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Remove references to port 5002 - now that we have The Release we all

want to fly in the same World - don't we ?
This commit is contained in:
martin 2007-12-30 16:24:31 +00:00
parent 527959b8b3
commit 7788ea3152

View file

@ -72,17 +72,17 @@ See <http://pigeond.net/flightgear/fg_server_map.html>.
Options needed to enable multiplayer game with a server:
Player1:
--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002
--multiplay=out,10,serveraddress,5000 --multiplay=in,10,myaddress,5000
--callsign=player1
Player2:
--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002
--multiplay=out,10,serveraddress,5000 --multiplay=in,10,myaddress,5000
--callsign=player2
...
PlayerN:
--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002
--multiplay=out,10,serveraddress,5000 --multiplay=in,10,myaddress,5000
--callsign=playerN
Note that if every player using a particular server, such as one of those
@ -91,12 +91,12 @@ already in use on that server.
If you are sitting behind a NAT'ting firewall, then you need to forward
the incoming traffic on the firewall outer (visible to the internet)
address arriving at the UDP port you use (5002 in the case above)
address arriving at the UDP port you use (5000 in the case above)
over to your private LAN address. In this case, use your PRIVATE LAN address
as <myaddress>. Example (if your private LAN address is 10.0.0.1,
in order to play on pigeond.net):
fgfs --multiplay=in,10,10.0.0.1,5002 --multiplay=out,10,pigeond.net,5002
fgfs --multiplay=in,10,10.0.0.1,5000 --multiplay=out,10,pigeond.net,5000
--callsign=...UNIQUE callsign here...
If you and the server are in the same address space (i.e., both have a public