TCP/IP support is currently in its infancy and may be 'slightly' buggy.
To host a TCP/IP game:
Make sure the port 5555 is open for traffic and is forwarded to port 5555 on your computer. When you have started the game, click Multiplayer -> TCP/IP -> Create Game.
To join a TCP/IP game:
Specify a command line option -sessions [ip_address]:5555 when starting game. For instance, if the host's IP address is 55.83.54.187, the appropriate command line option is -sessions 55.83.54.187:5555
Several sessions can be added to command line by prepending a semicolon before
each extra address, e.g. -sessions 55.83.54.187:5555;214.43.45.67:5555
When you have started the game, click Multiplayer -> TCP/IP -> [select IP address in list] -> Join Game.
Known issues with TCP/IP:
------------------------------ - May go out of sync. (Please remember what you did before this and check log, then report it.) - When it goes out of sync, something bad will generally happen. Re- synchronization *might* work. - Everyone else crashes if host exits. - Host is auto-computered if anyone leaves. (WTF!?) - Having a player leave without anyone rejoining creates a 'hole' in player list, which will make the game unplayable. - Session player list does not update when a session is selected. - Will be laggy like heck on anything but a LAN or near LAN-grade connection probably. - Only old four byte IP-addresses are supported at the moment, as far as I know.
These issues shall hopefully be resolved one by one in coming versions. I
apologize for them, but I don't have a good test environment nor is the game code particularly easy to work with. Help me by reporting reasons for out-of-sync in particular, or other issues not on the above list.