Hello,
I am a regular customer at a local LAN gaming pub in the Metro Atlanta area, and also used to play Allegiance back during its pay-to-play days. I'm excited over the idea that the game is now open-source and free, and have pitched the idea to the parlor's management that a game like this currently doesn't exist anywhere else, and is a refreshing change from typical FPS/RTS fare (CS, BF2, Civ, etc.). What I'm hoping to do here is to bring another influx of players to the community that wouldn't normally know of a game like this. The trick is to set up about 20 computers (likely behind a router, but I'm not sure yet) to access ASGS without conflict, potentially with lots of accounts logging into the same place. These are the issues I'm currently trying to hammer out:
1. Multiple users logging into ASGS at the same machine.
In looking at the KB, it seems that the issue of linked callsigns would come into play here. (I assume the intent of this behavior is to catch cheaters, so I'm not terribly concerned). In a setup such as the one I'm describing, is there an easy way to get around this?
2. Multiple connections behind a router.
The KB explains the need to map a subset of ports to Allegiance, but I'm wondering if the DXPort program would also affect other installed games that use the DirectPlay protocol?
3. Multiple server instances on the same machine, running different cores.
I've already managed to get a local server running as a service, but have had problems running 2 or more servers at the same time. I've added more "GameX" and "CoreX" entries in the registry and then started the service, but then I get no servers running instead. Does running servers in this fashion require using the Services tab to start them, or executing AllSrv.exe directly?
4. Refreshing key/mouse/joystick configurations.
In my opinion, changing the keyboard/mouse controls to a more WASD-friendly arrangement will facilitate new players learning how to dogfight and operate the targeting and mount controls quicker. Is there a particular config file that holds these preferences (possibly video and sound prefs as well) that can be simply cookie-cuttered and applied to all of the installations at once?
Setting up Allegiance in a LAN Gaming parlor
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bigheadzach
- Posts: 18
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- Location: Marietta, GA
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GreyVulpine
- Posts: 135
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Yikes, well, I can answer the last question for ya. All the config settings for keys are located in the "inputmap1.mdl" file in the artwork directory.bigheadzach wrote:QUOTE (bigheadzach @ Aug 24 2006, 12:23 PM) 4. Refreshing key/mouse/joystick configurations.
In my opinion, changing the keyboard/mouse controls to a more WASD-friendly arrangement will facilitate new players learning how to dogfight and operate the targeting and mount controls quicker. Is there a particular config file that holds these preferences (possibly video and sound prefs as well) that can be simply cookie-cuttered and applied to all of the installations at once?
-GreyVulpine
[sig][/sig]
Setup a LAN game, don't use the ASGS system. That's the only way around it.bigheadzach wrote:QUOTE (bigheadzach @ Aug 24 2006, 09:23 AM) 1. Multiple users logging into ASGS at the same machine.
In looking at the KB, it seems that the issue of linked callsigns would come into play here. (I assume the intent of this behavior is to catch cheaters, so I'm not terribly concerned). In a setup such as the one I'm describing, is there an easy way to get around this?
Otherwise, you DO get 3 nicks per computer. Just don't let someone who made a name on one computer drag it over to another, because they will be linked, and all hell will ensue.
QUOTE 2. Multiple connections behind a router.
The KB explains the need to map a subset of ports to Allegiance, but I'm wondering if the DXPort program would also affect other installed games that use the DirectPlay protocol?[/quote]I doubt it, but if it does, simply shut it off.
QUOTE 3. Multiple server instances on the same machine, running different cores.
I've already managed to get a local server running as a service, but have had problems running 2 or more servers at the same time. I've added more "GameX" and "CoreX" entries in the registry and then started the service, but then I get no servers running instead. Does running servers in this fashion require using the Services tab to start them, or executing AllSrv.exe directly?[/quote]
I don't know, but you're just asking for lag.
QUOTE 4. Refreshing key/mouse/joystick configurations.
In my opinion, changing the keyboard/mouse controls to a more WASD-friendly arrangement will facilitate new players learning how to dogfight and operate the targeting and mount controls quicker. Is there a particular config file that holds these preferences (possibly video and sound prefs as well) that can be simply cookie-cuttered and applied to all of the installations at once?[/quote]
Video and sound are fine default. I think there's a keymap in the CDT forum, someone with access will have to get it for you.
There's a new sheriff in town.
While I haven't tried it, apparently you can use DXPort behind a router to get more than 1 PC to log in at a time. I think you'd have to map the ports to a specific PC, but I understand it's at least theoretically possible. The question would, of course, be lag. Can that router sufficiently redirect all those ports so that gameplay isn't too laggy.
oh yeah.. and you'd have to watch that the accounts aren't ever linked. Tricky to achieve, I would think.
edit: added last line.
oh yeah.. and you'd have to watch that the accounts aren't ever linked. Tricky to achieve, I would think.
edit: added last line.
Last edited by FreeBeer on Thu Aug 24, 2006 9:26 pm, edited 1 time in total.
Welcome back /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />bigheadzach wrote:QUOTE (bigheadzach @ Aug 24 2006, 09:23 PM) Hello,
I am a regular customer at a local LAN gaming pub in the Metro Atlanta area, and also used to play Allegiance back during its pay-to-play days. I'm excited over the idea that the game is now open-source and free, and have pitched the idea to the parlor's management that a game like this currently doesn't exist anywhere else, and is a refreshing change from typical FPS/RTS fare (CS, BF2, Civ, etc.). What I'm hoping to do here is to bring another influx of players to the community that wouldn't normally know of a game like this. The trick is to set up about 20 computers (likely behind a router, but I'm not sure yet) to access ASGS without conflict, potentially with lots of accounts logging into the same place. These are the issues I'm currently trying to hammer out:
Yes, any callsigns that log into the same machine will be linked. This also works nested. I.E., callsign A and callsign B are linked by playing on the same machine. Callsign B then goes and playes on the machine that callsign C play in and this cause callsigns A,B and C to be linked.bigheadzach wrote:QUOTE (bigheadzach @ Aug 24 2006, 09:23 PM) 1. Multiple users logging into ASGS at the same machine.
In looking at the KB, it seems that the issue of linked callsigns would come into play here. (I assume the intent of this behavior is to catch cheaters, so I'm not terribly concerned). In a setup such as the one I'm describing, is there an easy way to get around this?
My suggestion would be to work out something with Thal in private by using some kind of method (possibly IP) that allows multiple callsigns from that IP not to be linked. This is because something like this can be (and has been) abused.
Easily done by using DXPort. I think it affects other programs as well, but doesnt matter as they'll be able to get through to the net by using DX8s NAT resolving or the port forward that is setup for Allegiance. Remember that the port forward rules for Alleg are the same as the ones for some of the old Zone games (like Age of Empires 1).bigheadzach wrote:QUOTE (bigheadzach @ Aug 24 2006, 09:23 PM) 2. Multiple connections behind a router.
The KB explains the need to map a subset of ports to Allegiance, but I'm wondering if the DXPort program would also affect other installed games that use the DirectPlay protocol?
Port forwarding is a one-time thing. It uses the same resources as the routing part of the router. If your router can't handle 20 port-forwards, it's not worth $25. Seriously, any decent router can do this effortlessly. Of course, some cheap-ass routers might have limits to the number of port forward rules allowed.FreeBeer wrote:QUOTE (FreeBeer @ Aug 25 2006, 02:24 AM) While I haven't tried it, apparently you can use DXPort behind a router to get more than 1 PC to log in at a time. I think you'd have to map the ports to a specific PC, but I understand it's at least theoretically possible. The question would, of course, be lag. Can that router sufficiently redirect all those ports so that gameplay isn't too laggy.
Out of my league. I'll let Tigereye or Grimm answer this one.bigheadzach wrote:QUOTE (bigheadzach @ Aug 24 2006, 09:23 PM) 3. Multiple server instances on the same machine, running different cores.
I've already managed to get a local server running as a service, but have had problems running 2 or more servers at the same time. I've added more "GameX" and "CoreX" entries in the registry and then started the service, but then I get no servers running instead. Does running servers in this fashion require using the Services tab to start them, or executing AllSrv.exe directly?
Again, easily done. Setup the required keymap in one machine and copy over the resulting inputmap1.mdl to all the other computers to have them all use the same keymap.bigheadzach wrote:QUOTE (bigheadzach @ Aug 24 2006, 09:23 PM) 4. Refreshing key/mouse/joystick configurations.
In my opinion, changing the keyboard/mouse controls to a more WASD-friendly arrangement will facilitate new players learning how to dogfight and operate the targeting and mount controls quicker. Is there a particular config file that holds these preferences (possibly video and sound prefs as well) that can be simply cookie-cuttered and applied to all of the installations at once?
Lots of Qs, and these guys got most of them down pat. For the remaining ones...
The most common keyboard layout is in the Academy's "advanced" section under "Remapping Your Controls".
Also, DXPort will remap all DirectPlay games on that machine. It's simple enough to start/stop though. Just tell people that they need to run DXPort before playing allegiance and close it when they're done. Everything'll reset to normal without needing to reboot. Just set the ports correctly and make sure they don't change them (make dxport.ini read-only?).
As far as ASGS, as far as I know there is no way for it to allow for 'shared' computers. The only "bypass" capability it has is to force no-link exceptions on callsigns. You can specify that Joey should never be linked to Bobby, and the two of them can alternate on the same computers.
If this was used, ASGS would need an exception for every single player you sign up, and it would affect every single computer they play on in the future... not to mention it'd be an administrative nightmare. Not a good way.
Building such a feature into ASGS is of course possible, but doing so would essentially create a bunch of machines "licensed to cheat." What happens when two players sitting next to eachother are on opposite teams and hear eachother's sounds and see eachothers' minimaps/screens. They would give away intel through chat to everyone else in the community playing with them. It's potential to ruin games.
Admins/Senate would probably need to approve it since it's a sketchy area.
Now as far as the Allegiance Server goes, you can only run multiple games if they are hosted by a lobby. You can't run multiple games in LAN mode.
LAN mode works by running AllsrvUI. It's best run from the desktop without allsrv installed as a service, but I think AllsrvUI can get the service to host 1 LAN game too. Don't quote me on it - just run it in desktop.
When you host multiple games, they are added to the lobby specified in the allegiance config file specified in the server's registry key. By default that points to the community lobby, so your games will be hosted to everyone and your computers can only log into them using ASGS.
If your users just want to play against themselves, I'd stick to a LAN server. If they want to easily choose between the cores, you can host your own private lobby and gameserver and add games with the GameX/CoreX values as you've done. Just change the lobby URL in allsrv's config file.
Any play with the community will have to be via ASGS, meaning you can't share machines. I would PM Thalgor about this. I've linked him to this topic.
--TE
The most common keyboard layout is in the Academy's "advanced" section under "Remapping Your Controls".
Also, DXPort will remap all DirectPlay games on that machine. It's simple enough to start/stop though. Just tell people that they need to run DXPort before playing allegiance and close it when they're done. Everything'll reset to normal without needing to reboot. Just set the ports correctly and make sure they don't change them (make dxport.ini read-only?).
As far as ASGS, as far as I know there is no way for it to allow for 'shared' computers. The only "bypass" capability it has is to force no-link exceptions on callsigns. You can specify that Joey should never be linked to Bobby, and the two of them can alternate on the same computers.
If this was used, ASGS would need an exception for every single player you sign up, and it would affect every single computer they play on in the future... not to mention it'd be an administrative nightmare. Not a good way.
Building such a feature into ASGS is of course possible, but doing so would essentially create a bunch of machines "licensed to cheat." What happens when two players sitting next to eachother are on opposite teams and hear eachother's sounds and see eachothers' minimaps/screens. They would give away intel through chat to everyone else in the community playing with them. It's potential to ruin games.
Admins/Senate would probably need to approve it since it's a sketchy area.
Now as far as the Allegiance Server goes, you can only run multiple games if they are hosted by a lobby. You can't run multiple games in LAN mode.
LAN mode works by running AllsrvUI. It's best run from the desktop without allsrv installed as a service, but I think AllsrvUI can get the service to host 1 LAN game too. Don't quote me on it - just run it in desktop.
When you host multiple games, they are added to the lobby specified in the allegiance config file specified in the server's registry key. By default that points to the community lobby, so your games will be hosted to everyone and your computers can only log into them using ASGS.
If your users just want to play against themselves, I'd stick to a LAN server. If they want to easily choose between the cores, you can host your own private lobby and gameserver and add games with the GameX/CoreX values as you've done. Just change the lobby URL in allsrv's config file.
Any play with the community will have to be via ASGS, meaning you can't share machines. I would PM Thalgor about this. I've linked him to this topic.
--TE
The Allegiance community currently hates their sysadmin because he is doing: [Too Much] [____________|] [Too Little]
Current reason: Removing the PayPal contribute page. Send Bitcoin instead: 1EccFi98tR5S9BYLuB61sFfxKqqgSKK8Yz. This scale updates regularly.
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Grimmwolf_GB
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That is always a possibility. Grendelwolf and I play Allegiance together and chat via skype. When we are on opposing teams, I could tell him all the important data. I constantly insult him instead and try to mock him. /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />Tigereye wrote:QUOTE (Tigereye @ Aug 25 2006, 10:03 AM) Building such a feature into ASGS is of course possible, but doing so would essentially create a bunch of machines "licensed to cheat." What happens when two players sitting next to eachother are on opposite teams and hear eachother's sounds and see eachothers' minimaps/screens. They would give away intel through chat to everyone else in the community playing with them. It's potential to ruin games.
Anyway, since DXPort is sort of my favourite programme (I found it a few years back and it allowed me to play Allegiance with Grendelwolf (Flatmate) on two computers from behind a router for the first time), I can tell you some info:
It works by using ALL ports between 2300-2400 except for the ones defined in the dxport.ini. That forces Allegiance to use those ports. You only need 2 ports per machine, so you can use 50 computers behind a router. Of course, you gotta assign those computers unique ports and your router has to allow you to define that many rules.
(If you have access to an old computer, there is a linux router programme for pcs available: http://www.fli4l.de It is very easy to setup, and it can handle insane amounts of forwards. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )
You could link a shortcut to a small batch file, that launches DXPort and then ASGS, that would make it pretty easy and you would not need to place DXPort in start up. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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bigheadzach
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- Joined: Fri Aug 18, 2006 2:11 am
- Location: Marietta, GA
Here's some new information I've gathered on this situation which should simplify things:
Battle & Brew (located in Marietta GA) actually has leased a Class C domain (256 hosts - xxx.yyy.zzz.???), which means there is no need for masquerading / port forwarding. There is a firewall, but since Allegiance isn't the only program to use DirectPlay, those ports are already approved for use (otherwise I wouldn't have been able to play the other night). Most LAN gaming facilities use this exact setup.
I am not aware of how the ASGS program conducts its callsign linking, and I'm questioning how useful such a check is against cheating - but I'm new and not privy to past exploits, so please enlighten me.
Yes, it is very easy to cheat by looking at someone else's screen, but I am seriously doubting how often this occurs, especially in an environment where one is paying by the hour to play - signs of unsportsmanlike behavior usually results in the person being asked to leave not refunded their money. It would be just as easy to communicate via cellphone, XFire, Vent, TS if people truly wanted to spy on the other team.
The impact that the callsign linking has on playing public-server Allegiance in the LAN parlor is that I must always login @ at the same computer, and no one else is able to play Allegiance on that computer if they intend to ever play at the same time that I am...Otherwise the currently connected player is kicked off. Furthermore, if I go home to play, I have to hope that someone wouldn't be playing on that same computer @ the parlor.
My hope is that there is some way to make a change to ASGS/FAZ that will either eliminate the need for callsign linking, or disable it for certain IP ranges. It's a bit depressing to think that the community has had enough threats from cheaters and game-ruiners that such measures are considered necessary to ensure fair play.
Still love the game. Hoping to gradubate from @Cadet with full marks, and go on to @ACS.
Battle & Brew (located in Marietta GA) actually has leased a Class C domain (256 hosts - xxx.yyy.zzz.???), which means there is no need for masquerading / port forwarding. There is a firewall, but since Allegiance isn't the only program to use DirectPlay, those ports are already approved for use (otherwise I wouldn't have been able to play the other night). Most LAN gaming facilities use this exact setup.
I am not aware of how the ASGS program conducts its callsign linking, and I'm questioning how useful such a check is against cheating - but I'm new and not privy to past exploits, so please enlighten me.
Yes, it is very easy to cheat by looking at someone else's screen, but I am seriously doubting how often this occurs, especially in an environment where one is paying by the hour to play - signs of unsportsmanlike behavior usually results in the person being asked to leave not refunded their money. It would be just as easy to communicate via cellphone, XFire, Vent, TS if people truly wanted to spy on the other team.
The impact that the callsign linking has on playing public-server Allegiance in the LAN parlor is that I must always login @ at the same computer, and no one else is able to play Allegiance on that computer if they intend to ever play at the same time that I am...Otherwise the currently connected player is kicked off. Furthermore, if I go home to play, I have to hope that someone wouldn't be playing on that same computer @ the parlor.
My hope is that there is some way to make a change to ASGS/FAZ that will either eliminate the need for callsign linking, or disable it for certain IP ranges. It's a bit depressing to think that the community has had enough threats from cheaters and game-ruiners that such measures are considered necessary to ensure fair play.
Still love the game. Hoping to gradubate from @Cadet with full marks, and go on to @ACS.
BigHeadZach, disciple of the juggernaut scout technique 
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Grimmwolf_GB
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ASGS takes some PC specific info (like hdd serial numbers, XP installation number (NOT the serial number)) and binds that data to an account. If you log in on a different computer with the same account, you link that data to the account as well. If you log in with a computer that has already an account linked to it, you link those two accounts.
ASGS primary function is NOT to prevent cheating, it was made so we could ban the cheaters. The only way around an ASGS ban would be a new computer and a fresh account.
Speak to Thalgor about preventing the ASGS account linking for the specific IP range. He might agree to do it, but one cheater could ruin you fun. The Allegiance community is pretty harsh on cheaters (and that is a very good thing!). One month to life time bans have been issued for cheating. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
ASGS primary function is NOT to prevent cheating, it was made so we could ban the cheaters. The only way around an ASGS ban would be a new computer and a fresh account.
Speak to Thalgor about preventing the ASGS account linking for the specific IP range. He might agree to do it, but one cheater could ruin you fun. The Allegiance community is pretty harsh on cheaters (and that is a very good thing!). One month to life time bans have been issued for cheating. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
No NAT is good news. It would prevent the portforward hell and make it simpel for Thal if he is to give an exception to your IP range.bigheadzach wrote:QUOTE (bigheadzach @ Aug 31 2006, 01:49 AM) *snip*
The reason why we have such strict and comprehensive cheater prevention is because the game we all love to death was almost destroyed by two people. You can read up on the academy's history page for more details. Anway, good luck on your endeavours (@CDT and AllegCafe /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> ).

