I decided to start this thread for a purpose. So we can all still build games (yes with 118+) and not have to pointlessly continue adding more threads to the board without a fix. I have a vast knowledge of computers, networking and programming and yes, I hit a barrier in one of my projects.
To my dismay, I kept getting the completely infamous 'Waiting To Join...' Error. Why? Who knows, but one thing is for sure, if people want to jump on the bandwagon and get this fixed we can start right here as a community.
The ONLY reason I posted this thread was because I know that MP DOES work, why? Because I built a simple map 8x8 segments wide, 3 segments high with standard WW2 characters and the colt45 gun. Compiled with 118 - B17 and it works! I could connect locally AND remotely. So where is the issue?
Not sure, but it's in the engine (USER ERROR - NOT THE ENGINE).
All my router/network settings where the same for both games. Port Forwarding was setup for 2303 UDP to my server computer. With the heavy mapped game it allowed users to join but had the 'Waiting To Join' message, BUT they could press T and talk and I received the messages, so they were actually connecting and communicating, but just not having the ability to spawn.
With the simple test I did, they were able to connect, talk and spawn and play. So now it's time to find the missing link to hopefully rid all the questions regarding router settings, firewall myths etc.
Here is my setup:
D-Link 615 Router (Port Forwarding 2303 to local IP 107)
Running Avast Antirvirus AND Firewall (No Rules created)
So what do we know so far? Well I do at least :p that port forwarding on 2303 works to my local IP and routes all the correct information from the engine. But why not with the proper game? I'm not sure, but a good start maybe to look at how FPSC initialises maps upon start of the build.
The heavy game map I created started off in Single Player mode on FPSC (I know I shouldnt have done but needed to alter lighting scale). Then after it was finished I changed the preferences to Multiplayer, baring in mind I had already made EVERYTHING static as I went along in SP mode. So when it came to going over to MP via prefs it wouldn't have to try and convert all the entities to static. This is where I will need either MOD Devs or Lee to confirm this question...
If you start a new map and select Multiplayer from the preferences what changes?
Is it the fact I created the map in SP mode, then not compatible with MP mode even though there is NO difference visually with the way the level is built? (ie: everything static, no scripts, no dynamics) (p.s when I changed dynamic ents to static ents I also changed the main AI scripts to default.fpi on EVERY single entity).
I just want to assure the whole community that port forwarding DOES indeed work, we cannot blame other router manufacturers because port forwarding all works in the same way. We obviously cannot blame any kind of soft Firewall on the computers as evidentally it works on mine with no firewall rules created.
I am going to spend today and tomorrow trying to figure out exactly what it is, if I could find a few people from the community willing to help out on creating some MP test maps so we could all try and wittle down the problem and bring a solution to the table it would benefit everybody (especially the 1000+ threads on multiplayer).
If this seems like a rubbish idea or not worthwhile mods please feel free to delete, however, I would like to use this thread as a central resource for MP development, once we have the solution finalised I will clean up this post and other posts to water it down to include just the basic principals in this whole problem.