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September 28th, 2008, 04:04 PM
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#1 |
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Commander Keen
Join Date: Nov 2006
Posts: 24
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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 I got these port numbers from the server launcher (or forums for Doomsday which I think is outdated because it contradicts the port found in-game).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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September 28th, 2008, 04:09 PM
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#2 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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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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September 28th, 2008, 09:21 PM
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#3 |
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Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 9,097
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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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Aliotroph.post_count++; |
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November 4th, 2008, 11:57 AM
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#4 |
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Join Date: Mar 2004
Location: Edinburgh, Scotland
Posts: 2,975
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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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so long and thanks for all the fish
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December 6th, 2008, 05:47 PM
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#5 |
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Commander Keen
Join Date: Jul 2004
Location: Kingman, AZ USA
Posts: 10
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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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December 10th, 2008, 08:10 PM
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#6 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,187
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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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