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The information I present here is from playing overr 2000 games on-line via different ISP's,
modems,  and connection speeds.
Please note these are just a guideline for the entire HH Series. 
If you are involved in a league, please abide BY LEAGUE RULES.



               1.   Files that must match:  Roster, tune, main HH executable, all No-CD, and any animation files.
                      See special note listed further down about ".wal" files.

               2.   Files that need not match:  Stadiums, uniforms, overlays, glove, shoe, and ball color.
                     Sound files, faces patching.

               3.   Make sure you both have the same exact version installed.

               4.   When a game is launched, whoever is hosting the game sets up if errors are on, wind is on etc.
                     It need not matter what the other computer is set for, as the host sets all these.
                     *** UPDATE June 7 2009. I have it on good authority that all online games must be played
                                         with Variable Umps set to OFF for both players.
                                         This will eliminate the ugly sync error.

    
               5.   As the game is being launched, and all the players start running out on the field, let this all
                     play out on its own until the ump says "play ball". Hitting a button on your controller
                     to bypass this is not recommended. The game needs to sync itself, and this
                     gives it time to do it. Actually, the entire 1st inning sometimes can play rather choppy
                     at times. It appears to be a bug in the game, but will smooth out as the game plays.

               6.   How Can I Play This Game The IP Way? Direct, Computer To Computer, Via The Internet?
                     Games can be played on the MSN Zone, but.............................
                     Playing the game direct via Direct IP, is the best way to go. Both the others are nice,
                     but when you play there you are now introducing a 3rd party server between you and your opponent.
                     Set the game up to play the IP way. This way it is direct from puter to puter via the internet.
                     If you are the "host" of the game, you will need to know your IP number. You need to give this
                     number to the person you are going to play. To find out what your IP number is, in Windows go
                     to Start/Run/ and type in winipcfg.  If you use a dial-up account to access the internet, select
                     PPP Adapter. If you are on cable, set it up for, "NDIS 4.0 driver". Now click on the "more info" tab.
                     Look for the box that says "IP address". That is your IP number. Give it to your opponent so
                     when they start the game up manually on their computer, they can enter this number.
                     By the way, in order to start a game via playing the IP way, just start the game up on your computer,
                     select "Exhibition/New Network Game". Now choose if you are the host or the person joining.
                     Now when the "Choose Connection" screen comes up, choose "Internet TCP/IP Connection For
                     Direct Play". You'll figure it out the rest of the way.
                    
               7.   Keep your hard disk defragged. Actually, I set up a partition on my hard drive specifically for this game
                     alone.
 
               8.   Have the FULL install of the game installed. This puts all the files on your hard disk.
 
           9.  Low batting view, HOF mode, are good choices for realism.
                       Choose "FAST" as the setting of game speed.
                       If you use any speed lower than that for online play, and try to move
                       your fielder right after a play is completed, the game may lose sync and freeze.
                       Both players need to use low batting view for fairness.
                       Errors on, wind on, injuries on, are good choices.
                       Errors need to be on as players playing in
                       not their  normal position have a greater risk of making them. 'Errors on' also allows ejections to take place.
      
               10.   For all of you that change stadiums to better ones made by third parties, be aware of
                        "wal" files. They contain collistion data information that may have been changed.
                        What this means to the online player is this scenario:
                        You update a stadium, install the ".wal" file that has been changed, your opponent
                         has the original 3DO supplied stadium, and now it's gametime.
                         First batter up. Line drive that turns out to be a ground rule double.
                         Oooops. or is it? Well, if the ".wal" file was changed, now  instaed of it being
                         a ground rule double, it actually caught the corner of a wall out there, and it is
                         bouncing back onto the field. Next thing you know, poof, sync error,
                         game freezes, and you chalk it up to another 3DO error, but actually it was  your fault 
                         by updating to a nice pretty new stadium, with a changed ".wal" file.

                         Good rule of thumb for the online player is when updating a stadium, don't
                         change the ".wal" file.
                         Of course, if both players have the same third party stadium, and newer ".wal" file,
                         everything will play fine online also. 



     







This Section Last Updated 3-13-2009


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