I've updated README.multiplayer to reflect the recent changes. I'm not addressing the released/cvs incompatibility issue in there, hopefully this is fine.
Index: data/Docs/README.multiplayer =================================================================== RCS file: /var/cvs/FlightGear-0.9/data/Docs/README.multiplayer,v retrieving revision 1.1 diff -u -p -r1.1 README.multiplayer --- data/Docs/README.multiplayer 21 Aug 2004 08:57:29 -0000 1.1 +++ data/Docs/README.multiplayer 12 Oct 2005 00:23:45 -0000 @@ -54,19 +54,65 @@ is the sort of implementation that we ar visual simulator. -For use with a server (when one is created): --------------------------------------------- +For use with a server: +---------------------- +Oliver Schroeder has created a server for multiplayer flightgear use. +The server acts as a packet forwarding mechanism. When it +receives a packet, it sends it to all other active players. +Future versions might be more scalable, only forwarding information +on the planes in the receiving player's vicinity. + +Check out the server homepage <http://www.o-schroeder.de/fg_server/> +for the current status. You can either download the server for +some local use, or join the developers on the existing servers. + +Pigeon <http://pigeond.net> has created a web page monitoring +two such servers, showing the traffic in a Google map environment. +See <http://pigeond.net/flightgear/fg_server_map.html>. + +Options needed to enable multiplayer game with a server: Player1: ---multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5500 +--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002 --callsign=player1 Player2: ---multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5501 +--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002 --callsign=player2 -Playern: ---multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5502 ---callsign=playern +... -The server would simply act as a packet forwarding mechanism. When it -receives a packet, it sends it to all other active players. +PlayerN: +--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002 +--callsign=playerN + +Note that if every player using a particular server, such as one of those +listed on the Pigeon's page, needs to have a unique callsign, not +already in use on that server. + +If you are sitting behind a NAT'ting firewall, then you need to forward +the incoming traffic on the firewall outer (visible to the internet) +address arriving at the UDP port you use (5002 in the case above) +over to your private LAN address. In this case, use your PRIVATE LAN address +as <myaddress>. Example (if your private LAN address is 10.0.0.1, +in order to play on pigeond.net): + +fgfs --multiplay=in,10,10.0.0.1,5002 --multiplay=out,10,pigeond.net,5002 + --callsign=...UNIQUE callsign here... + +If you and the server are in the same address space (i.e., both have a public +IP address or both are on the same private LAN), you hopefully don't need to +mess with any firewalls. + +If you don't see other players playing on the same server in your flightgear, +check that you have followed the above router configuration guidelines. Check +that you don't have any LOCAL firewall running on your computer preventing the +flightgear network traffic flow. + +Finally, use ethereal(1) or tethereal(1) to capture the UDP traffic on the port +that you are using, and see if you observe both incoming and outgoing packets. + +It's a good idea to talk to the IRC channel #flightgear on irc.flightgear.org +while flying on one of the public servers. Also, it makes sense for every user +on the same server to use the same weather setup, e.g., the real weather +METAR feed, selected by setting to true the real-world-weather-fetch and +control-fdm-atmosphere properties. _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d