Author Topic: Multiplayer using direct ip  (Read 929 times)

0 Members and 1 Guest are viewing this topic.

Offline Quin

  • 21
    • Steam
Multiplayer using direct ip
Hi there,
I hope you can help.

Just got copies of this for four friends in the hope that we could co-op via direct ip. Testing out the method on the wiki by entering the host ip, opening ports etc doesn't seem to work for us so far (no connection at all) and I was wondering if this type of multiplayer method is viable, or if anyone has any tips n tricks to get it to do so.

All our copies are working in SP and we are using the 5.5g launcher and FSO 3.7.0 build. I would prefer to avoid the Hamichi/Lan method if possible.

Thanks in advance,

Quin.


 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
    • Skype
    • Steam
    • Twitter
Re: Multiplayer using direct ip
I don't know if there have been any multiplayer changes since 3.7.0, but have you tried 3.7.2 RC3?
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline Quin

  • 21
    • Steam
Re: Multiplayer using direct ip
Not yet but I can try it.

I suppose the overarching question is; did multiplayer connection by direct ip ever work or am I just whipping a deceased equine trying to make it do so?

Thanks for your input though.

Quin.

 

Offline chief1983

  • Still lacks a custom title
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: Multiplayer using direct ip
Direct IP is usually the most reliable way to connect, vs LAN or FS2NetD.  But I can recommend that you still connect to FS2NetD, and also have the host's IP entered into the IP list if possible.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays