sqwishy
Chieftain
- Joined
- Jul 27, 2014
- Messages
- 56
I've been trying to set up a game of Realism Invictus with more than two people. We're on steam using the beta branch so it's the gamespy version. We realized pretty quickly that using a direct connect doesn't work with more than two people because, I guess, it server doesn't act like a hub for players to route through.
I set up wireguard as a VPN so we could connect through that. I was hoping that would "just work" because each player can route to each other through the VPN server. But when a third player joins it tries to broadcast some UDP port 2056 which doesn't broadcast. I had a program (socat) on the VPN server listen for those packets and broadcast them to the clients and eventually all three of us could join the lobby; but, when we started the game, nobody could move units, build cities, or take any actions. (I think the chat in-game worked but, now that I think about it, maybe players could only chat with the host and not each other.)
Should that have worked? Did I set up the VPN wrong? Or is there still some GameSpy infrastructure that the game is trying to use even when connecting over direct IP on a layer 3 tunnel like wireguard?
I saw some posts by Lord Parkin mentioning something about GameSpy's NatNeg? https://forums.civfanatics.com/thre...-team-players-use-evolve.531068/post-13377145 Is this for a udp hole-punching kinda thing? Technically, the point of the wireguard vpn is to avoid needing that. Ideally we would be able to see each other on the local area network in-game. But we can't, and I'm not sure why, so that's why I've been trying to use direct connect over the VPN.
I feel like it would be nice to not have to deal with modifying binaries or account creation that comes with the GameSpy replacements that I'm aware of.
Any advice on setting up a game with three or more players over wireguard/a VPN? Or are group multiplayer games these days played using some sort of public GameSpy reimplementation?
I set up wireguard as a VPN so we could connect through that. I was hoping that would "just work" because each player can route to each other through the VPN server. But when a third player joins it tries to broadcast some UDP port 2056 which doesn't broadcast. I had a program (socat) on the VPN server listen for those packets and broadcast them to the clients and eventually all three of us could join the lobby; but, when we started the game, nobody could move units, build cities, or take any actions. (I think the chat in-game worked but, now that I think about it, maybe players could only chat with the host and not each other.)
Should that have worked? Did I set up the VPN wrong? Or is there still some GameSpy infrastructure that the game is trying to use even when connecting over direct IP on a layer 3 tunnel like wireguard?
I saw some posts by Lord Parkin mentioning something about GameSpy's NatNeg? https://forums.civfanatics.com/thre...-team-players-use-evolve.531068/post-13377145 Is this for a udp hole-punching kinda thing? Technically, the point of the wireguard vpn is to avoid needing that. Ideally we would be able to see each other on the local area network in-game. But we can't, and I'm not sure why, so that's why I've been trying to use direct connect over the VPN.
I feel like it would be nice to not have to deal with modifying binaries or account creation that comes with the GameSpy replacements that I'm aware of.
Any advice on setting up a game with three or more players over wireguard/a VPN? Or are group multiplayer games these days played using some sort of public GameSpy reimplementation?