Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Someone hosts a server, you don't have to play with portmapping or programs like hamatchi, just invite friends over steam or the join over steam .. god we got 2018 .. something like that sould be state of the art .. your system is so 2001 -.-'
trying to play with a friend for 2 ours and even with this tutorial we don't get a server started .. *sigh*
It's neither of the three things btw, you don't need to port forward at all with modern routers.
The problem here is simple, you have multiple routers and is operating two DHCP servers (one for each of those servers) and it's conflicting the ip address you utilize to connect to each other's computers.
Router 1 uses a gateway of 192.168.1.1 for instance.
This means any device that connections will have 192.168.1.(1~255) in the ip address.
When you plug another router into the 1st router, you end up creating a DHCP within a DHCP, this causes a issue because Router 1 can allocate a ip address for router 2, but router 1 cannot control what ip address is given out for any devices under router 2.
If you turn off DHCP on the 2nd router, it becomes a switch, meaning router 1 can use DHCP to assign ip address to all devices connected to router 2, and so long as it's within one DHCP, you do not really need to port forward at all.
If you want to host a LAN game for instance, use 127.0.0.1, it is called a loopback ip address, so when you host a dedicated server say on the same machine you play on, you have to use that ip address to 'connect' to itself. (localhost, when typed and given to clients, refers to 127.0.0.1 actually).
If another computer wants to connect to your dedicated server on said machine, you have to find the ip address of it, as long as it's within 1 DHCP, you simply connect to the ip address.
But with 2 DHCPs, you make it complicated and have to port forward from the inner DHCP, to the outer routing device.
The routers always have a firewall, but this is disabled if one of the routers has DHCP disabled to freely allow all traffic through.
Games that has a method of connecting to friends, can be finicky based on how the developer set it up using steam api...
Starbound for instance lets you connect to friends playing single player, the reason is because single player is actually multiplayer mode. You have a friend start a instance in single player on starbound, then when you 'join game' via friends list on steam, it will actually join their session.
This is laggy and not a good example because Starbound uses steam api as a way to 'forward' connections, meaning you actually send data to steam which is relayed over to your friend, causing bad latency if the traffic is laggy or if the host has slower connections. You use the multiplayer hosting option to connect via IP, because it creates a shorter route so data can get to them at shorter distances.