how to set up a public server for the internet
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how to set up a public server for the internet
I have spent 4 hours trying to get a server to be seen online
the manual does not have enough information
please - what are the steps for setting up a server
the http access does not work - doesnt even show up - used the same config from the book
also tried to use the multiplayer connection screen and still noone can see the server online
firewall turned off
dmz setup
this one server should beopen to the internet, and I have people that want to play
HELP
the manual does not have enough information
please - what are the steps for setting up a server
the http access does not work - doesnt even show up - used the same config from the book
also tried to use the multiplayer connection screen and still noone can see the server online
firewall turned off
dmz setup
this one server should beopen to the internet, and I have people that want to play
HELP
RE: how to set up a public server for the internet
It's all in the manual and it hasn't changed since 4.5. Only thing different (and there's an error in the manual too) is, that you should rename "Stars.exe" to "Starshatter-TheGatheringStorm.exe" to get the shortcuts to work correctly after patching to 5.0.1. You can delete the previous version of "Starshatter-TheGatheringStorm.exe" file before renaming. So you should use eg. "c:\Program Files\Matrix Games\Starshatter The Gathering Storm\Starshatter-TheGatheringStorm.exe" with command line option -server as a shortcut to your dedicated server.
"Time is a great teacher, but unfortunately it kills all its pupils!"
RE: how to set up a public server for the internet
How can I force Starshatter to listen at a selective adapter or IP address?
I cannot set up a public server reachable over Internet, because Starshatter is listen at my "internal" IP.
The second thing is, the manual describes to open UDP port for "game port" and "game port plus one".
But the server is only listing at one UDP port before first match starts: TCP at admin_port and UDP at lobby_port referenced to server.cfg!
So the lobby_port in server.cfg is "game port" in manual and in game? The real "game port"/game_port is "game port" in game plus one? Strange documentation in manual.
The third thing is, if I start a private dedicated game server, the manual describes that clients have to know the IP address of the server. Does Starshatter rejects a client IP address if it is not in same IP netmask (255.255.255.0) like server is? For example: server IP address is 192.168.0.1 and a client tries to connect with an IP address of 192.168.1.1 and proper netmask (or 172.16.0.1 with "special" routing).
EDIT: Who made a public server without let run Starshatter in a DMZ?
This is what I figured out to set up firewall rules. I made a copy of origin Starshatter exe-file only for running as dedicated server.
Starshatter is running in dedicated server mode (starshatterserver.exe -server)
Referenced to (my personally) server.cfg: admin_port is 11104, lobby_port is 11102 and game_port is 11103.
Be aware that lobby_port is called game port in game of Starshatter and game_port automatically one number higher than lobby_port if created server.cfg with "add server" menu in game! If you use a router you have to set port forwarding for three ports!
1. Firewall rules for server
You are able to merge incoming and outgoing rules.
1.1. admin_port firewall rule
TCP incoming
local port 11104
remote port any
remote address any
1.2 lobby_port firewall rule
1.2.1 incoming
UDP incoming
local port 11102
remote port any
remote address any
1.2.2 outgoing
UDP outgoing
local port 11102
remote port any
remote address any
1.3. game_port firewall rule
1.3.1 incoming
UDP incoming
local port 11103
remote port any
remote address any
1.3.2. outgoing
UDP outgoing
local port 11103
remote port any
remote address any
1.4. gametype public (only)
TCP outgoing
local port any
remote port 80
remote address 38.113.244.181 (gamebroker)
2. Firewall rules for client in this case
2.1. admin_port firewall rule
TCP outgoing
local port any
remote port 11104 ( depends on game server - so use "any" in common)
remote address any
2.2 lobby_port firewall rule
2.2.1 incoming
UDP incoming
local port any (sad - correct me if I am wrong)
remote port 11102 ( depends on game server - so use "any" in common)
remote address any
2.2.2 outgoing
UDP outgoing
local port any
remote port 11102 (depends on game server - so use "any" in common)
remote address any
2.3. game_port firewall rule
2.3.1 incoming
UDP incoming
local port any (sad - correct me if I am wrong)
remote port 11103 (depends on game server - so use "any" in common)
remote address any
2.3.2. outgoing
UDP outgoing
local port any
remote port 11103 (depends on game server - so use "any" in common)
remote address any
Furthermore the manual describes to run a game server in a DMZ, if you see the firewall rules, this is not necessary. But you have to force your client to run in a DMZ, because clients do not listen at specific ports
Please correct me if I am wrong. (But if a server also hosts a game, you have to run both in a DMZ?!)
So the developer should solve this "crap" (I am sorry). My last hope is the line in manual where I should use ports in range of 1024 and less than 49151, but for TCP/IP. But WHAT does TCP/IP exactly mean? No UDP? For all three ports and protocols? In last case I have to make port forwarding at my router for 48127 ports
to avoid DMZ which is very insecure because no firewall is active in DMZ 
Clients should listen UDP at specific ports which are not editable and reserved only for client use and not for server use. Like 21103 and 21104 - which are free I think.
I cannot set up a public server reachable over Internet, because Starshatter is listen at my "internal" IP.
The second thing is, the manual describes to open UDP port for "game port" and "game port plus one".
But the server is only listing at one UDP port before first match starts: TCP at admin_port and UDP at lobby_port referenced to server.cfg!
So the lobby_port in server.cfg is "game port" in manual and in game? The real "game port"/game_port is "game port" in game plus one? Strange documentation in manual.
The third thing is, if I start a private dedicated game server, the manual describes that clients have to know the IP address of the server. Does Starshatter rejects a client IP address if it is not in same IP netmask (255.255.255.0) like server is? For example: server IP address is 192.168.0.1 and a client tries to connect with an IP address of 192.168.1.1 and proper netmask (or 172.16.0.1 with "special" routing).
EDIT: Who made a public server without let run Starshatter in a DMZ?
This is what I figured out to set up firewall rules. I made a copy of origin Starshatter exe-file only for running as dedicated server.
Starshatter is running in dedicated server mode (starshatterserver.exe -server)
Referenced to (my personally) server.cfg: admin_port is 11104, lobby_port is 11102 and game_port is 11103.
Be aware that lobby_port is called game port in game of Starshatter and game_port automatically one number higher than lobby_port if created server.cfg with "add server" menu in game! If you use a router you have to set port forwarding for three ports!
1. Firewall rules for server
You are able to merge incoming and outgoing rules.
1.1. admin_port firewall rule
TCP incoming
local port 11104
remote port any
remote address any
1.2 lobby_port firewall rule
1.2.1 incoming
UDP incoming
local port 11102
remote port any
remote address any
1.2.2 outgoing
UDP outgoing
local port 11102
remote port any
remote address any
1.3. game_port firewall rule
1.3.1 incoming
UDP incoming
local port 11103
remote port any
remote address any
1.3.2. outgoing
UDP outgoing
local port 11103
remote port any
remote address any
1.4. gametype public (only)
TCP outgoing
local port any
remote port 80
remote address 38.113.244.181 (gamebroker)
2. Firewall rules for client in this case
2.1. admin_port firewall rule
TCP outgoing
local port any
remote port 11104 ( depends on game server - so use "any" in common)
remote address any
2.2 lobby_port firewall rule
2.2.1 incoming
UDP incoming
local port any (sad - correct me if I am wrong)
remote port 11102 ( depends on game server - so use "any" in common)
remote address any
2.2.2 outgoing
UDP outgoing
local port any
remote port 11102 (depends on game server - so use "any" in common)
remote address any
2.3. game_port firewall rule
2.3.1 incoming
UDP incoming
local port any (sad - correct me if I am wrong)
remote port 11103 (depends on game server - so use "any" in common)
remote address any
2.3.2. outgoing
UDP outgoing
local port any
remote port 11103 (depends on game server - so use "any" in common)
remote address any
Furthermore the manual describes to run a game server in a DMZ, if you see the firewall rules, this is not necessary. But you have to force your client to run in a DMZ, because clients do not listen at specific ports

So the developer should solve this "crap" (I am sorry). My last hope is the line in manual where I should use ports in range of 1024 and less than 49151, but for TCP/IP. But WHAT does TCP/IP exactly mean? No UDP? For all three ports and protocols? In last case I have to make port forwarding at my router for 48127 ports


Clients should listen UDP at specific ports which are not editable and reserved only for client use and not for server use. Like 21103 and 21104 - which are free I think.
RE: how to set up a public server for the internet
no one has more background to set up an internet Starshatter server?
RE: how to set up a public server for the internet
it's got to be here somewhere in this forum...I know its been done.
Just not sure how...[8|]
Just not sure how...[8|]
"Don't give up the ship!"
-Captain James Lawrence
-Captain James Lawrence
RE: how to set up a public server for the internet
Okay, I made a little compilation of analogue problems with some nice information but with no solution for this topic.
RE: Dedicated Server
tm.asp?m=649589&mpage=1#649874
RE: Multiplayer?
tm.asp?m=602270&mpage=1#602545
http://www.starshatter.com/GameNet/
RE: Multiplayer Servers?
tm.asp?m=632411&mpage=1#632411
Hosting and playing internet games from behind a router...
tm.asp?m=630978&mpage=1#631803
tm.asp?m=630978&mpage=1#631399
THIS GAME DOESNT SUPPORT DIRECT IP!!!
tm.asp?m=743018&mpage=1#744029
RE: Dedicated Server
tm.asp?m=649589&mpage=1#649874
RE: Multiplayer?
tm.asp?m=602270&mpage=1#602545
http://www.starshatter.com/GameNet/
RE: Multiplayer Servers?
tm.asp?m=632411&mpage=1#632411
Hosting and playing internet games from behind a router...
tm.asp?m=630978&mpage=1#631803
tm.asp?m=630978&mpage=1#631399
THIS GAME DOESNT SUPPORT DIRECT IP!!!
tm.asp?m=743018&mpage=1#744029
RE: how to set up a public server for the internet
It is sad, that no one is able to help us
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- Posts: 1824
- Joined: Mon Jan 16, 2006 4:11 pm
RE: how to set up a public server for the internet
hmmmn,
I've been going back and forth with myself about buying the game,if there was a server or if i could setup my own i'd of done it already.
Is there really any support for the game? And i'm not trying to simply start an arguement here.
I've been going back and forth with myself about buying the game,if there was a server or if i could setup my own i'd of done it already.
Is there really any support for the game? And i'm not trying to simply start an arguement here.
RE: how to set up a public server for the internet
Well I've been on these forums for over a month and so far no real support from anyone associated with the game, apart from the odd post by the matrix guys which was for technical issues (most of which seem to remain unsolved).
So no - I'd say no support.
So no - I'd say no support.
-
- Posts: 1824
- Joined: Mon Jan 16, 2006 4:11 pm
RE: how to set up a public server for the internet
Has anyone managed to get a server up and running? being able to actually interact with eachother in gameplay would be a major selling point!
RE: how to set up a public server for the internet
Salutations,
Game support for Starshatter has never been its strong suit. I suppose that is the result of a Independent game creator having a lack of support personel and money for their creation(s). No big studio, with millions of dollars in assets, created Starhatter. We are dealing with a small independent programer.
Considering that, it is a great game. I'm not an apologist for Matrix or the creator(s) of Starshatter:TGS. I have pulled out my share of hair about Starshatter in the past. Beleive it or not, things are much better now. At least for modders, we now have free access to the games files for reference.
Considering its small creation team, Starshatter is a outstanding simulation.... warts and all.
Game support for Starshatter has never been its strong suit. I suppose that is the result of a Independent game creator having a lack of support personel and money for their creation(s). No big studio, with millions of dollars in assets, created Starhatter. We are dealing with a small independent programer.
Considering that, it is a great game. I'm not an apologist for Matrix or the creator(s) of Starshatter:TGS. I have pulled out my share of hair about Starshatter in the past. Beleive it or not, things are much better now. At least for modders, we now have free access to the games files for reference.
Considering its small creation team, Starshatter is a outstanding simulation.... warts and all.
"Time is a great teacher, but unfortunately it kills all its pupils!"
RE: how to set up a public server for the internet
Big multi-million dollar studios can have pathetic support too whilst I've seen several Small independent types that have excellent support (I'm thinking http://www.positech.co.uk/ here - another 1 person outfit).
So it is possible, just that matrix/milo don't appear to think it worth their time.
So it is possible, just that matrix/milo don't appear to think it worth their time.
RE: how to set up a public server for the internet
Please remain with topic.
RE: how to set up a public server for the internet
Does anyone has a suggestion for me?
RE: how to set up a public server for the internet
I agree the documentation is not clear, and it doesn't help that the support is thin, although I understand why. I think Matrix may have priced this game slightly high given its current state of development and support.
However, I managed to puzzle it out and I've had it working on the net by following the instruction in the manual to SET UP A PUBLIC LOCAL HOST FIRST (using default ports, etc) and then creating a shortcut for a dedicated server (which is not really neccesary anyway, since people should be able to join your hosted server the same.) Have you done this, and how did it work?
You say at the start that you tried to create a dedicated server with the firewall off, then DMZ'd, etc -- but all the rest of your posts seem to be problems with the firewall. Obviously you may need to switch the firewall off completely until you get SS running as a local host, and then a dedicated server. And after that the problem is your firewall, not Starshatter.
However, I managed to puzzle it out and I've had it working on the net by following the instruction in the manual to SET UP A PUBLIC LOCAL HOST FIRST (using default ports, etc) and then creating a shortcut for a dedicated server (which is not really neccesary anyway, since people should be able to join your hosted server the same.) Have you done this, and how did it work?
You say at the start that you tried to create a dedicated server with the firewall off, then DMZ'd, etc -- but all the rest of your posts seem to be problems with the firewall. Obviously you may need to switch the firewall off completely until you get SS running as a local host, and then a dedicated server. And after that the problem is your firewall, not Starshatter.
RE: how to set up a public server for the internet
@geiger253
Hello,
[*]A
[*]B
b)
[*]C
(SS v5.0.1)
Hello,
[*]A
I was able to set up a working dedicated server at local host and connected with my client and started a game.ORIGINAL: geiger253
However, I managed to puzzle it out and I've had it working on the net by following the instruction in the manual to SET UP A PUBLIC LOCAL HOST FIRST (using default ports, etc) and then creating a shortcut for a dedicated server (which is not really neccesary anyway, since people should be able to join your hosted server the same.) Have you done this, and how did it work?
[*]B
a) This method creates a config file and SS is only reachable to local host requests.ORIGINAL: geiger253
[..]Obviously you may need to switch the firewall off completely until you get SS running as a local host, and then a dedicated server.[..]
b)
ORIGINAL: register
How can I force Starshatter to listen at a selective adapter or IP address?
I cannot set up a public server reachable over Internet, because Starshatter is listen at my "internal" IP.
[*]C
a)ORIGINAL: geiger253
[..]And after that the problem is your firewall, not Starshatter.
b) I will not buy new PC with OS to play/host a single game in a DMZ. I will _not_ set my PC in DMZ and endanger my system.ORIGINAL: register
Furthermore the manual describes to run a game server in a DMZ, if you see the firewall rules, this is not necessary. But you have to force your client to run in a DMZ, because clients do not listen at specific portsPlease correct me if I am wrong. (But if a server also hosts a game, you have to run both in a DMZ?!)
(SS v5.0.1)
RE: how to set up a public server for the internet
Problems... problems.
I agree with the frustration concerning multiplay in Starshatter.
It is truely infuriating trying to get a server online for others to join.
It shouldn't be so difficult. Sadly... I think, this alone will keep Starshatter from expanding its player base.
It would be so great to have Task Force versus Task Force online. Too bad.
I agree with the frustration concerning multiplay in Starshatter.
It is truely infuriating trying to get a server online for others to join.
It shouldn't be so difficult. Sadly... I think, this alone will keep Starshatter from expanding its player base.
It would be so great to have Task Force versus Task Force online. Too bad.
"Time is a great teacher, but unfortunately it kills all its pupils!"
RE: how to set up a public server for the internet
@wdboyd
I agree.
I wish I could more support. But I know only netcode program code libraries which are related to open source projects. Starshatter's is using DirectPlay netcode.
I agree.
I wish I could more support. But I know only netcode program code libraries which are related to open source projects. Starshatter's is using DirectPlay netcode.
RE: how to set up a public server for the internet
I think any games online multiplayer aspects should be as idiot proof as possible.
The less a game owner has to do to get conntected the better. It should not be complicated or difficult.
I've been attempting to set up a Starshatter:TGS online server for weeks now. [X(]
I can connect to a ONLINE server over my home LAN(or to myself). Not much use outside of my own home.
Any other public Local Server I set up remains displayed as OFFLINE. [:@]
I've run into a brick wall. I can't access my current wireless routerx setup for some reason. I'm running to Walmart to by a spanking new one. I will set it up with the appropriate ports open as dictated in the games manual.
I've e-mailed Milo... no response.... yet.
If I still can't get a server online after all of this time money and effort... I will just give up. [:(]
The less a game owner has to do to get conntected the better. It should not be complicated or difficult.
I've been attempting to set up a Starshatter:TGS online server for weeks now. [X(]
I can connect to a ONLINE server over my home LAN(or to myself). Not much use outside of my own home.
Any other public Local Server I set up remains displayed as OFFLINE. [:@]
I've run into a brick wall. I can't access my current wireless routerx setup for some reason. I'm running to Walmart to by a spanking new one. I will set it up with the appropriate ports open as dictated in the games manual.
I've e-mailed Milo... no response.... yet.
If I still can't get a server online after all of this time money and effort... I will just give up. [:(]
"Time is a great teacher, but unfortunately it kills all its pupils!"