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  • ProQuake connectivity Question

    So, I'm REALLY sorry for my question in advance.

    I've read through just about every thread that has *ANYTHING* to do with connectivity and still have issues. I've Googled until my fingers are bloody.

    Server: ProQuake 3.50
    Client: ProQuake 3.50

    When I open the Sonicwall wide open to my dedicated server IP, no one has a problem connecting. (You can see the obvious problem with leaving it wide open.) When I lock it down, I explicitly allow TCP and UDP 26000 in. I didn't have to, but I set a rule that allowed everything outbound from this server. The local client I'm testing with is behind your standard Linksys.

    Even if it sounds obvious, would you mind just tossing a suggestion or two out there for me? I have a small group of online old-timers (about 7 or so) who would really like to play and I'm the one in the best position to host it.

    Again, my apologies for a question that has probably been asked over and over and over and over and over and

    I swear to Gosh I looked everywhere before posting here.

  • #2
    Let's see what results you get by using a Darkplaces server. When you run the server, make sure you have this line in the server's autoexec.cfg:

    sv_protocolname "QUAKE"; // so any netquake client can connect

    Darkplaces works well when hosting behind a firewall. Proquake (or should I say quake in general) was meant for LAN play and wasn't adapted well for firewalls.

    Let me know of your results

    ps - don't host a game allowing more than 16 players in it

    pps - I'm not forcing you to use a darkplaces server. I just want to know the results so I can narrow the problem down for you (hopefully).

    Comment


    • #3
      Hmmm... I wasn't aware that ProQuake was designed more for LAN play. I used to host a server years ago (When Q1 was actually popular) and think that I used it back then.

      So, after some brief trial and error I got DS to run. I tried connecting from a ProQuake 3.50 client. Should I be using a different client? Darkspaces? Originally it came up with 0.0.0.0, so I figured it was not binding to the right IP on the machine (yes, three total). I took a guess that "-ip" was one of the switches and it seems to have bound.

      My client still couldn't connect. When I was using ProQuake -dedicated, I could at least connect, but not join the game.

      My command line:
      darkplaces.exe -dedicated -udpport 26000 -ip 207.115.73.230

      Here's the results from my window

      Code:
      DarkPlaces-Quake Windows 17:35:10 Apr 12 2007
      Trying to load library... "zlib1.dll" - loaded.
      Compressed files support enabled
      Added packfile id1/pak0.pak (339 files)
      Added packfile id1/pak1.pak (85 files)
      Playing registered version.
      -ip option used, setting net_address to "207.115.73.230"
      -port option used, setting port cvar to 26000
      Trying to load library... "libcurl-3.dll" - loaded.
      cURL support enabled
      couldn't exec config.cfg
      couldn't exec autoexec.cfg
      Server using port 26000
      Server listening on address 207.115.73.230:26000

      Comment


      • #4
        Dang. Just forgot to add the switch you told me to add. Hang on.

        Comment


        • #5
          Ok... so I just added that switch and my PQ 3.50 client seemed to connect just fine. Seriously though... Pro Quake isn't really designed to be used for "WAN" play when behind FW?

          Will Darkspaces allow me to run my Q1 mods as necessary?
          Are there any tidbits that I *must* know about running darkspaces that I might not find out until it's too late?

          Comment


          • #6
            I just wanted to know if that would work. Now if you want to host a proquake server, you'll have to open a butt load of client ports since it's UDP. If your server computer is doing just that then fine. If it's used for other things, stick with the one open port and use darkplaces.

            Darkplaces can run most mods. I guess some wouldn't work if they used qccx or whatever the crap it's called but I really don't know.

            I take it from reading your posts that you know what you're doing when hosting a server so I won't get into the rcon and other crap. One option you can use in your autoexec.cfg could be:

            sv_cullentities_trace 1; // makes wallhacking impossible

            Take that proquake cheatfree!

            Comment


            • #7
              Originally posted by Canadian*Sniper View Post
              I just wanted to know if that would work. Now if you want to host a proquake server, you'll have to open a butt load of client ports since it's UDP. If your server computer is doing just that then fine. If it's used for other things, stick with the one open port and use darkplaces.
              Ok... that makes sense to me. Yeah I'm doing a couple of other not-really-important stuff so the single open port is a better option. By the way, thanks for giving me a hand. I was certain it was either a limitation of ProQuake or something *really* stupid I was doing. Turns out it wasn't me which is a relief to my ego.

              Originally posted by Canadian*Sniper View Post
              Darkplaces can run most mods. I guess some wouldn't work if they used qccx or whatever the crap it's called but I really don't know.
              Oh, that's funny. I *do* have a mod that I like to run and to solidify my customizations I used QCCX to recompile the progs.dat. You say DP won't run well with QCCX compiled mods? Hmmm... frankly I wasn't all that fond of the mod anyway. (see my other post for the mod I'm looking for)

              Originally posted by Canadian*Sniper View Post
              I take it from reading your posts that you know what you're doing when hosting a server so I won't get into the rcon and other crap. One option you can use in your autoexec.cfg could be:

              sv_cullentities_trace 1; // makes wallhacking impossible

              Take that proquake cheatfree!
              This is good info. I'll read up on the available switches and insert as necessary. If I recall, there was about eleventy-brazillion switches you could add. ~sigh~

              Dude. Thanks for responding so quickly. I'm sure you've answered this question a thousand times. You have my gratitude.

              Comment


              • #8
                Originally posted by in2ishun View Post
                Oh, that's funny. I *do* have a mod that I like to run and to solidify my customizations I used QCCX to recompile the progs.dat. You say DP won't run well with QCCX compiled mods? Hmmm... frankly I wasn't all that fond of the mod anyway. (see my other post for the mod I'm looking for)
                I really don't know. Don't take my word on any of that.

                Originally posted by in2ishun View Post
                Dude. Thanks for responding so quickly. I'm sure you've answered this question a thousand times. You have my gratitude.
                You can keep your gratitude. PayPal will do just fine

                Comment


                • #9
                  I didn't read this thread in detail, but I will say you cannot just open port 26000. You have to open ALL ports for vanilla Quake because it uses a ton of different random ports for I/O according to people far smarter than I.
                  Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                  So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                  Comment


                  • #10
                    or you can port forward to 8767 go to www.portforward.com for info

                    Comment


                    • #11
                      Originally posted by E]s-Doom View Post
                      or you can port forward to 8767 go to www.portforward.com for info
                      Yes but if you're forwarding ports 1024-65335 to a specific port, you're going to mess everything up for when you use other server applications.

                      Comment


                      • #12
                        not if you follow the instuctions on the page

                        Comment


                        • #13
                          Originally posted by in2ishun View Post
                          I *do* have a mod that I like to run and to solidify my customizations I used QCCX to recompile the progs.dat. You say DP won't run well with QCCX compiled mods?
                          It won't run at all. You can try compiling with the latest versin of FTEQCC and see if it will still compile. If it will, then DP should be able to run it...
                          16:03:04 <gb> when I put in a sng, I think I might need nails
                          16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

                          Comment

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