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Unsure about callout syncing in v1.1

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Hey. :p

 

I've read that the callouts should be synced between the host and clients. If I host a game, I get an info box saying that I've connected to LCPDFR's master servers. But when my friend connects, we try reloading scripts, starting LCPDFR manually to be sure etc. and then he also manually connects to me using net_connect [my IP]. A few seconds later he gets an info box saying that a connection could not be established.

 

Is that just not possible because of that green box on the top? As I've seen it, it works well for others. :/

(Yes, we tried unlocking ports.)

 

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  • Management Team

If connection couldn't be established, it's definitely a firewall and/or port forwarding issue. The command connects directly over the internet, no master server stuff in between or anything. Make sure you forwarded UDP.

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  • Author

If connection couldn't be established, it's definitely a firewall and/or port forwarding issue. The command connects directly over the internet, no master server stuff in between or anything. Make sure you forwarded UDP.

 

Okay thank you, I'll keep trying.

By the way, my friend said that his NAT thingy was unlocked/opened/forwarded (whatever it is called for NAT) according to  WinLive's Network Information. Now it's just moderate.. I don't know if this affects it..

 

And as I said, we tried forwarding ports. I don't know if I've done it correctly for him using Teamviewer though.  :unsure:

Howsoever, we'll keep trying it. ^^

Edited by TheUniT

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