Jax64 on 21/6/2019 at 04:19
Quote Posted by sNeaksieGarrett
I guess what I meant was, the window itself doesn't tell you anything about the server, just that it is running. But I also alluded to the fact that you need to have a server address for this to work, which they did not supply one. It is up to us to create one. I'm no expert on setting up servers, so I am not sure how I would accomplish this.. but, as long as direct connect via IP works, the global server is not necessary. Although, it would be nice to pop on and see what sessions are available out there.
Yeah, okay, I'm not the only one then. I've noticed the lack of sound in the menus, too.
Yes, this is true. The GlobalServer executable simply hosts a service on the network with no further configuration. Provided the port on which it is hosted is not closed, other clients may connect through the host's public IP address or any domain that directs to this address. Though again, for most of us this is of no concern. The global server is intended to be a hub through which other users may join multiplayer games, though at this time we have no dedicated server to facilitate this. For the purpose that most will use multiplayer for, a direct connection will most likely suffice.
The sound behavior
is rather odd. Perhaps it was not intentional.
Quote Posted by mcmike1489
And where exactly is this multiplayer CFG file called to enable the Global Server feature?
It is named dark_net.cfg and can be found in the multiplayer ZIP.
mcmike1489 on 21/6/2019 at 04:27
Thank you!:cheeky:
Niborius on 22/6/2019 at 18:15
Trying to get this to work with my brother, but the person joining always gets a "Join Failed' message after a second or 2 after clicking the Join button. Just to clarify, we use IPV4 addresses and the port is forwarded.
mcmike1489 on 22/6/2019 at 18:19
I'm probably going to wait a little longer until the next update for the multiplayer is fully stable. I'm afraid, I may mess up my entire game and then I'll have to re-install everything. It's such a hassle.
Cardia on 22/6/2019 at 18:58
Apparently the gen.osm inside the mp folder prevents StdButton script to work, i experienced that as single player.
mcmike1489 on 22/6/2019 at 19:01
Good to know, now I can keep my eyes open for a future fix on that as well.
sNeaksieGarrett on 22/6/2019 at 19:18
Quote Posted by Niborius
Trying to get this to work with my brother, but the person joining always gets a "Join Failed' message after a second or 2 after clicking the Join button. Just to clarify, we use IPV4 addresses and the port is forwarded.
Try hamachi. Also try having the opposite person host of whoever hosted the first time.
Niborius on 22/6/2019 at 19:57
Thanks sNeaksieGarrett,
I've been trying to get it to work with Hamachi but to no avail yet. I also noticed that the other player appears to keep going offline/online. Either it's the server or the user, I'm not sure (on his screen Hamachi is always on)
Also how will I know that ThiefMP uses the Hamachi network, or does it always use both networks anyway?
voodoo47 on 22/6/2019 at 20:20
I'm guessing the mp osm is not meant for sp use.
Jax64 on 22/6/2019 at 20:27
That is odd considering the Installation section of the release notes.
Quote:
Extracting "mp.zip" will overwrite some original OSM files with multiplayer compatible versions. These
updated OSMs still work with the singleplayer game. If you're not comfortable with that, you can make
a separate copy of your entire game directory and install multiplayer in the copy instead. That way
you have dedicated single- and multi-player installs.
However, I can confirm that the StdButton script does not function properly when using the main executable. I was hoping to push T2Fix 1.27 today, but this may require some additional work to behave nicely with the rest of the install.