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tcp/ip problems
Posted: Sun Jan 01, 2006 1:26 pm
by jamo262
Hi everyone!
I cant seem to get a remote game to work. Im using a router and have tried putting the internal ip address in the dmz and have made the appropriate exceptions in the firewall but no joy. [:(]
Can anyone help?[&o]
RE: tcp/ip problems
Posted: Sun Jan 01, 2006 2:27 pm
by garoco
Are you server or cliente?
RE: tcp/ip problems
Posted: Tue Jan 03, 2006 5:31 pm
by jamo262
Server. Is it amatter of opening up a port or filter?
RE: tcp/ip problems
Posted: Thu Jan 05, 2006 4:14 pm
by Erik Rutins
jamo262,
Putting the host in the DMZ with an exception for CoG (which shows up as "plato) in the Windows Firewall has worked fine for me, as long as all clients also have their firewall set to allow an exception for CoG. I would turn off any firewall other than the Windows firewall as I can guarantee that it works with CoG but I'm not sure what others might do.
CoG is using a version of DirectPlay for its TCP/IP games.
Regards,
- Erik
RE: tcp/ip problems
Posted: Sun Jan 08, 2006 8:37 am
by jamo262
Hi Erik thanks for your reply.
Do you know offhand which version of direct play CoG uses. EU II uses direct X7 version for example{ports 2300-2400 and one other427...something} but there are others listed in "Port forward.com". Putting the coimputer in the DMZ didnt work for me.
RE: tcp/ip problems
Posted: Sun Jan 08, 2006 5:17 pm
by Erik Rutins
I believe it's DirectPlay 7, but Eric Babe would have to confirm that.
Regards,
- Erik
Direct Play Version
Posted: Tue Jan 10, 2006 6:23 pm
by ericbabe
It uses DirectX V7.0, but bundled in my copy of that was DirectPlay 4.0. I have learned over the last few months that DirectPlay 4.0 is far inferior in terms of speed and stability when compared to more to recent versions (see the Wikipedia's entry on DirectPlay for some choice, unvarnished comments on DirectPlay 4.0).
Unfortunately, the new versions of DP aren't directly backward compatible (as far as I have ascertained) with 4.0, so it's not a trivial step to migrate to the newer versions of the libraries. This is, however, something I am looking into. 4.0 works well enough over our LAN, but in internet games, negotiating the firewall is needlessly complicated in 4.0, and the delays at the ends of turns are much longer than over the LAN.