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Old September 28th, 2008, 04:04 PM   #1
andrewwan1980
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CURIOUS: Source-port's portforwarding madness....

Just curious about the cross-compatibility after I noted down the port numbers a server requires to portforward on his NAT router. I got these port numbers from the server launcher (or forums for Doomsday which I think is outdated because it contradicts the port found in-game).

Doomsday 1337 TCP/UDP http://forums.newdoom.com/showthread.php?t=27578
Doomsday 13209 TCP/UDP In-game Start Server
Odamex 10666 TCP/UDP Odamex Server
Skulltag 10666 TCP/UDP Internet Doom Explorer
Vavoom 26000 TCP/UDP vavoom.txt
ZDaemon 10666 TCP/UDP Server Launcher

Odamex, Skulltag & ZDaemon all share the same port 10666. All 3 were forked/branched off ZDoom 1.22 (Odamex is continuation from csDoom which was off ZDoom 1.22). Does that mean they could actually play against each other? Eg. A Odamex client plays with a Skulltag server. Or a Skulltag client play on a ZDaemon server? Etc, etc. The permutations are endless!

Even if they don't do cross-compatibility, it would be nice that they did under certain conditions. Nice to keep the Doom online internet gaming strong and alive for many years to come (instead of seeing it die off to these over-rated today's FPS games.

PS: And yes, I figured that if one wishes to host a Odamex, Skulltag, ZDaemon servers, then they must use different ports other than 10666.
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Old September 28th, 2008, 04:09 PM   #2
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Never going to happen. Never, ever.

Also, the "1337" in the forum post you read in the Doomsday forum was a place holder, it's presence is to indicate "insert whatever port you are using here".
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Old September 28th, 2008, 09:21 PM   #3
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I recall reading a list of de-facto port standards for various apps once and DOOM was listed as 666. I found that extremely funny at the time.
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Old November 4th, 2008, 11:57 AM   #4
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The community is too tribal for that to happen even if it were possible, you know, that 'my favourite port is better than your favourite port' mentality. All a bit silly really.

I never got to play online with legacy yet, I wonder if that will be possible again someday
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Old December 6th, 2008, 05:47 PM   #5
JLF65
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The original Doom source used 5029 (5000 + 0x1d). Most of the old Doom ports use that same value. SDLDoom does. Doom for the PSP does as well, since it's based on one of the older ports.
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Old December 10th, 2008, 08:10 PM   #6
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I remember playing Doom and Doom2 on lan ipx at home and lan parties back in the day.
But most of the time was not on LAN, but telephone line using a Rockwell 33.6 modem which worked perfect with a good init string with compression on? ~ local DM games of course. :P
On ipx LAN games though, from with-in the net bios configuration it was a matter of enabling the frame buffer to 802.3, I think that's right?
I don't remember ever having to mess with a port # though.

But once cable modems hit the shelf and sourceports kept getting better, Doom.exe online has been a thing of the past, at least until chocolate-doom came out.
It's just like playing doom in the olden days even with an DM.exe style launcher for online play.
Doom Legacy and Zdoom the default port # is 5029. I'm pretty sure the tcp/ip netcode was added later after the source was released.
Never the less couldn't anyone that is going to host a server specify at command line which port # they want to use regardless of what default port # the source engine may use anyway?

It would be neat to have 3 different source engines connected at the same time and actually work lol, but being so different and reading maps differently on top of each having a different netcode and known placment of all the thing type etc. It would be like trying to get Doom to run a quake2 map or something online.

It would be nice if IDE supported more sourceports.
Or, something like Chocolate-Doom's netgame launcher but for Doom2.exe, it would have to use some virtual ipx to tcp/ip emulation afaik.

Last edited by MR_ROCKET; December 10th, 2008 at 09:05 PM.
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