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CURIOUS: Source-port's portforwarding madness....

Sun, 28 Sep 2008 23:06:18


Just curious about the cross-compatibility after I noted down the port numbers a server requires to portforward on his NAT router. I got these port numbers from the server launcher (or forums for Doomsday which I think is outdated because it contradicts the port found in-game). Doomsday 1337 TCP/UDP <!-- m --><a class="postlink" href=""></a><!-- m --> Doomsday 13209 TCP/UDP In-game Start Server Odamex 10666 TCP/UDP Odamex Server Skulltag 10666 TCP/UDP Internet Doom Explorer Vavoom 26000 TCP/UDP vavoom.txt ZDaemon 10666 TCP/UDP Server Launcher Odamex, Skulltag & ZDaemon all share the same port 10666. All 3 were forked/branched off ZDoom 1.22 (Odamex is continuation from csDoom which was off ZDoom 1.22). Does that mean they could actually play against each other? Eg. A Odamex client plays with a Skulltag server. Or a Skulltag client play on a ZDaemon server? Etc, etc. The permutations are endless! Even if they don't do cross-compatibility, it would be nice that they did under certain conditions. Nice to keep the Doom online internet gaming strong and alive for many years to come (instead of seeing it die off to these over-rated today's FPS games. PS: And yes, I figured that if one wishes to host a Odamex, Skulltag, ZDaemon servers, then they must use different ports other than 10666.
Tue, 30 Sep 2008 00:03:29


Hehehe! It would be cool to allow multiplayer using different source ports, right?? <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Unfortunately technically speaking, it would be impossible to sync the game between different ports, specially if you talk about each special stuff each one of them does... even using the same ports and protocol to connect, the game would desync because of this. Anyways, good investigation this one you made, huh? <!-- s:o --><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!-- s:o -->

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