Tremulous Forum
Community => Servers => Topic started by: Celestial_Rage on November 02, 2008, 11:14:33 am
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Hello
I made a server for my clan (=PK:| Clan Server) but some people reported that they just had the "Awaiting Gamestate" but could not connect. How can I fix this? I was able to connect with a vanilla trem installation from school.
Thanks
EDIT: Maybe you guys could try to connect and see if anyone else gets stuck at that screen? Thanks
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Probably your ISP firewalling things, or the recent sprint->cogent depeering.
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But how would that explain why only some people can connect?
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What is your server IP?
What are the IP's of those who can't connect?
Post traceroutes from both ends.
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Is your server on your local box? If so, your internet connection might just suck, so after the first few players the rest get stuck at the gamestate or connecting screen because of severe one- or two-way latency. This has happened to me when I start a server on my college campus because their firewall simply blows chunks and murders my outbound ping.
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This one? It doesn't look like a problem on your side.
=PK:| Clan Server 71.132.192.142 30720 0/40 atcs
SETTINGS
sv_allowDownload 1
sv_hostname ^1=^7PK^1:^7| C^1l^7an S^1er^7ver
sv_minRate 5000
sv_maxRate 15000
sv_minPing 0
sv_maxPing 0
sv_maxclients 40
timelimit 40
g_suddenDeathTime 20
g_maxGameClients 0
g_suddenDeathMode 2
g_friendlyFire 0
g_friendlyBuildableFire 0
g_unlagged 1
g_invasionStartTime 60
g_allowShare 1
version tremulous 1.1.0_SVN1116 linux-x86_64 Oct 28 2008
protocol 69
mapname atcs
sv_privateClients 20
g_needpass 0
gamename base
P ----------------------------------------
ff 0
qvm_version Invasion + Lakitu7's QVM 2.0.1-5.4 (Oct 28 2008, 16:57:54)
g_suddenDeath 0
g_speed 320
g_gravity 800
g_knockback 1000
g_humanBuildPoints 100
g_alienBuildPoints 100
g_cheatAdminLevel 0
(WTF is with g_cheatAdminLevel?)
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Part of invasion mod. Don't worry, it's not bad... (afaik)
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Hmm, strange coincidence. He is running a 64bit version of the tremded and SST at current is having strange random disconnects. Sometimes a player doesn't get affected at all, sometimes he might be booted off the server every 5 minutes and the server simply disappears from the master list. Sometimes only one player is affected and sometimes everyone except for one or two. Could there be a problem with 64 bit libs or the likes?
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no
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no
Sorry, I am not yet a mind bender.. What?
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Could there be a problem with 64 bit libs or the likes?
no
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I'd like to hear why there could not be a bug in the qvm/64bit code connection.
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because sockets are pretty much universal to nearly every application. if there was a bug in udp sockets via 64bit libraries people would know about it. anyway afaik qvms are entirely independant of '64 bit' and '32 bit' restrictions. it's just interpreted bytecode, right?
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qvms are compiled to x86/x86_64/ppc native code when they are loaded.
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AFAIK all the netcode is in the server / client not the qvm's.
If there was differences between 64bit sockets and 32bit sockets, people would know.
Check you're firewall.
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why would my server block only two clients (only people who cannot connect so far are Psych and Fanno)?
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Firewall or are they banned?
Failing that, get a traceroute both ways.