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How Demigod's Networking Problems Were Fixed

The launch of Demigod was troubled by piracy and networking difficulties, which publisher Stardock worked quickly to correct. They've now released a documentary that gives a detailed look behind the scenes of diagnosing and fixing those problems. It includes meetings, interviews with the devs, and part of the bug-tracking process during a frenzied 108-hour work week.

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  1. Multiplayer is not fixed by dunezone · · Score: 4, Interesting

    No to be a troll or anything but they haven't fixed multiplayer. They've released several patches over the past few weeks that have fixed issues but they tend to introduce more problems then fix.

    The game is good and I enjoy it a lot, but my god every time my friends and I decide to play we debate on rather we want to deal with all the connection issues. You spend more time waiting to get into a game lobby then playing the actual game.

    Like I said the game is good, and it has its share of issues even outside of multiplayer but to say its fixed is long from the truth.

    1. Re:Multiplayer is not fixed by pantherace · · Score: 4, Interesting

      What's funny is when this article got posted on /., and last night, it was pretty much impossible to play online, due to something with their servers. For

      The game itself is good. Stardock's ImpulseReactor is bad. Impulse isn't so great. The engine isn't really to blame (some fundamental bugs though)
      I've played about 120 games online, and win about 50% of those.

      Here are some of the problems, having played it since pretty much the first day:
      In the initial release, they always tried to use NAT punchthrough. This includes when it wasn't needed. This put more load on their servers and made it slow to connect. Maybe piracy played some role, but given how it worked after it was 'fixed' I rather doubt piracy was the main problem, but more of an excuse.
      There are some ISPs (and routers) that mess with port numbering for UDP receive. This screws up the P2P network connection.
      Demigod/Supreme Commander speak a sandboxed lua in communication. Impulse sends and receives XML, and they wrote some translation layer in there, which was losing messages.
      Stardock implemented some proxies for fixing some problems, unfortunately the proxies are in my opinion, buggy. I've been sitting next to two people, and the same person connects to two of us fine, then proxied to the other. Uhhh, wtf? Additionally, they seem to have a tendency to crash, fucking up the game.
      According to Stardock, Stardock didn't write the NAT punchthrough, but licensed it from Raknet. Also, now Raknet of that denies it's used in Demigod. (And technically, it's not used in the engine, only the connection making, which is the real place where the BIG FUCKING PROBLEM is.)
      Impulse needs to be smacked with even the GNOME HIG guidelines, Apple's, even CDE's. Seriously, wtf? (I know it's trying to look like the latest office. There are so many people that have problems with the interface because of that. Unless you've seen Office a lot you won't recognize that the orb in the upper left is a menu, and even if you have seen office, you will likely miss it because it looks like an oversize decoration. Disclaimer: I don't like Office's new interface style in the first place.)
      Impluse's chat is a webpage, even though it's IRC, which requires IE's security settings to be set to default, it doesn't work if that's set higher.

      Demigod itself:
      Suffers from the problem of being designed with Microsoft's tools that have been focused on the Xbox, and using similar ideas. For example, running at the speed of the slowest isn't a problem when you have a homogeneous environment. PCs aren't homogeneous.
      Has some issues with the UI and communications due to all computers running the sim, and having to wait for every other computer's packets.
      Occasionally a desync (sim wasn't the same across all computers), which I have only seen about 3 times.
      Crashes occasionally, usually on connecting to a port, due to a UPNP call. (This might really belong under Impulse.)

      Plus sides:
      Less so now, but Stardock people are commonly on their IRC.
      If they are on, they generally try to be helpful, or such.
      The game is *very good*, especially on a LAN (or the internet when it works). Remarkably balanced in my opinion, for a newly released game. There are a couple of things which I think might need to be hit with a nerf bat, but they aren't very many.

      Oh, and while there is single player, it's not designed for it. For anyone wanting to play it, play a few games against the AI to understand the basic game, then DON'T PLAY AGAINST THE AI, if you ever intend to play humans. It teaches you bad habits. For example I played with friends against AIs a few games, getting something like a 33-1 K:D ratio against the 'hard' AI. The next games I played against humans, I got waxed.