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Modified version number results in constant connect + disconnect cycle #134
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So you modified the version number of your dark souls client? |
Someone did it for me, I don't know any code myself. From what I remember you have to rewrite three locations in the Dark Souls .exe which is best done through a DLL. |
Why would you do that? If you did that, your darksouls is not supported by DSCM. Please do not join DSCM-Net if you changed your version. |
There are two overhauls which are using modified version numbers in order to function within online play but separate from the main vanilla playerbase. This way players are not invaded by opponents with modified stats and equipment, or worse, have access to invisible spells. Consider this issue a request. |
There's no reason to use DSCM-Net with a modified Dark Souls. Just use the Connect by Steam ID feature. If you get a large enough playerbase the DSCM-Net code is available to launch your own server. It may be worth making it easier to change the server address in DSCM at some point. |
We should probably detect changed version numbers and force-disable DSCM-Net. @LordofSandvich DSCM should never go into a "constant connect and disconnect loop". I don't think the performance issues you are having are caused by DSCM. |
I agree that having a separate server for each overhaul is a good idea, but is a separate client also necessary? I'd be open to making a PR that has DSCM support multiple servers, and it auto-chooses which one to use based on dark souls version number. |
Could you DM me what I need to know to set up a server, Wulf? Doesn't need to be massively technical but I'd like to know what I or someone else needs to do for it. |
It works fine if the version numbers match but it does not intelligently avoid matching with players whose version number does not match, resulting in occasional lagspikes from the constant connect and disconnect loop. Most noticeable in places already performance-intensive such as Blighttown.
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