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  • proQuake client: Can't connect to server

    Hope this is the right place for this post.

    @Baker: I got a question on proQuake, hope you can help:

    The automatic interface detection of the proQuake 4.00 client seems to be broken in the following two cases:

    1) >1 interface with a local IP
    2) internet connection via UPnP

    Scenario 1 happens when you've got >= 2 NICs and both have local IPs. Every laptop has 2 NICs (wireless + rj45), many have more because of virtual NICs (for VPN access into work/university networks or created by virtualization software like OpenBox).

    I'm not sure what proQuake does in that case but it seems to guess which one to chose. For me it always tries to use the OpenBox interface (static IP, 192.168.135.0/24 network) that has no gateway defined and thus can't connect to any server.

    Scenario 2 happens when you're behind NAT and your router and OS support UPnP (true for most modern routers and OSs, I tried on WinXp with a LinkSys WRT54GL router). The OS assigns the public IP of the router to a virtual interface and proQuake seems to think the PC was connected directly to the internet and uses that interface instead of the local one. Since it doesn't support UPnp, this fails too.

    You can fix the issues described here by using the -oldnet command line parameter. Using it always doesn't seem to hurt. So what's the advantage of the current default behaviour? What does it try to do?
    dfsp*spirit
    my FPS maps

  • #2
    Originally posted by dfsp_spirit View Post
    Hope this is the right place for this post.

    @Baker: I got a question on proQuake, hope you can help:

    The automatic interface detection of the proQuake 4.00 client seems to be broken in the following two cases:

    1) >1 interface with a local IP
    2) internet connection via UPnP

    Scenario 1 happens when you've got >= 2 NICs and both have local IPs. Every laptop has 2 NICs (wireless + rj45), many have more because of virtual NICs (for VPN access into work/university networks or created by virtualization software like OpenBox).

    I'm not sure what proQuake does in that case but it seems to guess which one to chose. For me it always tries to use the OpenBox interface (static IP, 192.168.135.0/24 network) that has no gateway defined and thus can't connect to any server.

    Scenario 2 happens when you're behind NAT and your router and OS support UPnP (true for most modern routers and OSs, I tried on WinXp with a LinkSys WRT54GL router). The OS assigns the public IP of the router to a virtual interface and proQuake seems to think the PC was connected directly to the internet and uses that interface instead of the local one. Since it doesn't support UPnp, this fails too.

    You can fix the issues described here by using the -oldnet command line parameter. Using it always doesn't seem to hurt. So what's the advantage of the current default behaviour? What does it try to do?
    Long story short, but neither Quakeworld or DarkPlaces have this particular problem and I'd really like to upgrade the network connection code in ProQuake to what DarkPlaces uses.

    The current behavior was a workaround to solve a problem that was prevalent with DSL which was very awkward and difficult to deal with it.

    I have a lot of things I'd like to do. In the past I wanted to do this, but couldn't figure it out.

    We'll see ... maybe I solve the issue the right way like DarkPlaces does.
    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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    • #3
      This may provide some insight into what Baker is talking about: http://quakeone.com/forums/quake-hel...-problems.html
      PanterA-RuM - chase_active 1 - Panix!



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