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Messages - PyroJockey

#1
Quote from: Anyder on January 15, 2020, 12:26:58 PM
I'll figure out later today and PM you after updating the thread!  :cheers:

Any updates? Still looks the same.
#2
Is the PS2 information at the start of this thread still valid?

Quote from: Anyder on May 27, 2016, 12:18:51 PM
PS2 Info:

DNS Settings
SWBFGamers - 74.91.125.138
Christian - 186.34.183.203

DNAS Settings
gate1.jp.dnas.playstation.org 149.56.101.45
gate1.eu.dnas.playstation.org 167.114.40.4
gate1.us.dnas.playstation.org 167.114.40.5
#3
Quote from: Demon27248 on June 28, 2017, 12:10:28 AM
First time poster :)

I'd like to invite everyone here to come play the Original Xbox version of Star Wars: Battlefront II on XLink Kai this Saturday, where my group is planning an event (Kai is a lan tunneling program, essentially tunngle for consoles https://www.teamxlink.co.uk).


I'm interested but probably can't on such short notice. I don't own an Xbox myself but my nephew has 7 Xbox 360s in his man-cave, 6 for the players and one acting as a dedicated server.



We are having controller issues when in LAN mode and have been seeking a solution. Check out my post on the issue. I am curious if you are encountering similar issues.

We also do not have Xlink set up on his network, will it work with multiple systems an the same location?

P.S. Are you using original Xboxes or Xbox 360s?
#4
Quote from: Ltin on June 06, 2017, 10:26:19 AM
sounds similar to an issue i had trying to get an xbone controller to work w/ swbfII on PC

have you tried messing with sensitivity/dead zone settings (idk if those are settings you can change on xbox)

We had our first LAN party last weekend. I did lower the X and Y sensitivity to 1 and that seemed to fix the issue of the droideka being locked in one direct when in ball mode. Now he can steer. We still have the issue with the player moving forward and to the right with every button click. Makes it quite dangerous when jumping across platforms on the Death Star.
#5
Quote from: Led on June 07, 2017, 02:22:03 PM
Are you using dedicated server software to host LAN mode (not sure if that even exists for xbox)?

I have not been able to find any dedicated server software similar to what was available for the PC and PS2 versions. Our intent is to run the game on the 7th console in dedicated server mode. We have tested it using both dedicated and non-dedicated server.
#6
We have the same result on all consoles with every copy of the game.



The controllers are all new. We've tried both wireless and wired, official Xbox and cheap knockoffs as well as Logitech xinput gamepads. We have connected all consoles to the internet an to the best of my knowledge they are to date.

All console have genuine Xbox hard drives installed since they are required to play original Xbox games.

We have tried using both wired and wireless networking.

I will try looking for sensitivity settings but think it unlikely since and button will cause movement, not just the analog sticks. For example if you push crouch or the enemy lockon, you move. If you are scoped in with the sniper scope, you move right when you pull the trigger.

Most of these you can try to compensate for once you are aware of them. The killer is you cannot steer the droideka when in ball mode. There is a glitch in the software that if you are turning when going into ball mode you are locked in one direction.

#7
We are setting up for running LAN games using 7 XBOX 360 consoles with hard drives on a wired network.

We are having success with most games certified for the 360 but have a unique problem with Star Wars Battlefront II for the original XBOX. The issue is with the controller. Every time a button is pressed the player will always move slightly forward and to the right. This happens on all machines and only when on a LAN game. The controller behaves as expected when playing a single player game. We have tested this with both wired and wireless controllers with the same result. Looking for suggestions.
#8
I closed this server down, at least for now. No new tech issues, just a general lack of interest. I prefer Marvel4's BF1 Conversion Pack 1.1 and will leave that up for a while.
#9
I have 2 servers running that sit empty most of the time, each with a different conversion packs installed. I can lock down either one for a tournament and setup some admin accounts.


#10
The NA ping is because the server is behind a firewall that does not allow it to be pinged on the internet. This is a security precaution. I will evaluate the risks and see if it's worth exposing the server.

On a side note Dbiz didn't seem to have this problem connecting to my SWBFII PS2 servers running on the same machine. The PC version may be more finicky. That would not explain however why others can join. My servers are on the East coast. I've had players join the PC server from California and join the PS2 servers from Europe, the Middle East, Japan, Australia and New Zealand.
#11
Could the NA be "Not Available" in reference to the ping when listing fire-walled servers?

#12
In case anyone is interested, in the spoiler below is the mission list from Marvel4's Conversion Pack 1.1. To the best of my knowledge all of these missions load without error. I currently have all of them in rotation but in a random order.

[spoiler]
bccc_con, Bespin: Cloud City, Conquest, Clone War
bccc_ctf, Bespin: Cloud City, 2-flag Capture the Flag, Clone War
bccg_con, Bespin: Cloud City, Conquest, Galactic Civil War
bccg_ctf, Bespin: Cloud City, 2-flag Capture the Flag, Galactic Civil War
bccg_eli, Bespin: Cloud City, Jedi Assault, Galactic Civil War
bpfc_1flag, Bespin: Platforms, 1-flag Capture the Flag, Clone War
bpfc_con, Bespin: Platforms, Conquest, Clone War
bpfg_1flag, Bespin: Platforms, 1-flag Capture the Flag, Galactic Civil War
bpfg_con, Bespin: Platforms, Conquest Capture the Flag, Galactic Civil War
bpfg_eli, Bespin: Platforms, Assaut, Galactic Civil War
gnsc_con, Geonosis: Spire, Conquest, Clone War
gnsc_ctf, Geonosis: Spire, 2-flag Capture the Flag, Clone War
gnsc_eli, Geonosis: Spire, Jedi Assault, Clone War
gnsc_hunt, Geonosis: Spire, Hunt, Clone War
ksdc_con, Kaskyyyk: Docks, Conquest, Clone War
ksdc_ctf, Kaskyyyk: Docks, 2-flag Capture the Flag, Clone War
ksdc_hunt, Kaskyyyk: Docks, Hunt, Clone War
ksdg_con, Kaskyyyk: Docks, Conquest, Galactic Civil War
ksdg_ctf, Kaskyyyk: Docks, 2-flag Capture the Flag, Galactic Civil War
ksdg_eli, Kaskyyyk: Docks, Jedi Assault, Galactic Civil War
ksic_1flag, Kaskyyyk: Islands, 1-flag Capture the Flag, Clone War
ksic_con, Kaskyyyk: Islands, Conquest, Clone War
ksic_hunt, Kaskyyyk: Islands, Hunt, Clone War
ksig_1flag, Kaskyyyk: Islands, 1-flag Capture the Flag, Galactic Civil War
ksig_con, Kaskyyyk: Islands, Conquest, Galactic Civil War
ksig_eli, Kaskyyyk: Islands, Jedi Assault, Galactic Civil War
ktcc_1flag, Kamino: Tipoca City, 1-flag Capture the Flag, Clone War
ktcc_con, Kamino: Tipoca City, Conquest, Clone War
ktcc_ctf, Kamino: Tipoca City, 2-flag Capture the Flag, Clone War
ktcg_1flag, Kamino: Tipoca City, 1-flag Capture the Flag, Galactic Civil War
ktcg_con, Kamino: Tipoca City, Conquest, Galactic Civil War
ktcg_ctf, Kamino: Tipoca City, 2-flag Capture the Flag, Galactic Civil War
ktcg_eli, Kamino: Tipoca City, Jedi Assault, Galactic Civil War
nbpc_1flag, Naboo: Plains, 1-flag Capture the Flag, Clone War
nbpc_con, Naboo: Plains, Conquest, Clone War
nbpc_hunt, Naboo: Plains, Hunt, Clone War
nbpg_1flag, Naboo: Plains, 1-flag Capture the Flag, Galactic Civil War
nbpg_con, Naboo: Plains, Conquest, Galactic Civil War
nbpg_eli, Naboo: Plains, Jedi Assault, Galactic Civil War
nbtc_con, Naboo: Theed: Conquest, Clone War
nbtg_con, Naboo: Theed: Conquest, Galactic Civil War
nbtg_eli, Naboo: Theed: Jedi Assault, Galactic Civil War
rvcc_1flag, Rhen Var: Citadel, 1-flag Capture the Flag, Clone War
rvcc_con, Rhen Var: Citadel, Conquest, Clone War
rvcc_ctf, Rhen Var: Citadel, 2-flag Capture the Flag, Clone War
rvcg_1flag, Rhen Var: Citadel, 1-flag Capture the Flag, Galactic Civil War
rvcg_con, Rhen Var: Citadel, Conquest, Galactic Civil War
rvcg_ctf, Rhen Var: Citadel, 2-flag Capture the Flag, Galactic Civil War
rvcg_eli, Rhen Var: Citadel, Jedi Assault, Galactic Civil War
rvhc_1flag, Rhen Var: Harbor, 1-flag Capture the Flag, Clone War
rvhc_con, Rhen Var: Harbor, Conquest, Clone War
rvhg_1flag, Rhen Var: Harbor, 1-flag Capture the Flag, Galactic Civil War
rvhg_con, Rhen Var: Harbor, Conquest, Galactic Civil War
rvhg_eli, Rhen Var: Harbor, Jedi Assault, Galactic Civil War
rvhg_hunt, Rhen Var: Harbor, Hunt, Galactic Civil War
ttdc_con, Tatoonie: Dune Sea, Conquest, Clone War
ttdc_ctf, Tatoonie: Dune Sea, 2-flag Capture the Flag, Clone War
ttdg_con, Tatoonie: Dune Sea, Conquest, Galactic Civil War
ttdg_ctf, Tatoonie: Dune Sea, 2-flag Capture the Flag, Galactic Civil War
ttdg_eli, Tatoonie: Dune Sea, Jedi Assault, Galactic Civil War
ttdg_hunt, Tatoonie: Dune Sea, Hunt, Galactic Civil War
ttmc_con, Tatoonie: Mos Eisley, Conquest, Clone War
ttmg_con, Tatoonie: Mos Eisley, Conquest, Galactic Civil War
ttmc_eli, Tatoonie: Mos Eisley, Jedi Assault, Clone War
y4ac_1flag, Yavin 4: Arena, 1-flag Capture the Flag, Clone War
y4ac_con, Yavin 4: Arena, Conquest, Clone War
y4ac_ctf, Yavin 4: Arena, 2-flag Capture the Flag, Clone War
y4ag_1flag, Yavin 4: Arena, 1-flag Capture the Flag, Galactic Civil War
y4ag_con, Yavin 4: Arena, Conquest, Galactic Civil War
y4ag_ctf, Yavin 4: Arena, 2-flag Capture the Flag, Galactic Civil War
y4ag_eli, Yavin 4: Arena, Jedi Assault, Galactic Civil War
[/spoiler]

I have also applied my automatic AI mod I created for my PS2 servers that automatically regulates the number of AI players based on the number of real players in-game. the more players join, the fewer AI there are.

Ratio of real players
to AI players
1 / 16
2 / 14
3 / 12
4 / 10
5 / 8
6 / 6
7 / 4
8 / 2
9+ / 0

This happens in real time and does not require a mission to restart. Currently spawned AI players will not disappear when the number of real players increases, but will not be re-spawned once they die off. Until that time the number of AI players will be higher than shown. Additional AI players will spawn in the next spawn cycle once the number of real players drops accordingly.

I originally created this mod because the PS2 version tends to crash when total number of AI and real players nears 24.

Note: There is still a bug in this mod where occasionally it will crash. This will not crash the server but the number of AI will go to the default set in the server manager on the next map. Currently I have the default at zero.
#13
Quote from: Kniescheibenzerschredderer on October 06, 2013, 12:23:51 PM
So u host it from ur home (not root). k

Quote from: Buckler on October 06, 2013, 01:47:19 PM
I'm not sure where they came up with the term "root" but what they mean is a rental server.

I host servers from my place of business, which has about 12-16 hours of underused bandwidth on weekdays and 48 hours on weekends. I choose to make use of this bandwidth rather than rent server slots for an 8-year-old game for which there is a rare chance, if ever, of filling the majority of those slots. It would be economically foolish for me to do otherwise.

I like to host old games such as SWBFII and Descent just as a hobby. If I can do so with no additional cost to me, all the better.


P.S. This also gives me more control over the server since I have direct local access and access to the router and firewall.
#14
Quote from: Kniescheibenzerschredderer on October 06, 2013, 03:25:30 AM
So why isnt it pinged ? >.<

Because I have a firewall on my router.

What does that have to do with it being on a dedicated server with windows server and a good internet connection? If that disqualifies me as having a root, I'm OK with that.
#15
Quote from: Kniescheibenzerschredderer on October 05, 2013, 11:43:45 AM
Root Server --> dedicated server with windows server, good inet, ...

I would have to say yes.