Author Topic: Network Support Request...  (Read 5992 times)

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Re: Network Support Request...
Man, I'm dead tired.  I'm getting some sleep.  Looking foward to resolving this problem though.  I'll speek to you all tomorrow.  Thanks for the help thus far.
The big cool ship...

 
Re: Network Support Request...
So we don't have an update on a possible fix, a different server to connect to, or a new engine (or older one) that should be used?
The big cool ship...

 

Offline taylor

  • Super SCP/Linux Guru
  • 212
    • http://www.icculus.org/~taylor
Re: Network Support Request...
The new server IP is 67.10.75.93 so just use that in your fs2open_pxo.cfg file and you should be good to go as far as that is concerned.  The server IP is never tied to the binary so changing builds wouldn't do anything in that respect.

Ragarding LAN play, I had some Linux related issue when testing last night.  A Linux server never showed up to any clients.  Other servers (Win32 and OS X) did show up on the Linux side though.  That should just be a system issue as I can't find anything actually wrong with the code, and aside from that one machine's host issue all of the test boxes worked perfectly.  The normal packets ("Sending GAME_UPDATE", etc.) only go over the wire if there is actually a client out there.  If the machine running as host doesn't have a firewall issue, also make sure that the client machine doesn't either.  Otherwise Ethereal would just not be getting those packets since the game wouldn't actually be sending them out.

 
Re: Network Support Request...
The new server IP is 67.10.75.93 so just use that in your fs2open_pxo.cfg file and you should be good to go as far as that is concerned.  The server IP is never tied to the binary so changing builds wouldn't do anything in that respect.

Ragarding LAN play, I had some Linux related issue when testing last night.  A Linux server never showed up to any clients.  Other servers (Win32 and OS X) did show up on the Linux side though.  That should just be a system issue as I can't find anything actually wrong with the code, and aside from that one machine's host issue all of the test boxes worked perfectly.  The normal packets ("Sending GAME_UPDATE", etc.) only go over the wire if there is actually a client out there.  If the machine running as host doesn't have a firewall issue, also make sure that the client machine doesn't either.  Otherwise Ethereal would just not be getting those packets since the game wouldn't actually be sending them out.

Okay...  I sucessfully connected to the server with the IP address you gave me.  I successfully connected two computers onto it.  I hosted a game, and the other computer did not see it.  Ports were verified and set correctly on the gateway.  The host computer was the computer which had the port fowarding from the gateway.

I did the same thing in reverse using the other system as a host; same issue. This was all late last night.

Now I tried to log into the server and I'm getting failures.  *sighs*
The big cool ship...

 

Offline taylor

  • Super SCP/Linux Guru
  • 212
    • http://www.icculus.org/~taylor
Re: Network Support Request...
The server appears to be down at the moment.  Don't know when it will be back up.

But, you don't need FS2NetD access if you are testing on the same LAN.  FS2NetD only provides game tracking for clients which aren't on the same subnet as the host.  What is the other computer running for OS and what build of FS2_Open?

 
Re: Network Support Request...
System 1: 192.168.0.100
Windows XP Pro SP2 (and yes, that annoying security feature is disabled).
FS2_open_367

System 2: 192.168.0.101
Windows XP Pro SP2 (and yes, that annoying security feature is disabled).
FS2_open_367

System 3: 192.168.0.102
Windows XP Home (Firewalls disabled and not used for these tests).

Gateway: 192.168.0.1
Linux Smoothwall w/ superkernal

All systems on subnet 255.255.255.0
The big cool ship...

 
Re: Network Support Request...
Well, I finally fixed part of the problem and got a network gaming running.

I believe as long as I don't touch any of the settings within the software, I'll be able to maintain this.

Now, with a heavy heart, I must say:
OMG OMG MY CTF MISSION ROCKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
[/color]
                                                     ME AND MY BROTHER WENT NUTS ON IT!  IT WAS SOOOOOOOOOOOOOOO MUCH FUN AND HARD AS HOLY HELL!!!!!!!!!!!!!!!!

Now with sanity back in my control, I did manage to find a few bugs.  Team 2 can lock on any member on Team 1.  This is disallowed unless team 1 obtains the flag (which didn't happen).

I personally can not wait until I get the more serious bugs resolved.  This map was just damn awesome and I KNOW people are going to be doing an ass kicking to play it.  =P
The big cool ship...