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.


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