Have you tried a more recent build? I assume 3.6.7 would be better.
Are you playing via FS2NetD or IP games? Cause the first one is much more stable. If you're playing an IP game have you got the IP address of all the PCs entered into the IP section? It is not good enough to simply put the IP address of the client on the host machine. Everything will appear work but more often than not one computer or the other will crash as soon as the mission launches.
3.6.7 can be found here (http://www.hard-light.net/forums/index.php/topic,35266.0.html).
What sort of new stuff have you done? I'm very interested cause I don't know many people working on FS2_Open multi at all let alone on new things.
Sounds very cool. I've done a King of the Hill type mission which Im more than happy to port to TBP sooner or later but I've not done as much with it as you have. There are some nice ideas in there. I definitely like the idea of changing the tune when something happens :)
3.6.7 can be found here (http://www.hard-light.net/forums/index.php/topic,35266.0.html).
What sort of new stuff have you done? I'm very interested cause I don't know many people working on FS2_Open multi at all let alone on new things.
Firewall?
ML 02/22 23:11:45~ Network (FS2OpenPXO): send_server_query(192.168.0.101)
ML 02/22 23:11:45~ Network (FS2OpenPXO): send_server_query(192.168.0.100)
ML 02/22 23:11:45~ Socket error on socket_get_data()
ML 02/22 23:11:45~ Socket error on socket_get_data()
ML 02/22 23:11:45~ Socket error on socket_get_data()
ML 02/22 23:11:45~ Socket error on socket_get_data()
ML 02/22 23:11:50~ Socket error on socket_get_data()
ML 02/22 23:11:50~ Socket error on socket_get_data()
ML 02/22 23:11:55~ Socket error on socket_get_data()
ML 02/22 23:11:55~ Socket error on socket_get_data()
ML 02/22 23:12:00~ Socket error on socket_get_data()
ML 02/22 23:12:00~ Socket error on socket_get_data()
ML 02/22 23:12:05~ Socket error on socket_get_data()
ML 02/22 23:12:05~ Socket error on socket_get_data()
ML 02/22 23:12:11~ Socket error on socket_get_data()
ML 02/22 23:32:08~ Sending GAME_UPDATE
ML 02/22 23:32:10~ Sending NETPLAYER_UPDATE
ML 02/22 23:32:11~ Sending GAME_UPDATE
Frame 0 too long!!: frametime = 0.405 (0.405)
ML 02/22 23:32:13~ Sending NETPLAYER_UPDATE
For example, every time the above is shown on the debugger, you would expect ethereal to capture the packets. This is however, not the case.
ML 02/22 23:32:08~ Sending GAME_UPDATE
ML 02/22 23:32:10~ Sending NETPLAYER_UPDATE
ML 02/22 23:32:11~ Sending GAME_UPDATE
Frame 0 too long!!: frametime = 0.405 (0.405)
ML 02/22 23:32:13~ Sending NETPLAYER_UPDATE
2 36.875640 192.168.0.100 65.85.207.108 TCP 3700 > 12000 [SYN] Seq=0 Ack=0 Win=65535 Len=0 MSS=1460
3 39.872457 192.168.0.100 65.85.207.108 TCP 3700 > 12000 [SYN] Seq=0 Ack=0 Win=65535 Len=0 MSS=1460
4 45.907717 192.168.0.100 65.85.207.108 TCP 3700 > 12000 [SYN] Seq=0 Ack=0 Win=65535 Len=0 MSS=1460
Turn off PXO in the options screen and see if that makes a difference.
The new server IP is 67.10.75.93 so just use that in your fs2open_pxo.cfg file and you should be good to go as far as that is concerned. The server IP is never tied to the binary so changing builds wouldn't do anything in that respect.
Ragarding LAN play, I had some Linux related issue when testing last night. A Linux server never showed up to any clients. Other servers (Win32 and OS X) did show up on the Linux side though. That should just be a system issue as I can't find anything actually wrong with the code, and aside from that one machine's host issue all of the test boxes worked perfectly. The normal packets ("Sending GAME_UPDATE", etc.) only go over the wire if there is actually a client out there. If the machine running as host doesn't have a firewall issue, also make sure that the client machine doesn't either. Otherwise Ethereal would just not be getting those packets since the game wouldn't actually be sending them out.