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Author Topic: dpmaster.deathmask.net  (Read 11225 times)
adem
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« on: January 18, 2012, 07:04:42 AM »

Hi, I would like to ask OpenArena Dev Team =)

Is it open project? Is it possible to make master server on dpmaster.deathmask.net? And how? How did the OpenArena manage to make master server on it?
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fromhell
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« Reply #1 on: January 18, 2012, 07:35:54 AM »

Because I talked to Willis.

The master server runs a free program called dpmaster, which runs a idtech compatible master server
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I do not provide technical support either.

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Gig
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« Reply #2 on: January 18, 2012, 07:38:37 AM »

Well, we are not the developers of the dpmaster program, nor maintainers of deathmask.net.
Dpmaster works not only with OpenArena, but also with some other games (on deathmask, you can find other games like Tremuluos and Urban Terror).
I don't know a lot about it, but from what I understood, the dpmaster software author may be Mathieu Olivier, while a certain "Willis" should be deathmask dpmaster maintainer. "rm", instead, is a guy who modified dpmaster software to create his own dpmaster server, supporting IPv6 with current OpenArena versions (standard dpmaster does not show 0.8.x IPv6 OpenArena servers), however servers and clients do not use that unofficial master server unless manually instructed to do so.
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adem
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« Reply #3 on: January 18, 2012, 08:14:30 AM »

thanks a lot for your answers =)
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WaspKiller
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« Reply #4 on: January 19, 2012, 09:59:42 AM »

...I don't know a lot about it, but from what I understood, the dpmaster software author may be Mathieu Olivier, while a certain "Willis" should be deathmask dpmaster maintainer. "rm", instead, is a guy who modified dpmaster software to create his own dpmaster server, supporting IPv6 with current OpenArena versions (standard dpmaster does not show 0.8.x IPv6 OpenArena servers), however servers and clients do not use that unofficial master server unless manually instructed to do so.


Gig, just so readers don't get confused...

dpmaster - http://freecode.com/projects/dpmaster - has supported IPv6 since 2009/6.

"rm" pointed out that the reason why OA servers running IPv6 cannot show up on dpmaster.deathmask.net and other dpmaster servers is the manner in which OA queries for IPv6 Servers.

"smvc" pointed out that the correct approach would be to fix OA but that doing so would break compatibility.

rm's approach doesn't add IPv6 capability to dpmaster, it simply changes the way in which dpmaster usually talks to IPv6 Servers... an approach which means that only the master server has to be modified not all existing and future OA Clients.
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« Reply #5 on: January 19, 2012, 10:12:47 AM »

Thing is... which kind of compatibility would be broken? Network compatibility? Mod compatibility? I wouldn't mind for the former, because in 0.9.0/OA3 it will happen inevitably, but I'm worried for the latter, as that one IS a priority on OA.
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« Reply #6 on: January 19, 2012, 02:32:04 PM »

Don't nail me on that, but it should just involve breaking network compatibility (by using the updates to the dpmaster code in the client part of the engine from ioquake3 upstream, com_gameName etc.). This would just mean that v0.9.0+ clients would no longer see servers of previous versions (and vice versa. You can propably even hack this by modifying how servers report to the master, e.g. heartbeats for both protocols).
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« Reply #7 on: January 19, 2012, 02:39:33 PM »

Maybe some more infos about double protocol compatibility in this topic: Engine compatibility with ioquake3 1.37.
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