First, if your ISP puts you behind a NAT (incoming information gets routed to a different address) you will not be able to host regardless of which ports you open or what UPnP/VPN configuration you have. I can bring up some common issues mentioned in the troubleshooting section. I have written a more in-depth guide with a larger troubleshooting section on the game forum, which you can find here. When you mention “the guide” I am assuming you follow the one stickied here on the Steam forum.
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I can’t help you without hearing precisely what you have done with the forwarding so far. And yes, I used the guide as my first step! I've only come here at my end of ability to troubleshoot all these various issues. Thanks for any support you all can give, I've tried tackling many hosting problems before and regularly managed to find a way to achieve what I wanted, but not here. One of the Virtual Private Network softwares we used didn't even manage it and thats just impressive because its never failed us before. So whats everyone's solve for this? What can be done? I feel like the answer I'll get is to do the things I've already tried but I'm not willing to give up on playing this fun brawler with my friends over internet quite yet. All well and good, right? No, because then I learn that I also need to get the people I wish to play with to also achieve this, and unfortunately the tool I used doesn't work for them for reasons that are beyond me, and yes, we made sure their setups also had UPnP working on their network
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It only worked once I found a program calling itself a 'port mapping tool' called UPnP wizard and precisely selected the ports. To start I wasn't able to get UPnP to work at all in game and did quite a bit of router configuring to no avail whatsoever. But at this point I think I need to start fresh and get it from someone who properly knows how to specifically with this game.īut still I will explain what I have accomplished and what precisely I am struggling with to achieve this. Format differently if necessary.Alright I feel like theres endless details I could put into this to explain what I did and all the steps I've taken to attempt this. If your links do break, feel free to quote this post and update your thread with the direct links to the pack previews and their respective downloads. Which is a shame, because it contains all sorts of cool content, and letting it go to waste would indeed be a shame. While linking to the original threads is a good idea because it contains all the information the OCs decided was necessary to write down, when the site is gone this thread will be pretty much useless. I was thinking about this thread and just realized your links will lead nowhere once the old website finally goes down.
![super fighter superfighters deluxe unblocked super fighter superfighters deluxe unblocked](https://cdn.akamai.steamstatic.com/steam/apps/855860/ss_38dafe33271642faa2e9261e7856f501ee489b03.jpg)
Notice how you're never allowed to "upload" new tiles/textures, only change existing ones' properties. I'm assuming that's why custom maps are so light, and why pre-game loading is (relatively) short. I was wondering why players don't have to download custom maps to play them too, and the only explanation I could come up with is that every single tile/sprite every custom map is made of are there to begin with but their order/placement is changed from map to map, that's why when you join a game all you need to know is that "tile order" (kind of like reading a coordinate text file?) to see what everybody else is seeing, instead of literally downloading all those props all over again. I believe the reason for this is that installing custom textures requires you to change client-side, the otherwise-default files, and when you apply them the textures are only there on your own machine rather than everybody who plays on the server you're hosting. Wrote:Idkw, we can play with custom maps just fine but with texture packs it's one way, glitch maybe?