rec.autos.simulators

F1 2001 with masked IP

Chris Roger

F1 2001 with masked IP

by Chris Roger » Sat, 20 Oct 2001 13:20:25

Has anyone had any luck connecting Multiplayer from behind a proxy server?
I have a W2K server set up as a NAT server and I cannot see the remote game
unless I disconnect the internet from my server and plug it directly into my
computer.  I've tried Internet Connection Sharing as well and it doesn't
work either.

I have never had any trouble before connecting to internet games (Half-life
N4, Quake3 etc etc etc) when I was behind my server.  Anyone have any
suggestions?  I did some experimenting tonight and it appears that clients
connect on port 4284 to the F1 2001 game.

Why is this game giving me such problems when connecting via internet????

HELP!

Thanks,
  Chris

Andre Warrin

F1 2001 with masked IP

by Andre Warrin » Sat, 20 Oct 2001 17:38:54

On Fri, 19 Oct 2001 00:20:25 -0400, "Chris Rogers"


>Has anyone had any luck connecting Multiplayer from behind a proxy server?
>I have a W2K server set up as a NAT server and I cannot see the remote game
>unless I disconnect the internet from my server and plug it directly into my
>computer.  I've tried Internet Connection Sharing as well and it doesn't
>work either.

>I have never had any trouble before connecting to internet games (Half-life
>N4, Quake3 etc etc etc) when I was behind my server.  Anyone have any
>suggestions?  I did some experimenting tonight and it appears that clients
>connect on port 4284 to the F1 2001 game.

>Why is this game giving me such problems when connecting via internet????

I tried it a couple of times with some friends online. Sometimes it
works very good (racing itself is good, no warping and good collission
detection) but more often we have big problems.. disco's, cars start
at exactly the same point during the start, while racing you suddenly
get a tv-cam view and a couple of seconds later you are being dropped
back to chat without a reason.. very weird.

Yesterday we tried again, I was the host. 3 players in total, both
other players getting major warps, making it unplayable for them. And
I'm on cable, so it shouldn't be -that- bad, and I've hosted f1 2001
succesfully in the past. Even worse was that one of the guys couldn't
drive out of the pits, no matter what he tried..

I tried to help him by driving into his pitbox, lining up behind him,
hitting the gas and trying to push him out of the pitbox, but no luck
:)

Later someone else tried to host, but that was even worse.. we
couldn't hear each other chat, constant disco's, and mine and another
guy's pc locked up twice. Multiplayer is fun in f1 2001 when it works,
but the huge amount of problems make it unplayable :(

Andre

Alison Hin

F1 2001 with masked IP

by Alison Hin » Wed, 14 Nov 2001 07:40:01

This doesn't sound promising!  Has anyone had any better results with F1
2001 online?  And is there any prospect of a matchmaking service, like
VROC or Gamespy?

Also, does anyone have any more detailed information about setting up
your gateway for racing F1 2001 over the Internet?  I'm using Sygate
(still!) and am wondering how to configure it so I can host or join from
behind the gateway.  

So far, I can join another race, but F1 2001 boots me out after a couple
of minutes.  The other user can't see my race if I host.

Alison



>On Fri, 19 Oct 2001 00:20:25 -0400, "Chris Rogers"

>>Has anyone had any luck connecting Multiplayer from behind a proxy server?
>>I have a W2K server set up as a NAT server and I cannot see the remote game
>>unless I disconnect the internet from my server and plug it directly into my
>>computer.  I've tried Internet Connection Sharing as well and it doesn't
>>work either.

>>I have never had any trouble before connecting to internet games (Half-life
>>N4, Quake3 etc etc etc) when I was behind my server.  Anyone have any
>>suggestions?  I did some experimenting tonight and it appears that clients
>>connect on port 4284 to the F1 2001 game.

>>Why is this game giving me such problems when connecting via internet????

>I tried it a couple of times with some friends online. Sometimes it
>works very good (racing itself is good, no warping and good collission
>detection) but more often we have big problems.. disco's, cars start
>at exactly the same point during the start, while racing you suddenly
>get a tv-cam view and a couple of seconds later you are being dropped
>back to chat without a reason.. very weird.

>Yesterday we tried again, I was the host. 3 players in total, both
>other players getting major warps, making it unplayable for them. And
>I'm on cable, so it shouldn't be -that- bad, and I've hosted f1 2001
>succesfully in the past. Even worse was that one of the guys couldn't
>drive out of the pits, no matter what he tried..

>I tried to help him by driving into his pitbox, lining up behind him,
>hitting the gas and trying to push him out of the pitbox, but no luck
>:)

>Later someone else tried to host, but that was even worse.. we
>couldn't hear each other chat, constant disco's, and mine and another
>guy's pc locked up twice. Multiplayer is fun in f1 2001 when it works,
>but the huge amount of problems make it unplayable :(

>Andre

>>HELP!

>>Thanks,
>>  Chris

Alison



Remove the spam blocker NOSPAM to email me.
http://eaglewoman.maximumspeed.com

David G Fishe

F1 2001 with masked IP

by David G Fishe » Wed, 14 Nov 2001 09:06:39

You haven't heard of Relay? http://f12001.relaygames.com/

David G Fisher


> This doesn't sound promising!  Has anyone had any better results with F1
> 2001 online?  And is there any prospect of a matchmaking service, like
> VROC or Gamespy?

> Also, does anyone have any more detailed information about setting up
> your gateway for racing F1 2001 over the Internet?  I'm using Sygate
> (still!) and am wondering how to configure it so I can host or join from
> behind the gateway.

> So far, I can join another race, but F1 2001 boots me out after a couple
> of minutes.  The other user can't see my race if I host.

> Alison



> >On Fri, 19 Oct 2001 00:20:25 -0400, "Chris Rogers"

> >>Has anyone had any luck connecting Multiplayer from behind a proxy
server?
> >>I have a W2K server set up as a NAT server and I cannot see the remote
game
> >>unless I disconnect the internet from my server and plug it directly
into my
> >>computer.  I've tried Internet Connection Sharing as well and it doesn't
> >>work either.

> >>I have never had any trouble before connecting to internet games
(Half-life
> >>N4, Quake3 etc etc etc) when I was behind my server.  Anyone have any
> >>suggestions?  I did some experimenting tonight and it appears that
clients
> >>connect on port 4284 to the F1 2001 game.

> >>Why is this game giving me such problems when connecting via
internet????

> >I tried it a couple of times with some friends online. Sometimes it
> >works very good (racing itself is good, no warping and good collission
> >detection) but more often we have big problems.. disco's, cars start
> >at exactly the same point during the start, while racing you suddenly
> >get a tv-cam view and a couple of seconds later you are being dropped
> >back to chat without a reason.. very weird.

> >Yesterday we tried again, I was the host. 3 players in total, both
> >other players getting major warps, making it unplayable for them. And
> >I'm on cable, so it shouldn't be -that- bad, and I've hosted f1 2001
> >succesfully in the past. Even worse was that one of the guys couldn't
> >drive out of the pits, no matter what he tried..

> >I tried to help him by driving into his pitbox, lining up behind him,
> >hitting the gas and trying to push him out of the pitbox, but no luck
> >:)

> >Later someone else tried to host, but that was even worse.. we
> >couldn't hear each other chat, constant disco's, and mine and another
> >guy's pc locked up twice. Multiplayer is fun in f1 2001 when it works,
> >but the huge amount of problems make it unplayable :(

> >Andre

> >>HELP!

> >>Thanks,
> >>  Chris

> Alison



> Remove the spam blocker NOSPAM to email me.
> http://eaglewoman.maximumspeed.com

David G Fishe

F1 2001 with masked IP

by David G Fishe » Wed, 14 Nov 2001 09:40:21

Whoops, I hit the send button too soon.

F1Relay is one of the best things to happen to sim racing in a long time.
Online match making and in depth ranking system, and also offline hotlap
rankings. It first supported F1RC and now F12001, and I believe RT will be
supported soon too.

David G Fisher



> You haven't heard of Relay? http://f12001.relaygames.com/

> David G Fisher



> > This doesn't sound promising!  Has anyone had any better results with F1
> > 2001 online?  And is there any prospect of a matchmaking service, like
> > VROC or Gamespy?

> > Also, does anyone have any more detailed information about setting up
> > your gateway for racing F1 2001 over the Internet?  I'm using Sygate
> > (still!) and am wondering how to configure it so I can host or join from
> > behind the gateway.

> > So far, I can join another race, but F1 2001 boots me out after a couple
> > of minutes.  The other user can't see my race if I host.

> > Alison



> > >On Fri, 19 Oct 2001 00:20:25 -0400, "Chris Rogers"

> > >>Has anyone had any luck connecting Multiplayer from behind a proxy
> server?
> > >>I have a W2K server set up as a NAT server and I cannot see the remote
> game
> > >>unless I disconnect the internet from my server and plug it directly
> into my
> > >>computer.  I've tried Internet Connection Sharing as well and it
doesn't
> > >>work either.

> > >>I have never had any trouble before connecting to internet games
> (Half-life
> > >>N4, Quake3 etc etc etc) when I was behind my server.  Anyone have any
> > >>suggestions?  I did some experimenting tonight and it appears that
> clients
> > >>connect on port 4284 to the F1 2001 game.

> > >>Why is this game giving me such problems when connecting via
> internet????

> > >I tried it a couple of times with some friends online. Sometimes it
> > >works very good (racing itself is good, no warping and good collission
> > >detection) but more often we have big problems.. disco's, cars start
> > >at exactly the same point during the start, while racing you suddenly
> > >get a tv-cam view and a couple of seconds later you are being dropped
> > >back to chat without a reason.. very weird.

> > >Yesterday we tried again, I was the host. 3 players in total, both
> > >other players getting major warps, making it unplayable for them. And
> > >I'm on cable, so it shouldn't be -that- bad, and I've hosted f1 2001
> > >succesfully in the past. Even worse was that one of the guys couldn't
> > >drive out of the pits, no matter what he tried..

> > >I tried to help him by driving into his pitbox, lining up behind him,
> > >hitting the gas and trying to push him out of the pitbox, but no luck
> > >:)

> > >Later someone else tried to host, but that was even worse.. we
> > >couldn't hear each other chat, constant disco's, and mine and another
> > >guy's pc locked up twice. Multiplayer is fun in f1 2001 when it works,
> > >but the huge amount of problems make it unplayable :(

> > >Andre

> > >>HELP!

> > >>Thanks,
> > >>  Chris

> > Alison



> > Remove the spam blocker NOSPAM to email me.
> > http://eaglewoman.maximumspeed.com

Phillip Malphrus, Jr

F1 2001 with masked IP

by Phillip Malphrus, Jr » Wed, 14 Nov 2001 12:18:56

This is the email I got back from support when I asked the firewall port. I
haven't tried it yet but here's what they said ...

Hello Phillip,

Thank you for sending us your concerns about F1 2001.

F1 uses port 1791 to play through.

I hope this information helps you and please do not hesitate to let me know
if you need further assistance.

Thank you,

John T.
EA Technical Support


> This doesn't sound promising!  Has anyone had any better results with F1
> 2001 online?  And is there any prospect of a matchmaking service, like
> VROC or Gamespy?

> Also, does anyone have any more detailed information about setting up
> your gateway for racing F1 2001 over the Internet?  I'm using Sygate
> (still!) and am wondering how to configure it so I can host or join from
> behind the gateway.

> So far, I can join another race, but F1 2001 boots me out after a couple
> of minutes.  The other user can't see my race if I host.

> Alison



> >On Fri, 19 Oct 2001 00:20:25 -0400, "Chris Rogers"

> >>Has anyone had any luck connecting Multiplayer from behind a proxy
server?
> >>I have a W2K server set up as a NAT server and I cannot see the remote
game
> >>unless I disconnect the internet from my server and plug it directly
into my
> >>computer.  I've tried Internet Connection Sharing as well and it doesn't
> >>work either.

> >>I have never had any trouble before connecting to internet games
(Half-life
> >>N4, Quake3 etc etc etc) when I was behind my server.  Anyone have any
> >>suggestions?  I did some experimenting tonight and it appears that
clients
> >>connect on port 4284 to the F1 2001 game.

> >>Why is this game giving me such problems when connecting via
internet????

> >I tried it a couple of times with some friends online. Sometimes it
> >works very good (racing itself is good, no warping and good collission
> >detection) but more often we have big problems.. disco's, cars start
> >at exactly the same point during the start, while racing you suddenly
> >get a tv-cam view and a couple of seconds later you are being dropped
> >back to chat without a reason.. very weird.

> >Yesterday we tried again, I was the host. 3 players in total, both
> >other players getting major warps, making it unplayable for them. And
> >I'm on cable, so it shouldn't be -that- bad, and I've hosted f1 2001
> >succesfully in the past. Even worse was that one of the guys couldn't
> >drive out of the pits, no matter what he tried..

> >I tried to help him by driving into his pitbox, lining up behind him,
> >hitting the gas and trying to push him out of the pitbox, but no luck
> >:)

> >Later someone else tried to host, but that was even worse.. we
> >couldn't hear each other chat, constant disco's, and mine and another
> >guy's pc locked up twice. Multiplayer is fun in f1 2001 when it works,
> >but the huge amount of problems make it unplayable :(

> >Andre

> >>HELP!

> >>Thanks,
> >>  Chris

> Alison



> Remove the spam blocker NOSPAM to email me.
> http://eaglewoman.maximumspeed.com

mark jeangerar

F1 2001 with masked IP

by mark jeangerar » Wed, 14 Nov 2001 13:16:39

So, how is F1 2001 online? Is it tight like GPL?

--

"Racing! - Science for the action minded."

mark


> You haven't heard of Relay? http://f12001.relaygames.com/

> David G Fisher



> > This doesn't sound promising!  Has anyone had any better results with F1
> > 2001 online?  And is there any prospect of a matchmaking service, like
> > VROC or Gamespy?

> > Also, does anyone have any more detailed information about setting up
> > your gateway for racing F1 2001 over the Internet?  I'm using Sygate
> > (still!) and am wondering how to configure it so I can host or join from
> > behind the gateway.

> > So far, I can join another race, but F1 2001 boots me out after a couple
> > of minutes.  The other user can't see my race if I host.

> > Alison



> > >On Fri, 19 Oct 2001 00:20:25 -0400, "Chris Rogers"

> > >>Has anyone had any luck connecting Multiplayer from behind a proxy
> server?
> > >>I have a W2K server set up as a NAT server and I cannot see the remote
> game
> > >>unless I disconnect the internet from my server and plug it directly
> into my
> > >>computer.  I've tried Internet Connection Sharing as well and it
doesn't
> > >>work either.

> > >>I have never had any trouble before connecting to internet games
> (Half-life
> > >>N4, Quake3 etc etc etc) when I was behind my server.  Anyone have any
> > >>suggestions?  I did some experimenting tonight and it appears that
> clients
> > >>connect on port 4284 to the F1 2001 game.

> > >>Why is this game giving me such problems when connecting via
> internet????

> > >I tried it a couple of times with some friends online. Sometimes it
> > >works very good (racing itself is good, no warping and good collission
> > >detection) but more often we have big problems.. disco's, cars start
> > >at exactly the same point during the start, while racing you suddenly
> > >get a tv-cam view and a couple of seconds later you are being dropped
> > >back to chat without a reason.. very weird.

> > >Yesterday we tried again, I was the host. 3 players in total, both
> > >other players getting major warps, making it unplayable for them. And
> > >I'm on cable, so it shouldn't be -that- bad, and I've hosted f1 2001
> > >succesfully in the past. Even worse was that one of the guys couldn't
> > >drive out of the pits, no matter what he tried..

> > >I tried to help him by driving into his pitbox, lining up behind him,
> > >hitting the gas and trying to push him out of the pitbox, but no luck
> > >:)

> > >Later someone else tried to host, but that was even worse.. we
> > >couldn't hear each other chat, constant disco's, and mine and another
> > >guy's pc locked up twice. Multiplayer is fun in f1 2001 when it works,
> > >but the huge amount of problems make it unplayable :(

> > >Andre

> > >>HELP!

> > >>Thanks,
> > >>  Chris

> > Alison



> > Remove the spam blocker NOSPAM to email me.
> > http://eaglewoman.maximumspeed.com

Alison Hin

F1 2001 with masked IP

by Alison Hin » Fri, 16 Nov 2001 01:30:02

Thanks for forwarding this, Philip!

I must admit that specifying a single port puzzles me.  Also they don't
say whether it's UDP or TCP.

As I understand it, usually there is one master port for the initial
connection and a range of ports, one of which is used by each client
after the initial connection is made.

For a server behind a gateway, the master port has to be opened in the
gateway for incoming connections, and the range of client ports may need
to be opened also for incoming connections.

For a client behind a gateway, if all connections are outgoing, and the
gateway allows such connections, you might need to do nothing to the
gateway.  That's the way it is with GPL and Sygate, anyway.  

However, with F1 2001, I found that even as a client, although I could
see the server and join it, I could never see the remote car, and the
host couldn't see my car either.  Within a minute or so of entering the
track, I was dropped from the server.  That suggests that the initial
connection was made, but the real-time packets (presumably going through
one of those client ports) aren't getting through.

Any additional help would be welcome!

Alison

On Tue, 13 Nov 2001 03:18:56 GMT, "Phillip Malphrus, Jr."


>This is the email I got back from support when I asked the firewall port. I
>haven't tried it yet but here's what they said ...

>Hello Phillip,

>Thank you for sending us your concerns about F1 2001.

>F1 uses port 1791 to play through.

>I hope this information helps you and please do not hesitate to let me know
>if you need further assistance.

>Thank you,

>John T.
>EA Technical Support



>> This doesn't sound promising!  Has anyone had any better results with F1
>> 2001 online?  And is there any prospect of a matchmaking service, like
>> VROC or Gamespy?

>> Also, does anyone have any more detailed information about setting up
>> your gateway for racing F1 2001 over the Internet?  I'm using Sygate
>> (still!) and am wondering how to configure it so I can host or join from
>> behind the gateway.

>> So far, I can join another race, but F1 2001 boots me out after a couple
>> of minutes.  The other user can't see my race if I host.

>> Alison



>> >On Fri, 19 Oct 2001 00:20:25 -0400, "Chris Rogers"

>> >>Has anyone had any luck connecting Multiplayer from behind a proxy
>server?
>> >>I have a W2K server set up as a NAT server and I cannot see the remote
>game
>> >>unless I disconnect the internet from my server and plug it directly
>into my
>> >>computer.  I've tried Internet Connection Sharing as well and it doesn't
>> >>work either.

>> >>I have never had any trouble before connecting to internet games
>(Half-life
>> >>N4, Quake3 etc etc etc) when I was behind my server.  Anyone have any
>> >>suggestions?  I did some experimenting tonight and it appears that
>clients
>> >>connect on port 4284 to the F1 2001 game.

>> >>Why is this game giving me such problems when connecting via
>internet????

>> >I tried it a couple of times with some friends online. Sometimes it
>> >works very good (racing itself is good, no warping and good collission
>> >detection) but more often we have big problems.. disco's, cars start
>> >at exactly the same point during the start, while racing you suddenly
>> >get a tv-cam view and a couple of seconds later you are being dropped
>> >back to chat without a reason.. very weird.

>> >Yesterday we tried again, I was the host. 3 players in total, both
>> >other players getting major warps, making it unplayable for them. And
>> >I'm on cable, so it shouldn't be -that- bad, and I've hosted f1 2001
>> >succesfully in the past. Even worse was that one of the guys couldn't
>> >drive out of the pits, no matter what he tried..

>> >I tried to help him by driving into his pitbox, lining up behind him,
>> >hitting the gas and trying to push him out of the pitbox, but no luck
>> >:)

>> >Later someone else tried to host, but that was even worse.. we
>> >couldn't hear each other chat, constant disco's, and mine and another
>> >guy's pc locked up twice. Multiplayer is fun in f1 2001 when it works,
>> >but the huge amount of problems make it unplayable :(

>> >Andre

>> >>HELP!

>> >>Thanks,
>> >>  Chris

>> Alison



>> Remove the spam blocker NOSPAM to email me.
>> http://eaglewoman.maximumspeed.com

Alison



Remove the spam blocker NOSPAM to email me.
http://eaglewoman.maximumspeed.net

Bart Westr

F1 2001 with masked IP

by Bart Westr » Fri, 16 Nov 2001 02:31:11


In general, this is not necessary. Compare to a webserver: many clients
connect to it's port 80, and each has it's own communication channel. The
individual connections are identified by the client ip and port making it
possible to have two different connections from one client (ie two browsers
running on one pc).

There is no reason for games to act different, except for the internal
implementation. With one port per client, the server can run seperate thread
for each client handling the specific port. In the one port configuration
there would be one thread handling the traffic.

Bart Westra

Schum

F1 2001 with masked IP

by Schum » Fri, 16 Nov 2001 02:47:46

"As I understand it, usually there is one master port for the initial
connection and a range of ports, one of which is used by each client after
the initial connection is made."

This assumption holds true when dealing with Sockets based Network Code, and
even DX7 DirectPlay netcode. However, it does not hold true with DX8 or
moreso in F12001 (which as far as I can tell without having a direct look at
teh netcode source, it is actually a TCP/UDP hybrid config.).

*Normally* a game will attempt an initial connection with the server/clients
on a timed TCP packet loop (DirectX for example uses a 32 second timeout
value inherit in Windows TCP protocol... hence explaining why it usually
takes about that long before a game will send back a "could not find host"
message.) If that timeout is reached... Windows assumes the host is
unreachable, or is non-existant at the specified IP address. The
fundamentals of how this works is inherit to the TCP protocol, which is a
"guaranteed protocol". Meaning, TCP will cause the client machine to "wait"
until a reply is recieved. This is a good method for "mission critical
packet retrieval", but has costly time issues associated with it. Initial
connection and menu screen navigation is such an area where "time loops" do
not *usually* cause any timeouts, so the guaranteed nature of the TCP packet
is best suited.

Once a TCP connection is made (the original handshake), the game *usually*
uses UDP packets to send game data (since UDP does not wait for a timeout
value... it simply sends and forgets, and whether it reaches the host is
irrelevant [in UDP]). UDP is better for sending game data, since the client
machines do not have to wait for a reply (this is compounded in session
where there are people 500ms away from each other). If a game were to use
TCP packets, it could take 2-3 seconds for each packet from each client to
be "verified". Thus, the lag caused would be extreme.

Condensed: The game will create the initial connection and participate in
Menu-Screen communications through the TCP protocol, and send the positional
data, etc. through the UDP protocol *usually*.

This was fine and dandy in DX7 (which used a port range of 2300-2400 for
game data) and still is in Sockets based netcode, but DX8 now only uses 1
port to send/recieve data. That port is 6163. ALL info is sent through that
port now. Thus making any "Proxy Configs" completely useless, and indeed MS
suggests that you do not use proxies/routers for DX8 Net-based games. This
is because of the fundamentals of how an NAT/Proxy system works. It applies
to the basic rule that only 1 computer can occupy a port mapping at 1 time,
and a specific rule must be in place to solidify this mapping. In a sockets
based netcode, you are capable (if the programmers think ahead) of selecting
which ports you would like to use. Thus, (like in GPL core.ini settings) you
can have different clients using different ports, and map those unique ports
accordingly and successfully in your Proxy Soft/Router.

The #1 issue with online *** (spanning all genres), is player
syncronization. In a LAN environment, you are pretty much guaranteed 99%
packet retrieval. This is due to simple proximity of the computers. However,
in the infinitly unstable (and thus unreliable) beast we call the Internet,
connections are not always (in fact rarely) this cut and dry.

TCP can "verify" retrieval, but has costly timing issues associated. UDP is
a "send and forget" protocol which negates the "timing issues", but
compounds the "quality issues". Meaning, if a number of packets sent are NOT
retrieved by the host, the host can quickly lose syncronization with the
offending party/client. They can "pick up" where they left off once a packet
does arrive, and this is seen visually on the screen as cars "hopping" or
"instant appear".

Now we move onto getting F12001 playable through a Proxy/Router.

Bottomline: Pick a computer to race with... thats the only one you've got
online.

Once you have picked the computer... make it a DMZ computer on your Proxy.
We have found F12001 to be "random" in its port selection (GAWD I WISH it
was at least static 1791, but our investigations have proven that to be
untrue). Meaning... intial connection is done through 6163. However, F12001
will then pick a random port to use for data-transfer. The port sync is
accomplished through the 6163 initial connection, port open/sync is
accomplished, and away you go.

However, we throw a router/Proxy in there, and its next to impossible, since
we know that F12001 uses "random ports". Our experience is that it seems to
like ports between 1000 ~~> 8000, and so far we have not had problems. You
cannot select the ports, do not know a static port, which makes playing
behind a proxy/router on anything other than a DMZ computer, futile.

Alisson, you mentioned that you use Sygate. I would HIGHLY suggest dropping
that and going with Winroute (http://www.racesimcentral.net/) It is worlds
easier to configure, is much higher performing, and is overall just a better
package (I especially avoid Sygate like the plague... horrible
implementation of NAT, and problematic is an understatement...).

We have done up a Network Guide that explains how to properly map your ports
in Winroute at: http://www.racesimcentral.net/

Its also worth noting that Relay can be configured to use proxies and
routers using a variety of methods inside the Network Options.

Hope that helps.

Cheers,
Schumi

Phillip Malphrus, Jr

F1 2001 with masked IP

by Phillip Malphrus, Jr » Fri, 16 Nov 2001 13:54:09

wow

:)


Alis

F1 2001 with masked IP

by Alis » Sat, 17 Nov 2001 14:43:00


> "As I understand it, usually there is one master port for the initial
> connection and a range of ports, one of which is used by each client after
> the initial connection is made."

> This assumption holds true when dealing with Sockets based Network Code, and
> even DX7 DirectPlay netcode. However, it does not hold true with DX8 or
> moreso in F12001 (which as far as I can tell without having a direct look at
> teh netcode source, it is actually a TCP/UDP hybrid config.).>
[snip]
> Now we move onto getting F12001 playable through a Proxy/Router.

> Bottomline: Pick a computer to race with... thats the only one you've got
> online.

> Once you have picked the computer... make it a DMZ computer on your Proxy.
> We have found F12001 to be "random" in its port selection (GAWD I WISH it
> was at least static 1791, but our investigations have proven that to be
> untrue). Meaning... intial connection is done through 6163. However, F12001
> will then pick a random port to use for data-transfer. The port sync is
> accomplished through the 6163 initial connection, port open/sync is
> accomplished, and away you go.

> However, we throw a router/Proxy in there, and its next to impossible, since
> we know that F12001 uses "random ports". Our experience is that it seems to
> like ports between 1000 ~~> 8000, and so far we have not had problems. You
> cannot select the ports, do not know a static port, which makes playing
> behind a proxy/router on anything other than a DMZ computer, futile.

> Alisson, you mentioned that you use Sygate. I would HIGHLY suggest dropping
> that and going with Winroute (http://www.tinysoftware.com) It is worlds
> easier to configure, is much higher performing, and is overall just a better
> package (I especially avoid Sygate like the plague... horrible
> implementation of NAT, and problematic is an understatement...).

> We have done up a Network Guide that explains how to properly map your ports
> in Winroute at: http://f12001.relaygames.com/guide-network.asp

This looks like a lot of good information.  However, usually when I
race online it's with GPL and VROC.

Has anyone set up Winroute for hosting and joining GPL races from
behind it?  Is this difficult or easy, and does it work well?

Thanks for all the info, Schumi!  Great stuff!

Schum

F1 2001 with masked IP

by Schum » Sat, 17 Nov 2001 15:51:04

Hi Alisson,

I can say with absolute certainty that winroute works with GPL and VROC. I
know because I have done it quite easily. In fact, it is much easier to map
the ports to multiple machines with winroute (and even flip-flop them as
needed) than the other 2.

I've tried it with Sygate, Win ICS, and Winroute. I found connection
quality, stability, etc. far superior through winroute (no I don't work for
the company or have anything to gain by suggesting winroute).

I found Sygate extremely finicky and brutally cumbersome (particularly in a
LAN environment that changes often, or has other computers connecting
randomly). Not to mention that the port mapping is made 1000X easier in
Winroute (I don't even dare go any further into the attrocious port mapping
support in Win ICS amongst other brutal methods it uses... I'll give my
*** pressure a break here), and I actually find it takes no more than 2
minutes to setup my entire 5 computer LAN from scratch (it really is that
easy... particularly when working with port ranges, and UDP/TCP
combinations).

Quite often I run into peeps who run Sygate, or Win ICS, only to have
problems configuring their LAN for online game play. Many of them switched
to Winroute on my suggestion, and they were up and running in 10 minutes
maximum (keep in mind these are peeps who do not *normally* work with
proxies and port mappings, etc.... and they've never used the prog before).

BTW... for those Zone Alarm 'victims'... Tiny Software has a personal (free)
firewall prog with the basic fundamentals of Zone Alarm (a firewall for
newbies)... Only Tiny actually managed to do it right, and allows a LOT more
freedom, whilst still maintaining the "complete lock-down unless I give
permission to open it" approach (which I still find a bit ridiculous to
restrict outgoing traffic in a personal LAN environment... oh well, we
digress with the force of ignorance I suppose).

Anyways... thaz just what I suggest.

Cheers,
Schumi


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