Hi, it's been years since I last since used KeeperFX for multiplayer, and even then I had trouble. It was unreliable and often cut out with "re-syncing" mid-game. I recently tried it again with a friend with KeeperFX 1.2.0, and we still couldn't get it working. We tried both UDP and TCP without much change. We live relatively close together so the latency shouldn't be an issue, and I know it isn't because I ran my own tests. I tried many times on both UDP and TCP with two machines on my own network and couldn't finish a single game. I know multiplayer was still a work in progress years ago but is this still an issue?
Here is a Github issue I found that relates to the problem, as well as a familiar log (I don't have my own): https://github.com/dkfans/keeperfx/i...ent-1242781222
The things I've noticed the most in my testing is "Error: checksums_different", which seems to be the error in every single desynced multiplayer game.
I would've written this off as still an in-progress feature had the KeeperFX Wiki not mention there is a Discord where users can find players. Surely if this is currently entirely broken, nobody would have any luck playing multiplayer.
My last resort is to assist my friends through the steps of running DKG through dosbox and hoping the IPX emulation works.