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September 27th, 2005, 08:19 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Multiplayer problem - please read
Make sure all software and hardware firewalls are configured properly. If either of you are running winXP, disable the built-in XP firewall entirely. It does nothing but cause SE4 grief. Kerio 2.1.5 is an excellent and far more competent replacement.
Failing that, make sure that both of you have the same version of the game installed, and have no modified data files (or the exact same data files if you wish to use modified files).
TCP/IP isn't exactly the most fool-proof system. The alternatives mentioned by SJ are quite effective.
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September 27th, 2005, 08:23 PM
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Private
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Re: Multiplayer problem - please read
Thanks for the replies. We are actually using a VPN over the internet to circumvent problems with using a router (works for CnC). He set it up so i dont know the details. Im going to give it a go with another mate and see if i get any joy.
BTW do you have any kind of guide for using the autohost program? Im not the sharpest tool in the box 
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September 27th, 2005, 08:26 PM
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Shrapnel Fanatic
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Re: Multiplayer problem - please read
I don't know how well SE4 TCP/IP was ever tested over VPN, so there may well be some issues. But even with VPN or a proper LAN, software firewalls will still interfere with games.
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September 27th, 2005, 09:08 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Multiplayer problem - please read
I have added a readme.txt to the autohost download, with step by step instructions for using it, as well as for how to read the keyboard lights if you activate that feature:
http://imagemodserver.mine.nu/other/...4autohost2.zip
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September 27th, 2005, 09:37 PM
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Private
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Re: Multiplayer problem - please read
Ok ive tried with a friend on direct connection across the internet, we both took firewalls down and it gets to the same spot. I see "waiting for orders from players" and the players see "waiting for game file from host".
My question, just incase im missing something really obvious is does the game normally send a PLR file automatically at the end of a clients turn or does it have to be sent manually?
Also is autohost designed so people can play with mods or as a convenient way of getting around sending plr files manually.
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September 27th, 2005, 09:41 PM
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Shrapnel Fanatic
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Re: Multiplayer problem - please read
The autohost processes the turn for you, and indicates which PLRs are submitted so far.
The PLRs would be submitted via email, FTP, windows filesharing, or any other method you like.
For the FTP or filesharing option, you keep two windows open;
one to your local savegame folder, and one to the host's savegame folder.
Then simply drag and drop the new files as they are created.
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September 27th, 2005, 10:15 PM
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Shrapnel Fanatic
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Re: Multiplayer problem - please read
The game automatically sends the plr file in TCP/IP mode.
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September 27th, 2005, 10:46 PM
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Re: Multiplayer problem - please read
And now that you got some help - Hello, and welcome to the forums. I am the Narf-o-Matic zombie mouse. Your cheese will be asimalated into my stomach. Resistance is futile, maybe, I think.
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