[OUTDATED] Creating your own server!

Discussion in 'Play-Tests' started by LetsRaceBwoi, Jul 30, 2015.

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  1. Matthew Kife

    Matthew Kife New Member

    Thank you so much, But after a while I'd like to join you're server too..
  2. Matthew Kife

    Matthew Kife New Member

    Hey.. I tried all 4 and none worked. They all froze at 0%? Any suggestions?
  3. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    They're offline ;)
  4. zc456

    zc456 Well-Known Member

    I recommend the first method since it saves the settings until their changed again. The latter gets overwritten every update.
    LetsRaceBwoi and Clonest like this.
  5. Driesje44

    Driesje44 Active Member

    Oh my bad!

    Btw, i tried it but it doesn't work properly yet, does it? xP (1920x1080)
  6. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    Works fine for me.
    EDIT: Screenshotting doesn't work (Returns a black space) but the scaling is way off at the moment. Stick to the recommended 800x600 and 1024x768 resolutions for now. I'm going to see if I can fix this, and if I can maybe Rhys will put the code in? (probably not)
  7. DukeLukum

    DukeLukum Member

    Full screen is implemented... Oh dear :'D :D
    LetsRaceBwoi likes this.
  8. Clonest

    Clonest Active Member

    Yeah i noticed that, after trying a 1440x900 fullscreen res. and realizing the box with the list of playable lots wouldn't show up correctly anymore, I tried switching back to a 800x600 window, didn't work out so well. Thankfully I finally got all the UI to show up correctly again after switching back to windowed mode, this time with a larger 1280x824 window without the missing boxes on the right of the city screen. :)
  9. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    From my experience 1280x720 works OK if you don't mind the CAS screen being messed up.
  10. Clonest

    Clonest Active Member

    Exactly my thoughts, if you want fullscreen, so far it's best to use a fullscreen resolution in windowed mode that fits the moniter perfectly, that way the UI isn't messed up and the screen doesn't get cut off preventing you from using the camera edge scrolling.
    Last edited: Aug 14, 2015
    LetsRaceBwoi likes this.
  11. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    It's a scaling issue.
    Clonest likes this.
  12. Alexander

    Alexander New Member

    I am having a bit of trouble Setting up a Play Test Server. Can run the game fine by my self but no one can connect to my IP. Am i missing something because this guide is pretty vague. Its just a port forwarding guide rather than a sever setup guide.
  13. Clonest

    Clonest Active Member

    The trick is to set it up so that the person connecting to you can connect using a website address that links back to your IP instead of them simply typing in the IP address into the search bar. You do this by using noip.com I know it's weird but its how it is for now. For example mine is "thesims.ddns.net" and using noip.com it makes that address connect back to my local Ip address "192.168.2.111" so people on my network can join me at the very least. The guide should have explained this but left out that information. Try messing with the static IP address in the "IP Address" bar on noip.com that the guide says NOT to mess with, and change that to your local IP address instead of leaving it with just your static IP already there, that way in theory people can indeed connect to you through Tunngle or Hamachi! :D
    Last edited: Sep 2, 2015
  14. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    Updated with LAN instructions, which are a modified version of Clonest's instructions.
    Clonest likes this.
  15. bigdakafa7

    bigdakafa7 New Member

    Hey everyone, I can't find a thread for bugs so ill post it here since it deals with creating a local server. When I try to connect to my local ip 127.0.0.1 I receive this toast error message
    . 127.0.0.1 error.png
    I am running windows 10 64bit
  16. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    You, for a reason I can't remember (IPv6?) input IPs directly. Please see the original post on setting up LAN servers :)
  17. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    Yes, the old network libs we're using for the simulation do not support ipv6. To start a server double click a blueprint in the place where the top 100 should be. You'll be able to play using the client you're hosting from, the only people that need to connect to you are other players, which should be via ipv4.
  18. LetsRaceBwoi

    LetsRaceBwoi Well-Known Member

    Didn't see that there was only 1 instance of FreeSO^
    Also, what's with the transparency key issue on the Save House button?
  19. RHY3756547

    RHY3756547 FreeSO Developer Staff Member Moderator

    I did... That's why I told him how to create a server.

    Transparency issue is a Monogame bug. Normally happens when a texture modification happens on any thread except from the main thread, but in this case that isn't possible so I'm not sure.
  20. Mr X

    Mr X New Member

    Ok, i followed the entire lan server setup except for one thing... what is simantics and lot debug, and how to i connect it to the host name with port forwarding i created. i'm so close to getting it done, i just need this last little bit of info. I even made a static ip and did the port forwarding manually. I really didn't like playing by myself and without object interaction.
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