CubeWars

appears to be working! ;D
http://71.206.133.215/CubeWars/CW.jnlp

usernames: guest# (where # is 1-7)
passwords: guest# (where # is 1-7)

and they must match (example: un: guest1 pw: guest1)

Note: I have note tested whether there will be chat conflicts if 2 people using guest3 (or whatever, the same username) will cause errors, but if you see that let me know. I can also assign a unique username if you PM me!

All criticism welcome!!!

Gave me “validation failed” and “error connecting… null”.

Well dang! This stuff drives me batty! Anyway, I just clicked the link from an office laptop that has never run the game and it worked. fiddlesticks!!!

works for me, nobody online to play with though… :frowning:

Same for me.

I am behind a router, if that has anything to do with it?

works now :wink: but nobody online :frowning:

+1

I am behind a router, and it works =o

I may need to add some bad guys just so you guys have something to test when online. doh! Thanks all. I need a notifier that makes a loud “bing” in my house so I know when others are online. LOL
At least I know the basic framework wil lallow me to convert Galaxy Traders and get going with that again.
Wonder what is casusing the errors above though?

Works great here!

I love the elusive white boxes that randomly appear, chasing them down was enough fun to distract me from doing work…

+1 for bots

By the way, how do you get your server to host everything like it does? Is it just your home computer that’s always listening for connections from us? I suppose you have to have your computer on all the time, but what if the game or the computer crashes… can we just not conect? If the server is behind a router does that cause problems? I’m interested since I’ve got a LAN game that works fine when hosted from a server in the LAN but I’d like to know how I can make it work over the net like what you’ve got.

Thanks :),
Keith

As you can see I gave out a limited number of usernames since this is a test. I am using the SGS (Project Darkstar) for the server as a proof of tech for me (since I want to use it for about 4 other games and one educational game/app). It handles the connect and disconnect for me. I have a stack of pc’s at home and one of them runs the SGS and hosts the jnlp. It is behind a router with nat services but I have never had a problem hosting TribesII or playing any online games through it. If my kids bounce it then, yep, its down. ;D
I have some code that allows me to run java apps as a service and may do that to insure that on a bounce it comes back up, but I havent set that up as I am still jsut testing connectivity. Next is testing gameplay after I add some bots. Bots will be available if noone else is online. When you have another player connect, your bots will go away. ( I hope :slight_smile: )

Wow, good job pulling it off then. I’ll swot up on NAT & router stuff then since I’m at that scary stage where I don’t know how much there is to know.

Thanks for the detailed answer,
Keith.

added one bad guy to test the AI. It will not go away if another player enters and it is not server controlled for now, meaning you see it and the opponent does not, he has his own. Odd, but all I could do this weekend.

I got the following error:


 JNLParseException[ Could not parse launch file. Error at line 0.]
	at com.sun.javaws.jnl.XMLFormat.parse(Unknown Source)
	at com.sun.javaws.jnl.LaunchDescFactory.buildDescriptor(Unknown Source)
	at com.sun.javaws.jnl.LaunchDescFactory.buildDescriptor(Unknown Source)
	at com.sun.javaws.jnl.LaunchDescFactory.buildDescriptor(Unknown Source)
	at com.sun.javaws.Main.launchApp(Unknown Source)
	at com.sun.javaws.Main.main(Unknown Source)