Just a quick guide on how to play OMF2097 online with using DosBox's buildt in IPX tunneling software.
In order to make the game playable on modern computers, you need to set the Cycles in Dosbox. You can do this two ways, Editing the config has the advantage of keeping the change each time you start up dosbox, so you don't have to adjust it every time.
Besides that if you want to use it to play online you need to locate the “IPX” option and set to enable, it's usually at the very bottom of the config file.
The person that Challenges gets to decide certain game settings, notable Rehit Mode, Hyper Mode, and a few other things from the advanced options. The game should show a key that you can press to change these before starting a match.
The general “standard” for this is:
I'll add the hidden keys later on, when I remember them.
The person that host the server can't be behind a NAT since that will make it impossible for clients to detect and connect to it.
If you have direct access to your router you can usually change the NAT settings to let a specific computer get past it. Do note that NAT is considered a security system, and you should at least read up on it before doing this. Not all routers will let you bypass the NAT.
OMF2097 does not have native TCP/IP support, which is why we have to use this method to play online. It has IPX networking, IPX was a common network protocol for LAN (Local Area Network) back in the stone age… I mean the early 90s. This is meant for direct connections between two or more computers, and expects there to be no lag or latency at all between the computers.
DosBox has a IPX tunneling software built in, which links together two (or more) computers over TCP/IP and “bridging” the IPX between this “tunnel”. It works, but has some noticeable drawbacks, It is even slower than the slowest speed setting in single player. The reason for this is “packet loss” over internet since we're dealing with longer distances than a 2-5 meter network cable, so every time a packet fails to be received the protocol will request that packet to be sent again until it is received and receipted, this can take a few milliseconds or sometimes even close to a second. Thus the game “holds back” until it gets all the info it wants.
The advantage of this is that unlike many other games OMF2097 will never “warp” or “correct” something that someone has done, what happens on the screen is correct at all times. The disadvantage is that it is slow as heck.
Here is a video recording me playing against MageKing17, that shows a lot of these issues: