Unreal Tournament - Status

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Thmanx
dark night
Posts: 64

Re: Unreal Tournament - Status

Post#101 » Mon Jul 16, 2018 6:55 pm

its always possible to find random code some where some how.
Hey we found another (older) build on Half-Life just a few weeks ago... over a decade after the previous rom was dumped.

And what about things like a functional version of the Nintendo Playstation, showing up 20+ years after...
then getting it fixed and functional thanks to the help a few months later with the help of BenHeck.


Surely some where, on someones old HDD... is the code we need, one day it'll pop up.

Kobra Kai
lithium
Posts: 40

Re: Unreal Tournament - Status

Post#102 » Mon Jul 16, 2018 6:58 pm

Keeping the Dream Alive

Upgrayedd
noob
Posts: 2

Re: Unreal Tournament - Status

Post#103 » Wed Jul 18, 2018 1:14 am

Has Shu mentioned anything about this as an up coming project?

Kobra Kai
lithium
Posts: 40

Re: Unreal Tournament - Status

Post#104 » Wed Jul 18, 2018 8:43 am

Lets keep bumping the thread to keep it relevant

Stoan
noob
Posts: 1

Re: Unreal Tournament - Status

Post#105 » Wed Feb 06, 2019 10:24 am

I was going through my archives the other day, and I found a thread that myself and user named hal9000 had around Dec 2003 talking about hosting your own servers. Here it is completely unedited:


The servers for UT DC were very nice server boxes, running winNT. Win2k and
XP *should* be able to run it as well, but I have not tested the server code
on anything other than NT. The box I ran my UT DC test server from was a
dual P3 600 box with 1 GB ram running Win NT4 sp3.

from hal9000
Sega's servers have sadly all been turned off. The server code for UT DC
was never released so it's not possible to set up your own server that way.
********A regular UT server will not recognize a Dreamcast client.********
Its possible
that Infogrames ("Atari" now) or the programmers of UT DC could release the
server code, but not likely. The server code does not have features to
change the problems we had with -suicides crashing the server, chat spam,
lagging the server, etc. We were lucky to get a fix for the first big
problem with the "pause" command that came out long ago.

Another issue to be aware of, if you could get the UT DC server code, is
that there is an exploit for all old Unreal servers where people can crash
or compromise the server box running older versions of UT.

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pcwzrd13
Seen Any Sailors?
Posts: 5445
Contact:

Re: Unreal Tournament - Status

Post#106 » Wed Feb 06, 2019 12:47 pm

Stoan wrote:I was going through my archives the other day, and I found a thread that myself and user named hal9000 had around Dec 2003 talking about hosting your own servers. Here it is completely unedited:


Yeah that's Jeff Hedges, a former SegaNet server admin. I was in contact with him previously but he stopped responding at some point. A very hard man to get ahold of it seems. It's been about a year since I last heard from him so I'll send him another email and see what happens.
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Mechanic
Roadster
Posts: 364

Re: Unreal Tournament - Status

Post#107 » Wed Feb 06, 2019 1:32 pm

We need to get this code so i can run some servers :D
Italian Stallion

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mistamontiel
Feet of Fury
Posts: 572
Contact:

Re: Unreal Tournament - Status

Post#108 » Wed Feb 06, 2019 2:41 pm

EVERYONE EMAIL SIRE HEDGES NA0!!!#@$

Fuckin shucks man

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Xiden
1300
Posts: 1387

Re: Unreal Tournament - Status

Post#109 » Wed Feb 06, 2019 6:35 pm

It would be nice if we could convert the ut pc server to recognize dc clients, of course that would require ut pc server code instead. We probably don't have to worry about spamming or hacks, but the suicide bug would be a major problem we would have to reimplement a fix for.

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ReaderRagfish
dark night
Posts: 57

Re: Unreal Tournament - Status

Post#110 » Wed Feb 06, 2019 7:46 pm

So in case worse comes to worse and we never hear back from our contacts, how much of an effort has been made so far reversing the game?

Wish I could help out with that, but my assembly skills are currently elementary at best, so it'll likely be at least a year or two before I can be of much use.

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