When i enter in the server info, it takes me to console like normal. Then i get the Trying... and it says connection accepted. Then it just sits there and doesnt let me in. What do i do?
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Whatever you are using (original GLQuake?) is not an NAT fixed client (router firewall issue).
The sloppy fix: Try typing status or ping in the console.
The real fix: Get ProQuake or Qrack. Both are NAT fixed clients (and have many other bug fixes and online play features like ping in the scoreboard, 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 ...
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I found 1 minor situation where the NAT fix thing in Proquake/Qrack doesn't work.
At work, the workstation I have quake on has the IP address 172.16.0.xxx and the IP address 172.17.17.xxx bound to the NIC connected to the LAN. 172.17.17.0/24 is used for LAN and Internet access. I dunno why someone set the 172.16.0.0/24 but it goes to nothing (that I know of). I have to still use -ip to play Quake at work.
It doesn't keep me from playing quake but I thought I'd just bring it up. Is that just a first match, first used issue or what?
*EDIT* I forgots. 172.16.0.0/24 is used for the telephone system. Don't ask me why it wasn't changed over to the 172.17.17.0/24 network.Last edited by Panix; 11-13-2009, 05:18 PM.
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Originally posted by Panix View PostI found 1 minor situation where the NAT fix thing in Proquake/Qrack doesn't work.
At work, the workstation I have quake on has the IP address 172.16.0.xxx and the IP address 172.17.17.xxx bound to the NIC connected to the LAN. 172.17.17.0/24 is used for LAN and Internet access. I dunno why someone set the 172.16.0.0/24 but it goes to nothing (that I know of). I have to still use -ip to play Quake at work.
It doesn't keep me from playing quake but I thought I'd just bring it up. Is that just a first match, first used issue or what?
Your example above is where there are 2 network addresses on a workstation and Quake is trying to use the wrong one.
I'd be interested to know if DarkPlaces is able to connect without -ip on one of these workstations. My guess is that it can because DarkPlaces's network code is completely rewritten.
Maybe sometime I'll do some more research on that, although both ProQuake 3.99 and later and Qrack are a lot better since incorporating the "DSL fix" that largely addresses the kind of problem you say you have but doesn't work if you have 2 network "local" network addresses (local = 192.x.x.x or 172.x.x.x etc ... those aren't valid internet ips) --- which is the only situation the "DSL fix" doesn't address.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 ...
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Originally posted by Baker View PostThat isn't the NAT problem. That's something else. The NAT issue is where Quake's silly handshake uses different ports and the client doesn't get the server's reply.
Your example above is where there are 2 network addresses on a workstation and Quake is trying to use the wrong one.
I'd be interested to know if DarkPlaces is able to connect without -ip on one of these workstations. My guess is that it can because DarkPlaces's network code is completely rewritten.
Maybe sometime I'll do some more research on that, although both ProQuake 3.99 and later and Qrack are a lot better since incorporating the "DSL fix" that largely addresses the kind of problem you say you have but doesn't work if you have 2 network "local" network addresses (local = 192.x.x.x or 172.x.x.x etc ... those aren't valid internet ips) --- which is the only situation the "DSL fix" doesn't address.
Here's some screenshots since I'm at work:
ipconfig on my workstation:
(That's not my name btw. Logged in as a co-worker.)
screenshot from proquake:
I'll see how DarkPlaces reacts later today if I get a chance or tomorrow and let ya know.
Originally posted by metchsteekle View Post...panx how do you find ip of a computer your at?
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Originally posted by Panix View PostI thought the DSL fix only attempted to determine which IP to bind to. My bad for the incorrect assumption.
In your special case, both ip are local network ips and the "DSL fix" ends up in "tie" situation and picks, if I recall, the 2nd ip.
And in your case, fails.
I knew this situation could occur in especially rare situations. Most home users aren't going to have 2 local network ips (it usually requires 2 routers or 2 networks).
I'd like to port the DarkPlaces rewritten network connection code (LHNET - implemented in 2003) some time. I've tried before, but I wanted to understand every line of code and it took too long to research and eventually I something else caught my attention.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 ...
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this might sound crazy but i had that problem a while back too poofy, what worked for me might not work for you, when it says connection accepted, type ping and hit enter in console.. if that doesn't work then make sure your firewall isn't blocking anything for quake... other than that i have no clue..
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Originally posted by Baker View PostNo, that's quite correct.
In your special case, both ip are local network ips and the "DSL fix" ends up in "tie" situation and picks, if I recall, the 2nd ip.
And in your case, fails.
I knew this situation could occur in especially rare situations. Most home users aren't going to have 2 local network ips (it usually requires 2 routers or 2 networks).
I'd like to port the DarkPlaces rewritten network connection code (LHNET - implemented in 2003) some time. I've tried before, but I wanted to understand every line of code and it took too long to research and eventually I something else caught my attention.
Maybe I'm being paranoid and thinkin' too much. If so, I apologize.
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Originally posted by Panix View PostI just wanted to state my intentions in bringing this up. It's no big deal I know but I just thought you might wanna know in case you get bored and want to fix it or it's just something overlooked and easy to fix.
Maybe I'm being paranoid and thinkin' too much. If so, I apologize.
And since you confirmed that DarkPlaces does it right, I'd sure like to do a test incorporation of LHNET out of Darkplaces. It's on the list.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 ...
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Originally posted by Baker View PostWhatever you are using (original GLQuake?) is not an NAT fixed client (router firewall issue).
The sloppy fix: Try typing status or ping in the console.
The real fix: Get ProQuake or Qrack. Both are NAT fixed clients (and have many other bug fixes and online play features like ping in the scoreboard, etc.)
We've tried many different things for many hours. If anyone could help, it'd be greatly appreciated.Last edited by Adrock4; 03-06-2010, 12:38 AM.
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Originally posted by Adrock4 View PostI'm using GLQuake and I don't want to have to use another client. I'm trying to play co-op with a friend of mine. I forwarded my ports so that I use port 26001 to host games. Whenever my friend joins, he'll get that "connection accepted" error and I find through the status command that he connects using an entirely random port. I tried ProQuake just to see if it changed anything, but it didn't. That REALLY alarms me, considering that ProQuake is supposed to solve this issue.
We've tried many different things for many hours. If anyone could help, it'd be greatly appreciated.
If you are running a server, you are in an entirely different ballpark. Do have have all UDP ports forwarded to 26000? If not, no one will be able to connect. Quake uses a lot of ports, not just 26000.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 ...
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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 ...
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