Rocah

Rocah

Joined Member # 2978698
1 Posts 26 Replies 342 Reputation

You probably have a symmetric nat router, if you look in your impulsereator.log file in Documents\My Games\Gas Powered Games\Demigod you will probably see something like this nearish the start: Connected to facilitator at 74.204.71.150:6004. My External: 123.456.789.123:56789 My Internal: 192.168.1.2:6002 where the external port number is not in the 6000-6200 range and is different than the internal port number. My old speedtouch router was of this type and did thi

12 Replies 3,394 Views

I would just add, this could be one of the reason some people connect ok but ping spike. As routers that randomise outbound ports but allow traffic through from other ips, and connect ok in lobby may be doing stateful packet inspection (SPI) on incoming data going through this port if they have an SPI firewall on their router. This may overload the router due to the mass of traffic coming in, and hence cause lag in game. I do wonder if these connectio

121 Replies 353,065 Views

No, same name. Rocah. I'm not to sure on why the external port is in the same range on the older logs. As i understand it the external port on the routers that do this is picked at random by the users router. When the user communicates with the facilitator server, the server can see what port the router has picked. The facilitator server that then tells the user what port it is talking out from, which gets stored in your impulse log. It also then stores this info on the server

121 Replies 353,065 Views

Vashan - this line is your problem most likely [05-19-2009 17:27:17 671] Connected to facilitator at 209.124.63.249:6000. My External: 78.51.166.110: 11982 My Internal: 192.168.1.2: 6002 (CONNECTION ACTIVITY) I see people who have problematic times connecting in custom games often have a different random port on their external IP. This is what everyone will attempt to connect back to you on. However some

121 Replies 353,065 Views

I have seen some odd ports being used in my Reactor Log as well. Enabling a specified port range in ReactorOptions, even if it's just the default range, stops that behavior. A software setting like that wouldn't stop the router using random ports as you suggest above as the router would just do it's own thing regardless of what the software did if that was the case. That being said, even when I stopped it from using those random ports in the logs, it still wo

22 Replies 37,213 Views

[quote who="Vashan" reply="17" id="2219302"]the program is still using more ports then I configured in ImpulseReactorOptions.exe only workaround for now, is for me to open ALL ports to my internal IP. Please fix that, and everything would be fine. Opening ALL ports should normally not be necessary.... [05-22-2009 11:34:57 156] Connected to facilitator at 209.124.63.249:6004. My External: 92.227.119.116:10592 My Internal: 192.168.1.2:6002 (CONNECTIO

22 Replies 37,213 Views

[quote who="Frogboy" reply="11" id="2219217"] About 10% higher (over the last few days of direct connecting) from what i have seen so far Brad. That is based on a AU to US connection. It worked fine too btw..... Outstanding. That really does make the case that P2P games could be heading into the sunset and you could let proxy servers do it all.[/quote] I think it would be better if it went straight to a proxy after direct connect failed for everyone, NAT punchthough ta

76 Replies 81,569 Views

Why is demigod so bandwidth hungry? Seeing as the only thing that should be sent are state changes initiated by each player (e.g. player has moved demigod to this location), everything else - non player minions moving, towers firing is part of the sync'd simulation and not sent. I can see P2P can make the bandwidth increase exponentially as you say, but i'm not seeing where the kilobytes of data is coming from. Why is demigod so different than other RTS's in this regard.

87 Replies 179,060 Views

Issue i'm getting is if i forward ports 6000-6300 i connect in the lobby fine, really quick, no problems at all. However once the game is launched after 'waiting for players' pops up and disapears i drop out. I get disconnected from all players, and i'm in a game with AI. However i have found by forwarding ports (1-65534 UDP) i no longer get this occuring, basically i'm going in a kinda dmz, but for UDP traffic. This problem has only occured with the most recent patch, and only when t

177 Replies 333,746 Views

As i said before the lobby connecting is now much better, getting in games easier. However i'm getting a major problem of dropping from games after 'waiting for players'. I get all AI on start, and i'm the only one missing according to people i'm playing with on teamspeak. Happening every game so far. I can no longer play demigod :/

177 Replies 333,746 Views

Massive improvement, the people that connect to all are generally significantly greater than those who don't. So getting 4vs4, 5vs5 is actually possible now. I was just testing joining games, 4vs4 and 5vs5 ones that were mostly filled with 6 or 7 people and was connecting completely to all as was everyone else in the lobby room. It was also extemely fast connecting to everyone as well. In previous patches there would have been 0 pings and timeouts.

177 Replies 333,746 Views

You really should have 9 people join pretty much at the same time if you want to test it, thats when the current system really starts having problems. Joining one at a time has a significantly higher success rate.

18 Replies 61,636 Views

Further to the note about peoples pings not going green although everyone is indicated as being connected in the connection info window. It appears to occur when the host kicks a 'problem' person who other are having trouble connecting to. Although it eventully clears the 'problem' person off the connection info screen, the pings in the lobby are still yellow indicating there is a problem when there is not.

72 Replies 172,522 Views

timeouts and 0 ping in the game lobby are the most pressing problems at the moment, in a 4vs4 game earlier we had 4 people timeout trying to get everyone in.

72 Replies 172,522 Views

Another problem that is occuring quite a bit is people timing out and dropping out, this tends to happen to a number of players at once. I guess its probably their routers firewall seeing traffic as udp flood, as it also tends to happen after a lot of connection attempts by people joining, and is worst when trying to get 5vs5 games going. The timing out and 0 ping issue is the major issue stopping games starting atm.

113 Replies 281,649 Views

I have noticed upon occasion that some pings are yellow even though the connection info box indicates all connected, and it is infact possible to start the game, so the ping colouring seems to be wrong. As if there is some issue with the reporting of 'lack of connection' info to other players in the lobby. Also i've seen where a player leaves but sometimes people are trying to connect to that persons ghost, and fail. At worst this can force a remake of the lobby to fix it. Doe

113 Replies 281,649 Views

Just played a 5vs5 on this beta, and it was like 3 mins in lobby and then we started! In game lag was very little also, this beta fixes a lot of the problems.

113 Replies 281,649 Views

Its still pretty unreliable, i would say the 0 ping issue/yellow pings has gotten worse. Also still getting the problem where people who say they are connected to everyone do not join the lobby, they just hang. Getting issues with people who host games not actually appearing in the connection info, so no connection attempt is done, like dead games. There is also the minor issue of the connection info box filling up with unkickable dead connection attempts is still there, you 'eject' them but

35 Replies 89,653 Views

symmetric nat (google it) in other words is breaking p2p. Long known about, and a lot of isp bundled routers in europe (speedtouch routers are all like this) especially have this enabled nowadays. Some isp bundled routers (e.g. bt homehub 2.0) are totally locked down and the NAT type cannot be changed, most can be telnet'd into and modified that way, rarely can the NAT type by modified by the web interface on the router.

2 Replies 19,260 Views

Good news, and this will most likely sort out all the connection issues imo. Although it will cost stardock $$$ in bandwidth costs as they will basically have to handle the bandwidth from all the games. I suspect this will be a shortish term measure while they work on a better P2P.

13 Replies 12,805 Views

Most often it is just connections to people sometimes work, most often dont and say 'connection to xyz has failed'. All relevant ports are open on all parties. We have checked with the portforward.com checker. Problems with custom game lobby taking ages to refresh sometimes, i guess thats server load on your side, adds to the frustration. Games sometimes come back instantly as failed to join, i assume they are dead games which the lobby is not removing from the list...??

286 Replies 503,201 Views

Same for me .... as are others i know who have this game. I've never known a P2P RTS game to be so much trouble as Demigod is. It is such a shame as the gameplay is great fun, but the custom game lobby is laggy and prone to long pauses and if you are lucky to get into a game lobby it takes ages to get enough people in, and even then you can have issues where it wont let you start because people are not connected to each other. Even when it allows you to start, you will most likely lose one or

5 Replies 918 Views