Search found 163 matches

by Hornwitser
Sat May 15, 2021 11:04 pm
Forum: Technical Help
Topic: Factorio in 4K, should be gtx 970 enough?
Replies: 8
Views: 1493

Re: Factorio in 4K, should be gtx 970 enough?

I've played with a 970 in 4k. From my experience I had noticeable frame rate drops when zooming all the way out with forests in view or when a lot of biter corpses were visible. Other than that it was fine.
by Hornwitser
Sat May 15, 2021 10:51 pm
Forum: Technical Help
Topic: Server UPS spikes
Replies: 4
Views: 711

Re: Server UPS spikes

Is the system clock on your server functioning and set to the right date and time?
by Hornwitser
Fri Apr 30, 2021 2:31 pm
Forum: Technical Help
Topic: How does the "whitelist" on a server work?
Replies: 5
Views: 1018

Re: How does the "whitelist" on a server work?

The dedicated server server mode more or less ignores everything in config.ini expect for the paths so there's nothing useful in there. To make the whitelist work on startup there's 2 requirements, you need to pass --use-server-whitelist on the command line and the whitelist loaded (which defaults t...
by Hornwitser
Wed Apr 28, 2021 11:27 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 101038

Re: Friday Facts #365 - Future plans

I am eagerly awaiting Factorio 2.0 in 2029... not. But really though, game development is slow and you should all know what rushed game development results in by now.
by Hornwitser
Wed Apr 28, 2021 8:17 pm
Forum: Pending
Topic: Pass user verification on the first connection attempt to public servers
Replies: 8
Views: 1341

Re: Pass user verification on the first connection attempt to public servers

It should not be workarounded (sending credentials without real need, security!), instead that problem should be fixed. User verification is a requirement for a server to be listed on the public server list. Connecting to public servers with user verification enabled requires the client sending the...
by Hornwitser
Mon Apr 26, 2021 9:38 pm
Forum: Pending
Topic: Pass user verification on the first connection attempt to public servers
Replies: 8
Views: 1341

Pass user verification on the first connection attempt to public servers

TL;DR Pass user verification on the first connection attempt to public servers. What ? When connecting to a server in the public servers list the client first tries to connect without the credentials that prove it's a verified user. But public servers have to have user verification enabled to be li...
by Hornwitser
Sat Apr 24, 2021 4:47 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.32] Lights render resolution option does absolutely nothing
Replies: 3
Views: 692

[1.1.32] Lights render resolution option does absolutely nothing

I was curious how this graphics option updated on the fly, and tried to make the rendering resolution of lights increase. But no matter how much I switched between 0.25 and 1 at night I couldn't see any difference at all, even after restarting the game. So I started digging and found DrawEngine.cpp:...
by Hornwitser
Thu Apr 08, 2021 3:28 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first
Replies: 6
Views: 2715

Re: [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first

And I think you don't understand how nat punching works. But the good news is that it actually functions in 0.16.51, so I've put together this demonstration video for you that shows the ping pong servers does relay nat punch requests contrary to what you're saying, and that this relaying is integral...
by Hornwitser
Wed Apr 07, 2021 5:19 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.30] UnparsedNetworkMessage.cpp:91: Invalid packet (type NatPunchRequest) received
Replies: 3
Views: 821

Re: [1.1.30] UnparsedNetworkMessage.cpp:91: Invalid packet (type NatPunchRequest) received

Lol what. This packet is from your ping pong server. This is exactly how NatPunchRequest are sent in 0.16.51, and in this version of Factorio nat punching works as you expect it to.
by Hornwitser
Wed Apr 07, 2021 5:17 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first
Replies: 6
Views: 2715

Re: [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first

diagram.png This diagram shows for the packet labeled 1. how NatPunchRequest is sent by the client in 0.16.51. When sent in this manner nat punching works. In 1.1.30 NatPunchRequest is not sent unless you first host a game. If NatPunchRequest packets are not sent then nat punching will not work. Na...
by Hornwitser
Wed Apr 07, 2021 4:23 pm
Forum: Technical Help
Topic: Headless server doesn't detect NAT with port randomization correctly
Replies: 17
Views: 2917

Re: Headless server doesn't detect NAT with port randomization correctly

I did some testing on how Factorio does NAT punching and this is my results. How it works in 0.16.51: 1. The client sends a NatPunchRequest to a pingpong server with the address of the Factorio server 2. The pingpong server sends a NatPunchRequest to the Factorio server with the address of the Facto...
by Hornwitser
Wed Apr 07, 2021 12:32 pm
Forum: Tools
Topic: Wireshark dissector for Factorio
Replies: 0
Views: 810

Wireshark dissector for Factorio

I've written a Wireshark dissector for Factorio. Pretty useful when looking at packet captures and you want get more information on what's going on. Keep in mind it doesn't decode everything and it errors out on certain inputs, so don't expect to be able see everything with this. You can get it on m...
by Hornwitser
Tue Apr 06, 2021 10:12 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.30] UnparsedNetworkMessage.cpp:91: Invalid packet (type NatPunchRequest) received
Replies: 3
Views: 821

[Rseding91] [1.1.30] UnparsedNetworkMessage.cpp:91: Invalid packet (type NatPunchRequest) received

If the workaround to get NatPunchRequests sent as described in [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first is followed then the server prints the following in the log if started with the --verbose option when the server is selected in the public server list in t...
by Hornwitser
Tue Apr 06, 2021 9:58 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first
Replies: 6
Views: 2715

[Rseding91] [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first

While looking into NAT punching I noticed the following weird behavior: If you start the game and go directly to the public server list, click on servers and try to connect one no NatPunchRequest messages are sent by the client. If you start the game and choose "Host new game" that is publ...
by Hornwitser
Tue Apr 06, 2021 9:28 pm
Forum: Technical Help
Topic: Headless server doesn't detect NAT with port randomization correctly
Replies: 17
Views: 2917

Re: Headless server doesn't detect NAT with port randomization correctly

There seems to be a bug in how NatPunchRequest packets are handled. If I browse the server list and try to connect to a public server I see no such packets being sent unless I host a public server on the client for a few seconds first.
by Hornwitser
Tue Apr 06, 2021 7:52 pm
Forum: Technical Help
Topic: [1.1.30] (solved) Not seeing NAT punches
Replies: 0
Views: 221

[1.1.30] (solved) Not seeing NAT punches

I tried hosting a public game from inside the client on my desktop, which is behind NAT. And then I had some friends try connect to it via the public server list. While doing this I was performing a packet capture to see the NatPunchRequest messages sent to my computer. But I didn't see any when the...
by Hornwitser
Sat Apr 03, 2021 8:23 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [1.1.30] Deadlock on loss of ConnectionAcceptOrDeny message
Replies: 6
Views: 2263

[Rseding] [1.1.30] Deadlock on loss of ConnectionAcceptOrDeny message

When the ConnectionAcceptOrDeny message from the server is dropped on the way to the client it's possible for the server to end up deadlocked waiting for the client to continue the joining process. See the annotated image of the packet capture I've attached. The server starts sending SynchronizerAct...
by Hornwitser
Sat Apr 03, 2021 12:16 am
Forum: Tools
Topic: Factorio blueprints website
Replies: 3
Views: 2028

Re: Factorio blueprints website

Really cool, I'm impressed.
by Hornwitser
Thu Mar 25, 2021 5:07 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 101038

Re: Friday Facts #365 - Future plans

kovarex wrote:
Wed Feb 17, 2021 5:47 pm
Maybe, but show me a game that can render 30 000 3D objects (instead of sprites) on the same screen.
Not a game but a physics engine doing collisions for 110k cubes, in 2012.
https://www.youtube.com/watch?v=8jGZv1YYe2c
by Hornwitser
Sat Dec 26, 2020 8:34 am
Forum: Won't implement
Topic: LuaRCON instances should persist!
Replies: 12
Views: 2397

Re: LuaRCON instances should persist!

Do you have any protocol description references for that claim? responses should arrive in the same order as the commands they requested them, so sending responses in order ID=1 (for request 1), ID=2 (for request 2) then ID=1 (unsolicited) would violate the order preserving property. You already vi...

Go to advanced search