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Experimental ProQuake Server Patch

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  • #16
    Polarite, that is a solution only if you actually have 2 network ip addresses and need to tell Quake which one to use.
    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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    • #17
      Originally posted by Baker View Post
      ProQuake Server Patch

      This code has been running on quake.ihoc.net for about 3 years now and on a couple of other servers and was modified by Yugo2Heck.

      The goal of the patch is as a server-side fix to the Connection Accepted problem that clients without an NAT patch experience. And it fixes that problem just fine.

      (winquake.exe, glquake.exe have problem .. but not ProQuake/JoeQuake/QRack/DarkPlaces)

      It's not particular important from that aspect as most players don't use the originals anymore.

      Will this code allow a ProQuake server in -dedicated mode to operate without changing firewall or router settings?

      This is the more interesting question.
      A few years late...

      I started running this the other day (more information here), and I can say it successfully allows one to host behind a firewall, opening up nothing but 26000 (or whatever port your server is running on), thus avoiding opening up massive ranges of ports and/or playing with port triggering or DMZ.

      With that in mind, does anybody know why this hasn't been officially incorporated into ProQuake? The Linux executable I have is v3.5. So far it seems to be working fine, but it seems like it should really be in the newer versions (without doing a custom compile). If there are reservations it could be a command line switch or something.

      Anyone?

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      • #18
        From what I understand, the ProQuake Linux Server build hasn't been updated because Baker has been unable to compile it. I don't know if that's still the case or not.
        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

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        • #19
          Originally posted by Lardarse View Post
          From what I understand, the ProQuake Linux Server build hasn't been updated because Baker has been unable to compile it. I don't know if that's still the case or not.
          Can't compile the newest versions, or can't compile at all? The patch was originally posted for 3.5. The most current Linux server seems to be 3.9, which does not have the patch.

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          • #20
            ive seen him say his Linux machinen is broken, i think thats toe problem

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