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almost 4.3 billion IPv4 addresses consumed!

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  • almost 4.3 billion IPv4 addresses consumed!

    IPv4 addresses will run out in the United States this summer.

    I would have supplied the WSJ link, but my account is dried up there now and the full article can't be viewed unless you have an account. ACK!



    I wonder what the implications for gaming on the internet will be....

    I assume domain name system (DNS) supports IPv6 , but what about Quake and other older games? At this point I hope that we are prepared.


    Is The Internet of Things IPv6 Ready? - Forbes

    ^ according to that guy, 90% of devices/programs can only utilize IPv4 !

    This is too much, anyone got the 411 on what matters the most : Quake!
    Are we headed to a scenario where IPv4 addresses will become a valuable commodity, with the scarcity of the available IPv4 addresses becoming unavailable to the general public, and anyone who HAS already locked in an IPv4 address, should crawl through broken glass to keep it?
    Last edited by Mindf!3ldzX; 05-15-2015, 04:01 AM.
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!


  • #2
    huh wow that is a scary prospect. hopefully there is compatibility, out it can be added. otherwise, it's the death of multiplayer quake as we know it. (typing that made me nauseaus)
    My Avatars!
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    • #3
      Originally posted by Syluxguy28O3 View Post
      huh wow that is a scary prospect. hopefully there is compatibility, out it can be added. otherwise, it's the death of multiplayer quake as we know it. (typing that made me nauseaus)
      Well not quite, any currently setup quake servers are already established are safe so long as the bill is kept up,they are already locked in with an IPv4 address....

      Future quake servers? I'm unsure about, that is what scares the mindzy....................................



      as far as I know , when you type in

      connect rage.quakeone.com:26003

      It does not utilize the actual DNS,it just resolves it to an IP

      174.36.23.233 = IPv4

      FE80:0000:0000:0000:0202:B3FF:FE1E:8329 = IPv6 full blown address
      FE80::0202:B3FF:FE1E:8329 = IPv6 collapsed address

      ^ I didnt know any of that IPv6 stuff!!
      !!I completely copied that info from
      SAS(R) 9.2 Language Reference: Concepts, Second Edition

      I think modern quake engines fail to utilize IPv6
      Last edited by Mindf!3ldzX; 05-16-2015, 12:20 AM.
      Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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      • #4
        LordHavoc's DarkPlaces Quake Modification


        -snip-
        "New dpmaster master server release from Mathieu Olivier, version 2.0 brings the following features of interest to game developers:
        IPv6 support."
        -snip-

        ^ That is good news I think. I still can't make heads or tails about it. AFAIK Proquake rules the roost for north american quake1 servers.
        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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        • #5
          ISPs will just use cgnat, so its really just coop games that will break (and direct voip phone calls too, which is why ISPs are fine with that).
          universal ipv6 is still decades away because of this.
          Some Game Thing

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          • #6
            Originally posted by Spike View Post
            ISPs will just use cgnat, so its really just coop games that will break (and direct voip phone calls too, which is why ISPs are fine with that).
            universal ipv6 is still decades away because of this.
            That is good to know on that quake side of things if I pickup what your laying down, this isn't a today or tomorrow issue... universal ipv6 means it has become the standard?

            I run with a 5 year voip plan so I'll have to do my homework on whether the 5 year plan which would push me into 2020 is as valuable as it was back in 2010,I'd hate to make the investment only to find out isp's are about to break it and make it useless....

            Spike, I do not expect you to be able to answer this question in an all encompassing fashion, but do you think voip is about to get snuffed out? I use a MagicJack lol.
            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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            • #7
              no, voip should be fine, especially if you're paying for it. I only really mentioned it because I'm pessimistic about the motivations of ISPs.
              either way if you're paying for a voip service, they probably already have the capability to relay it already (lucky nsa), due to all the people who do already use annoying NATs. I'd like to think that a cgnat would be designed to cope with common hole-punching rules already, but really it depends on the nat (really all it needs is to use the same public port number for all udp connections using the same private port). In the worst case, it'll just take a little longer to establish calls.

              you won't be able to host your own public ipv4 service with cgnat, because you won't have any control over your public port numbers.

              (FTE's xmpp plugin has the ability to make voip calls to other users (it doesn't support relays, but any serious paid voip service will). this plugin also supports nat holepunching in order to play (fte)quake through nats, so should still be usable for coop with cgnat and no ipv6).
              both fte and dp should have full support for ipv6. it shouldn't be too hard to fix up other clients to support ipv6 too (thanks to ipx support abstractions, it should be possible to keep most of the changes to one to three files)
              Some Game Thing

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