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Old May 14th, 2005, 05:45 AM   #1
DaniJ
 
Join Date: Apr 2003
Location: UK
Posts: 4,916
Setting up Doomsday for Multiplayer

Sub-Zero Says:

both client and server should have the same wad..
for instance the crc for doom2.wad v1.9 is f36acb. while the game will 'work' with differing wad files, differences in geometry can have players spawning outside the map or in walls etc.
--------
server:
set net-port-control to a port number. this is TCP
set 'net-port-data' to a port number. This can be the same as control as it is UDP.
ex:
net-port-control 1337
net-port-data 1337
net init tcpip
net server start

now, if the server's behind a NAT, you MUST forward incoming+outgoing connections from the NAT box's DMZ IP, ports 1337/tcp and 1337/udp, to ports 1337/TCP and 1337/UDP on your server's internal ip. Also, make sure your firewall, if any, is set to allow traffic through these ports! this includes any firewall software on your router AND on the server itself.
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client:
1. if the client's wired directly to a 'real' ip, then nothing needs to be done other than to unblock port 13209 (or whatever his chosen port is) tcp+udp from any firewalls running (remember, both incoming and outgoing connections).

2.. if the client is behind a NAT, then the NAT software must be configured to connection-track both tcp and udp packets. My experience (and hence this post) is based on my experience with the IP_NETFILTER code in linux 2.4/2.6 (iptables). Since netfilter properly (for the most part) tracks basic TCP and UDP connections, I did not need to do anything to play doomsday on internet servers. However, if your NAT software does NOT properly handle or conntrack (data gets from client to the internet, but not the other way) UDP connections, then you would need to make manual mappings like the server above. Many popular, modern SOHO routers made in the last few years (like the linksys WRT54G) are based on linux 2.4.x and so this shouldn't be necessary for most of you. For clients, it should be fire and forget.
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Since you're saying that your buddy can connect but cannot manipulate his environment, I'd guess that:
1. his firewall and/or NAT is not forwarding (or reverse tracking) his UDP port data, but TCP is working ok.
2. your server's or router's firewall is blocking his UDP
3. you don't have your NAT software set to map incoming UDP to your server.

both of you should check firewall settings, and/or make the req'd adjustments.

I hope this helps some people.. This is based on my experience playing around with doomsday a few weeks ago. currently, I just have two static mappings for tcp and udp for my dedicated server so outside people can connect, and I use no special settings for my client at all, for play on my local server, or those on the net. Good luck.

MAP ROTATION:
Servers can set up a sequence of maps to cycle through
automatically. This is done by defining the cycling rules with the
console variable "server-game-mapcycle" and then, after starting
the server, issuing the command "startcycle". The command
"endcycle" ends map rotation.

Note: You must enclose a string in quotes if it contains spaces.
For example:

> server-game-mapcycle "F:10 22 23"

The cycling rules have a very simple format:

(rule)[,(rule)] (map) [(map) [...] ] [(rule) ... ]

(Brackets [ and ] enclose optional parts here.) (rule) can be
either "Frags:X" or "Time:X", where X is either the maximum number
of frags or maximum amount of time in minutes. The words "Frags"
and "Time" can be abbreviated down to one letter. The comma
between rules can be replaced with a semicolon, a plus character,
a forward slash or a backslash. Map numbers always consist of two
digits. Either or both digits of a map number can be replaced with
an asterisk (*), which makes the server replace it with a random
number.

It's not that difficult, really. Take a look at the examples:

"F:10 11 12 13 14 2* T:15,F:5 37"

The cycle consists of maps E1M1, E1M2, E1M3, E1M4, a random map
from the second episode and E3M7 (assuming this is not Hexen or
Doom II). For the first five maps the rule for changing the map is
a maximum of 10 frags. The last map (E3M7) will end when either 15
minutes has passed or someone gets 5 frags.

"Frag:5 ** 25 24 23 Tim:1 11"

The cycle consists of a completely random map, E2M5, E2M4, E2M3
and E1M1. The first four maps will end when someone gets 5 frags.
The last map (E1M1) ends after one minute of gameplay. The extra
spaces between the map numbers are ignored.

Last edited by DaniJ; May 30th, 2005 at 03:11 AM.
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