Article View: alt.games.unreal
Article #252Re: unreal LAN question
From: Krull
Date: Thu, 28 May 1998 00:00
Date: Thu, 28 May 1998 00:00
79 lines
3858 bytes
3858 bytes
Ok I can connect with Q2 with my machines.With unreal though the machines see the game on local servers but when i try to connect i get the connecting screen but nothing happens . I dont have the wins on the client machine going to try . Not hopeful Doug Phelps wrote: > Dave wrote: > > > > I have 2 computers and Im trying to get this game to work over LAN. > > > > Everytime I start a new multiplayer game, the game would boot me back to > > windows with error telling me to connect to internet. > > The only way I can play multi is, if both computers are connected to the > > net, even then we have to manually type in each other's IP address. > > > > Is there an easier way to play without connecting to the net?? > > I had the same error. I remembered that Quake 2 did the same thing when > it first came out. This is from Bluesnews.com and if you follow it, you > can play using the TCP/IP protocol on you LAN. > > I used it this weekend and it plays great on a LAN. Deathmatch is > great. > > Enjoy > > Here is the link if you want to read if from the horses mouth. > > http://www.bluesnews.com/quake2/lanhelp.html > > Christopher Bolin sent along the following helpful tips for setting up > Quake II on a LAN: > > These instructions assume your server machine is also the machine you > use to access the Internet (and have TCP/IP bound to a dialup adapter) > > 1.Open the properties for Net Neighborhood. If TCP/IP is already > there and bound to your net card, skip step 2 > 2.At the properties for Net Neighborhood. Click the Add... button and > select Protocol. under Microsoft, choose TCP/IP and then hit OK. This > should add > TCP/IP and bind it to your net card. > 3.In the list of installed network components, select the TCP/IP > bound to your net card. Select Properties. > 4.Make up a fictional IP address. (since 192.168.x.y addresses are > not valid on the Internet, it is a good idea to use these -from Voodoo > Extreme) I chose > 192.168.66.1 for my server machine. > 5.For Subnet Mask, type in 255.255.255.0 > 6.WINS Configuration should be disabled, as should Gateway, DNS > Configuration, Advanced, Netbios. > 7.Click OK on the TCP/IP properties and you should be back at Network > properties. Make sure that on the Identification Tab you have a > workgroup > specified and on the Access Control tab Share-level access control > is enabled. > 8.For the rest of your machines (assuming they are clients), repeat > steps 1-5. For step 4, be sure you use a different number for the last > in the dotted notation > address for each of the machines. For example, I chose > 192.168.66.2, 192.168.66.3, 192.168.66.4 etc. > 9.For all the client machines (I didn't find it necessary to do this > on the server), under TCP/IP properties, Enable WINS Resolution and for > your Primary > WINS Server, specify the dotted notation address for your server. > In my case, this was 192.168.66.1. > 10.Restart your machine and Quake2 net support should work fine, and > your dial-up account should remain intact working exactly as it did > before! > > I can't promise this will work for everyone, but it should. I'm also not > entirely sure that specifying the WINS server for your clients is > necessary. > -- > Doug > > Please remove "spamfree" from my email address to reply.
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From: Krull <kr...@mindspring.com> Subject: Re: unreal LAN question Date: 1998/05/28 Message-ID: <356D31AB.A4C5FCA6@mindspring.com> X-Deja-AN: 357250511 References: <356C4D7D.FD496342@netlane.com> <356C67C7.7064@pagesz.net> X-Server-Date: 28 May 1998 09:49:08 GMT Mime-Version: 1.0 Organization: MindSpring Enterprises Newsgroups: alt.games.unreal Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit