Changes in InternetGaming
Editor Comment
Wording improvements
Revision Differences of Revision 11
## 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
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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
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[TOC] ¶
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### Login data for the metaserver ¶
During connection
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* 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
* Logged in : Once you [registered on our Website](http://wl.widelands.org/accounts/register), you can set an extra password for the metaserver in the ["Edit Profile"](http://wl.widelands.org/profile/edit/) menu or directly through clicking [here](http://wl.widelands.org/ggz/changepw).
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Generally it
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### 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: ¶
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__Am I using a Windows operati
: Prior to build 16, hosting a game with
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__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](http://en.wikipedia.org/wiki/Port_forwarding)
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__Do I have a firewall that blocks
: If yes, you must change the firewall settings so Widelands can communicate through the firewall. ¶
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### Problems during connecting to a server ¶
In nearly all cases the problem is
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### Loading of savegames ¶
(Build14 only - in Build15 savegames are transfered automatically) ¶
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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 th
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 :)! ¶
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__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.