Author Topic: compatiblity issues with missions with the new pxo  (Read 8441 times)

[dw]-hunter

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compatiblity issues with missions with the new pxo
« on: March 02, 2006, 06:27:50 PM »
I just wanted to ask how the compatiblity issues with missions with the new pxo is going to work?

I was talking to kara earlier today, and came up with the idea that you could make it so when a person joins a game the host (if hes on fs2open) would check to see if all the players were fs2open players, if there is a retail user, it will force the server not to be able to play FS2_Open only missions. Just a thought :)

karajorma

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compatiblity issues with missions with the new pxo
« Reply #1 on: March 02, 2006, 10:14:55 PM »
The problem is that you would have to have a minimum version number saved with each mission and some way to check that.

Missions without a number would be assumed to be Retail.

[dw]-hunter

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compatiblity issues with missions with the new pxo
« Reply #2 on: March 03, 2006, 07:10:47 PM »
yea the missions would need some kind of tag that symbolizes that it is a FSOpen file, a different file extention would do the trick

karajorma

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compatiblity issues with missions with the new pxo
« Reply #3 on: March 03, 2006, 11:25:51 PM »
Not really. If we're seperating FS2_Open and FS2 Retail missions we might as well make it so that FS2_Open missions are aware of which build is needed to run them.

Scrogneugneu

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compatiblity issues with missions with the new pxo
« Reply #4 on: March 04, 2006, 01:15:45 AM »
Might as well combine those 2 ideas : internal tags for the minimal version recognition, and a different extension for a quick visual check.

[dw]-hunter

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compatiblity issues with missions with the new pxo
« Reply #5 on: March 04, 2006, 03:36:30 AM »
it has to be a different extention or retail hosts will see those missions as playable missions

karajorma

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compatiblity issues with missions with the new pxo
« Reply #6 on: March 04, 2006, 08:43:53 AM »
Quote from: '[dw
-hunter']it has to be a different extention or retail hosts will see those missions as playable missions


But by that logic so would any older build of FS2_Open. So you'd need three or more extensions.

The easiest way is simply to have FS2_Open hosts not appear to clients that can't play the same game they can. Older versions of FSO could simply be lumped in with retail.

How easy that would be to code rather than simply design is another matter of course.

[dw]-hunter

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compatiblity issues with missions with the new pxo
« Reply #7 on: March 04, 2006, 08:32:40 PM »
regaurdless the non retail missions have to be a different extention so they arent seen by retail

karajorma

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compatiblity issues with missions with the new pxo
« Reply #8 on: March 05, 2006, 12:57:13 PM »
No they don't. Re-read what I wrote.

[dw]-hunter

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compatiblity issues with missions with the new pxo
« Reply #9 on: March 05, 2006, 11:48:50 PM »
Yeah but what if the player is already in the game and why would you want to make the game exclude players from the game?

karajorma

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compatiblity issues with missions with the new pxo
« Reply #10 on: March 06, 2006, 12:32:37 AM »
Because if they are playing on retail they can't play FSO missions and are only going to crash out if they try.

Having a new file extension is going to do bugger all to prevent that.

Let me give you an example. I'm hosting on FS2_Open. You join the game on Tom's Build. I pick an FSO mission (with a different extension). What's going to happen as soon as I click commit? Either the mission xfers or simply kicks you out anyway. If it does xfer successfully your client will crash the instant it tries to run it.

Changing the extension alone will do bugger all.

taylor

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compatiblity issues with missions with the new pxo
« Reply #11 on: March 06, 2006, 03:43:04 AM »
karajorma is right, an extension change isn't going to do anything to stop or even reduce the compatibility problems.  We have to network the compatibility in.  Luckily this is simple to do, just detect whether the mission is FSO only (by flag or whatever) and modify the server version in the game_active advertising packet.  Retail will just ignore those missions and go with whatever else is compatible with it's server version.

The dynamic server version bump is going to happen anyway since we have to do it to support more than the retail number of ship and weapon types.  Provided that you aren't doing freaky stuff with the tables you will be retail compatible, but if the engine detects that you are over the retail compatible limits it will automatically (and temporarily) bump the server version so that you can neither host nor join a retail compatible game.  Future FSO only missions could do this same thing with very little work on the code side.

The dynamic server version bump thing is waiting on the switch to dynamic ship and weapon type limits, which in turn is waiting on the new pilot code.  No ETA on when it will all be public, but the various pieces of code work have been going on for nearly 6 months now.  All of this has been planned for so don't worry about it, yet. :)

[dw]-hunter

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compatiblity issues with missions with the new pxo
« Reply #12 on: March 06, 2006, 07:18:22 PM »
Quote from: '[dw
-hunter']I was talking to kara earlier today, and came up with the idea that you could make it so when a person joins a game the host (if hes on fs2open) would check to see if all the players were fs2open players, if there is a retail user, it will force the server not to be able to play FS2_Open only missions. Just a thought :)


Reread the first post kara, thats how it prevents the retail player from crashing ;)

Quote from: taylor
The dynamic server version bump is going to happen anyway since we have to do it to support more than the retail number of ship and weapon types.  Provided that you aren't doing freaky stuff with the tables you will be retail compatible, but if the engine detects that you are over the retail compatible limits it will automatically (and temporarily) bump the server version so that you can neither host nor join a retail compatible game.  Future FSO only missions could do this same thing with very little work on the code side.

The dynamic server version bump thing is waiting on the switch to dynamic ship and weapon type limits, which in turn is waiting on the new pilot code.  No ETA on when it will all be public, but the various pieces of code work have been going on for nearly 6 months now.  All of this has been planned for so don't worry about it, yet. :)


Why would you make it so it kicks people out who are retail players? Dont we want the game to be fun for everyone?
« Last Edit: March 06, 2006, 07:22:59 PM by [dw]-hunter »

karajorma

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compatiblity issues with missions with the new pxo
« Reply #13 on: March 06, 2006, 08:18:30 PM »
Quote from: '[dw
-hunter']Reread the first post kara, thats how it prevents the retail player from crashing ;)


Doesn't need any change in extensions to do that though does it? My issue was this whole unnecessary idea of changing extensions.

taylor

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compatiblity issues with missions with the new pxo
« Reply #14 on: March 06, 2006, 10:55:36 PM »
Quote from: '[dw
-hunter']Why would you make it so it kicks people out who are retail players? Dont we want the game to be fun for everyone?

I meant that from the FSO side.  If FSO detects that it's running in a state that wouldn't be retail compatible then it would prevent retail clients from connecting to you.  Retail clients wouldn't see a FSO host in this case, and FSO clients wouldn't be able to connect to retail hosts.  This should only ever happen with some mods/missions though (like a multi capable version of Inferno) so it wouldn't be a general thing.  Most of the time, when playing multi at least, you would be retail compatible.