Thanks for the guidance
My current goal is now to how a Freespace 1 & 2 back-to-back co-op playthrough for my next LAN party.
I started with two windows computer, each running knossos
I tried in multiplayer local mode (not pxo) to have one start FS1 COOP UP and the other join it.
They can't see each other, no matter which is server.
I made sure the executable is set to allow both private and public networks on both computers, still no go
For LAN games it uses mDNS to advertise server availability. This worked great in testing on multiple networks, however many people have had trouble with the games not being visible and I have so far been unable to figure out why.
A workaround is to manually give each client machine the address of a server to check for thereby forcing it to try a specific connection rather than relying on the mDNS advertisement. You can do this in two ways: 1) on the in-game the multi options screen for each client, click the Add button in the IP Address section on the left, or 2) create a text file named
tcp.cfg with the address or addresses of the servers you want and copy it to each of the clients.
The
tcp.cfg file is just plain text with one IP address and port per line. So if you had 3 possible machines running a server (even if they aren't all running at the same time) you could have a file that looks like this:
192.168.1.10:7808
192.168.1.15:7808
192.168.1.25:7808
And once you've got the file you can simply copy it to each of the clients, putting it in the "data" directory for the game.
Then I logged both of them into PXO, both tried to start a server, the other couldn't join.
I have forwarded UDP port 7808 to one and then the other. Sometimes the firewall probe succeed, often it fails I don't get why it is not reliable
The firewall probe can actually fail several times and then start working. It keeps trying in regular intervals. I recommend waiting 4-5 minutes after the server is created on PXO before trying to connect from a client. If the failure was temporary then it should work itself out within that time period. If it still doesn't work after the wait then it probably isn't going to, even though PXO will keep trying.
Although for your LAN party I would definitely suggest avoiding the use of PXO unless you have no other way of connecting everyone.
I also so notice that sometimes in PXO mode, I cannot type text into the messagebox , see screenshot
This is a known bug I'm afraid and we haven't worked up a proper solution yet. The issue is that after the PXO lobby screen is created you might sometimes be presented with a popup which takes text input. When that popup closes it disables text input and you're prevented from typing anything in the chat window. The only fix at the moment is to go to another screen, like the server list, and then pack to the lobby screen. Hopefully the troublesome popup isn't shown again and you can chat normally once again.
I get this error when I press launch
"/tmp/.mount_fs2_opzkfWkh/bin/fs2_open_24_2 error while loading shared libraries: libopenal.so.1: cannot open shared object file: No such file or directory"
Yeah, sorry, this is a packaging glitch. That library is supposed to be included in the AppImage but it appears that the mechanism to do so isn't enabled in the official builds.
Make sure that the "libopenal1" package is installed via apt and hopefully it should start working.
Is there a way to know what is the full command line that the standalone server creator is trying to run ?
Knossos.NET should use the command line that which ever mod you've selected has set (just like single player), but with the addition of the "-standalone" option which puts it in server mode. If you specify a port number then it will also add the "-port <num>" option. The Debug tab in Knossos.NET should log the full set of command line options that gets used.
The other options in that server creator window are used to populate the
multi.cfg file. For a LAN game I recommend making sure that the PXO box is not checked, and in the "Extra options" box enter "+lan_update", which will make sure you have max network performance on the LAN games.
And that
multi.cfg is also one that you can pre-populate and copy to your client machines along with the previously mentioned
tcp.cfg. Some of the options apply to both servers and clients, and the server options will be ignored on clients so it's safe to include them.