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Posted: Wed Jan 31, 2007 10:50 pm
by Eranz4
1.So a dedicated server simply means that most of my computer resources will be given to the game?
Will I still be able to play in it with good speed?

2. When we play with a non dedicated server, the fifth person that connects makes all the pings (besides mine) go up to 999 and the game is ruined. is it suppose to be like that?

3. I failed to start a dedicated server for trying playing more then 4 people and for trying solve the gamespy problem I have as u suggested. After I press start game, I am back to windows, and a window is open.
Here is the log from that window:

Is that tells you something?
Thanks !

--- Common Initialization ---
Medal of Honor Allied Assault 1.11 win-x86 Mar 5 2002
----- FS_Startup -----
Current search path:
d:\Program Files\Medal of Honor/main
d:\Program Files\Medal of Honor\main\zzzzz_PKM_BattleLinc.pk3 (256 files)
d:\Program Files\Medal of Honor\main\zzz-3dK-PatioV2_map.pk3 (18 files)
d:\Program Files\Medal of Honor\main\User_hb_crossover.pk3 (8 files)
d:\Program Files\Medal of Honor\main\User_BRD_CanyonSnipe.pk3 (16 files)
d:\Program Files\Medal of Honor\main\User-Stalingrad2Full.pk3 (42 files)
d:\Program Files\Medal of Honor\main\User-SniperValleyMP.pk3 (12 files)
d:\Program Files\Medal of Honor\main\user-night_tunisian.pk3 (14 files)
d:\Program Files\Medal of Honor\main\user-graveyard-shift.pk3 (3 files)
d:\Program Files\Medal of Honor\main\TeamTemple_mohaa.pk3 (166 files)
d:\Program Files\Medal of Honor\main\pak6.pk3 (104 files)
d:\Program Files\Medal of Honor\main\pak1.pk3 (55 files)
d:\Program Files\Medal of Honor\main\map_thecanal-fixed.pk3 (72 files)
d:\Program Files\Medal of Honor\main\Le-Camp.pk3 (83 files)
d:\Program Files\Medal of Honor\main\KELLYS.PK3 (3 files)
d:\Program Files\Medal of Honor\main\jv_bot01.pk3 (77 files)
d:\Program Files\Medal of Honor\main\highnoon.pk3 (46 files)
d:\Program Files\Medal of Honor\main\downtown.pk3 (12 files)
d:\Program Files\Medal of Honor\main\crack_of_dawn.pk3 (12 files)
d:\Program Files\Medal of Honor\main\Belgas74.Pk3 (50 files)
d:\Program Files\Medal of Honor\main\676_mall.pk3 (453 files)
d:\Program Files\Medal of Honor\main\676_Bullies_VS_Chicago.pk3 (255 files)

----------------------
1757 files in pk3 files
execing default.cfg
execing menu.cfg
execing newconfig.cfg
Config: unnamedsoldier.cfg
execing configs/unnamedsoldier.cfg
couldn't exec localized.cfg
execing autoexec.cfg
Unknown command "fov"
couldn't exec custom.cfg
...detecting CPU, found Intel Pentium III

------- Input Initialization -------
Initializing DirectInput...
Couldn't set DI coop level
Falling back to Win32 mouse support...
------- Input Initialization Complete ------- 13
You are now setup for easy mode.
----- Client Initialization -----
Called FadeSound with: 0.000000
----- Initializing Renderer ----
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\WINDOWS\system32\opengl32.dll' ): succeeded
...setting mode 3: 640 480 FS
...using colorsbits of 32
...calling CDS: ok
...registered window class
...created window@0,0 (640x480)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 0 )
...101 PFDs found
...hardware acceleration found
...PIXELFORMAT 7 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...using GL_EXT_texture_compression_s3tc
...using GL_ARB_texture_compression
...GL_EXT_texture_env_add not found
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...ignoring GL_EXT_texture_env_combine
...using GL_EXT_compiled_vertex_array
...WGL_3DFX_gamma_control not found

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 7300 GS/PCI/SSE2
GL_VERSION: 2.0.3
GL_EXTENSIONS: GL_ARB_depth_texture
GL_EXTENSIONS: GL_ARB_fragment_program
GL_EXTENSIONS: GL_ARB_imaging
GL_EXTENSIONS: GL_ARB_multisample
GL_EXTENSIONS: GL_ARB_multitexture
GL_EXTENSIONS: GL_ARB_point_parameters
GL_EXTENSIONS: GL_ARB_shadow
GL_EXTENSIONS: GL_ARB_texture_border_clamp
GL_EXTENSIONS: GL_ARB_texture_compression
GL_EXTENSIONS: GL_ARB_texture_cube_map
GL_EXTENSIONS: GL_ARB_texture_env_add
GL_EXTENSIONS: GL_ARB_texture_env_combine
GL_EXTENSIONS: GL_ARB_texture_env_dot3
GL_EXTENSIONS: GL_ARB_texture_mirrored_repeat
GL_EXTENSIONS: GL_ARB_transpose_matrix
GL_EXTENSIONS: GL_ARB_vertex_buffer_object
GL_EXTENSIONS: GL_ARB_vertex_program
GL_EXTENSIONS: GL_ARB_window_pos
GL_EXTENSIONS: GL_S3_s3tc
GL_EXTENSIONS: GL_EXT_abgr
GL_EXTENSIONS: GL_EXT_bgra
GL_EXTENSIONS: GL_EXT_blend_color
GL_EXTENSIONS: GL_EXT_blend_func_separate
GL_EXTENSIONS: GL_EXT_blend_minmax
GL_EXTENSIONS: GL_EXT_blend_subtract
GL_EXTENSIONS: GL_EXT_compiled_vertex_array
GL_EXTENSIONS: GL_EXT_draw_range_elements
GL_EXTENSIONS: GL_EXT_fog_coord
GL_EXTENSIONS: GL_EXT_multi_draw_arrays
GL_EXTENSIONS: GL_EXT_packed_pixels
GL_EXTENSIONS: GL_EXT_point_parameters
GL_EXTENSIONS: GL_EXT_rescale_normal
GL_EXTENSIONS: GL_EXT_secondary_color
GL_EXTENSIONS: GL_EXT_separate_specular_color
GL_EXTENSIONS: GL_EXT_shadow_funcs
GL_EXTENSIONS: GL_EXT_stencil_two_side
GL_EXTENSIONS: GL_EXT_stencil_wrap
GL_EXTENSIONS: GL_EXT_texture3D
GL_EXTENSIONS: GL_EXT_texture_compression_s3tc
GL_EXTENSIONS: GL_EXT_texture_cube_map
GL_EXTENSIONS: GL_EXT_texture_edge_clamp
GL_EXTENSIONS: GL_EXT_texture_env_combine
GL_EXTENSIONS: GL_EXT_texture_env_dot3
GL_EXTENSIONS: GL_EXT_texture_filter_anisotropic
GL_EXTENSIONS: GL_EXT_texture_lod
GL_EXTENSIONS: GL_EXT_texture_lod_bias
GL_EXTENSIONS: GL_EXT_texture_object
GL_EXTENSIONS: GL_EXT_vertex_array
GL_EXTENSIONS: GL_HP_occlusion_test
GL_EXTENSIONS: GL_IBM_rasterpos_clip
GL_EXTENSIONS: GL_IBM_texture_mirrored_repeat
GL_EXTENSIONS: GL_KTX_buffer_region
GL_EXTENSIONS: GL_NV_blend_square
GL_EXTENSIONS: GL_NV_copy_depth_to_color
GL_EXTENSIONS: GL_NV_depth_clamp
GL_EXTENSIONS: GL_NV_fence
GL_EXTENSIONS: GL_NV_float_buffer
GL_EXTENSIONS: GL_NV_fog_distance
GL_EXTENSIONS: GL_NV_fragment_program
GL_EXTENSIONS: GL_NV_half_float
GL_EXTENSIONS: GL_NV_light_max_exponent
GL_EXTENSIONS: GL_NV_multisample_filter_hint
GL_EXTENSIONS: GL_NV_occlusion_query
GL_EXTENSIONS: GL_NV_packed_depth_stencil
GL_EXTENSIONS: GL_NV_pixel_data_range
GL_EXTENSIONS: GL_NV_point_sprite
GL_EXTENSIONS: GL_NV_primitive_restart
GL_EXTENSIONS: GL_NV_register_combiners
GL_EXTENSIONS: GL_NV_register_combiners2
GL_EXTENSIONS: GL_NV_texgen_reflection
GL_EXTENSIONS: GL_NV_texture_compression_vtc
GL_EXTENSIONS: GL_NV_texture_env_combine4
GL_EXTENSIONS: GL_NV_texture_expand_normal
GL_EXTENSIONS: GL_NV_texture_rectangle
GL_EXTENSIONS: GL_NV_texture_shader
GL_EXTENSIONS: GL_NV_texture_shader2
GL_EXTENSIONS: GL_NV_texture_shader3
GL_EXTENSIONS: GL_NV_vertex_array_range
GL_EXTENSIONS: GL_NV_vertex_array_range2
GL_EXTENSIONS: GL_NV_vertex_program
GL_EXTENSIONS: GL_NV_vertex_program1_1
GL_EXTENSIONS: GL_NV_vertex_program2
GL_EXTENSIONS: GL_SGIS_generate_mipmap
GL_EXTENSIONS: GL_SGIS_texture_lod
GL_EXTENSIONS: GL_SGIX_depth_texture
GL_EXTENSIONS: GL_SGIX_shadow
GL_EXTENSIONS: GL_WIN_swap_hint
GL_EXTENSIONS: WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: 3, 640 x 480 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 16
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: enabled
Initializing Shaders
Setting up Shaders
----- finished R_Init -----
------- profiling DrawBackground methods -------
glDrawPixels w/ BGR: 34741 clocks
glDrawPixels w/ RGB: 35119 clocks
glTexSubImage2D w/ BGR: 687470 clocks
glTexSubImage2D w/ RGB: 852341 clocks
DrawBackground: using glDrawPixels with BGR data
-------------------------------
------ Force Feedback Initialization -----
Loading ff...
ff: Creating feedback device:
ff: ...no ff mouse found
Failed to load ff dll
------------------------------------------
--------- Force Feedback Shutdown --------
------------------------------------------
Winsock Initialized
Opening IP socket: localhost:12203
Hostname: pc2006
IP: 172.23.225.120
IP: 84.229.116.92
------- Sound Initialization (full) -------
Sound opened using Direct Sound
'Miles Fast 2D Positional Audio' provider opened.
Loading global/sound0.txt
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
----- Sound Info -----
driver - Miles Fast 2D Positional Audio
speaker setup - 2 speakers
reverb - OFF
samplebits - 16
speed - 44100
----------------------
------- Sound Initialization Complete ------- 68 ms
Setting up Shaders
Loading inventory...
**************S_LoadSound: sound/default.wav
**************S_LoadSound: sound/default.wav
**************S_LoadSound: sound/default.wav
**************S_LoadSound: sound/default.wav
**************S_LoadSound: sound/default.wav
**************S_LoadSound: sound/default.wav
**************S_LoadSound: sound/default.wav
**************S_LoadSound: sound/default.wav
----- Client Initialization Complete ----- 1831 ms
--- Common Initialization Complete --- 2364 ms
Working directory: d:\Program Files\Medal of Honor
Loading Localization File global/localization.txt
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
trFMV::play(), playing EAlogo.RoQ
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
trFMV::play(), playing 2015intro.RoQ
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
trFMV::play(), playing intro.RoQ
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
**************S_LoadSound: sound/default.wav
sv_maxclients will be changed upon restarting.
g_gametype will be changed upon restarting.
cheats will be changed upon restarting.
------ Server Initialization ------
Server: dm/graveyard-shift
Called FadeSound with: 0.000000
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Setting up Shaders
UI_DrawConnect called
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/mg42_gun.tik
------ Server Initialization Complete ------ 0.23 seconds
Called FadeSound with: 0.000000
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------


-----------PARSING UBERSOUND------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
Parse/Load time: 0.089000 seconds.
-------------UBERSOUND DONE---------------



-----------PARSING UBERDIALOG------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
Parse/Load time: 0.220000 seconds.
-------------UBERDIALOG DONE---------------

stitched 176 LoD cracks
...loaded 6723 faces, 119 meshes, 0 trisurfs, 0 flares
R_LevelMarksLoad: maps/dm/graveyard-shift.dcl not found
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_trail_bubble.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_paper.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_wood.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_metal.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_water.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_gravel.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_foliage.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_carpet.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_still.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_moving.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_light_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_heavy_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_puddle.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_snow.tik
------- Sound End Registration -------
------- Sound End Registration Complete -------
CL_EndRegistration: 0.00 seconds
CL_InitCGame: 1.33 seconds
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/allied_aj.tik
Called FadeSound with: 0.000000
EranZ has entered the battle
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/allied_aj_fps.tik

Disconnected from server
----- Server Shutdown -----
---------------------------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Setting up Shaders
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
**************S_LoadSound: sound/default.wav
dedicated will be changed upon restarting.
----- CL_Shutdown -----
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Shutdown (full) -------
------- Sound Shutdown Complete -------
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...hiding window
...destroying window
...window successfully destroyed
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
Winsock Initialized
Opening IP socket: 172.23.225.120:12203
Hostname: pc2006
IP: 172.23.225.120
IP: 84.229.116.92
------ Server Initialization ------
Server: dm/graveyard-shift
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/mg42_gun.tik
------ Server Initialization Complete ------ 0.40 seconds
Hitch warning: 503 msec frame time

Posted: Wed Jan 31, 2007 10:52 pm
by Eranz4
Ric-hard wrote:May I ask what the server IP and name is?
Hi,
It's EZ Arena. The ip changes every time I connect to the internet.

Posted: Wed Jan 31, 2007 11:27 pm
by NaotoKhan
Well there are some problems in your console, but it looks like your server is still starting up fine. It's supposed to close the game like that - because it is a dedicated server and you are not playing in it, it closes the game and just starts up the server in the little console window. Once you see the line "Server Initialization Complete" the server should be done loading, and you and your friends should be able to see it in Gamespy. Assuming, of course, that you had the Gamespy option checked before you started the server.

Posted: Thu Feb 01, 2007 8:48 am
by Eranz4
Ok then,
I am looking forward to check that after work :-)

1. How can I end the server?
2. If I still won't see it in gamespy,
can I open MOH and connect by ip to my own computer?

Posted: Thu Feb 01, 2007 2:59 pm
by NaotoKhan
Eranz4 wrote:1. How can I end the server?
Click "Quit" on the console.
Eranz4 wrote:2. If I still won't see it in gamespy,
can I open MOH and connect by ip to my own computer?
Yes.

Posted: Thu Feb 01, 2007 9:56 pm
by Rookie One.pl
Actually, if you're running a dedicated server on your own computer, you can't connect to it from the same machine. The 2015/EA mindf**ks made the server drop packets originating from localhost (you don't even get a challenge response from a locally running dedicated server), which means only traffic from outside (i.e. from different IP addresses) will be considered. No other Q3 engine has this defect.

Posted: Fri Feb 02, 2007 12:31 am
by Eranz4
I have opened the dedicated server.
I could can connect by "join lan game",
but can't connect by "join internet game", nor anyone else (everyone gets timeout).
Any ideas what can I do ?

Posted: Fri Feb 02, 2007 12:43 am
by NaotoKhan
Rookie One.pl wrote:Actually, if you're running a dedicated server on your own computer, you can't connect to it from the same machine.
I have, many times. It may not work to join it from the internet game browser, but you can join it as a lan game, that's what I usually do, and I've had multiple other people join it from the internet at the same time.

Eranz4 did you check the internet/gamespy option when you started your dedicated server? Also, I'm wondering what IP address you're giving to your friends, because you said your IP changes each time?

Posted: Fri Feb 02, 2007 10:14 am
by Eranz4
Hi,

I tried to remove the gamespy 2.05, and installed an older version,
cause I wanted to check if maybe there is a connection between the problem to the fact I installed a new version of gamespy.
But I could't launch it without upgrading again to an older version,
so meanwhile I am still with the older version and can't open gamespy to see if my server is visible. I will check that today with abother friend that has gamespy installed.

But anyway, gamespy will not help even if my dedicated server will be visible, as long as other people can't connect to my IP (I can connect by Lan).
My ip changes everytime I recconect to the internet.
As long as I am still connected, there it does not change,so there is no problem, and I don't understand why people can connect to my non dedicated server, but can't connnect to my dedicated server...

Posted: Tue Mar 06, 2007 3:09 pm
by Zoom
Are you kidding?
You cant open an Game Server from the game and expect to see in gamespy/theallseeingeye, u need a server to put the game server on :D
I could put u admin on my server if you give me good working realism file, CANT FIND WORKING ONE!!!