Alright, so here’s the situation with the Server Browser:
I have two computers that are far enough apart that they CANNOT connect to each other via LAN. One of them is pretty much running UDK 24/7; this one I can operate remotely from the second computer. Both computers have the same UDK build, and both are using the exact same version of the source code I am currently using to test Gemini.
On the first computer, I started a server game as one would normally do (going to multiplayer, start game). I checked to see that the system had sent info to Gemini — it had. On the second computer, I started a game using my test script, which basically grabs the first server from Gemini and runs an “open [IP]:[Port]” command. The log verifies that the IP and Port grabbed from Gemini were successfully transferred to the console command. And what happens next?
A match is started, but it’s not the same match as on the first computer and moreover there doesn’t seem to be any network usage on either computer from UDK. It’s like there’s some kind of wall between the computers. And I am completely stumped.
I would like to be able to release the server browser, but it would be kind of nice to have it actually DO something (that is, pressing on a server entry would actually enable you to connect to that server). At the moment it’s just a useless table of data: not really productive as far as gaming is concerned.
So, if anyone knows what the %$#@ is going on with UDK multiplayer, please let me know. In the meantime I will continue to work at a solution to the problem.