Mutliplayer IP issues

Blitz3D Forums/Blitz3D Programming/Mutliplayer IP issues

There is only one magic solution (that I have heard of) which is the method MSN uses for filetransfers. That method requires "Plug N play" router support which in turn is not 100%. Anyhow you can't rely on that for games.

Also note that most peer to peer programs like DC++ do require you to forward ports if you are behind a router (or be passive - use the hub to relay searches). As do all games I can think of, right? Actually there is people who are not behind a router.

I know it is possible to connect several local computers to online servers as long as they initiate the connection. WOW,UT,Quake.. The only time you should need to forward ports is when you host a game behind a router and you want people to connect to you directly (you external ip).

After initiating contact (to a server for example) the router seems to understand which packets are going back. Even if you are not forwarding any ports. So the solution would be to connect to a external server (Think Gamespy, Gnet should work for this), let people connect to a chat room or so you can connect to them - giving them a way back to your local computer.

I know this works but perhaps there is circumstances where it does not?