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Duda Multijugador Eech


Swordsman

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Buenas chicos, hace poco estuv haciendo una misioncita con Misha para probar lo de la conexion y tal, y me dijo lo del multijugador, mi pregunta es si le doy a campaña y dentro de eso le doy a multijugador me salen las partidas que hay habiertas en cualquier parte del mundo o no? o solamente es cuando abrimos para volar entre nosotros? si alguien puede aclararmelo.

 

Saludos. :icon_mrgreen:

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Hola Swordsman.

 

En principio sí. Yo he estado un año más o menos volando con Mapi (alemán) o con Arneh o con Lionpride ( USA ).

Tú te puedes conectar a sus vuelos y ellos a los tuyos.

 

Un saludo.

 

OK, pero yo le doy a multijugador y no me aparece ninguna partida, que es lo que me falla, enmultijugador tengo puesto en TCP/IP.

 

Saludos. :icon_mrgreen:

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Mira en el .ini.

 

En el apartado comunicaciones el el tercer renglón tienes que tener " usemaster=1 " pq si lo tienes en 0 solo podrás volar partidas privadas. Y si el problema persiste abre los puertos del ruter ( si es que tienes ), y si tienes modem quita el firewall o abre los puertos del sim en excepciones del firewall.

 

Ya me contarás. :grin:

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Gracias Ezthelion, pero no va, no veo ni una partida, no se si es que ahora no hay nadie, de todas formas aqui pongo la parte de comunicaciones de mi .ini.

 

[Communications]

maxplayers=4 # maximum number of players in a multiplayer game, def = 4

ipa= # ip address = TCPIP address to connect to. A HOST can leave out the value.

usemaster=1 # Report game to internet masterserver (0 for private games)

pss=hoxdna.org # primary masterserver setting (server internet address)

sss=eech.dhs.org # secondary masterserver setting (server internet address)

ccrs=215040 # connection receive size, initial guess of campaign data size (default = 210k)

cdrs=215040 # data record size, similar to above

cpbs=215040 # pack buffer size, similar to above

cpds=512 # packet data size (def = 512)

cgs=0 # force the comms to use DirectPlay guaranteed send instead of its own (def=0).

crls=1000 # packet history list size, increase if client keeps getting kicked out by server (default = 1000)

crl=10 # number of times a client can re-request the same packet, increase for poor connections (def=10)

cpt=5 # time delay in seconds the comms will wait for a packet before re-requesting it. (default = 5s)

crto=2 # time comms will wait before assuming re-requested packets was lost (default = 2s)

mur=5 # max update framerate for a server, na for a client (default = 5fps for TCPIP, 15fps for IPX)

cig=1 # interpolate helicopter position for smoother visuals

cvc=1 # validate connection, removes dead player husks when client crashes

cptl=10 # packet throttle limit, mainly for modems, governs the flow rate of packets

cto=15 # timeout, the amount of time to wait before removing dead player husks

eufr=2 # client server entity update framerate, no. of iterations

css=0 # show communication stats (def = 0)

cist=500 # comms initial sleep time

servlog= # filename for server log

pauseserv=0 # pause server if no clients connected

dedicated=0 # active server mode, off by default.

game_type=0 # Valid game_types are: 1 = Freeflight, 2 = Campaign, 3 = Skirmish (def = 0)

gunship_type=8 # Gunship_types are, 0 = Apache, 1 = Havoc, 2 = Comanche, 3 = Hokum

path=

 

Saludos. :icon_mrgreen:

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