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  • Help setting up LAN game

    Hey guys!

    I am new to quake and did not know much about it.
    My interest on it came form Team Fortress 2, a game i really like, and I was exited on playing the original TF. So, every weekend, me and my friends make a lan, and we mostly play old games like blur, hl, tfc or cs1.6. So, looking at this game, i really loved the idea to play it with my mates.
    So!

    What happends it that, when trying to connect the PCs onto a LAN game, the other PCs simply cant SEE the host. I am using ProQuake with crmod and of course, Team Fortress 2.8.
    My shortcut is set like this:

    C:\Games\Quake\wqpro_api_451.exe -width 1280 -height 1024 -bpp 32 -listen 16 -game crmod –dedicated 16 –condebug –heapsize 32768 –zone 1024 +map dm6

    The game starts, normally, and it seems like the server is up. However, all the other PCs, witch are using the exact same files ( game copies ), cannot see/join the game. So, it seems like I am not hosting at all!

    People pleaseee be patient. Like i said, i am new to quake and all this stuff is really harder and more complex than what i am used to ( witch is like, multiplayer - New Game and bam, working ).

    Also, i saw somewhere to use FrikQCC on servers as a "compiler", but i did not find ANY and i say ANY tutorial on how to use i.

    I really searched a lot guys, and this is just my last option. Please, help!?

  • #2
    are the firewalls off?
    are your ip's correct?

    (oh, and a point i might add is that i don't think you need all of those extra commands pertaining to memory, because pro quake takes care of all this stuff.)
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    • #3
      try adding -ip xxx.xxx.xxx.xxx to the command line where the ip is the one they are trying to connect to.

      Comment


      • #4
        Adding that "-ip xxx.xxx.x.x" solved the connection problem! Thank you soooo much man, i would never be able to do it without help.

        But may i ask something else?

        Using ProQuake and CrMod, how can i set up maps and suck in config.cfg?

        Thanks!!!!

        Comment


        • #5
          I mean, how to set the starting map, like the map i want to play in.

          Comment


          • #6
            i think you would add
            Code:
            -map (map name)
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            • #7
              Personally I prefer a -dedicated server with it's own box.

              but, anyways,

              while players on online with u, you can just type changelevel mapname in the listen server's console.

              for crmod, edit the userdefs.cfg and add the mapnames to the map section, then run crmake in that same folder as the .cfg and the progs.dat this will allow up to 10 custom levels. from within the game for others to start votes
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              • #8
                Originally posted by LaikaBauss View Post
                ...But may i ask something else?
                Using ProQuake and CrMod, how can i set up maps and suck in config.cfg?
                Thanks!!!!
                Hi LaikaBauss,
                It's been a while since I ran my Crmod server but as I recall, in Crmod you decide on the map files you want to include in your map rotation and add them to the levels file. There may be maps you don't want in the normal rotation but which can still be selected and you can do this by simply omitting them from the rotation sequence (see e1m3 in the example below) . The file "levels.cfg" sets the order of levels for normal (FFA) or practice mode. The file should contain a list of all the levels you want the server to loop through, one level per line, and the maps MUST be available on your dedicated server. A single level can appear multiple times in the order. Note that this feature IS ONLY AVAILABLE FOR DEDICATED SERVERS.
                By way of an example here's an excerpt from a levels.cfg file...
                Code:
                // levels.cfg
                //
                // For use with ClanRing CRMod++ v4.0 and up.
                //
                // Order of levels for FFA play.  Edit as desired.
                //
                dm2
                dm3
                dm4
                dm5
                dm6
                dm2
                dm3
                dm4
                dm5
                dm6
                dm2
                dm3
                dm4
                dm5
                dm6
                dm2
                dm3
                dm4
                dm5
                dm6
                start0
                e1m1
                e1m2
                // e1m3   Omitted intentionally 
                e1m4
                e1m5
                e1m6
                e1m7
                start0
                e2m1
                e2m2
                e2m3
                e2m7
                e2m4
                e2m5
                e2m6
                e2m7
                start0
                e3m1
                e3m2
                e3m3
                e3m4
                e3m5
                e3m6
                e3m7
                start0
                e4m1
                e4m2
                e4m3
                e4m4
                e4m5
                e4m8
                e4m6
                e4m7
                e4m8
                aerowalk
                end
                When you run your CRMake utility and restart the server it should rotate through the list you defined, changing levels when either the time or fraglimit you have specified, whichever is reached first, is met.

                Crmod does also allow you to add a small number of custom maps (i.e. non id maps) which can really help to keep your server fresh and interesting. I'm not sure on the location of your server but custom maps seem to be more popular with the european players than the US. To do this open up your Userdefs.cfg file and scroll down the Custom maps section and add in your desired custom maps into the empty slots. These map files MUST also be available on your server (copy them in to the id1/maps folder as normal) as well as on the machines that wish to connect and play on the server.
                Code:
                //
                // Custom maps.  Enter the name of the map without the .bsp extension
                // (e.g. USER_MAP0 = "szone";).  Map names may be up to 15 characters in
                // length.
                //
                USER_MAP0 = "aerowalk";
                USER_MAP1 = "ultraviolence";
                USER_MAP2 = "bless";
                USER_MAP3 = "could";
                USER_MAP4 = "SirHenrysHouseOfPorn";
                USER_MAP5 = "PegsHouseOfPies";
                USER_MAP6 = "PolsBloodBath";
                USER_MAP7 = "JersFriesMtn";
                USER_MAP8 = "spd";
                USER_MAP9 = "RooksBeerFrenzy";
                You can also include these in the rotation as I did with Aerowalk in the example above,
                Unsuprisingly, CRMake is needed once again and when you restart the server you should be able to changelevel Aerowalk and enjoy the fun

                Hope this helps

                Monty
                Last edited by Mr.Burns; 12-02-2012, 11:50 AM.
                Mr.Burns
                "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
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                News: JCR's excellent ctsj_jcr map is being ported to OOT

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                • #9
                  Okay! Works! Now i have another very small question, and i think i can ask it in this thread, maybe?

                  How can i bind the mousewheel to correctly change weapons:

                  Wight now, it is like this (examples) :
                  I have 5 weapons, and i am holding weapon 1.
                  MW (mouse wheel) up goes to weapon 2.
                  Mw down goes to weapon 3.
                  so, both add +1 to the weapon i am holding, going to the next one. i want MW down to go down in the weapons list (-1) so they actually dont just be the same thing.

                  Thanks for all the support guys, would not be able to do it alone.

                  Comment


                  • #10
                    And also, how to make Quake save my Video Options?

                    Comment


                    • #11
                      Originally posted by LaikaBauss View Post
                      Okay! Works! Now i have another very small question, and i think i can ask it in this thread, maybe?

                      How can i bind the mousewheel to correctly change weapons:

                      Wight now, it is like this (examples) :
                      I have 5 weapons, and i am holding weapon 1.
                      MW (mouse wheel) up goes to weapon 2.
                      Mw down goes to weapon 3.
                      so, both add +1 to the weapon i am holding, going to the next one. i want MW down to go down in the weapons list (-1) so they actually dont just be the same thing.

                      Thanks for all the support guys, would not be able to do it alone.
                      simple as pie, bud!

                      in console:
                      Code:
                      bind mwheeldown "impulse 12"
                      do include the quotes!
                      My Avatars!
                      Quake Leagues
                      Quake 1.5!!!
                      Definitive HD Quake

                      Comment


                      • #12
                        Just in case it helps, I've also seen a slightly different effect produced by adding these to your config.cfg...
                        Code:
                        bind "MWHEELUP" "impulse 7 6"
                        bind "MWHEELDOWN" "Impulse 8 5 4 3 2 1"
                        Not sure how successful it is though
                        Mr.Burns
                        "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                        WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                        Servers: Quake.shmack.net, damage.servequake.com

                        News: JCR's excellent ctsj_jcr map is being ported to OOT

                        Comment


                        • #13
                          Originally posted by Mr.Burns View Post
                          Just in case it helps, I've also seen a slightly different effect produced by adding these to your config.cfg...
                          Code:
                          bind "MWHEELUP" "impulse 7 6"
                          bind "MWHEELDOWN" "Impulse 8 5 4 3 2 1"
                          Not sure how successful it is though
                          never heard of this burns. what does it mean?
                          My Avatars!
                          Quake Leagues
                          Quake 1.5!!!
                          Definitive HD Quake

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                          • #14
                            Originally posted by Mr.Burns View Post
                            Code:
                            "Impulse 8 5 4 3 2 1"
                            Not sure how successful it is though
                            That will not work or do anything in a NetQuake client (that is a modified Quakeworld client enhancement like in ezQuake that is essentially the same as ProQuake bestweapon).
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                            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                            • #15
                              Originally posted by Baker View Post
                              That will not work or do anything in a NetQuake client (that is a modified Quakeworld client enhancement like in ezQuake that is essentially the same as ProQuake bestweapon).
                              ty baker.
                              My Avatars!
                              Quake Leagues
                              Quake 1.5!!!
                              Definitive HD Quake

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