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| Messages - ScottSquires | |
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1
Software / Re: Bolo now playable via TCP/IP
December 17, 2022, 21:19 |
Technically I believe the maximum number of Bolo players is 16, however you'll never reach close to that many outside of a local area network. The practical maximum number of players will depend on their locations and the latency between them and the server. Expect around 6 players. Perhaps more if they're all in North America. I have an idea for significantly improving the latency situation, but I doubt I will have time to work on it any time soon. |
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2
Software / Re: Bolo now playable via TCP/IP
December 15, 2022, 00:34 |
I don't know what that means. I'm guessing the answer is no. |
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3
Software / Re: Bolo now playable via TCP/IP
December 14, 2022, 22:03 |
Hi everyone! It's good to see some new interest in Bolo. Here's the Bolo situation. It's sort of complicated, but I'll try to make it brief. Bolo was originally designed for LocalTalk networks. Later, internet support was added. The internet support was a simple conversion of the LocalTalk code. LocalTalk and TCP have some fundamental differences, so the protocol optimized for LocalTalk but converted for use over TCP has some drawbacks. But it made sense at the time not to invent a whole new game protocol. There's a networking concept called NAT, which for various reasons is almost ubiquitous today. But back in Bolo's time it was uncommon. For reasons related to the LocalTalk roots of the Bolo network protocol, Bolo doesn't work with NAT. What I did was create a server (called Bolorama) which functions as a way to make NAT invisible to Bolo. Now, as long as the game is mediated by the Bolorama server, Bolo can communicate in happy ignorance of NAT. I don't have the Bolo source code. I didn't re-write Bolo. I made a Bolo assistant. My friend did make a tiny modification to Bolo itself and we call it version 0.99.8. This was to fix a bug that prevented Bolo from being able to do domain name lookups on MacOS 9. Modifying the executable code directly is extremely difficult and most programmers avoid this at all cost.
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