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fooling with m2emu network
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buttersoft:
From memory you are supposed to use the loopback IP's (127.0.0.1) in the m2network.ini files where they were shown. This is because the m2lagfix program wraps m2emu and handles the comms between PC's for you. So M2emu on PC1 talks to M2lagfix on PC1 (loopback and ports), then M2lagfix on PC1 talks to M2lagfix on PC2 (IP addreses), then M2lagfix on PC2 talks to M2emu on PC2 (loopback and ports), and on. If you aren't doing that, the comms chain won't be set up right.

If you compare the example i linked with Sailorsat's next post three spots down, which shows an example of two instances of m2emu on the one PC, i'm hoping it makes more sense. I'm not saying i understand why the ports numbers are the way they are yet, but i'm sure the answer is in there somewhere.

EDIT: err, also, one of those "remotehost" entries in your config was misspelled as remotelost, though that could just be in the post not the files.

EDIT2: ok, i think it runs like this:

-PC1 receives IP message (on PC2 M2lagfix M2TX remote port)
-M2lagfix M2RX local port (same port number as line above)
-M2lagfix M2RX remote port
-M2emu RXport (same port number as line above; i.e. M2RX remote port)
-M2emu TXport
-M2lagfix M2TX local port (same port number as line above)
-M2lagfix M2TX remote port
-M2lagfix M2TX remotehost (PC2 IP address)

-PC2 receives IP message (on PC1 M2lagfix M2TX remote port)
-M2lagfix M2RX local port (same port number as line above)
-M2lagfix M2RX remote port
-M2emu RXport (same port number as line above)
-M2emu TXport
-M2lagfix M2TX local port (same port number as line above)
-M2lagfix M2TX remote port
-M2lagfix M2TX remotehost (PC1 IP address)

and repeat. The m2network.ini file should not contain any external IP addresses. M2emu itself is not talking to the other PC, it's only talking locally to M2Lagfix, and M2lagfix talks to the other PC.

That's for two PC's.  I'm not sure if the ports need to line up between PCs, but it's not going to hurt, so best to stick to it. And the magic lagfix itself happens somewhere between steps, of course.
jorgenjl2:
This is awesome thank you. Yeah I did a pic to text via my iPhone since my arcades don't have internet so that explains that typo. I went ahead and connected to them via the physical router to grab the actual code below. A few posts after the one you sent, SailorSat talks about how on Windows 7 using 127.0.0.1 works but newer Windows versions require using the actual ip address of that local host so that explains why the three linked cabs would not start at all until I fixed that. However, using the below settings, I always have one cabinet that has flashing cars. If all three race, player 2 flashes. If player 1 and player 3 race (and player 2 sits out), player 3 has flashing cars. So something odd. Here is the code I have now with the one showing blinking... Do you see any issues?


--Racer 1 - 192.168.0.2 (Master, Car 1 in Test Menu)
--m2network.ini
[Network]
RxPort=9001
NextIP=192.168.0.2
NextPort=9002
FrameSync=1

--m2lagfix.ini
[m2rx]
LocalHost=0.0.0.0
LocalPort=9000
RemoteHost=192.168.0.2
RemotePort=9001
StallDetection=1

[m2tx]
LocalHost=192.168.0.2
LocalPort=9002
RemoteHost=192.168.0.3
RemotePort=9000



--Racer 2 - 192.168.0.3 (Slave, Car 2 in Test Menu)
--m2network.ini
[Network]
RxPort=9001
NextIP=192.168.0.3
NextPort=9002
FrameSync=1

--m2lagfix.ini
[m2rx]
LocalHost=0.0.0.0
LocalPort=9000
RemoteHost=192.168.0.3
RemotePort=9001
StallDetection=1

[m2tx]
LocalHost=192.168.0.3
LocalPort=9002
RemoteHost=192.168.0.4
RemotePort=9000



--Racer 3 - 192.168.0.4 (Slave, Car 3 in Test Menu)
--m2network.ini
[Network]
RxPort=9001
NextIP=192.168.0.4
NextPort=9002
FrameSync=1

--m2lagfix.ini
[m2rx]
LocalHost=0.0.0.0
LocalPort=9000
RemoteHost=192.168.0.4
RemotePort=9001
StallDetection=1

[m2tx]
LocalHost=192.168.0.4
LocalPort=9002
RemoteHost=192.168.0.2
RemotePort=9000
buttersoft:

--- Quote from: SailorSat on June 21, 2016, 10:14:33 am ---If I remember correctly, UDP on 127.0.0.1 did work fine on my Win7 development rig, but not on my XP64 rig in the cab.

--- End quote ---

She seems to be saying it should be fine for Win7 and up, but not on XP? I haven't even tried to run this yet, so i'm not saying i have any experience.
jorgenjl2:

--- Quote from: buttersoft on December 05, 2023, 08:24:09 pm ---
--- Quote from: SailorSat on June 21, 2016, 10:14:33 am ---If I remember correctly, UDP on 127.0.0.1 did work fine on my Win7 development rig, but not on my XP64 rig in the cab.

--- End quote ---

She seems to be saying it should be fine for Win7 and up, but not on XP? I haven't even tried to run this yet, so i'm not saying i have any experience.

--- End quote ---
In later posts she talks about changing from 127.0.0.1 to the local actual ip so that definitely seemed to fix part of the issue as it wouldn’t get past the black initial screen until I changed that. It fixed everything after that except for one pc flickering.

I tried using gpt4 to see if something is wrong with those latest settings but it was not super helpful. It suggested changing the pc that is master which is a good idea. Right now I can get both pc 2 and pc3 to each separately flicker in a 2 player race (using 3 linked cabs though). So I expect the pc 1 to flicker once I make it a slave in the set. It is just odd that I am pretty sure I had all three working with no flicker at one point before it came back again. Not sure if the issue is sporadic or if I just missed the flicker somehow.

SailorSat mentioned something about not starting the game with player 1 but I think that was referencing the 9th player preview if I recall and anyhow my player 1 auto starts and inserts a coin every time automatically whereas player 2 and 3 (after an initial race) allow me to insert or not insert a coin to start or not start those. I also wonder if an odd number of players (3 players in my case) is supported with m2lagfix.
buttersoft:
That quote is from when Sailorsat was talking about changing IPs, or one of the following posts on the same subject. But i would imagine that if your games are linking, without using the IP of a different PC in the network.ini files at least, the IP is not the issue.

The auto-coin-up is just the NVRAM recording previous coin ups IIRC. When you switch off, credits carry over. Delete the NVRAM file and when the game loads there' won't be any credits. Of course then you have to go into the service menu and set things up, but if you're doing that anyway...
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