Question about the use of virtual nets for multiplayer
Question about the use of virtual nets for multiplayer
My question is about the possibility to use software like hamachi or tunngle for play; these softwares create a virtual netcard on the PC with a virtual IP assigned connected to a central servers of services, playing de facto like the players was in a private LAN. Usally all the games seeing the ip of these cards before the true netcards because they are placed at primary card in windows. I have already tried tunngle with SOW but apparently it doesn't work, it continues to see only the true ip address not the virtual. I tried also the direct connection to my host without using the lobby (my host creates the game, and knowing the virtual ip, i tried to connect, but apparently the game "hears" from the normal ip). There isn't mode to tell to game what ip address it must use? Something like this was possible in Rome Total War forcing the information in a text file. This will help much the bypass all teh problems of router\nat\port mapping\DMZ etc.. (in my case the problem is my provider so I cannot really do nothing about this with normal systems)
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- Little Powell
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- Joined: Thu Sep 18, 2008 10:25 am
Re: Question about the use of virtual nets for multiplayer
I have heard of several players using hamachi with success.
Re: Question about the use of virtual nets for multiplayer
I understood what was the problem, if you host passing from the lobby the people on tunngle trying to join you cannot, you must host without use the lobby.
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