Thread View: alt.games.unreal
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3 total messages
Started by Dave
Wed, 27 May 1998 00:00
unreal LAN question
Author: Dave
Date: Wed, 27 May 1998 00:00
Date: Wed, 27 May 1998 00:00
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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??
Re: unreal LAN question
Author: Doug Phelps
Date: Wed, 27 May 1998 00:00
Date: Wed, 27 May 1998 00:00
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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.
Re: unreal LAN question
Author: Krull
Date: Thu, 28 May 1998 00:00
Date: Thu, 28 May 1998 00:00
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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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