I've had this working with version 1.4 (haven't tried 1.5). You just need to make sure you forward UDP port 2303 to your computer, and allow the program in your firewall. Also, the client needs to manually enter the server's internet IP, as in the server list a LAN IP is displayed, which is useless when playing over the internet. This issue isn't a difficult one to fix.
I realise many have problems with port forwarding. This site
here gives instructions for setting up port forwarding with just about every router in existence. Go to the port forwarding page, select your router, then select the default router guide.
There are alternatives to manually setting up port forwarding, but these strategies have to be programmed.
I've personally thought about writing an alternative multiplayer plugin to use with the engine (complete with methods to remove the necessity to manually port forward) but there are a couple of things I don't understand with the engine, such as how IDs are handled.
Quote: "Using port forwarding is the answer, we just have to figure out how to get DirectPlay and every router on the planet to play nicely with FPSC"
I was under the impression that it simply runs over Winsock, using a UDP socket, hence the need to forward only a single port. Apparently not.
As the setup stands I could write a little library for automatic port forwarding that would work on certain types of routers, but for better compatibility it would be necessary to either a) change the server port, b) rewrite the multiplayer library if
a isn't possible. As you can imagine
b is a rather large task.
Also Lee, I noticed you said this in the other thread:
Quote: "* Added additional text when IP of local LAN detected"
Are you simply checking the retrieved address against the three private address ranges? Just wondering, it's not important.