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  • Lan not recognising server

    hey guys. i just found qrack tonight and love it. mission packs work instantly. i decided to start a coop multiplayer game on the lan to check if it all worked. now i could get it no sweat using frtiz but the server, when i search for it, doesnt appear at all and only lists the, what im guessing, the public servers. i must be missing something simple, and xp sp2 has added qrack to the exceptions list also. thanks for your patience on this.

    btw does qrack have good bot support also? and if so whats recommended?

  • #2
    On server computer, in console type status. It will show an ip address of 192.168.x.x more than likely, such as 192.168.1.103

    On client computers, type in console connect 192.168.1.103 (substituting the actual ip address result from above)

    /Problem solved (unless a really inept firewall is involved)
    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


    • #3
      tried that, and it doesnt list a number, just INADDR_ANY when i do the status thing.

      ive got 2 computers here and my one i use to host the coop game so the other pc can join it. it worked no problem with fritz but just doenst recognise it as an active game.

      Comment


      • #4
        Originally posted by ZenSelai View Post
        tried that, and it doesnt list a number, just INADDR_ANY when i do the status thing.
        Ok, if you have INADDR_ANY then a Quake server is not initialized. Is maxplayers > 1? INADDR_ANY is the IP address when the server is not initialized to listen for network connections.

        Do this ...

        1) Single Player -> New Game (resets stuff, really an optional step)
        2) type disconnect
        3) in console -> coop 1
        4) in console -> maxplayers 4
        5) in console -> map start

        Now you have a server running

        6) Type status in the console and will show an IP
        7) Have other clients connect

        /I have heard that FitzQuake's TCP/IP as a server is broke, but the above instructions should work for any properly functional Quake like GLQuake, Enhanced GLQuake, ProQuake, JoeQuake. It SHOULD work in Qrack as well.
        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


        • #5
          ok i tried that, didnt work. i'll show the result once i type status after doing that. btw is it true that only original quake can have bots running in it?




          i also have a pic of when i run coop in fritz,how the joining player looks from my perspective.

          Comment


          • #6
            Originally posted by ZenSelai View Post
            ok i tried that, didnt work. i'll show the result once i type status after doing that.
            With Qrack as the client acting as a server, right?

            I just downloaded Qrack (Build 2194 just the same as yours), tried it and it worked just fine.

            I did single player, new game, disconnect, maxplayers 4, coop 1, map start.

            ADD: Try adding -oldnet to the Qrack commandline, ie ... "c:\quake\glqrack.exe" -oldnet ... In theory, it shouldn't make a difference but I have a thought on something.

            btw is it true that only original quake can have bots running in it?
            Not true. I've played vs the bots with ProQuake or DarkPlaces or what not on many occasions.

            i also have a pic of when i run coop in fritz,how the joining player looks from my perspective.
            FitzQuake 0.80 has a player skin bug. The player skins will never look right.

            You can verify this in single player by typing "chase_active 1" in the console. It is an engine bug in the texture code, I believe. aguirRe wrote a fix for it, if you really want it, I can private message you a version of my inactive "FitzProQuake" project that has that issue fixed.
            Last edited by Baker; 04-03-2008, 09:14 AM.
            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


            • #7
              maybe i should start from scratch with all of this.

              when i realised xp sp2 wouldnt let me run quake, i found with my friends help these mods etc.

              all i wanted to do, was run quake+both mission packs on xp, with the ability to play lan and also bot support, or have bots in them.

              what would be my best options? better i find out the proper way than having bits and pieces from everywhere like i have been getting.

              Comment


              • #8
                I'd use either JoeQuake or Enhanced GLQuake for what you are trying to do, both are very good for a LAN game.

                Bots with a mission pack is not possible because you can't use two mods at once (bots are a mod, a mission pack is a mod ... you can use one or the other but not both).

                JoeQuake is very similar to Qrack, Enhanced GLQuake is just GLQuake but remastered (bug fixes with higher capacity limits on map sizes, etc.).
                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


                • #9
                  does JoeQuake or Enhanced GLQuake come with bots inbuilt?

                  Comment


                  • #10
                    Short answer: No. No engine does.

                    Longer answer: Quake has 2 components, the engine (like GLQuake, Qrack, etc.) and the game logic (QuakeC, in the form of a progs.dat).

                    Bots are written in QuakeC. A bots mod replaces the game logic with a customized progs.dat that executes the game. Similarly, a Mission pack has a customized progs.dat that executes the game.

                    You can use a bots mod, like Frikbots http://www.inside3d.com/frikbot/fbx/fbxb.zip which you just unzip to, say, c:\quake\fbx and then start whatever Quake ... c:\quake\glqrack.exe -game fbx
                    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

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