be part of the session from the start for it to work.

The only way this could work is a complete state transfer (i.e. memory, etc - basically a save state + some more data) from one of the other players and then replay input events from that point. While possible to do (and also with potential copyright issues), it would require quite a bit of additional work which I am unlikely to prioritize.

Spectating itself is non-problematic. Another player ("spectator") will not affect the speed/responsiveness for the other players, unless it has a too slow computer to keep up.
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Old 25 April 2012, 18:26   #247
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This is not possible with the current net play protocol, and barely possible at all Only input events and frame information is passed between clients, and you need to be part of the session from the start for it to work.

The only way this could work is a complete state transfer (i.e. memory, etc - basically a save state + some more data) from one of the other players and then replay input events from that point. While possible to do (and also with potential copyright issues), it would require quite a bit of additional work which I am unlikely to prioritize.

Spectating itself is non-problematic. Another player ("spectator") will not affect the speed/responsiveness for the other players, unless it has a too slow computer to keep up.
Ahh I understand, thanks for the explanation. Well, hopefully someday
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Old 28 April 2012, 13:12   #248
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I have just released 1.2.0rc1 (http://eab.abime.net/showthread.php?p=815178#post815178).

I started a local net play game to check that everything worked as usual, but I would appreciate a couple of confirmations that net play in 1.2.0rc1 is good.

Also, the net play server is now versioned and can be downloaded from the normal (beta) download page. This should make it easier to use the correct server, and the latest server for the stable relase will (when 1.2.0) is released always be found on the stable download page.
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Old 28 April 2012, 13:30   #249
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Originally Posted by FrodeSolheim View Post
I have just released 1.2.0rc1 (http://eab.abime.net/showthread.php?p=815178#post815178).

I started a local net play game to check that everything worked as usual, but I would appreciate a couple of confirmations that net play in 1.2.0rc1 is good.

Also, the net play server is now versioned and can be downloaded from the normal (beta) download page. This should make it easier to use the correct server, and the latest server for the stable relase will (when 1.2.0) is released always be found on the stable download page.
Thanks for this release. Will try to report any issues
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Old 25 July 2012, 22:40   #250
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@AmigaOnline, ref. your post about the launcher, net play and WHDLoad games: http://eab.abime.net/showpost.php?p=830727&postcount=152

One problem with using WHDLoad and net play, is that the Amiga memory will definitively get out of sync when WHDLoad reads and checks your key file - since you will have different personal keys - and the net play server will detect this and stop the game... (this is not a problem when running the trial version of WHDLoad -without a key).
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Old 26 July 2012, 03:30   #251
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Originally Posted by FrodeSolheim View Post
@AmigaOnline, ref. your post about the launcher, net play and WHDLoad games: http://eab.abime.net/showpost.php?p=830727&postcount=152

One problem with using WHDLoad and net play, is that the Amiga memory will definitively get out of sync when WHDLoad reads and checks your key file - since you will have different personal keys - and the net play server will detect this and stop the game... (this is not a problem when running the trial version of WHDLoad -without a key).
Anyone want to share a key? - lol on a more serious note, I don't mind using the trial version - just the same except has a nag screen! Frode - you ever online to play!? :P
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Old 26 July 2012, 09:18   #252
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Originally Posted by FrodeSolheim View Post
@AmigaOnline, ref. your post about the launcher, net play and WHDLoad games: http://eab.abime.net/showpost.php?p=830727&postcount=152

One problem with using WHDLoad and net play, is that the Amiga memory will definitively get out of sync when WHDLoad reads and checks your key file - since you will have different personal keys - and the net play server will detect this and stop the game... (this is not a problem when running the trial version of WHDLoad -without a key).
Yes, I already know that. If you can make it work using the trial WHDLoad version, it will be ok (and very easy to setup, that's probably the biggest challenge here)
My current launcher warns the user if a key is detected (it is just a visual reminder, but you can take up this idea and maybe improve it with a checksum comparison). In my view, the WHDLoad key should be optional using the Net Play feature
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Old 26 July 2012, 12:05   #253
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Anyone want to share a key? - lol on a more serious note, I don't mind using the trial version - just the same except has a nag screen! Frode - you ever online to play!? :P
A few games require a key, but in this case floppy versions should do the trick
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Old 06 August 2012, 00:27   #254
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FS-UAE Launcher with net play support

FS-UAE Launcher with net play support can be tested now! More information can be found here: http://fengestad.no/wp/launcher-net-play

Features include:
  • Lobby, chat channels and game channels via IRC.
  • Operators in game channel can set configuration on behalf of all players, floppy images, kickstarts will be automatically selected based on checksum provided that all players have the files indexed in the database.
  • Clients verify that they can connect to the server before the game can be started.
  • A "master" or "gateway" multiplayer server is running at fengestad.no, which can host 30 simultaneous games, so you can test multiplayer without setting up your own server. (Round-trip to Norway can be bad for your latency though, depending on where you live )
  • Some verification of compatible configuration across clients.
  • Synchronized game start.
Source code, Windows binaries and debs for x86-64: http://fengestad.no/fs-uae/files/1.3.23u1/

It's not perfect yet, but it works (it is a bit rough, and some edge cases are not handled properly yet).
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Old 06 August 2012, 08:56   #255
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FS-UAE Launcher with net play support can be tested now! [...]
Excellent, Frode!
Having only one server is of course not perfect for everybody in the world, but it can be at least a good way to give it a try
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Old 06 August 2012, 11:17   #256
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@Frode: any way to start a custom server yet? (e.g.: over a lan/offline/launcher+irc)
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Old 06 August 2012, 12:33   #257
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http://fengestad.no/fs-uae/files/1.3...23u1-0_all.deb

it's for that no ?

Permanent install on my own 1Gb/s Server : 88.191.140.96 (based in Paris/France)

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Old 06 August 2012, 12:48   #258
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I'll answer a couple of questions in my lunch break here

Quote:
Originally Posted by AmigaOnline View Post
Excellent, Frode!
Having only one server is of course not perfect for everybody in the world, but it can be at least a good way to give it a try
Of course, I provided it for convenience only. Nothing is hardcoded to this server, so anyone may set up and use their own located somewhere else

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@Frode: any way to start a custom server yet? (e.g.: over a lan/offline/launcher+irc)
There are currently two options:
1. Start a single instance game server manually
2. Set up a net play service

Option 1 is the usual old way, you start
Code:
python fs-uae-game-server-1.3.23.py [arguments]
and then in the launcher, you use something like this to configure the game to use this server:
Code:
/setserver 10.0.0.34 25100 3
Option 2 is to start the service. If the server is installed via server/setup.py (sorry, I haven't written detailed instructions about this yet), you can start:
Code:
python -m fs_uae_netplay_server.service --addresses=10.0.0.34
This service will then run until it is stopped and be able to start multiple game servers. This is what's running on fengestad.no. In the launcher, you would use the server like this (for a three player game):
Code:
/startserver 10.0.0.34 25101 3
The launcher will then contact the service, get a new (random password protected) game server instance started, and automatically send the server details to all players.

Option 3 does not exist yet, but this would be to have the launcher spawn a single instance game server on the local computer. This could be very useful for a local network game, since no server setup/configuration would be needed at all.

Quote:
Originally Posted by Foul View Post
http://fengestad.no/fs-uae/files/1.3.23u1/fs-uae-netplay-server_1.3.23u1-0_all.deb

it's for that no ?

Permanent install on my own 1Gb/s Server : 88.191.140.96 (based in Paris/France)
Correct , this package will install and set up the service! -The service runs as a separate user for extra security. But the service is not started by default, you need to edit /etc/defaults/fs-uae-netplay-server and change:
Code:
FS_UAE_NETPLAY_SERVER_ENABLE=yes
A new requirement is that you must also specify what address(es) clients should use to connect to this server -it is not automatically detected, for instance:
Code:
FS_UAE_NETPLAY_SERVER_ADDRESSES=<server ip address or hostname>
You can enter multiple addresses, if (for routing reasons) some must use an external IP and some an internal IP to connect to the server, you can enter something like this:
Code:
FS_UAE_NETPLAY_SERVER_ADDRESSES=ipaddress1,ipaddress2
If you get your server running, people would use (in the IRC window in FS-UAE Launcher):
Code:
/startserver 88.191.140.96 25101 <numplayers>
I'll be able to provide more help later tonight
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Old 06 August 2012, 12:55   #259
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ok ! cool

Configured and started !

Everyone can join/use my serv to play
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Old 06 August 2012, 14:26   #260
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Quote:
Originally Posted by FrodeSolheim View Post

There are currently two options:
1. Start a single instance game server manually
2. Set up a net play service

Option 1 is the usual old way, you start
Code:
python fs-uae-game-server-1.3.23.py [arguments]
ok/done (local server/2 clients expected)

Quote:
Originally Posted by FrodeSolheim View Post
and then in the launcher, you use something like this to configure the game to use this server:
Code:
/setserver 127.0.0.1 25100 2
ok/done (localhost IP address)





All seems ok according to you? Any other options?
And then, how can i add channels/start a game exactly? I've tried the default commands without success.
It only works when the FS-UAE client is connected to fengestag.no (online). In this case, I've noticed a new game window in the lower left-hand corner. Tried this morning
Thanks.
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Old 06 August 2012, 17:51   #261
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Originally Posted by AmigaOnline View Post
ok/done (local server/2 clients expected)
All seems ok according to you? Any other options?
The game server is set up correctly. The problem seems to be that you are not connected to the IRC server.

Quote:
And then, how can i add channels/start a game exactly? I've tried the default commands without success.
It only works when the FS-UAE client is connected to fengestag.no (online). In this case, I've noticed a new game window in the lower left-hand corner. Tried this morning
Thanks.
You need to be logged onto an IRC server to start channels/games. Btw, when you said "offline" earlier, did you mean that the computer is not connected to the Internet at all, and cannot join irc.fengestad.no? When you said "offline" I thought you meant a local area network game (but still with Internet connection).

You do need an Internet connection for game setup to work -game setup is done through IRC, though the games themselves can be played only on the local network.

I'll soon fix a new version with some net play improvements, as well as having the launcher logging to a log file (necessary now, to be able to debug launcher net play problems).
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Old 06 August 2012, 18:23   #262
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The game server is set up correctly. The problem seems to be that you are not connected to the IRC server.
I see

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Originally Posted by FrodeSolheim View Post
You need to be logged onto an IRC server to start channels/games. Btw, when you said "offline" earlier, did you mean that the computer is not connected to the Internet at all, and cannot join irc.fengestad.no? When you said "offline" I thought you meant a local area network game (but still with Internet connection).
Offline/no internet connection (LAN only). It's always good to have the opportunity to play over a LAN (like many other emulators that use a Net Play feature)

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You do need an Internet connection for game setup to work -game setup is done through IRC, though the games themselves can be played only on the local network.
Maybe a way to start a local/custom basic IRC server instead? That would be great (and less dependent on internet/dedicated servers)

Quote:
Originally Posted by FrodeSolheim View Post
I'll soon fix a new version with some net play improvements, as well as having the launcher logging to a log file (necessary now, to be able to debug launcher net play problems).
Good! Is it possible to use another default "gateway" server in the launcher? (e.g.: our own server, instead of fengestag.no)
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Old 06 August 2012, 18:39   #263
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Maybe a way to start a local/custom basic IRC server instead? That would be great (and less dependent on internet/dedicated servers)
Well, thought not really difficult to program a minimal/custom IRC server, I'm not really in the mood for it right now -But I wil make it possible to specify a custom IRC server.

Quote:
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Good! Is it possible to use another default "gateway" server in the launcher? (e.g.: our own server, instead of fengestag.no)
I should be more consistent with the terminology, so I think I'll stick to these terms from now on:

* IRC server: used for game setup, lobby, chat (such as for instance irc.fengestad.no)
* Netplay server instance: A server which handles a single multi-player game (and dies when the game is over).
* Netplay service: A server which can spawn game servers on demand (example fengestad.no port 25101).

The IRC server is completely independent from the other servers.

But you mean IRC server now right? In which case the answer is: yes, soon
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Old 06 August 2012, 18:54   #264
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Well, thought not really difficult to program a minimal/custom IRC server, I'm not really in the mood for it right now -But I wil make it possible to specify a custom IRC server.
Okay, thanks I'm sure that it will be useful

Quote:
Originally Posted by FrodeSolheim View Post
I should be more consistent with the terminology, so I think I'll stick to these terms from now on:

* IRC server: used for game setup, lobby, chat (such as for instance irc.fengestad.no)
* Netplay server instance: A server which handles a single multi-player game (and dies when the game is over).
* Netplay service: A server which can spawn game servers on demand (example fengestad.no port 25101).

The IRC server is completely independent from the other servers.

But you mean IRC server now right? In which case the answer is: yes, soon
In fact I was referring to all the servers that are contacted each time you click on "Online Games" (at least the IRC server, yes)
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Old 06 August 2012, 19:02   #265
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In fact I was referring to all the servers that are contacted each time you click on "Online Games" (at least the IRC server, yes)
OK! -Only irc.fengestad.no is contacted when you click "Net play". All other servers are explicitly configured by the user (/startserver or /setserver).

I have implemented an option to override the IRC server. In the next version (compiling now), you can set custom options in the preferences dialog (no GUI controls yet):
Code:
irc_server = address
and you can also override the default nickname:
Code:
irc_nick = yournick
Important note regarding using your own IRC server. Quite a lot of "hidden" messages are sent on the game channels, so you should disable flood protection, or players will get disconnected quite frequently -Also, the server must allow local channels starting with &.

Since there is no dependence between the IRC server and the game servers, I recommend using the default IRC server if you are connected to the Internet.

Last edited by FrodeSolheim; 06 August 2012 at 19:09.
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Old 06 August 2012, 19:06   #266
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Updated version at http://fengestad.no/fs-uae/files/1.3.23u2/

* you can now start online games with only one player (useful for testing).
* colors used for different type of messages.
* the launcher now logs to Documents/FS-UAE/Logs/Launcher.log.txt (using .txt for easier upload to EAB).
* new operator command /check <key> to manually check key, for instance /check amiga_model
* you can override the irc server and automatically chosen irc nickname.
* other minor net play improvements and fixes.
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Old 06 August 2012, 19:09   #267
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Quote:
Originally Posted by FrodeSolheim View Post
OK! -Only irc.fengestad.no is contacted when you click "Net play". All other servers are explicitly configured by the user (/startserver or /setserver).

I have implemented an option to override the IRC server. In the next version (compiling now), you can set custom options in the preferences dialog (no GUI controls yet):
Code:
irc_server = address
and you can also override the default nickname:
Code:
irc_nick = yournick
Important note regarding using your own IRC server. Quite a lot of "hidden" messages are sent on the game channels, so you should disable flood protection, or players will get disconnected quite frequently

Since there is no dependence between the IRC server and the game servers, I recommend using the default IRC server if you are connected to the Internet.

Great! Thanks for this improvement
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Old 06 August 2012, 19:16   #268
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I should also make it clear that the IRC server is in no way used when FS-UAE starts and will not impact the performance or latency of net play. It is only used when negotiating net play configuration in the launcher.

And remember that this is just the initial version, so expect a few problems now and then (but please report them )

Further work include (but is not limited to):
  • Broadcast initial configuration when people are joining the game channel.
  • Synchronize more configuration options (eventually, all relevant options).
  • Make sure floppy and kickstart sha1 options are initialized when configurations are loaded.
  • Add more IRC commands (support channel mode setting, making games private/invite only and/or password protected, etc).
  • Flag channel (with a color or symbol) in the channel list if something was said when you are looking at another channel.
  • Detect properly when other people changes nicks.
  • Function to start a local game instance server on demand from the launcher.
  • GUI for starting / choosing net play servers.

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Originally Posted by AmigaOnline View Post
Great! Thanks for this improvement
Try the new version, out now
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Old 06 August 2012, 23:53   #269
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Try the new version, out now
I confirm that it works like a charm I am sure you have good memories of Dyna Blaster
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Old 07 August 2012, 21:15   #270
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New version at http://fengestad.no/fs-uae/files/1.3.23u3/

I will be updating the guide at http://fengestad.no/wp/launcher-net-play with new information soon.

Highlights:
* checksums are initialized when loading configurations, so the game administrator can use the configuration list to load config while in a game channel.
* hard drive / whdload settings are synchronized, so you should be able to start multiplayer whdload-zipped games
* unsafe settings from preferences are automatically ignored when starting a net play game.
* more stuff just works out of the box

Other improvements include:
* new simplified syntax for /startserver and /setserver (port can be skipped, use current number of players in channel if players are not specified). Example: /startserver fengestad.no
* configuration is automatically broadcast by game administrator when players join the channel, so /resetconfig is not needed anymore.
* new commands /ready and /notready
* decrypted kickstart sha1 is calculated when selecting a Cloanto ROM.
* more configuration keys are synchronized (including memory settings).
* improved /check and /verify commands for debugging
* uae_ options are stripped when starting a netplay game.
* you can send raw irc commands with /raw, useful to be able to send non-implement IRC commands.
* support more common IRC commands: /msg /oper /whois /away /mode.
* optional new setting irc_nickserv_pass to automatically log in with nickserv on connect.
* half-op status is also displayed in nick list (along with op, voice).

irc.fengestad.no
* Nickserv and chanserv are now running on irc.fengestad.no, so nicknames and channels can be registered.

Last edited by FrodeSolheim; 07 August 2012 at 21:25.
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Old 07 August 2012, 21:27   #271
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Another breakthrough Well done soldier!
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Old 07 August 2012, 23:06   #272
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Once again, another fine release! Frode, you have given us Network players a new lease of life! - I'm glad I requested it, and that you implemented it - initially as a prototype but now as a working product!
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Old 07 August 2012, 23:58   #273
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Finally tested the launcher chat / game setup feature on Mac -works perfetly. Mac OS packages and Linux debs are now added to http://fengestad.no/fs-uae/files/1.3.23u3/

Quote:
Originally Posted by lesta_smsc View Post
Once again, another fine release! Frode, you have given us Network players a new lease of life! - I'm glad I requested it, and that you implemented it - initially as a prototype but now as a working product!
Thanks! Yes, I wasn't planning to do net play -so it really is "your fault"

The launcher is getting along nicely now. A bit more GUI (server browser, join/create game dialogs) so people don't have to learn (the couple of) IRC-like commands - and some polish, and a three-year old will be able to start online games

Last edited by FrodeSolheim; 08 August 2012 at 00:44.
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Old 08 August 2012, 03:49   #274
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Originally Posted by FrodeSolheim View Post
Finally tested the launcher chat / game setup feature on Mac -works perfetly. Mac OS packages and Linux debs are now added to http://fengestad.no/fs-uae/files/1.3.23u3/



Thanks! Yes, I wasn't planning to do net play -so it really is "your fault"

The launcher is getting along nicely now. A bit more GUI (server browser, join/create game dialogs) so people don't have to learn (the couple of) IRC-like commands - and some polish, and a three-year old will be able to start online games
Don't forget us English too! haha - ok bad joke! . Frode will your 3 year old be testing your theory?!

You never answered my question: Do you come online for Net Play session? PM me!
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Old 08 August 2012, 10:34   #275
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You never answered my question: Do you come online for Net Play session? PM me!
Frode has played Dyna Blaster online 2 days ago For sure, a future champion
Beware, we have a fox in the henhouse
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Old 08 August 2012, 12:32   #276
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@Frode: I have tried another IRC Server with the same issue we have experienced yesterday using the launcher: "not in active game channel"
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Old 08 August 2012, 13:18   #277
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Frode has played Dyna Blaster online 2 days ago For sure, a future champion
Beware, we have a fox in the henhouse
Haha - competition time! :P
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Old 08 August 2012, 17:55   #278
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Don't forget us English too! haha - ok bad joke! . Frode will your 3 year old be testing your theory?!
Yes, but this experiment will have to wait 3 years and a few weeks

Quote:
Originally Posted by lesta_smsc View Post
You never answered my question: Do you come online for Net Play session? PM me!
I'm monitoring irc.fengestad.no / #lobby with a regular IRC client (in the evenings)!

Quote:
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@Frode: I have tried another IRC Server with the same issue we have experienced yesterday using the launcher: "not in active game channel"
I fixed the IRC problem yesterday -Here is a new Windows build for you (also includes a couple of other improvements):
http://fengestad.no/fs-uae/files/1.3.23u4

* fixed a problem when connecting to some IRC servers
* do not copy WHDLoad base dir in net play mode to avoid problems with differing files (WHDLoad key and prefs files will not be copied)
* you can also use the following names for game channels: #x-game (for instance #my-game) in case you connect to a custom IRC server without support for & channel names.
* recognized + and ! prefixes for IRC channels
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Old 08 August 2012, 18:36   #279
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Originally Posted by FrodeSolheim View Post
I fixed the IRC problem yesterday -Here is a new Windows build for you (also includes a couple of other improvements):
http://fengestad.no/fs-uae/files/1.3.23u4

* fixed a problem when connecting to some IRC servers
* do not copy WHDLoad base dir in net play mode to avoid problems with differing files (WHDLoad key and prefs files will not be copied)
* you can also use the following names for game channels: #x-game (for instance #my-game) in case you connect to a custom IRC server without support for & channel names.
* recognized + and ! prefixes for IRC channels
Thanks, it's better
Do I have to manually apply the operator status when only one user is in a channel? ("verify: you need to be an operator" => /mode username +o). Is it supposed to work automatically without this manual command?

If I type "/startserver 127.0.0.1 2" when a channel is added with one user inside, the error "problem starting game server: URLError(error(10061, "Aucune connexion n'a pu \xeatre \xe9tablie car l'ordinateur cible l'a express\xe9ment refus\xe9e"),)" is displayed (=connection denied by the computer). Any idea?
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Old 08 August 2012, 18:43   #280
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Thanks, it's better
Do I have to manually apply the operator status when only one user is in a channel? ("verify: you need to be an operator" => /mode username +o). Is it supposed to work automatically without this manual command?
If your nick has the @ prefix in the nick list, you are operator. You are automatically op when creating a new channel. You can only use the mode command to promote *another* user to operator, and you would normally not need to do this.

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If I type "/startserver 127.0.0.1 2" when a channel is added with one user inside, the error "problem starting game server: URLError(error(10061, "Aucune connexion n'a pu \xeatre \xe9tablie car l'ordinateur cible l'a express\xe9ment refus\xe9e"),)" is displayed (=connection denied by the computer). Any idea?
The command "/startserver 127.0.0.1" will try to contact a net play service running on 127.0.0.1 port 25101. Have you this service running? (Use /setserver instead if you have started a single instance game server manually - and not running the net play service).
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