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May 14th, 2005, 05:45 AM
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#1 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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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. -------- 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. ----- 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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July 5th, 2005, 05:56 AM
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#2 |
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Commander Keen
Join Date: Jul 2005
Posts: 2
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What exactually are "ports"? And how/where can I configure them?
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December 11th, 2005, 02:45 PM
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#3 |
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Commander Keen
Join Date: Dec 2005
Posts: 5
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sorry to post in such an old thread...
...nevertheless, me and a friend of mine are currently facing the above stated problem of port forwarding - and thanks dani for your explanations on this. though, as I am absolutely not into networking I was looking for a more fool-proof guide to successfully forward ports and found this page (hope this link has not been posted already and I am not giving redundant information) http://www.portforward.com/ it helped me to get a better idea of the whole story of port forwarding greetings, bivotar |
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January 12th, 2007, 05:52 AM
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#4 |
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Commander Keen
Join Date: Jan 2007
Posts: 25
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I really hate so many versions, I use doom2.wad 1.9, but from collectors edition, which is different and I found some people complaining about that. In fact that is newest version and I will not change it.
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February 12th, 2007, 11:57 PM
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#5 |
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Commander Keen
Join Date: Feb 2007
Posts: 2
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Alright, so I've been trying to connect to play Hexen or Heretic with a buddy of mine. For the sake of argument, let's say he's running the client and I'm running the server. Whenever he connects with Heretic, he can run around in game, but as soon as he shoots, the client crashes.
In Hexen, if he connects and shoots the shot basically explodes right in front of him (and he is unable to interact with the environment in any other way as well). Now, from all the literature I've read that just screams a problem with the UDP connection on one of our two ends. however Just for the heck of it, we gave a shot to Ultimate Doom. Same connections, same ports same everything. And guess what... the game worked perfectly. Any idea what that'd be about? We tried portforward, we tried connecting strait into the modem (both of us in different locations), and we tried a plethora of other things. However, Doom working and Heretic/Hexen not working seems a bit weird. Thanks |
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February 13th, 2007, 08:25 AM
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#6 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Is this with 1.9.0-beta5 or 5.1? I have an idea what the problem is and it will be fixed in an upcoming version.
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February 13th, 2007, 04:27 PM
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#7 |
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Commander Keen
Join Date: Feb 2007
Posts: 2
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I think it's beta 5. Should we try upgrading to 5.1? The link off of www.doomsdayhq.com goes to soureforge and pulls beta5, and I didn't see 5.1 laying around anywhere.
It's good to know you're on the bug though ![]() We've been having a blast playing doom co-op, but we're both huge heretic and hexen fans, so it'd be like Christmas in February if it worked
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February 28th, 2007, 11:07 AM
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#8 |
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Commander Keen
Join Date: Jan 2007
Posts: 21
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Does the Port 0 rule still apply to this? I mean, if I put my ports on zero as well as everyone else, they should be able to connect with no problems right?
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March 1st, 2007, 03:13 AM
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#9 |
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Commander Keen
Join Date: Jan 2007
Posts: 21
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You know, it's very difficult to join any game listed in the master server.
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September 14th, 2008, 02:27 AM
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#10 | |
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Join Date: Sep 2008
Posts: 13
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Quote:
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September 14th, 2008, 02:48 PM
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#11 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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They are Doomsday console commands and "1337" should be replaced with whatever port you wish to play on.
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September 18th, 2008, 08:50 PM
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#12 |
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Commander Keen
Join Date: Sep 2008
Location: Canada, Ontario.
Posts: 4
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Ok. I am trying to get an online game working with my friend and I. I go to host game. What exactly must I fill out in this section? not 100% sure, I got lost reading the above.
Now on my friends side, he is trying to join through my ip address. He puts it in the Qurey Address section. Now what else must he fill out? Also I have read you must allow the tcp of the main server on your firewall anybody know what that tcp is? Thanks. Would be very greatful if you can help us get it up and running. |
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November 22nd, 2008, 04:50 AM
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#13 |
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Commander Keen
Join Date: Nov 2008
Posts: 1
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umm..guys....pretend like i dont know all this TCP and UDP stuff
walk me through setting up a multiplayer game with another PC in my room i got NAT....i unblocked both firewall ports that the game has chosen by default, the other PC sees my game but nothing happens when he presses connect. halp! |
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November 23rd, 2008, 11:11 PM
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#14 |
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Commander Keen
Join Date: Nov 2008
Posts: 1
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help!
same as the guy before me, except i'm on a mac. i unblock the ports and all, just like instructed, but nothing happens!
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November 24th, 2008, 02:07 AM
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#15 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Unfortunately all released versions of Doomsday simply do not work for multiplayer when behind a NAT unless the setup is configured especially to route our packets directly around or through it.
I have never used one (to my knowledge at least) and to be quite honest don't know the first thing about them so someone with a bit more knowledge on the subject will have to help. If you have set up everything else accordingly (opened both the TCP and UDP ports named in the control panel) then thats really all you should need to do for direct net play. However once Routers and NATs get involved then things change a little and require more setting up. I really would like to see us reach a point soon where Doomsday can auto-configure itself for net play regardless of your network architecture but obviously there is quite a bit to do for that. |
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January 22nd, 2009, 02:33 PM
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#16 | |
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Commander Keen
Join Date: Jan 2009
Posts: 1
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Quote:
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May 22nd, 2009, 08:08 PM
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#17 |
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Commander Keen
Join Date: May 2009
Posts: 2
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Can't find servers
Has anybody had success connection to a network game using 1.9.0-beta6.2?
My client never sees a server, even when there are some listed on the doomsdayhq webpage. And when i start my own server, others people don't see it on their list, even though it is listed on the webpage. I'm unable to custom connect by entering an IP address either. Does the network feature for the software work? Why are there never any servers running? Thanks, Dan |
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May 22nd, 2009, 08:54 PM
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#18 |
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Commander Keen
Join Date: Nov 2005
Location: New Zealand
Posts: 1,274
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Multiplayer does not work in the 1.9.0 betas
YOu should use 1.8.6 to play multiplayer |
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May 23rd, 2009, 07:02 AM
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#19 |
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Commander Keen
Join Date: May 2009
Posts: 2
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Thanks
ahh. thanks a lot for the quick response. I did a decent amount of searching and never ran across anything that says that multiplayer doesn't work on the new builds. You might want to make that more clear in the documentation.
Thanks for the help! Dan |
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October 13th, 2009, 09:27 PM
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#20 |
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Commander Keen
Join Date: Oct 2009
Posts: 1
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I am interested in setting up a LAN server for me and my dad to play jDoom on. I have an hp laptop running Vista, and he has a Macbook running windows XP through parallels desktop. We both have doom.wad and wish to play co-op together. I make a server, and leave everything default, and make it say Yes when it asks "List on Master Server." Then i start the game and i end up on level 1 with a pistol. Then, on my dad's computer i go to Multiplayer, and choose join game... But, nothing. No servers are listed on the master server. Right now we are both using a wireless connection, but that shouldn't matter. Why isn't he finding my server? When i try to join his game, same thing, no servers listed. At my apartment, i have my own internet connection, and same thing, no servers at all listed.
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