[OUTDATED] Creating your own server!

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Yes, to connect to someone go here http://forum.freeso.org/threads/playtest-server-list.810/#post-12247 then scroll all the way up, then pick an "IP" to copy/paste. To connect you simply launch the game, click the check box to get past the create a sim screen then click the "search" button at the city menu and either type in or paste the IP into that bar then click on "exact match" If it get's stuck at 0% that means the server's down but if it jumps to 25% that means it's up and you just have to wait a little bit for it to connect. LetsRaceBwoi was kind enough to make that list of people we know that occasionally host servers so far, you can ask around if anybody else is willing to host one as well. Could use mine but that would require Tunngle or Hamachi, has my computer doesn't seem to ever agree with simple port-forwarding. Those programs pretty much do it for ya. Hope I was of some help :)
Hey.. I tried all 4 and none worked. They all froze at 0%? Any suggestions?
 
Fullscreen has been implemented for a while. I'm working on a server list program with Pisarz which will hopefully be done soon.
To access fullscreen, there are 2 ways:
Launch with the parameters "[width]x[height] f"
Or change your config file (freeso.exe.config) to say:
Code:
            <setting name="Windowed" serializeAs="String">
                <value>False</value>
            </setting>
Instead of
Code:
            <setting name="Windowed" serializeAs="String">
                <value>True</value>
            </setting>
I recommend the first method since it saves the settings until their changed again. The latter gets overwritten every update.
 
Oh my bad!

Btw, i tried it but it doesn't work properly yet, does it? xP (1920x1080)
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)
 
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)
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. :)
 
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. :)
From my experience 1280x720 works OK if you don't mind the CAS screen being messed up.
 
From my experience 1280x720 works OK if you don't mind the CAS screen being messed up.
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.
 
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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.
It's a scaling issue.
 
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.
 
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.
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
 
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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
 
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
.View attachment 942
I am running windows 10 64bit
You, for a reason I can't remember (IPv6?) input IPs directly. Please see the original post on setting up LAN servers :)
 
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.
 
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.
Didn't see that there was only 1 instance of FreeSO^
Also, what's with the transparency key issue on the Save House button?
 
Didn't see that there was only 1 instance of FreeSO^
Also, what's with the transparency key issue on the Save House button?
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.
 
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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