![]() In the meantime, Steam and GOG do both exist, and do both do an amazing job at the whole relay server business. It took me under 3 hours to add LiteNetLib and remove FORGE. I did make all the networking components of AI War 2 open source and easy to swap in, though, so if later that changes and there is some amazing new network library with C# bindings, it should not take long to integrate. With the current state of hardware and software, this does not seem like a good use of my time. There are various other solutions of various complexities for trying other methods of punchthrough, but the best thing I can really do is increase your odds of getting through. If NAT punchthrough doesn't work for you via LiteNetLib, then oh well. (Though also, for direct LAN play it is faster to keep all the traffic in the building for sure rather than involve Steam.) So LiteNetLib is important to me, but mainly for insurance type reasons. Also, if Steam servers are not available because you are on a local LAN party in the middle of the woods, then you can still play on that LAN. On the plus side, though, even if every game company in the world goes bankrupt mysteriously, then the game you bought will still be playable. But I'd rather you not have to mess with IP addresses at all. So, my approachIf NAT punchthrough works for you via LiteNetLib, then hooray. They're making money off of some newer game(s), and using some of those proceeds to support players on the old game out of goodwill toward their players. The only times that doesn't happen is when the company is so large that the cost of hosting the old game doesn't really register to them. ![]() Failing the above, the servers will eventually be shut down and multiplayer is dead. The developer/publisher needs to figure out how to either get more money out of you on a consistent basis (microtransactions, probably), or they need to never, ever, stop selling copies of the game.Ģ. This means that two things are pretty much definite to happen:ġ. Aka it can be a substantial portion of entire earnings for a small game, or even cost more to run than it makes in income.Įven for games that are essentially peer to peer, where there's not some central server that needs to do something for you like an MMO does, these costs can be unavoidable. These costs can be hundreds or thousands of dollars per month. There are various services out there that indie companies and large companies can use for hosting, but if they are free then they have strict caps on how many concurrent users can be on there, and they charge the game developer/publisher beyond that cap. This is not a "small indie company gets a server" sort of problem. Also, if the relay server is not geographically near to you and/or the other people you are playing with, then things will get slow. ![]() The only downside? Somebody has to pay for that bandwidth and the processing power of the relay server. Basically, you can ALWAYS send data through a relay server, regardless of what network you are on. You also get any GOG extras that the games come with apparently.Relay servers (general)Relay servers are what happens when NAT punchthrough fails. Sherlock Holmes: Secret of the Silver Earring. ![]() The Incredible Adventures of Van Helsing: Final Cut.Saints Row 2 (which I hear is being given away for Steam, hint hint).Right now, only a limited number of games are available, and the system is either choking on a huge amount of demand or my huge Steam library. What this does is let you register a Steam profile (only one, and the registration is permanent) with your GOG account and every eligible game you have on Steam will be registered on GOG too. ![]() GOG apparently came out with a new thing called GOG Connect. ![]()
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