Problems in Multiplay
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Clients need more than 500 BW in 4.33, 1024 is safe to go.
Server HOST ALL must be on, and clients needs to have ports open too.
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….
Server HOST ALL must be on, a…
Where did this come from? First time I’ve seen this as a ‘suggestion’, let alone a ‘must’.
Can you link to that discussion please?
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Main manual page 235 =D
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Main manual page 235 =D
Ok, thanks. I’m only up to page ~143 in this manual.
But to nit-pick, “Should” (BMS Manual) does not equal “Must” (earlier post).
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g_bServerHostAll This option should always be set to 1 (Enabled). When enabled the MP host technically owns ALL units. When set to 0 the client requesting a unit to deaggreate will own it, making it responsible for distributing it over the network. Previous experience showed that this can minimise bandwidth demand on the host, but that it will create many more problems and sync issues. Options: 0/1.
Well, the language used supports the apparent consequences of not following it.
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Where did this come from? First time I’ve seen this as a ‘suggestion’, let alone a ‘must’.
Can you link to that discussion please?
Sorry, its my limited / bad English
Its maybe suggestion more than must have , but it will Mess multiplayer so…
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Thank you very much.
Well, we will start a test and I hope that this will be the key. However- I will reply if we have any experiences.
Cheers
Tom -
g_bServerHostAll is set active by default.
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I am having this same issue FWIW.
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Yes,
Thank you very much. Bandwith was the Problem and it works very well now.
Thanks again
Cheers
Tom