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Author Topic:   Connecting problem
Gautier UK posted 29-03-2003 22:39 BST     
Receiving connection from IP 80.194.104.93
- allocated ID 1.

Error outputting data to 1: /CONNECTED:

Error outputting data to 1: /QUERY NAME

User 0 disconnected.
User 1 disconnected.
1 disconnected.

anybody know whats wrong? =S

Gautier UK posted 31-03-2003 13:22 BST          
thats my WAN IP by the way, and i know its correct, and i know a player needs to connect to the WAN IP to play a Qnet game.
Alex posted 31-03-2003 16:41 BST          
It's hard to debug network connection problems. There was some kind of error sending a response back to the player after they connected to the server - although I don't know why this should happen. The "User 0 disconnected" is a bit concerning as well, as there shouldn't even be a user with an ID of zero!
Gautier UK posted 31-03-2003 22:32 BST          
there is a possability it has nothing to do with quest. im on a router, so all 6 computers share the same IP, this could be the cause of it. but then again, it did work once before, Shadow connected to me, but then it stopped working, its kind of weird lol. you will have to look into it, try and connect to me one time, or something, just to see what the problem could be.
Alex posted 01-04-2003 12:02 BST          
It could well be the router that's the problem. Presumably you have a local IP address within your network - does that work instead?
Gautier UK posted 01-04-2003 18:08 BST          
yeah my local ip works, but obviously nobody can connect to that one.
Gautier UK posted 11-04-2003 01:02 BST          
sorted it out, ppl come and go freely now =D
Gautier UK posted 14-04-2003 20:05 BST          
the problem was, was that i need to connect to my local IP, and not to my wan ip.

another problem, is that when a player disconnects, Questnet still thinks that the ID is being used, and gives an error message saying....

Error outputting data to 1: Server Message: hahaha

Alex posted 14-04-2003 23:15 BST          
Not sure why QuestNet isn't detecting the player disconnecting - in my tests it manages without problems. I suppose if it ever gets an error sending a message though, that should indicate a disconnection, so I'll add that facility.