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Permanent Servers

by eihrul on 02/03/2002 00:50, 472 messages, last message: 03/21/2008 13:36, 253647 views, last view: 05/18/2024 16:26

Anyone wanting to announce a permanent Cube server should place such announcements in this thread. Of course, the main servers at this point are grunt.splatterworld.de and dark.asamnet.de

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#449: Re: permanent servers

by SheeEttin on 01/12/2008 06:08, refers to #448

You could get a new computer and play some Sauerbraten... I'm pretty sure there's a dedicated AU server that's up most of the time.

Oh, and that thing about the dual-core processor wouldn't work.

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#450: Re: permanent servers

by demosthenes on 01/12/2008 06:19, refers to #449

Who says it wouldn't work?

I can force applications to use one core or the other. If I had two connections, I could tell one to listen on each of two IPs. Though I don't see why that would do any good. So, it would work, but there'd be no point.

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#451: Re: permanent servers

by SheeEttin on 01/12/2008 06:42, refers to #450

Well yeah, that'd work, but he's thinking of it in a different way. (I think.)

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#452: Re: permanent servers

by demosthenes on 01/12/2008 06:54, refers to #451

Ah. He could very well be.

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#453: Dedicated (FireWall) Problems

by Kyuki on 01/14/2008 01:32

Anyone know how to accept it? Or like make a dedicated server program that actually pops up saying "In order to run this program, you must accept this program from your firewall" and at that time it pops up and you hit Yes.

But thats not the case... Nothing pops up, I have my norton off and Firewall off, nothing else, and still says check your firewall.

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#454: Re: Dedicated (FireWall) Problems

by MovingTarget on 01/14/2008 02:24, refers to #453

Have you opened the necessary ports in your router?

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#455: Re: Dedicated (FireWall) Problems

by MeatROme on 01/14/2008 05:50, refers to #454

http://cube.wikispaces.com/Multiplayer+Guide#hosting

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#456: Re: Dedicated (FireWall) Problems

by Megagun_otherPC on 01/14/2008 13:36, refers to #455

And if you can\\\\\\\'t host, and want to play with friends (instead of opening a public server), try Hamachi: https://secure.logmein.com/products/hamachi/vpn.asp?lang=en
which allows you to make a private \\\\\\\'LAN\\\\\\\' without all the Router and port forwarding troubles. Just make sure you watch your Firewall and set it to not block Sauerbraten server.

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#457: Re: Pings

by chris052692 on 01/29/2008 00:42, refers to #447

ur in teh past presumebly... ur ping is 500 then wow thats pretty bad if not worse than mine by a long shot... ur ping SHOULD be around 50s-130s to be "normal" or not in the past even 200s are ok but a lil laggy i can say... i dunno this is just what im saying from my experience... and u shouldnt blame ping all the time sometimes ur internet just plain suks or ur graphics card cant handle teh graphics(ur comp. should be able to handle cube 2) or ur downloading something else while u play. Or even it coould be a server lag... well 500 ping, is just about in the past...sorry to inform u, but hey im just one guy maybe ur not in the past, maybe thats just me, but this is from my experience playing FPS games so there you go

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#458: What?

by hfsdjkconorhfsdkj on 01/31/2008 15:30

Chris, ping has nothing to do with the graphics card.

I used to have a slow connection, and what happened, is my ping was- get this- perfectly ok. My ping was sitting at a nice 450, which at first glance seems bad, but in Sauerbraten, ping doesn't do much at all, the main thing that you should be looking at is a high PJ. (Packetjump).


(And just to let you know, if you go look in a server to see your PJ, it's gonna read 0, you will have to ask someone else what your PJ is, because you will always see your own as 0).

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#459: User-made map selection

by JBridge on 02/10/2008 22:25

There should be an extra tab in the "load map" creen called "user maps" or something, so you don't have to remember the maps' names.

~Joel

P.S. Maybe someone could try to make a revamped version of firstmapever? I'd like to see how that works out.

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#460: Re: User-made map selection

by MovingTarget on 02/10/2008 22:31, refers to #459

And this is posted in the permanent server thread why?!?
I personally find it quite easy to remember the map I'm working on.

lol, I made a jetpack mod, and had a blast on firstevermap and secondevermap! It was totally wicked!!!

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#461: ports

by Blindman on 02/16/2008 23:53

HIya,
I luv the game but am having trouble running a ded server through the firewall even though the udp ports are dnat\\\'d(forwarded) to the server box.
I think once that is solved I could run a decent server with plenty of bandwidth.

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#462: Re: ports

by demosthenes on 02/17/2008 00:04, refers to #461

I believe ICMP is an integral part of getting a server recognized by the master, and that you'll need those ports open on both TCP and UDP, though I can't recall exactly which combination of types and numbers is required.

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#463: Re: ports

by graham on 02/17/2008 00:49, refers to #461

A sauer server uses two UDP ports: 78785 and 78786. The master server sends a server info request to your game server on port 78786, and your server is registered upon your reply. ICMP echo is not used.

http://cube.wikispaces.com/Multiplayer+Guide#router

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#464: Re: ports

by demosthenes on 02/17/2008 01:02, refers to #463

graham meant to say ports 28785, 28786, and 28786 respectively.

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#465: Re: ports

by graham on 02/17/2008 01:12, refers to #464

oh yeah, sorry about that.

Just to clarify:

UDP 28785
UDP 28786

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#466: Re: ports

by MeatROme on 02/17/2008 02:44, refers to #465

ICMP is not an issue!
Even though the server responds with "did not respond to ping" ... it doesn't mean the ICMP packets ... it's talking about a info-request to the servers UPD port 28786. The clients use UDP 28785 as port for the game-protocol.

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#467: Re: ports

by demosthenes on 02/17/2008 04:21, refers to #466

Personally, I think it shouldn't say "ping" if it doesn't mean "ping", but eh.

I wonder which game I'm thinking of that *does* need ICMP?

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#468: ..

by ezombie on 02/17/2008 19:10

Well, seeing as *ping* was a program that happen to use ICMP, not a protocol or packet type - I would say that the terminology is up for grabs :P

RTCW/ET used ICMP echo request packets for it's ping. This is the same method that the original ping program used, yes.

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