2 behind router, one not..

Gamer's Internet Tunnel, formerly Gamer's IPX Tunnel

2 behind router, one not..

Postby trial » Mon Apr 04, 2005 8:07 pm

after reading a few threads and reading about git, it seems like this is what
will help me play (generals) with my friends.. i've tried to setup a
win2kserver box as a VPN, but that didn't work.. broadcasting packets and
all.

but only two of us are behind routers, and one isn't..

from what i understand, all our comps need to have the same internal
IP for git to work, correct?

would anyone care to help me set something up that may work? i've been
at this for almost a good week, and we just want to be able to get a game
running and kill each other off. =D

any help would be appreciated.
thanks.
trial
 
Posts: 4
Joined: Mon Apr 04, 2005 7:53 pm

Postby karma » Tue Apr 05, 2005 8:04 am

To answer one part, all the machines on all networks (connected together with GIT) must have the same subnet mask and must have unique addresses. "All the machines" includes PCs, routers, printers, etc, anything at all on the networks that has an IP address.

For example, three Lans...
Lan 1:
Router - 192.168.0.10
Machine - 192.168.0.11
Machine - 192.168.0.12
Machine - 192.168.0.13

Lan 2:
Router - 192.168.0.20
Machine - 192.168.0.21
Machine - 192.168.0.22
Machine - 192.168.0.23

Lan 3:
Router - 192.168.0.30
Machine - 192.168.0.31
Machine - 192.168.0.32
Machine - 192.168.0.33

As you see, all addresses are different. Lans such as these can be connected together using GIT.

I personally am not sure how to set up Git to include a non-NATed client, as I have no experience with that. I'm sure it's already discussed in these forums though.

After the virtual LAN is created with Git, you should be able (when using TCP, ARP and ICMP) to ping the remote machines using their local address...such as 192.168.0.11 being able to send a ping to 192.168.0.33.

Then select the appropriate protocols and forward the ports in Git, and all is well. Most games/apps come with documentation stating the port requirements for networking--but others may require a little research. Like Empire Earth...the docs say port 33334-33335 for network play, but in multiplayer over LAN mode, using a sniffer (I use network spy or ethereal), I found that EE used port 33336.

Also, for a list of ports used by applications, look here at http://www.portforward.com/cports.htm. There's more at that site about port forwarding instructions for various routers, and instructions for hardware and software firewalls. The C&C:Generals ports are listed there. The site is updated constantly, so they say.
karma
 
Posts: 69
Joined: Mon Mar 14, 2005 7:42 am
Location: yokosuka japan

Postby trial » Tue Apr 05, 2005 1:46 pm

thanks for the reply.

for the port forwarding part, i only have to open the port in the router that
GIT needs to use, correct? meaning, i just have to forward port 21x to
whichever PC is going to be running it, and i don't have to worry about
opening ports for what the actual game needs to use?
trial
 
Posts: 4
Joined: Mon Apr 04, 2005 7:53 pm

Postby karma » Tue Apr 05, 2005 2:20 pm

Right...for your router, only forward GIT port 21x. In GIT, forward the game ports.
karma
 
Posts: 69
Joined: Mon Mar 14, 2005 7:42 am
Location: yokosuka japan

Postby trial » Tue Apr 05, 2005 5:29 pm

alright, thanks.

hmm.. what about that option where you can change the ip in the packets..
would that be worth fiddling with for the person not behind a router? or is
that option for something different?

edit::
nevermind, i found information about installing a loopback device to
simulate a lan.. about to try it out with one of my friends. hopefully it
works.
trial
 
Posts: 4
Joined: Mon Apr 04, 2005 7:53 pm


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