Important notes on Internet gaming in Build14 ,Build15, Build16 and current development snapshots
This article holds important notes and information for internet gaming in versions Build14 and later.
The Internet gaming implementation is a work in progress and has some restrictions in functionality. Anyway if you mind the notes on this page, you should be able to have nice games via internet with people around the whole world.
Login data for the metaserver
During connection to the metaserver, Widelands will ask you to give a nickname and a password. There are two ways to log in:
- Anonymous : Just choose a nickname, leave the password field as it is and click on "Connect" - then you will either be connected as anonymous client, or get a message that the user name is already registered ... in later case you unfortunately have to go back and try another nickname.
- Logged in : Once you registered on our Website, you can set an extra password for the metaserver in the "Edit Profile" menu or directly through clicking here. We really suggest you use a different password than for the Website, as Widelands will show the password in clear text and will save it the same way (a better implementation will hopefully follow ) - use your website nickname, the set password and a checkmark in "Log in to registered account" to connect to the metaserver.
Generally it is a good idea to check "Remember this login data from now on". This will skip the login window the next time you connect to the metaserver. If you want to change the data, simply click on the green "play" button besides the "Online gaming" button.
System configuration for hosting players
Hosting players have to set up their system to allow access to the Widelands Server from the internet. Generally you should ask yourself the following question:
- Am I using a Windows operating system?
- Prior to build 16, hosting a game with Windows was not possible. Build 16 or later have no issues with hosting games under Windows, so read on.
- Am I directly connected to the internet (or is a router or a proxy between your computer and the internet)?
- If you are not directly connected to the internet, you must forward port 7396 to your computer. If your router ask for a protocol, it's TCP. There is a General Port Forwarding Recipe in our wiki which may could help.
- How can I set a port Forwarding for Widelands?
- There is no universal answer for that. Plenty of pages contains tutorials for that. Also one of our Wiki page contains general answer.
- Do I have a firewall that blocks port 7396 or the Widelands application or server applications in general?
- If yes, you must change the firewall settings so Widelands can communicate through the firewall.
Problems during connecting to a server
In nearly all cases the problem is that the hosting player did not set up the system settings properly (see "System configuration for hosting players")
Loading of savegames
(Build14 only - in Build15 savegames are transfered automatically)
If you want to reload a saved game, you first have to share out (either per email or via an upload at sharing platforms, etc.) the savegame you want to load (every player must have a copy of exactly the same savegame). The savegame must then be placed in ~/.widelands/save ($USERHOME/.widelands/save on Windows) so Widelands can find it. Everything left to do now is that the server selects the savegame instead of a map and all players rejoin their seats and click the ready box. Start the game and play on :)!
Note: Some people faced problems with the user interface when connecting to a server that selected a savegame (this is a known problem). If that happens, the host should simply select a map with at least as many seats as the savegame has, so the connected players can take their seat and check the "ready" box. Afterwards the host has to reselect the savegame. Although the players might have user interface problems again, loading should work fine now.
Different versions of the game cannot be used for a network game, so the stable r18 release can not connect to a development build. Maps however can be shared upward.
When you get an unexpected desync, check ther FPS (Frames Per Second) settings. In case they differ the timining between the parties may stray resulting in that desynchronisation. There is a fix for r19 that should cure this by decoupling the game timing form the FPS settings.