Multiplayer connection issues
Hi,
We have been trying to start playing TNT and Plutonia as multiplayer but for some reason the joining the server does not work.
The only thing that happens is that the server in question(and other visible servers) gets minimized and you get back to the Join game/Player setup -menu.
This is what we've confirmed and checked:
- we both have the same OS(win7 64bit)
- we both have the same version of dengine 1.14.5
- we tried with different port number and firewall rules (rules which allowed basically any kind of traffic in and out)
- we both even switched off our firewalls after making huge set of rules for the port 13209 and other ports
- we noticed that when I create a server, the friend couldn't ping the IP but when he created the server I could ping that servers IP, but still no dice in multiplayer working
- we have different ISP's
It seems like I can't attach the doomsday.out file(the upload attachment doesn't work)so I'll copy-paste it below.
Do you have any tips or tricks which could help?
Btw, we did get it to work when the friend came over and we were both hooked up to the same modem. 16-levels of TNT and a couple of beers. Nice! But it would be nice to get it working remotely too...
Ps. vastaukset suomeksi hyväksytään myös.
We have been trying to start playing TNT and Plutonia as multiplayer but for some reason the joining the server does not work.
The only thing that happens is that the server in question(and other visible servers) gets minimized and you get back to the Join game/Player setup -menu.
This is what we've confirmed and checked:
- we both have the same OS(win7 64bit)
- we both have the same version of dengine 1.14.5
- we tried with different port number and firewall rules (rules which allowed basically any kind of traffic in and out)
- we both even switched off our firewalls after making huge set of rules for the port 13209 and other ports
- we noticed that when I create a server, the friend couldn't ping the IP but when he created the server I could ping that servers IP, but still no dice in multiplayer working
- we have different ISP's
It seems like I can't attach the doomsday.out file(the upload attachment doesn't work)so I'll copy-paste it below.
Do you have any tips or tricks which could help?
Btw, we did get it to work when the friend came over and we were both hooked up to the same modem. 16-levels of TNT and a couple of beers. Nice! But it would be nice to get it working remotely too...
Ps. vastaukset suomeksi hyväksytään myös.
Application path: C:\Program Files (x86)\Doomsday\Bin\Doomsday.exe
Created a new 32.0 MB memory volume.
Config::read: modules/Config matches version [ 2, 0, 0, 1265 ]
Executable: Doomsday Engine 1.14.5 (Stable 32-bit #1265) Jun 19 2014 13:11:35
Command line options:
0: ..\Bin\Doomsday.exe
1: -basedir
2: C:\Program Files (x86)\Doomsday/
3: -sfxchan
4: 16
5: -notexcomp
6: -iwad
7: G:\WD_SmartWare\Games\DOOM\Plutonium experiment\plutonia.wad
8: -wnd
9: -userdir
10: C:\Users\Masterbatong\Documents\Doomsday Frontend\runtime/
RenderSystem: Loading shader definitions from read-only archive entry "data/renderer.pack/
shaders.dei" [path "/data/doomsday.pk3/data/renderer.pack/shaders.dei"]
from archive in read-only "(basedir)\data\doomsday.pk3"
GLFramebuffer: Multisampling not supported: [ConfigError] (GLTarget::validate) Incomplete
attachments
OpenGL 3.3 supported
Sys_GLInitialize: OpenGL information:
Version: 4.0.0 - Build 10.18.10.3412
Renderer: Intel(R) HD Graphics 4000
Vendor: Intel
Capabilities:
Compressed texture formats: 10
Available texture units: 8
Maximum texture anisotropy: 16
Maximum texture size: 16384
Line width granularity: 0.5
Line width range: 0...6.99219
^ : OpenGL Extensions:
^ : 3DFX extensions:
texture_compression_FXT1
^ : ARB extensions:
multitexture, map_buffer_alignment, conservative_depth, texture_cube_map,
transpose_matrix, internalformat_query, internalformat_query2, texture_env_add,
texture_compression, texture_border_clamp, point_parameters, texture_env_combine,
texture_env_dot3, texture_env_crossbar, shadow, window_pos, vertex_program,
fragment_program, vertex_buffer_object, occlusion_query, fragment_shader,
shader_objects, shading_language_100, texture_non_power_of_two, vertex_shader,
point_sprite, fragment_program_shadow, depth_texture, texture_rectangle,
draw_buffers, color_buffer_float, half_float_pixel, texture_float,
pixel_buffer_object, draw_instanced, half_float_vertex, occlusion_query2,
multisample, texture_rg, texture_compression_rgtc, texture_swizzle,
texture_gather, sync, framebuffer_sRGB, depth_buffer_float, transform_feedback2,
draw_indirect, framebuffer_object, map_buffer_range, texture_buffer_range,
blend_func_extended, copy_buffer, sampler_objects, seamless_cube_map,
uniform_buffer_object, depth_clamp, vertex_array_bgra, shader_bit_encoding,
draw_buffers_blend, geometry_shader4, texture_query_lod,
explicit_attrib_location, draw_elements_base_vertex, instanced_arrays,
base_instance, fragment_coord_conventions, texture_buffer_object_rgb32,
compatibility, texture_rgb10_a2ui, texture_multisample,
vertex_type_2_10_10_10_rev, timer_query, tessellation_shader,
vertex_array_object, provoking_vertex, sample_shading, texture_cube_map_array,
gpu_shader5, gpu_shader_fp64, shader_subroutine, transform_feedback3,
get_program_binary, separate_shader_objects, shader_precision,
vertex_attrib_64bit, viewport_array, transform_feedback_instanced,
compressed_texture_pixel_storage, shader_atomic_counters,
shading_language_packing, shading_language_420pack, texture_storage,
vertex_attrib_binding, multi_draw_indirect, program_interface_query,
debug_output, arrays_of_arrays, texture_compression_bptc, ES2_compatibility,
robustness
^ : ATI extensions:
separate_stencil
^ : EXT extensions:
blend_minmax, blend_subtract, blend_color, abgr, texture3D, clip_volume_hint,
compiled_vertex_array, draw_range_elements, rescale_normal, packed_pixels,
texture_edge_clamp, separate_specular_color, texture_env_combine, bgra,
blend_func_separate, secondary_color, fog_coord, texture_env_add,
multi_draw_arrays, texture_filter_anisotropic, texture_compression_s3tc,
shadow_funcs, stencil_wrap, texture_rectangle, stencil_two_side,
texture_lod_bias, blend_equation_separate, framebuffer_object, draw_buffers2,
texture_sRGB, packed_float, texture_shared_exponent, texture_swizzle,
packed_depth_stencil, transform_feedback, framebuffer_blit,
framebuffer_multisample, texture_array, texture_integer, texture_snorm,
geometry_shader4, gpu_program_parameters, gpu_shader4, texture_storage,
texture_sRGB_decode
^ : IBM extensions:
texture_mirrored_repeat
^ : INTEL extensions:
performance_queries, map_texture
^ : KHR extensions:
debug
^ : NV extensions:
blend_square, texgen_reflection, conditional_render, primitive_restart
^ : SGIS extensions:
texture_edge_clamp, generate_mipmap, texture_lod
^ : SUN extensions:
multi_draw_arrays
^ : WIN extensions:
swap_hint
^ : Extensions (WGL):
^ : WGL extensions:
EXT_depth_float, ARB_buffer_region, ARB_extensions_string, ARB_make_current_read,
ARB_pixel_format, ARB_pbuffer, EXT_extensions_string, EXT_swap_control,
EXT_swap_control_tear, ARB_multisample, ARB_pixel_format_float,
ARB_framebuffer_sRGB, ARB_create_context, ARB_create_context_profile,
EXT_pixel_format_packed_float, EXT_create_context_es_profile,
EXT_create_context_es2_profile, NV_DX_interop, ARB_create_context_robustness
FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013
Audio configuration:
CD: FMOD/CD
Music: FMOD/Ext
SFX: FMOD
Initialized 16 sound effect channels
User-supplied IWAD path: "G:/WD_SmartWare/Games/DOOM/Plutonium experiment/"
Locating "HACX - Twitch 'n Kill"...
! hacx.wad: missing
- libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
=> Not playable (incomplete resources)
Locating "Chex(R) Quest"...
! chex.wad: missing
- libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
=> Not playable (incomplete resources)
Locating "Final DOOM: TNT: Evilution"...
! tnt.wad: missing
- libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
=> Not playable (incomplete resources)
Locating "Final DOOM: The Plutonia Experiment"...
- plutonia.wad: "G:\WD_SmartWare\Games\DOOM\Plutonium experiment\plutonia.wad"
- libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
=> Playable
Locating "DOOM 2: Hell on Earth"...
! doom2.wad or doom2f.wad: missing
- libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
=> Not playable (incomplete resources)
Locating "Ultimate DOOM"...
! doom.wad or doomu.wad: missing
- libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
=> Not playable (incomplete resources)
Locating "DOOM Registered"...
! doom.wad: missing
- libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
=> Not playable (incomplete resources)
Locating "DOOM Shareware"...
! doom1.wad: missing
- libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
=> Not playable (incomplete resources)
Locating "Heretic: Shadow of the Serpent Riders"...
! heretic.wad: missing
- libheretic.pk3: "(basedir)\data\jheretic\libheretic.pk3"
=> Not playable (incomplete resources)
Locating "Heretic Registered"...
! heretic.wad: missing
- libheretic.pk3: "(basedir)\data\jheretic\libheretic.pk3"
=> Not playable (incomplete resources)
Locating "Heretic Shareware"...
! heretic1.wad: missing
- libheretic.pk3: "(basedir)\data\jheretic\libheretic.pk3"
=> Not playable (incomplete resources)
Locating "Hexen: Deathkings of the Dark Citadel"...
! hexen.wad: missing
! hexdd.wad: missing
- libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
=> Not playable (incomplete resources)
Locating "Hexen"...
- libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
! hexen.wad: missing
=> Not playable (incomplete resources)
Locating "Hexen v1.0"...
! hexen.wad: missing
- libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
=> Not playable (incomplete resources)
Locating "Hexen 4-map Demo"...
! hexen.wad or machexendemo.wad or hexendemo.wad: missing
- libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
=> Not playable (incomplete resources)
Locating "Hexen 4-map Beta Demo"...
! hexen.wad or hexenbeta.wad or machexendemo.wad or hexendemo.wad: missing
- libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3"
=> Not playable (incomplete resources)
Selecting game 'doom2-plut'...
Path "auto" now mapped to "data\jdoom\auto"
Path "auto" now mapped to "defs\jdoom\auto"
Loading game resources...
IWAD identification: 0x12fdae8
ResourceSystem > loadCompositeTextureDefs:
Loaded all 505 texture definitions from "G:\WD_SmartWare\Games\DOOM\Plutonium
experiment\plutonia.wad:(basedir)\TEXTURE1.lmp"
Parsing primary config "configs\doom\game.cfg"...
Def_Read: Parsing definition files...
^ : Definitions:
^ : 31 animation groups
6 composite fonts
11 finales
9 lights
33 map infos
11 materials
27 particle generators
3 skies
36 songs
110 sound effects
138 sprite names
974 states
51 surface decorations
368 text strings
11 texture environments
140 things
ResourceSystem: Model init completed in 0.00 seconds
Available maps:
MAP01-MAP32 G:\WD_SmartWare\Games\DOOM\Plutonium experiment\plutonia.wad
Final DOOM: The Plutonia Experiment
S_StartMusic: Starting music 'dm2ttl'
MasterWorker: Received 2 servers from master
^ : Received 2 servers from master
BusyWidget > GLFramebuffer: Multisampling not supported: [ConfigError] (GLTarget::
validate) Incomplete attachments
Final DOOM: The Plutonia Experiment (doom2-plut) is already loaded
Net_StartConnection: Connecting to 85.76.64.76 (port 13209)...
S_StartMusic: Starting music 'dm2ttl'
^ : Starting music 'dm2ttl'
Socket > AbstractLink > ServerLink: Connection to server was disconnected
^ > ServerLink::disconnect: Connection attempts aborted
S_StartMusic: Starting music 'dm2ttl'
MasterWorker: Received 2 servers from master
Final DOOM: The Plutonia Experiment (doom2-plut) is already loaded
Net_StartConnection: Connecting to 85.76.64.76 (port 13209)...
S_StartMusic: Starting music 'dm2ttl'
^ : Starting music 'dm2ttl'
^ : Starting music 'dm2ttl'
Socket > AbstractLink > ServerLink: Connection to server was disconnected
^ > ServerLink::disconnect: Connection attempts aborted
S_StartMusic: Starting music 'dm2ttl'
MasterWorker: Received 2 servers from master
S_StartMusic: Starting music 'dm2ttl'
^ : Starting music 'dm2ttl'
^ : Starting music 'dm2ttl'
^ : Starting music 'dm2ttl'
^ : Starting music 'dm2ttl'
^ : Starting music 'dm2ttl'
Socket > AbstractLink > ServerLink: Connection to server was disconnected
^ > ServerLink::disconnect: Connection attempts aborted
Comments
Are you behind a NAT (likely set up by your modem)? Did you set up port forwarding from your public IP address to the IP address of the server on your local network (assuming the modem sets up a local network for you)?
I wish I had time to implement automatic forwarding: http://tracker.skyjake.fi/issues/1658
Yes, we tried that too.
Yes, behind NAT.
The port forwarding we haven't tried yet! That is worth testing during the weekend.
Thanks for the tip. I'll let you know if that solved the issue.
You'll get there. Really good work so far!