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Tribulation Knights and Green-Ear SDK

Tribulation Knights and Green-Ear SDK
Name:John E. Nelson
Date Posted:Oct 31, 2008
Rating:Not Rated
Public:YES
Comments:YES
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Blog post
I purchased the Green-Ear SDK product, and the 10 slots, which with the promotion is now 20 slots.
The 20 slots can serve an online community of more than 700+ players according to the developers

The Green-Ear website dashboard and settings is pretty easy to use.
My only comment to the developers would be that they want to have a server available all the time for people to connect to in the Stronghold demo. It might increase sales.

Since I have an immediate project to use this product in, it will interesting to see how quickly we can implement it.

The main game is single player, but the plan is to have a virtual MP meeting area where people show up as an avatar from the game. Using the Green-Ear we plan on having online community events for players.

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List:11/03/08 - Tribulation Knights and Torque Tech used
10/31/08 - Tribulation Knights and Green-Ear SDK
04/22/08 - Tribulation Knights Interiors
04/14/08 - Tribulation Knights working on TGEA 1.7
03/20/08 - Tribulation Knights TGEA 1.7 Beta Testing
03/01/08 - Tribulations Knights Enforcer Upgrade
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02/19/08 - Tribulation Knights

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Michael Rojas   (Oct 31, 2008 at 13:00 GMT)
Thanks, John. Sounds like an awesome project. Let me know if you need something special for the game - we are always looking to add features into Green-Ear.

I will get with my team on the Stronghold server. We would like to have a Master Server running on our network so that StrongHold players have something to connect to. Is there something we are missing to make a running copy of StrongHold a Master?

Firewall configurations - as in needed ports to be opened? Command-line switches?

Any help would be greatly appreciated 8^)

Cheers,
Mike
Edited on Oct 31, 2008 14:02 GMT

Andy Rollins   (Oct 31, 2008 at 14:20 GMT)
Michael - I'm not sure you've quite grasped what a Master Server is, when you are running game servers for people to connect to via a game client you need a way of the client to know where the game server is. Now you could hard code this into the client but what happens if you move? or create more instances of the game server to load balance things....

... On a LAN you can scan all the addresses as they tend to be quite small, but on a WAN (i.e. the internet) it would take an extraordinarily large amount of time to search for a game. That's where a Master server comes in... at it's most basic level all it really does is tell the game clients, whereabouts they can find the game servers - so you can use the same master server for many different purposes.

By default, Torque uses the master server provided by garagegames at master.garagegames.com and you can either use this for a Green-Ear demo or you can use one of the free resources for master servers on this site such as the one I wrote here to host your own (there's more detail on my resource about what a master server does and firewall/router requirements for using one).

Great work on providing this as a product... certainly something I'm really keen on exploring.

John - Sound like an interesting way to use this, would be really interested in seeing how this turns out.

Michael Rojas   (Oct 31, 2008 at 16:21 GMT)
Andy,

Big thank you for the info - very helpful. We use a similar setup for the Green-Ear network - the client first connects to a bank of Directory Servers which are aware of our active Chat Servers and direct the incoming connection request there for redundancy and load balancing.

We will setup a series of Torque Game Servers for the Green-Ear Stronghold demo and by default have them connect to the WAN - not LAN.

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