For those of you who've made multiplayer games (LAN / Network / Internet) - how do you deal with the way that the first time Windows executes some of your network code and the game suddenly freezes because it wants to ask "Should I keep blocking your game from running on this person's machine" which can cause a full screen game to suddenly crash or the user often thinks that the game has crashed (and did not notice the little icon in the taskbar showing the game is still in progress) and so they start another session, which if Blitz3d will usually crash because it then cannot create another '3d scene'.
Basically - what's the best way to handle the Windows Firewall software in your multiplayer games.
A workaround I have thought of is to start the game in windowed mode, execute a basic network command, at which point windows firewall will intervene but because game is windowed will hopefully not cause it to crash, and then start the actual game 'proper'.
I hope that is clear...any thoughts and suggestions would be helpful.
Thanks,
Basically - what's the best way to handle the Windows Firewall software in your multiplayer games.
A workaround I have thought of is to start the game in windowed mode, execute a basic network command, at which point windows firewall will intervene but because game is windowed will hopefully not cause it to crash, and then start the actual game 'proper'.
I hope that is clear...any thoughts and suggestions would be helpful.
Thanks,