Howto:Multiplayer: Difference between revisions

Jump to navigation Jump to search
m
no edit summary
No edit summary
mNo edit summary
Line 4: Line 4:


== Connecting to Multiplayer ==
== Connecting to Multiplayer ==
{{Note|Callsigns can be a maximum of seven characters.}}
=== In-sim Dialog ===
=== In-sim Dialog ===
[[File:Multiplayer settings dialog.jpg|thumb|Multiplayer settings dialog]]
[[File:Multiplayer settings dialog.jpg|thumb|Multiplayer settings dialog]]
Line 47: Line 49:
</syntaxhighlight>
</syntaxhighlight>


Obviously, <code>--callsign</code> can be anything you wish, although it is limited to seven characters.  There are four arguments to <code>--multiplay</code>:
Obviously, <code>--callsign</code> can be anything you wish.  There are four arguments to <code>--multiplay</code>:
; direction
; direction
: Either <code>in</code> or <code>out</code>.  <code>in</code> tells FlightGear to listen to packets of data coming in through the specified '''port'''.  <code>out</code> tells FlightGear to send data out through the '''port'''.
: Either <code>in</code> or <code>out</code>.  <code>in</code> tells FlightGear to listen to packets of data coming in through the specified '''port'''.  <code>out</code> tells FlightGear to send data out through the '''port'''.
Line 62: Line 64:
fgfs --multiplay=out,10,127.0.0.1,5001 --multiplay=in,10,127.0.0.1,5000 --callsign=two &
fgfs --multiplay=out,10,127.0.0.1,5001 --multiplay=in,10,127.0.0.1,5000 --callsign=two &
</syntaxhighlight>
</syntaxhighlight>
You can use this kind of setup to test multiplayer related features or troubleshoot multiplayer related bug reports that may be otherwise hard to reproduce over MP, because you don't normally see what other people are doing in terms of configuring MP/fgfs.
You can use this kind of setup to test multiplayer related features or troubleshoot multiplayer related bug reports that may be otherwise hard to reproduce over MP, because you don't normally see what other people are doing in terms of configuring MP/fgfs.
[[File:Direct-p2p-multiplayer-setup.png|800px|Screen shots demonstrating a "peer-to-peer" setup between two fgfs instances running on the same machine via localhost/loopback (127.0.0.1) without any fgms/multiplayer server being involved]]
[[File:Direct-p2p-multiplayer-setup.png|800px|Screen shots demonstrating a "peer-to-peer" setup between two fgfs instances running on the same machine via localhost/loopback (127.0.0.1) without any fgms/multiplayer server being involved]]
Line 68: Line 71:
Additionally, the "in"-argument above tells FG to listen '''only''' on the loopback/local interface - it will not receive packets arriving on the other network interface(s). If you want to also bind to other interfaces, just omit the IP address by using  '''<nowiki>--multiplay=in,10,,5000</nowiki>'''.
Additionally, the "in"-argument above tells FG to listen '''only''' on the loopback/local interface - it will not receive packets arriving on the other network interface(s). If you want to also bind to other interfaces, just omit the IP address by using  '''<nowiki>--multiplay=in,10,,5000</nowiki>'''.
}}
}}
{{Note|FGRun expects you to enter a valid IP address or hostname for the local network interface.}}


Check [http://fgfs.i-net.hu/modules/fgtracker/ this page] to see whether your callsign is already in use or not. Do not pick a callsign that is already used, as that will create problems!
Check [http://fgfs.i-net.hu/modules/fgtracker/ this page] to see whether your callsign is already in use or not. Do not pick a callsign that is already used, as that will create problems!

Navigation menu