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TCP/UDP Port mapping - Quake using winded.exe to host

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  • #16
    Originally posted by R00k View Post
    goto your network connection details panel on the machine running the server

    look for the ipv4 address ie 192.168.1.100

    then in your router config (192.168.1.0), in applications/gaming section, look for port range forwarding, set app to Quake, port range to 26000 - 26666 (for example, protocol UDP, ip address set to the machine thas running the server, ie 192.168.1.100 then [ check ] enable.

    This of course is an example setup ising a linksys router.
    I am using a Cisco PIX, it's not as easy.

    You can't forward port ranges, all ports have to be done individually. I'll move to an ASA 5505 eventually, but right now this is how it's set up:

    access-list OUTSIDE_IN remark Access ports for Quake Server RDP and Game Host
    access-list OUTSIDE_IN permit udp any any log 4

    static (inside,outside) udp interface 26000 172.17.17.20 26000 netmask 255.255.255.255 0 0
    static (inside,outside) udp interface 26001 172.17.17.20 26001 netmask 255.255.255.255 0 0
    static (inside,outside) udp interface 26002 172.17.17.20 26002 netmask 255.255.255.255 0 0
    static (inside,outside) udp interface 26003 172.17.17.20 26003 netmask 255.255.255.255 0 0
    static (inside,outside) udp interface 26004 172.17.17.20 26004 netmask 255.255.255.255 0 0
    static (inside,outside) udp interface 26005 172.17.17.20 26005 netmask 255.255.255.255 0 0

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    • #17
      So, darkplaces works fine, odd.

      I tried reinstalling quake 1, applying wqpro (3.50) and running the server.

      Same problems. I did the same with the client.

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      • #18
        Originally posted by dhahlen View Post
        So, darkplaces works fine, odd.

        I tried reinstalling quake 1, applying wqpro (3.50) and running the server.

        Same problems. I did the same with the client.
        DarkPlaces uses a single port (26000). NetQuake is archaicly designed and uses a ton of ports. There is a single port server "patch" for ProQuake, but it is Linux-only and it depends on Linux differences so it couldn't be ported to Windows.

        In theory, you can just use DarkPlaces as the server and if you wanted do sv_protocol "QUAKE" to have it run as a Quake server.

        (In practice, DarkPlaces often is discovered to not be compatible with many Quake mods. It is a roll of the dice.)

        Another candidate for hosting the server would be FTEQW. FTEQW can run NetQuake mods and has a mode that allows both Quakeworld and NQ to connect to it.
        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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        • #19
          Odd thing is, I had it working with proquake 3.5 yesterday. I don't know what I did to change it.

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          • #20
            Originally posted by dhahlen View Post
            Odd thing is, I had it working with proquake 3.5 yesterday. I don't know what I did to change it.
            There is this thread of interest:

            http://quakeone.com/forums/quake-hel...orwarding.html

            Eventually Skutarth's ProQuake code that restricts the ports to a fixed range will be implemented in ProQuake. It's on my to-do list, but I'm not there yet.
            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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            • #21
              fteqw is working, with the mod. Just had to change nat port to 27500.

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              • #22
                Would a couple of you mind testing it out on your end?

                Client files here:

                https://www.fileshack.com/browse.x/2123

                You'll need FTEQW client here:

                Downloads

                Command line to run client:

                fteqw.exe -game bombsqd

                Connect to dhahlen.com

                Let me know if it's working for you. Works for me from the office, I'll hop in as well when I see someone connect.

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                • #23
                  Originally posted by dhahlen View Post
                  fteqw is working, with the mod. Just had to change nat port to 27500.
                  When you get it done, you should post an IP (a DNS would be better, of course) for ppl to try to connect.
                  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


                  • #24
                    Originally posted by Baker View Post
                    When you get it done, you should post an IP (a DNS would be better, of course) for ppl to try to connect.
                    see post above

                    DNS server name is "dhahlen.com"

                    THanks

                    Provided client files and instructions

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                    • #25
                      QuakeWorld works because it only uses one port.

                      Baker: I've been working on getting a system working for ProQuake to use only one port. Basically it should be possible because of the way it works and the WinSOCK interface it uses fortunately has functions implemented to open sockets instead of ports (port re-use). This should be possible because of the following:
                      1. The handshake packets have a header. Since it has a predictable pattern, and the frame packets have a different predictable pattern, you should be able to discern them from each other before handling. That's the way it should have been done in the first place.
                      2. The port that the client uses is provided by the server handshake, and it's unquestionably used. The client will try to connect to that port and communicate frame packets.

                      Thus, it should be possible to fix this on the server side and keep it compatible with unmodified clients!

                      I actually have it almost working. The problem is that the server can't tell the difference between a handshake and frame packet yet. The handshake actually completes successfully, and the new socket is opened correctly on the same port! Very interesting indeed.

                      At the very least, I should be able to figure out a two port solution from here. I'm sure that I could do that already, but I want to get the one port solution done if possible. It would be a hell of a lot more useful. I wouldn't be surprised if more people hosted servers if they could host them by only forwarding a single port.
                      sigpic

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                      • #26
                        Both FTE and DP should use a single port for NQ clients too. It requires that your server's port is forwarded directly without remapping, but otherwise works regardless of NATs on the client.

                        ('sv_listen_nq 1' permits unmodified NQ clients to connect to FTE servers (as well as QW). or 'sv_protocolname Quake' permits unmodified NQ clients to connect to DP. At least those are the two settings that are meant to enable it for the respective server.)
                        Some Game Thing

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                        • #27
                          @dhahlen: I wanted to try your server but I can't run that Da Bomb mod. I can run fteqw on its own but if I try -game bombsqd it crashes and says Z_Malloc: size 0.

                          When I try to connect without loading the mod it just says Disconnected. after a while.
                          dfsp*spirit
                          my FPS maps

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                          • #28
                            Both R00k and I have interests in FTEQW as a server, although he's more excited about it than me whereas I am guarded (R00k = frosted side, Baker = conservative wheat side of mini-wheat).

                            [That being said about my caution, Spike is like the Duke of New York A#1 when it comes to radical hi-tech blow your mind stuff. He's got like 5 metric tons of R&D in his engine.]

                            Could you set it so NetQuake can also connect like Spike suggested, at a minimum I could do some ProQuake testing with FTE as a server for some debugging and such?

                            Btw ... not only FTE should be able to connect to your server even without NetQuake listen turned on. EZQuake, DarkPlaces and any other Quakeworld client. And they don't need to install the mod --- except well it took 30 minutes for FTEQW to download all the models and stuff.
                            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


                            • #29
                              Originally posted by dfsp_spirit View Post
                              @dhahlen: I wanted to try your server but I can't run that Da Bomb mod. I can run fteqw on its own but if I try -game bombsqd it crashes and says Z_Malloc: size 0.

                              When I try to connect without loading the mod it just says Disconnected. after a while.
                              delete the 1kb pak2 file in the bombsqd directory, this will fix it

                              Comment


                              • #30
                                Originally posted by Baker View Post
                                Both R00k and I have interests in FTEQW as a server, although he's more excited about it than me whereas I am guarded (R00k = frosted side, Baker = conservative wheat side of mini-wheat).

                                [That being said about my caution, Spike is like the Duke of New York A#1 when it comes to radical hi-tech blow your mind stuff. He's got like 5 metric tons of R&D in his engine.]

                                Could you set it so NetQuake can also connect like Spike suggested, at a minimum I could do some ProQuake testing with FTE as a server for some debugging and such?

                                Btw ... not only FTE should be able to connect to your server even without NetQuake listen turned on. EZQuake, DarkPlaces and any other Quakeworld client. And they don't need to install the mod --- except well it took 30 minutes for FTEQW to download all the models and stuff.
                                With FTE, I was getting horrible latency even locally. 180ms???

                                NOt sure what the deal is/was...

                                I've enabled the sv_listen_nq 1 switch, default port for FTE is 27500, so that's what it is currently using.
                                Last edited by dhahlen; 08-22-2010, 02:19 AM.

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