Game Development Community

Dedicated Server not found on Master Server

by Richard Bottoms · in Torque Game Engine · 03/14/2005 (10:14 pm) · 28 replies

I am running a Linux dedicated server at Rackspace. I am using starter.fps Stronghold for testing. I changed all references in the various .cs files from FPS Shooter to my Test app.

Everything starts up just fine:

./torqueDemod.bin -dedicated -mission starter.fps/data/missions/stronghold.mis &


I get back:

Engine initialized...
Sending heartbeat to master server [IP:216.116.32.49:28002]
Received info request from a master server [IP:216.116.32.49:28002].


I fire up my client and query the Master Server and can't find my server. I even hard coded the IP address 216.116.32.49:28002 in the client .cs to make sure it was going to the same place. Nada.

All I get from the Master Server are various FPS Starter Kit servers.

Suggestions?
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#21
04/01/2005 (5:33 pm)
Yeah, LAN works, but if you try to join, doesn't it get stuck at Initializing Data, or something to that effect, freezes, I mean? I haven't tried connecting over LAN lately, but I remember that's what happened.

I'd think the game should be able to be found on GG's master server. Hosting our own for the game may prove to be troublesome.

Send me an e-mail with the updates on the ammo & such as well.
Thanks again.
#22
04/02/2005 (2:09 pm)
J Alan Atherton, I was able to get it up just by changing the GameType in game.cs on the server side

and the GameTypeQuery in init.cs on the client side. I guess you must have changed those though with your method, but that should be all you have to do, maybe your problem is elsewhere?
#23
04/03/2005 (6:24 pm)
Peculiar, if I don't change anything in the code of the FPS Starter Kit, except for changing:

in client/init.cs:

GameTypeQuery to "projectshadow"

and

in server/scripts.cs:

GameType to "projectshadow"

It works on the master server.
However in my modified version of the FPS Starter Kit, it doesn't..
It seems the bug lies in my code somewhere.
#24
04/03/2005 (7:18 pm)
I got the code functional simply using what I did above. The problem lied with my firewall, defaulted to block all of Torque's connections to the internet. After I did that, the server showed up.

However the client always hangs at "Loading Datablocks", both LAN and Internet. Not sure what's causing this, obviously a screw up in the datablock code, or file/folder structure.
#25
04/03/2005 (7:27 pm)
Just checked, i was also getting the problem due to inet connection (my ISP in this case).
As for the hang on the loading datablocks, what kind of hang is it? What does the console.log say about it?
#26
04/03/2005 (7:51 pm)
Sent you the logs as per your e-mail.
#27
04/03/2005 (8:41 pm)
I've gotten stuck on the loading datablock section sometimes when there is a file corrupted or missing. Hopefully the log you sent Leo will help.
#28
04/03/2005 (10:43 pm)
(Tho not sure) from looking at the logs it appeared to be a few files like "replaceme.ogg" and "takeme.wav" missing. I seem to remember having a similar problem a while back. Tho this is just a guess from what the logs said; i havn't tested it myself yet (PC at mom's house, on my iBook here, and C2's project has some engine mods and a 'doze exe)
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