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still have problems to host a dedicated server.... ?rvb=%23000000&texte=%23FFFFFF&hauteur=155&largeur=120&afficher=all

still have problems to host a dedicated server....

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still have problems to host a dedicated server.... Empty still have problems to host a dedicated server....

Post by CHIRAC 4th May 2009, 13:22

1- firewall turn off
2- virus protection turn off (i know i take a risk)
3- run rtime program
4- i wait around 10 secondes then run gmanager program
5- run turok2 multiplayer
6- clic on LAN
7- clic on my server name
8- most of time during the game loading i have that :


still have problems to host a dedicated server.... Sanstitreyfa

then that :

still have problems to host a dedicated server.... Sanstitre1pci

then that :

still have problems to host a dedicated server.... Sanstitre2gtj

so i get out the game and i see that :

still have problems to host a dedicated server.... Sanstitre3hpd

is anybody have a solution about my problem please?
CHIRAC
CHIRAC
Admin

Number of posts : 1145
Age : 44
Localisation : FRANCE
Registration date : 2009-02-08

https://turok.forumactif.com

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still have problems to host a dedicated server.... Empty Re: still have problems to host a dedicated server....

Post by Ry 5th May 2009, 00:44

Wow. I've never ever seen this before. How weird. You connect through LAN which's weird to me. Isn't LAN a local thing and not global thing? Copy and paste the contents of your gm.CFG file here so we can see. Better yet, I'll post one for you to see. Replace whatever's in your gm.CFG file with this stuff. Change the levels, health stuff if you want, but leave the killstrings at default and team names at default. Also, you should have team attack on, because if lots of people join, they can still frag. Tem Rok Match can be just something to make sure they pick a color, but doesn't have to mean that they're on a team. After you've done this, double click what's needed to start the dedicated server. What's this whole thing about LAN? Where does that fit into the whole gm.CFG file, or do you have to join a game through LAN? Instead of LAN, try joining through INTERNET. I don't know if any of this helps, but if you've edited the killstrings, then that might be the problem. It's happened to me. I just play on default killstrings for now.

;;;
;;; TUROK-2 GameManager configuration file
;;;
;;; Each configuration item consists of a key and a value which
;;; are separated by an equal ('=') sign. There should be no
;;; spaces between the key and the equal sign, nor between the
;;; equal sign and the value. I.e., "key = value" is not valid,
;;; but "key=value" is. The value extends to the end of the line.
;;; Key names are not case sensitive, but VALUES ARE CASE SENSITIVE.
;;; Lines which begin with a semi-colon (';') are comments.


;;;
;;; SERVER OPTIONS
;;;

;;; HOSTPORT
;;; The port that the GameManager is listening on.
;;; Values: A port number (it should be between 12880 and 12889 inclusive).
;;; Default: 12888.
HostPort=12880

;;; HOSTNAME
;;; The name of the game server. This is the name that will show up in
;;; GameSpy as the name of the server.
;;; Values: Any string.
;;; Default: None.
HostName=Join => www.turok.forumactif.com

;;; SERVERIP
;;; The IP address of the RTime server. Typically, this will be the same as
;;; the IP address of the GameManager, so if it is left undefined, the GameManager's
;;; IP address will be used. However, if the RTime server is running at a
;;; different IP address (e.g., on a different machine), it must be specified here.
;;; Values: An IP address.
;;; Default: None.
;ServerIP=127.0.0.1

;;; SERVERPORT
;;; The port that the RTime server is waiting for connections on.
;;; Values: A port number.
;;; Default: 12800.
;ServerPort=12800

;;; GAMETYPE
;;; The type of game being hosted.
;;; Values: Rok Match, Team Rok Match, CTF, Arena, Team Arena.
GameType=Team Rok Match

;;; LEVELSET
;;; The level set being used (.LSM file). The name should NOT include
;;; the extension. The GameManager will look for the file in the
;;; Data sub-directory of the directory that the GameManager was run from.
;;; For example, if "Levels" is specified then then the actual path to the
;;; level set file will be "data/Levels.lsm" relative to the directory where
;;; the GameManager was run.
;;; Values: A level set file name without the .LSM extension.
;;; Default: None.
LevelSet=Rok Match Levels

;;; LEVELS
;;; A space separated list of levels to play within the level set (in the
;;; order that they should be played).
;;; Values: The value must contain a space separated list of level numbers.
;;; The levels are zero indexed; i.e., the first level is level number 0.
;;; For example, to play the second, first then fourth level, you would specify:
;;; Levels=1 0 3. If this key is left undefined, all the levels within
;;; the level set will be played in order. Use the -listlevels command line
;;; parameter to get a list of all the levels in a level set. For example:
;;; gm_win32.exe -listlevels "Arena Levels.lsm"
;;; Default: Play all levels in order.
Levels=12 6 3 2 9 17

;;; MAXPLAYERS
;;; The maximum number of players that can join a game.
;;; Values: An integer between 2 and 16.
;;; Default: 4.
MaxPlayers=10

;;; NUMTEAMS
;;; The number of teams in a game.
;;; Values: An integer between 2 and 8 (0 = no teams).
;;; Default: 0 (no teams).
NumTeams=8

;;; FRAGLIMIT
;;; The number of frags any player can accrue before a level switch is
;;; automatically forced. NOTE: this key is not valid in CTF type games.
;;; Values: An integer (0 = no limit).
;;; Default: 10.
FragLimit=20

;;; TIMELIMIT
;;; The amount of time (in minutes) that can elapse before a level switch
;;; is automatically forced.
;;; Values: An integer (0 = no limit).
;;; Default: 5.
TimeLimit=0

;;; POINTLIMIT
;;; The amount of points that a player can accrue before a level switch
;;; is automatically forced. NOTE: This is only valid for CTF type games.
;;; Values: An integer (0 = no limit).
;;; Default: 5000.
PointLimit=0

;;; SORTSTATS
;;; Sort stats by frags or by amount of pain inflicted by a player.
;;; Values: Frags or Pain.
;;; Default: Frags.
SortStats=Frags

;;; NOTIFYGAMESPY
;;; Notify GameSpy of this game. If this is FALSE, then no heartbeats
;;; are sent to the GameSpy Master Servers, otherwise heartbeats are sent
;;; and this game will show up in GameSpy clients. So, if a "private"
;;; game is desired, set this key to FALSE.
;;; Values: A boolean (TRUE or FALSE).
;;; Default: TRUE.
NotifyGameSpy=TRUE

;;; PASSWORD
;;; The password for a game. If this key is left undefined, then a password
;;; will not be required to enter the game.
;;; Values: A string.
;;; Default: None.
;Password=secret


;;;
;;; GAME RULES
;;;

;;; HEALTH
;;; If TRUE, health will appear in the levels, otherwise, there will
;;; be no health.
;;; Values: A boolean (TRUE or FALSE).
;;; Default: TRUE.
Health=FALSE

;;; WEAPONSREMAIN
;;; If TRUE, a weapon remains after someone picks it up, otherwise it
;;; disappears and re-spawns after a waiting period.
;;; Values: A boolean (TRUE or FALSE).
;;; Default: FALSE.
WeaponsRemain=TRUE

;;; FRIENDLYFIREHURTS
;;; If TRUE, friendly fire (i.e., that from teammates) will cause damage,
;;; otherwise friendly fire causes no damage.
;;; Values: A boolean (TRUE or FALSE).
;;; Default: FALSE.
FriendlyFireHurts=TRUE

;;; ENEMIESDROPWEAPONS
;;; If TRUE, a killed player drops their weapon, otherwise, they don't.
;;; Values: A boolean (TRUE or FALSE).
;;; Default: FALSE.
EnemiesDropWeapons=TRUE

;;; ALLCHARACTERSSAME
;;; If TRUE, any special attributes a certain character has are disabled.
;;; This could even out play if players choose a variety of characters.
;;; Values: A boolean (TRUE or FALSE).
;;; Default: FALSE.
AllCharactersSame=TRUE

;;; ARENAMAXAMMO
;;; If TRUE, the weapons in arena modes will start with the maximum
;;; ammunition available, if FALSE, weapons start with the default
;;; initial ammunition.
;;; Values: A boolean (TRUE or FALSE).
;;; Default: FALSE.
ArenaMaxAmmo=FALSE

;;; ARENAWEAPONS
;;; A space separated string containing the numbers of the weapons to be used
;;; If this key is left undefined, all weapons will be used.
;;; Values:
;;; 0 = War Blade (always available) 7 = Plasma Rifle
;;; 1 = Tek Bow 8 = Firestorm Cannon
;;; 2 = Pistol 9 = Cerebral Bore
;;; 3 = Magnum Pistol 10 = Grenade Launcher
;;; 4 = Charge Dart Rifle 11 = Scorpion Rocket Launcher
;;; 5 = Shotgun 12 = Flame Thrower
;;; 6 = Shredder (Shrapnel Cannon) 13 = Nuke
;;;
;;; Default: Use all available weapons.
;ArenaWeapons=0 1 2 3 4 5 6 7 8 9 10 11


;;; ARENAHEALTH
;;; A number indicating how much extra health each player starts out with
;;; in arena mode games.
;;; Values: A number between 0 and 100.
;;; Default: 0 (no extra health).
;ArenaHealth=0


;;;
;;; TEAM NAMES
;;;

;;; The following strings can be used to customize the names of the teams
;;; in a team oriented game mode. If left undefined, defaults will be used.
;;; Values: A string (maximum of 20 characters).
;TeamName1=Team Ozone
;TeamName2=Team Nitro
;TeamName3=Team Fusion
;TeamName4=Team Rocket
;TeamName5=Team Slash
;TeamName6=Team Frag
;TeamName7=Team Scarecrow
;TeamName8=Team Lag


;;;
;;; KILL STRINGS
;;;

;;; Format strings used when a player kills another with a specific weapon.
;;; The first %s is replaced by the killed players name and the second %s
;;; is replaced by the killer's name. E.g., "KillPistol=%s caught a bullet from %s."
;;; would yield "Bob caught a bullet from Jim." if Jim had just killed Bob
;;; with the Pistol. Note that a construction like "KillXYZ=%s killed %s." is
;;; doomed since the player killed ALWAYS comes first. Suicide strings contain
;;; only one %s, and local strings contain no %s.
;KillWarBlade=%s was sliced and diced by %s.
;KillTekBow=%s was skewered by %s.
;KillPistol=%s caught a bullet from %s.
;KillMagnumPistol=%s took a fatal slug from %s.
;KillChargeDart=%s got a charge out of %s.
;KillShotgun=%s couldn't dodge %s's buckshot.
;KillShredder=%s was blown away by %s's shredder.
;KillPlasmaRifle=%s got seared by %s.
;KillFirestormCannon=%s got caught in %s's fire storm.
;KillGrenadeLauncher=%s couldn't handle %s's grenade.
;KillScorpionRocket=%s was vaporized by %s's rocket.
;KillFlameThrower=%s got torched by %s.
;KillSpeargun=%s got speared by %s.
;KillTorpedo=%s took a ride on %s's torpedo.
;KillCerebralBore=%s got a noogie from %s.
;KillRaptorClaw=%s was clawed by %s.
;KillShredderExplosion=%s was in the way of %s's shredder.
;KillGrenadeExplosion=%s tried to run from %s's grenade.
;KillScorpionExplosion=%s got caught in %s's blast zone.
;KillNukeExplosion=%s saw %s's mushroom cloud.
;KillDefaultExplosion=%s died in %s's explosion.
;KillTeleport=%s was in %s's teleport zone.
;SuicideBullet=%s couldn't stand it anymore.
;SuicideExplosion=%s went boom.
;SuicideDrown=%s drowned.
;SuicideFall=%s fell a long, long way.
;SuicideLava=%s should have worn asbestos boots.
;SuicidePoisonWater=%s came to an untimely end.
;SuicideFlyingDebris=%s got hit by cosmic debris.
;SuicideConsole=%s couldn't stand it anymore.
;LocalSuicideBullet=You couldn't stand it anymore.
;LocalSuicideExplosion=You went boom.
;LocalSuicideDrown=You drowned.
;LocalSuicideFall=You fell a long, long way.
;LocalSuicideLava=You should have worn asbestos boots.
;LocalSuicidePoisonWater=You came to an untimely end.
;LocalSuicideFlyingDebris=You got hit by cosmic debris.
;LocalSuicideConsole=Your wish is granted.


;;;
;;; Miscellaneous (optional) Options
;;;

;;; CPU
;;; The type of CPU/OS the game is running on.
;;; Values: A string identifying the computer.
;;; Default: None.
;CPU=Pentium II 400/Windows NT

;;; CONNECTION
;;; The type of connection the game has.
;;; Values: A string (such as: T3, T1, 56K, etc.)
;;; Default: None.
;Connection=T1

;;; LOCATION
;;; The general location (region) of the GameManager. This is used
;;; by the GameManager to facilitate speedy updates (generally the
;;; closer geographically, the speedier the connection).
;;; Values:
;;; 0 = Anywhere 7 = Continental Europe
;;; 1 = Southeast US 8 = Central Asia, Middle East
;;; 2 = Western US 9 = Southeast Asia, Pacific
;;; 3 = Midwest US 10 = Africa
;;; 4 = Northwest US, West Canada 11 = Australia/New Zealand/Pacific
;;; 5 = Northeast US, East Canada 12 = Central, South America
;;; 6 = United Kingdom
;;; Default: Anywhere
;Location=0

;;; WORLDID
;;; This key should only be used if a non-standard host port
;;; is specified (i.e., one not in the range 12880-12889).
;;; It uniquely identifies a game on the Rtime server.
;;; Values: A number between 140 and 149.
;;; Default: 140.
;WorldID=140
SpeedMultiplier=1.42
Ry
Ry

Number of posts : 3416
Localisation : ryliveshere@gmail.com
Registration date : 2009-04-07

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still have problems to host a dedicated server.... Empty firewalled

Post by B@D@SS 5th May 2009, 04:42

dante has that same problem crazytrain said that its because your cablemodem or what ever comes firewalled from the manufacturer or your service provider and u have to get on the website youripaddres.com or what ever and change some shit..
B@D@SS
B@D@SS

Number of posts : 212
Localisation : Missouri
Registration date : 2009-03-05

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still have problems to host a dedicated server.... Empty Re: still have problems to host a dedicated server....

Post by Invité 5th May 2009, 22:01

What is your internet provider? also are you sure you enabled DMZ?

Invité
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still have problems to host a dedicated server.... Empty Re: still have problems to host a dedicated server....

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