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Terms of Use
H3 Multi-Player
From AGSI
Revised v373
Contents |
Harpoon 3 Advanced Naval Warfare Multiplayer User Information
Multiplayer (MP) requires a server; we recommend a 1.5 GHz system with 256mb of RAM or better. Then you’ll need one or more clients. The game’s AI is offline in the MP products. It is possible for one machine to be both Server and a client, but performance suffers accordingly.
The illustrations are presently Harpoon 3 Pro illustrations, simply ignore the "Umpire" button.
Server Setup
The Server’s .ini file must be modified to establish its name and IP address. The Client’s .ini file must also be modified to point to the Server’s IP address. Both must also specify the Port to listen for or attempt connections on. The Harpoon 3 Advanced Naval Warfare - Launcher allows users to easily make these modifications.
Note it is a courtesy to stipulate the database version and scenarios being offered to another player. The Server can only run one version of the database and should only run scenarios created for that exact version of the database . The Server will push down the database and scenarios to the Clients so they will be consistent.
Here are the most basic considerations for setting up and configuring the MP features:
LAN Only
At the command prompt, do an “ipconfig�? and copy the IP address for your active network adapter. That is what the client configurations will need in addition to the server name above. If you choose to run a Client on the Server computer, the loopback address 127.0.0.1 may be used.
If you are behind a router on your LAN you should use your internal IP address for the server. People outside the router (e.g. on the internet) should use your external IP.
WAN Only
We assume (!) you have an external firewall. Therefore you’ll need to take the internal computer’s IP (see above) and tell the firewall to either allow traffic from that IP to and from the Internet OR you’ll need to establish a DMZ for that IP. Note the port setting in the INI file will also have to be opened up. We do not use UDP ports, just the one TCP Port, which defaults to 14342. Report this Port, Servername and your external IP on the IRC channel to allow for real time setup and coordination. The WAN clients will need to use the IP of the firewall. AGSI can not provide you support, nor be responsible for, any changes you make to your firewall
LAN and WAN
The Server is setup as above, and then the WAN steps are followed for the WAN clients and the LAN steps for the LAN clients.
Figure 6 - Server Screen (H3 Pro MP)
Additions to the Configuration File
Any directory can also be specified as relative to the directory the program is started from by starting with "\". For example: If the program is started from "C:\Harpoon3" and a directory entry in the .ini file reads "\resource" the program will use "C:\Harpoon3\resource" for that path.
H3 ANW INI entry for Multi-Player Connections
;========================================= ; Multiplayer Connection Info ; ServerIP is the IP address for the game server (not used by the game server itself) ; ServerPort is the IP listening port for the game server ; PlayerName is the name to use as the players handle in the game ;========================================= ServerName BIGJP ServerIP 127.0.0.1 ServerPort 14342 PlayerName LITTLEJP VCRout OFF
These are the multiplayer settings of Harpoon 3TM ANW. Server name is only important when you are planning to run your own server. Give it any name you want :) ServerIP on the other hand is only important when you want to connect to another server. You will need to find out the IP of the computer where the server is run. The player that sets up the server will be required to inform other players of the IP. The server port is 14342 as default and most people that run a server will leave it at that setting. PlayerName is pretty straight-forward, that's your name. VCRout is the toggle switch for the VCR feature included in Harpoon3 ANW, it is now handled by the launcher that comes with the installed. VCR files will be saved to your scenario folder if it is activated and will require the scenario file to view on playback as the VCR file needs it to create the scenario enviroment.
H3 MP Log INI setting
; ======================================== ; Default Window Scheme ; ======================================== WindowScheme D:\Harpoon 3 ANW\DEFAULT.SCH Harpoon 3TM ANW allows you to specify a default window scheme that is applied when you load a scenario if you have the little checkbox at the scenario load screen checked. ;======================================== ;MP Chat Logging Settings ;MPLogging ON|OFF ;MPLogDir e.g. c:\Harpoon 3 ANW\MPlogs ; ======================================== MPLogging ON MPLogDir .\MPlogs
These settings allow you to specify a folder where the Multiplayer chat logs will be saved and toggle the logging of the chat on and off.
Routers and Firewalls:
First we’d like to point out that there are too many brand names and models of router to count. Because of this we can’t go into detail here about specific settings and compatability issues that are needed to run multiplayer sessions in Harpoon III ANW. Instead we can only provide a general over-view of the basic requirements that are needed to allow Harpoon III ANW to operate in a routing enviroment. Obviously in a multiplayer session the client computers need to be able to establish a connection with the multiplayer server. This should not usually pose too much of a problem for people that are not interested in running the server and only want to connect to a multiplayer session (of course some exceptions like specially protected networks - e.g. school/military networks – apply). Setting up a router to support running a multiplayer server on the other hand requires some knowledge in networking and specific router settings.
Connecting to a multiplayer server through a router and/or firewall:
In most cases connecting to a server through a router or firewall should be fairly straightforward. Most software firewalls will pop up a notification window after starting the Harpoon 3 ANW client informing the user that the program is trying to connect to the internet. Usually the user will be given the option to allow the connection or to block it. Obviously to function properly Harpoon 3 ANW will need this capability. Additionally the router will have to let the originating traffic to port 14342 pass through (most will do this without any problems or specific settings).
Setting up a multiplayer server with a router and/or firewall: Setting up a multiplayer server in a router/firewall environment is very different from just using the client to connect to a remote server. Routers and Firewalls are specifically designed to protect your computer from attacks from the outside. Because of this they are usually set up to not allow any incoming connections from other computers on the internet. In order to run a multiplayer server these protective measures will need to be somewhat weakened in order to allow other players to connect to your computer.
Firewalls usually block all traffic from the outside and need to be specifically told that connections coming in on port 14342 should be allowed to pass through to the Harpoon 3 ANW server. How this is accomplished varies greatly from one firewall software to the other and users should consult the various manuals on how to allow this.
In addition to the hardware firewall often integrated in routers (which principally pose the same problem software routers do) routers face an additional problem. When seen from the internet the router has only one IP adress although there might be more than one computer connected to it. Because of this the router needs to know which of the connected computers is the target of an incoming connection attempts on port 14342. Some router manufacturors call this setting Virtual Server or Port forwarding and users should refer to the different user manuals of their routers on how this can be accomplished.
In general, to allow your router to operate H3 ANW you must do the following:
- Ensure that your software firewall allows H3 ANW to establish outgoing connections to port 14342 (client)
- Ensure that your router allows H3 ANW to establish outgoing connections to port 14342 (client)
- Ensure that your software firewall allows incoming connections to contact the H3 ANW software on port 14342 (server)
- Ensure that your router allows incoming connections to port 14342 (server)
- Ensure that your router knows which computer on the local network should receive incoming connection attempts on port 14342 and forwards all packets to it (server)
Like we said above, consult your router’s manual as each router has different commands to accomplish the same thing. AGSI has also set up an IRC channel on the Gamesurge system (#harpoon) and there are people there that can help you get connected.
Client Setup
The players will then modify their .ini files (as per above). The host will then start his server followed by the players starting their clients, and the multiplayer session will begin. There may be a brief delay as the host database is uploaded to each client. Keep in mind that the host may also run a client separate from the server, allowing him/her to be a player as well. This will cause a performance hit, especially in the beta.
Lobby
The Clients will now be logged into the main lobby. The lobby allows you to chat and set up games as well as creating a session (i.e. a multiplayer game). You create a session by having one player click the Create Session button, which then prompts the player to name the session. Everyone can then see the created session. They then join via the "Join Session". button.
Figure 7 - Lobby (H3 MP Pro)
Battle Set/Scenario Selection
The controlling client that created the session will then be able to choose the Battle Set. These are intuitive and similar to the normal H3 scenario selection.
Side/Role Selection
From there the controlling client then assigns each player to a side. Players can be assigned to any side within a scenario and can also be assigned to a side called “Spectator�?. This side allows players to view the game from the sidelines, offering a number of viewpoints to watch from. However, a spectator may not issue orders to any units. This also precludes the spectator viewing dialogs from which such orders may be given, such as the Launch/Ready Aircraft Dialog. Once side selection is completed the controlling client initiates the game and the game begins.
Figure 8 - Sides & Roles (H3 MP Pro)
Basic Game Play
Game play is very close to Harpoon 3 Single Player. Please consult the Harpoon 3 Advanced Naval Warfare manual if you have any questions. All games will be played to their duration unless terminated early by clients or server. The victory screen will appear as normal, displaying game results. You then have the option of exiting the game or returning to the lobby for another session.
Changes in Play
Time Compression is handled differently in the MP products than in Single Player Harpoon 3. Basically it operates on a veto basis. The lowest setting of any human player (see AI players below) is the value that is used. This does introduce the artificial aspect of someone decreasing the Time Compression in order to plan and launch an attack or just to unnerve an opponent. The Game Status window in MP has an additional Time Compression display showing your requested time compression, below the current time compression. The procedure for creating a mission in the Mission Editor has changed slightly. You will notice that you do not have "Edit Now" option available in your Mission Editor Menu. The reason why is that the game will need to send an update prior to you adding the unit to properly implement the mission. As such after you create the mission and exit out of the Mission Editor you will have then "Edit" that mission to assign platforms to the mission. Missions function as they always have so there is no change in behavior just procedure.
Additions to Play
MP offers a built-in Chat feature. This is accessed by pressing control plus the “C�? key (Ctrl+c). A small chat console will then appear allowing you to type a short message and send it by pressing okay or enter. This message will appear for all clients and in the Server’s message window. At the bottom of the chat window is a small checkbox that will allow you to either speak to all players or just your own network. In this case your network is any side that is allied to you. The box is not checked by default and you will want to make sure the box is checked or un-checked depending on what information you want to pass on.
The Spectator Feature provides a new dialog box that allows the Client to select which Side they will see – or to choose ALL sides.
Other Changes from Single Player Harpoon
The nature of MP play means that there is going to be a higher load on the program engine to accomplish the same things. This means that single player games will run slightly slower in MP than they would in single player ANW. To this end AGSI recemmends that dedicated MP scenarios be no large than 500kb in size.
Harpoon 3 Advanced Naval Warfare Multiplayer Technical Information
General Diagnostics
- Can you browse the Internet?
- Do you have a firewall on your computer?
- Do you have a firewall on your home network?
Specific Tools
- Ping
- Tracert
