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Multiplayer Problem - "net connect <IP>" not working


Drift_91

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Now I understand that Multiplayer isn't supported, but if anyone could help me out It'd be great. Basically me and my friend are trying to get our callouts and radar blips synchronized. We managed to achieve this the first few times but now it no longer happens. I'm assuming it has to do with the "net connect IP" command that has to be put in the console?

 

What I'd like to know is when we have to type in the command in the console (eg. before or after ALT+P) and if we need to have any ports forwarded (I don't use UPnP on my router)? Or does the "net connect IP" command not actually do anything yet? I'd assume it's what helps synchronize the callouts and such.

 

 

Thanks for your time guys.

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  • Management Team

You're right, that's the command you need to type in. In MP I always recommend using "reloadscripts" once you can move your character, so LCPDFR will recognize multiplayer mode more likely. Once you can find in the console that is has detected network mode (it should also display the "Welcome to network" helpbox") you can use the command. Please note that you need to forward port 1337 UDP as the host in order for it to work. Clients then can connect to you. UPnP forwarding is implemented, but very buggy and the best option is to manually forward them for now.

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  • Management Team

In the best case, LCPDFR recognizes your router and sets up the port forwarding automatically, but I wouldn't count on that. Better open your router's web interface and forward the port to your PC manually.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

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Please note that you need to forward port 1337 UDP as the host in order for it to work. Clients then can connect to you. UPnP forwarding is implemented, but very buggy and the best option is to manually forward them for now.

Thank you very much, this was my main concern. Using netstat I found that GTA was listening on 55781 UDP and had assumed that was the LCPD:FR port but wasn't sure. Thanks for correcting me. :)

In MP I always recommend using "reloadscripts" once you can move your character, so LCPDFR will recognize multiplayer mode more likely.

I'll give that a try and see if that makes a difference. Should clients do that as well? Once again, thanks for your help.
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  • Management Team

Yes, it's recommended for everyone participating in a MP session. The reason is quite simple, scripts are sometimes launched too early (during lobby), hence LCPDFR doesn't recognize the MP session. So reloading scripts when you are in-game will definitely make it recognize MP and provide you with the necessary commands.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

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-snip-

For some reason it's still not working. Isn't "net connect" supposed to synchronize callouts and suspect blips on the minimap/radar? I understand that netcode is still very much in alpha. But I want to make sure I'm not trying in vain. Is there a way to synchronize callouts or am I just out of luck?

I've attached my LCPDFR.log in case it helps.

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  • Management Team

Callouts are not synced, though blips should be, at least on a very basic level (like the red enemy blips). The full netcode is WIP and you basically get the first attempts I made with it.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

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Callouts are not synced...

Alright, that explains a lot. :P

...though blips should be, at least on a very basic level (like the red enemy blips).

Doesn't seem to be the case, but we'll give it another try since we were focusing mainly on callout sync to see if we were connected or not.

The full netcode is WIP and you basically get the first attempts I made with it.

Understood. That's why I was asking if the command even worked yet.

Thanks again.

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