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Article View: alt.games.unreal
Article #252

Re: unreal LAN question

#252
From: Krull
Date: Thu, 28 May 1998 00:00
79 lines
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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Message-ID: <356D31AB.A4C5FCA6@mindspring.com>
Path: mbox-mo1.pugleaf.net!unknown!not-for-mail
References: <356C4D7D.FD496342@netlane.com> <356C67C7.7064@pagesz.net>

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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
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