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Tasman

Ded servers rejecting players with the same ip

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I have a problem:

I have two computers, both running legitimate copies of OFP with different IDs on them. One computer connects to the internet through the other with no problems at all: everything is set up and works fine.

The two computers go under the same IP assigned to me by my ISP: the problems arise when the two computers try to connect to the same OFP server...the first computer is accepted by the server and allowed to join, the second gets an ugly "Connecting Failed" message. I can only guess that as if the first disconnects the other can then join it must have something to do with dedicated servers throwing a hissy fit when two guys with the same IP come on. This wouldnt bother me normally, and I would give up and hide somewhere..however recently we found that some servers we could get both computer, one of these servers was the MGA-USMC one I think.

Now, that leads me to believe that there might be a setting in the server config file that turns this feature on and off...except my guru the one and only Shrike of the legendary Zeus can't find it...anybody know a solution?

Much obliged, Tasman.

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A wild guess: could this be an unwanted side-effect of having set

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">kickDuplicate="true";<span id='postcolor'>

in the server config?

The kickDuplicate property is used to kick off players that try to connect with the same playerId as someone already on the server.

Not that it *should* have the effect you're describing, but, hey, the OFP server code *is* rather shaky, still...  crazy.gif

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Your router do NAT for playing in the net. Your router knows which comp send and get the packages, but the server don't know which comp inside your home lan should get the packets.

The server only knows the IP of your router and cannot see your inside pcs.

So think about this and I hope you see why this could not work.

If you don't know what router is or what I mean with NAT, search the net over google.

Greets

[CiA]Lobanak

--edit--

kickDuplicate is only for same serials and not for same IPs

--edit end--

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I can see what you mean Lobanak.

I don't know if this makes a difference, but when I have the two computers playing OFP online on different servers it seems to work. That means the server knows to send what data where inside the network: otherwise the second pc would never get a game. This may be an effect of the first (the one connected to the internet) knowing that this data is for the second.

Also in slight conflict with your point I did get a game once with the two pcs running on the same server on the MGA-USMC server.

I'm sure my logic is up the spout but I'm determined to get this one working.. smile.gif

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Tasman I dont know but me and my buddy once played and it was kool

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I think Lobanak is right on this one. It's your own routing problem, not OFP limitation or setting. smile.gif

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I'm sure he is right, as I am a technical idiot.. smile.gif

Just what bugs me is that I did get it working once on that server, just now it throws a hissy fit at me...

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Works for me.

I have 2 com[puters using the same internet address behind a masqerading linux box. I have 2 copies of OFP and can have both machines connecting to a dedicated server over the internet.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Killswitch @ 26 April 2003,15:07)</td></tr><tr><td id="QUOTE">A wild guess: could this be an unwanted side-effect of having set

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">kickDuplicate="true";<span id='postcolor'>

in the server config?

The kickDuplicate property is used to kick off players that try to connect with the same playerId as someone already on the server.

Not that it *should* have the effect you're describing, but, hey, the OFP server code *is* rather shaky, still...  crazy.gif<span id='postcolor'>

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">kickDuplicate="true";<span id='postcolor'>

not for Duplicats IP´s !

This command is to autokick Duplicat ID´s !

if you see a mess "original Games do not FADE" this player get a autokick.

Thunder

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">not for Duplicats IP´s !

This command is to autokick Duplicat ID´s !

<span id='postcolor'>

I know. Just like I wrote in my posting, using slightly different words. wink.gif

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