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  1. #1
    Palace Guard

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    Default Multiplayer with UDK

    So after some reports of people not getting this to work I tried it myself to see if I could get it to work, and I managed to get this to work just fine.

    After turning off firewalls and other packet blocking applications, we started up the UDK and went into the multiplayer menu. It appears that the multiplayer menu picks up LAN matches fine. We tried connecting through the multiplayer menu but that didn't seem to work. We then tried connecting through the console using "open <ip address>" and it connected just fine.

    So possible reasons why people can't get this to work is that perhaps there is a minor issue with the multiplayer menu. People had firewalls on or had modified their UDK copies by running the editor and then messing around with things.

    So, all I can say is, is that it works.

  2. #2
    MSgt. Shooter Person
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    Default

    A tutorial for this could help allot of people...

  3. #3
    Palace Guard

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    Default

    Uh, ok.

    1) Install UDK and do not open the Editor
    2) Turn off your firewalls
    3) Start UDK

    4) Start a server on one of the machines

    4) On the other machine, Press ~ in the main menu
    5) Enter in "open <ip-address>" with the servers ip address in it

  4. #4
    Redeemer
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    Default

    now do a VTM
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  5. #5
    Redeemer
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    Default

    And an interpretive dance!
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  6. #6
    MSgt. Shooter Person
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    Default

    My bad, I've read the first post wrong

  7. #7

    Default

    how the multiplayer menu program to do it? Write uc? Write ini?

  8. #8
    MSgt. Shooter Person
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    Default

    Interestingly enough, I had an instance where one person hosted and I joined their game through the server list and it work just "fine" the only issue I noticed which could have been a number of things - LAG. (I'm thinking his computer since its a bit slower just running the game anyway)

  9. #9

    Default

    hi guys

    just noticed that this is a simular thread to my problem.

    using this method allows a client to connect to a host in running lan game mode. as such nothing on the hosts side ever tells the router to do the upnp magic to map the incoming ports.

    anyone think its odd that it will not allow the server to be internet game mode?

    the big question is does any know what ports need mapping to get this to work through a router. googling this gets confusing results, apparenlty the issue of a hosting in general with ut3 is a mare.

    any help?

    thanks

  10. #10

    Default

    Yes a clear list of the ports UDK needs, or even where we could set our own ports would be very helpful. I succesfully cooked 8 maps, and could run them locally, but could not figure out (yet ) what ports to open for another to connect to the game.

  11. #11
    MSgt. Shooter Person
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    An obvious first step is to go to http://www.portforward.com and open the ports for UT3.
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  12. #12
    MSgt. Shooter Person
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    Quote Originally Posted by Solid Snake View Post
    Uh, ok.

    1) Install UDK and do not open the Editor
    2) Turn off your firewalls
    3) Start UDK

    4) Start a server on one of the machines

    4) On the other machine, Press ~ in the main menu
    5) Enter in "open <ip-address>" with the servers ip address in it
    Who can help me ,how to do the start a server on one machines?

    the 5th step I can do,but the 4th step.

  13. #13
    Skaarj
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    Default

    Im also having the same issue, I can get the game to work over LAN, but not over the internet, So like the others say a list of ports would be nice. Also when you package the client up, is there anywhere, where you can specify an IP address, so that on running the client, it logs straight into the server specified?

  14. #14
    Skaarj
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    morpheus2010, in order to create a server you need to go to C:\UDK\UDK-2009-11\Binaries and run "UnrealFrontend", once the app is open browse for the map you wish to host under where it says "map to play", then for server type either choose listen or dedicated, a listen server is where you host and play on the same machine, where as a dedicated has no GUI and is only for hosting the game. you will also need to select the amount of clients you wish to package to give to the players you want to join your server. After you have done that press the "launch button in the top left hand corner to run the server, then press the cook tab at the top, and then package game. Once all thats done you just need to work out what ports to open to allow others to connect to you, and of course give those connecting, the package .

  15. #15
    MSgt. Shooter Person
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    Quote Originally Posted by ridders View Post
    morpheus2010, in order to create a server you need to go to C:\UDK\UDK-2009-11\Binaries and run "UnrealFrontend", once the app is open browse for the map you wish to host under where it says "map to play", then for server type either choose listen or dedicated, a listen server is where you host and play on the same machine, where as a dedicated has no GUI and is only for hosting the game. you will also need to select the amount of clients you wish to package to give to the players you want to join your server. After you have done that press the "launch button in the top left hand corner to run the server, then press the cook tab at the top, and then package game. Once all thats done you just need to work out what ports to open to allow others to connect to you, and of course give those connecting, the package .
    Oh,thank you very much,I never open the Unrea frontend,sorry for that.

    thank you for helping me!!

  16. #16
    Skaarj
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    Default

    not a problem, now we just need to know how to get the servers working over the internet.

  17. #17

    Default

    I believe that it won't let us host Internet games because we don't have profiles. UT3 does that too.

    Does anyone have any idea how to make profiles?

  18. #18

    Default

    right guys this is what i did.

    1. mapped these ports to my computer
    TCP 53
    UDP 53
    TCP 88
    UDP 88
    TCP 3074
    UDP 3074
    TCP 2074
    UDP 2074
    TCP 5060
    UDP 5060
    TCP 5061
    UDP 5061

    2. ran udk
    3. loaded my map
    4. started a lan game
    5. went to www.whatismyip.com to get my ip
    6. told my mate my ip
    7. he pressed tab for console then typed open myip
    8. magic

    i have no doubt some of them ports do nothing and less can be mapped. and i do not understand why the server (listening server really) can not start a proper internet game. for now i am not concerned as i can use the above steps to test and play.

    so for a simple solution that works do that
    hope this helps, could start a trend of useful posts

  19. #19
    Skaarj
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    Default

    looks like good info, but I dont know if anyone else is having this issue, but I cant open up console using the ¬ key or tab in the client I create. Is your friend using a client you gave them or are they connecting through the game ut3?

  20. #20

    Default

    Quote Originally Posted by Webby View Post
    right guys this is what i did.

    1. mapped these ports to my computer
    TCP 53
    UDP 53
    TCP 88
    UDP 88
    TCP 3074
    UDP 3074
    TCP 2074
    UDP 2074
    TCP 5060
    UDP 5060
    TCP 5061
    UDP 5061

    2. ran udk
    3. loaded my map
    4. started a lan game
    5. went to www.whatismyip.com to get my ip
    6. told my mate my ip
    7. he pressed tab for console then typed open myip
    8. magic

    i have no doubt some of them ports do nothing and less can be mapped. and i do not understand why the server (listening server really) can not start a proper internet game. for now i am not concerned as i can use the above steps to test and play.

    so for a simple solution that works do that
    hope this helps, could start a trend of useful posts
    Thanks for that Webby. can you explain the steps you took to 'start a LAN game'? I opened the Frontend, loaded DM-Deck, selected Listen for server type, and 1 for Clients, Cooked it, then packaged it, then loaded the package onto another PC I have on my home LAN, and I just cannot get it to connect. I select Multiplayer on my client, select Join Game, it then starts searching for servers, but finds none, then on pressing next I just go back to main Menu again, with no chance to ever pull up the console. What did you do differently?

    Thanks

    Rock

  21. #21
    Palace Guard

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    Default

    The above 'solutions' are not issues or problems with the UDK, rather they are your firewall or routers blocking packets from those ports.

  22. #22
    Skaarj
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    Default

    thats not true, as we've tested this with firewalls that are disabled, and you dont need to port forward on a LAN, so that still doesnt answer our problem.

  23. #23

    Default

    Quote Originally Posted by Sir_Brizz View Post
    An obvious first step is to go to http://www.portforward.com and open the ports for UT3.
    Thank you very much for that link. There is simply so much information to process through now to learn all of this (I've modded before but only in UE2) so I really appreciate the link.

  24. #24
    MSgt. Shooter Person
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    If I understand this correctly, the network mode is set when the map is cooked. If so does this mean I can't play a stand-alone game on a map cooked with server type as Listen?

  25. #25
    Iron Guard
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    Cooking has nothing to do with the server modes.

  26. #26
    Redeemer
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    Sorry to resurrect an old post, but I've been trying to simply have computers across my home network play together and this is what the server has to say about it:

    NetComeGo: Open TheWorld bla bla 192.168.0.198 bla bla the computer on the local network
    NetComeGo: Close TcpipConnection_0 192.168.0.198 bla bla bla

    It seems to be connecting and then immediately closing the connection and I'm not sure why. I've disabled all firewalls to the best of my knowledge (software I know is, win7 disabled, the hardware firewall on my router isn't terribly clear, but I'm fairly sure I killed it).

    In comparison, if I run the server on my main machine while spawning say 2 clients, they'll both connect just fine so I know it can... Also, oddly, if I try to connect with the updated version of the game with an older one installed on my laptop, it will actually send packages that need to be updated across, but then kill it once those packages are done. Any ideas? Would this happen if I hadn't fully disabled my hardware firewall?
    Last edited by danimal'; 01-31-2010 at 08:36 PM.
    Danimal

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  27. #27
    Prisoner 849
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    Those bla bla bla messages doesn't look good, seems you have a bla bla issue.





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  28. #28
    MSgt. Shooter Person
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    Quote Originally Posted by danimal' View Post
    Sorry to resurrect an old post, but I've been trying to simply have computers across my home network play together and this is what the server has to say about it:

    NetComeGo: Open TheWorld bla bla 192.168.0.198 bla bla the computer on the local network
    NetComeGo: Close TcpipConnection_0 192.168.0.198 bla bla bla

    It seems to be connecting and then immediately closing the connection and I'm not sure why. I've disabled all firewalls to the best of my knowledge (software I know is, win7 disabled, the hardware firewall on my router isn't terribly clear, but I'm fairly sure I killed it).

    In comparison, if I run the server on my main machine while spawning say 2 clients, they'll both connect just fine so I know it can... Also, oddly, if I try to connect with the updated version of the game with an older one installed on my laptop, it will actually send packages that need to be updated across, but then kill it once those packages are done. Any ideas? Would this happen if I hadn't fully disabled my hardware firewall?

    Hey did you ever find a solution to this, I'm getting the same thing with a nearly completely blank level for testing purposes and no code other than UDK's.

    Code:
    [0056.55] NetComeGo: Open TheWorld 11/24/10 02:58:56 173.61.xxx.xxx
    [0057.12] NetComeGo: Close TcpNetDriver_0 TcpipConnection_8 173.61.xxx.xxx:62234 11/24/10 02:58:56
    x's are just there so I'm not giving out my friend's IP. As you can see the log shows an incomming connection, so I know he's getting thru the firewalls of doom, but the connection ceases just half a second later as if the server is rejecting it or something.
    Last edited by unusualbob; 11-24-2010 at 03:21 AM.

  29. #29

    Default

    I too still need some help with this, I'm working a multiplayer UDK project, and I cannot connect via IP at all!

    I have isolated the fault in connection down to this line though:

    Code:
    Error: Control channel bunch overflowed

  30. #30

    Default

    Ya I have a similar problem when i try to connect.

    I put in the Open [ip address] from the client and the server responds in the control panel with the Open TheWorld {ip address} and then nothing else happens... Any imput would be great.

  31. #31
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    Mayman: check the clients Launch.log
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  32. #32
    MSgt. Shooter Person
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    Has anyone figured this out? I'm having the same problem although some days it does connect.

  33. #33
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    this happens because you do not have a masterserver set up for your game. A master server is the main server for your game which finds all multiplayer matches running on ur game

  34. #34
    MSgt. Shooter Person
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    And how do you get a master server running?

  35. #35
    Iron Guard
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    I'm having similar issues except I cannot connect any way other than through Hamachi, which is basically LAN. Nobody can connect to each other by way of IP if we're not on that hamachi server.

    Then, about 5-10 minutes into the match, it loads us back to the main menu and then we can no longer click on the start game button in either Multiplayer or Singleplayer. We have to terminate the game and restart it and this happens consistantly after a few minutes of playing the game. The log merely states TCPIP connection terminated...or something like that. There's no errors. This happened with Jan UDK, have yet to test under Feb since it took all day to compile.

    All firewalls are disabled, but I'd like to note that in Win7 you can set which programs are allowed through and that gives me the same results. Can connect for a few minutes then the game goes dead and have to reboot the app.

  36. #36
    MSgt. Shooter Person
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    Funny, i hadn't even thought about hamatchi, will have to try that next time. I'll let you know if I get the same problem.

  37. #37
    MSgt. Shooter Person
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    Nope didnt work at all. Is there anyone who knows anything about connecting together via interwebs? what about steam, does anyone know anything about how to do it via steam or is it only privelaged to those who are already pretty much done developing a game which would be kinda pointless.

  38. #38
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    open [ip address] works fine. Client logs will report whatever the error is in connecting.

    Steam support is rumored to be much better in the Feb 2011 release though I haven't had a chance to check it out, other people have reported that prior versions also worked via Steam.
    http://www.ericbla.de http://www.dungeondefenders.com http://en.wikipedia.org/wiki/Warm_Gun http://www.rekoil.com http://www.groundbranch.com

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  39. #39
    MSgt. Shooter Person
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    Yeah I've been using open[IP address] for a few years now but for some reason its become less stable these past couple of months. Sometimes it connects out of the blue, most of the time it doesn't. And it's got nothing to do with ports or firewalls, that's all as it should be.
    Yeah except the errors you get are vague to say the least. As in "reason : connection lost", and that's it. I finally got it working in the end though. As for steam, i can get the UDK to change my status on steam and i can open steam windows etc in the UDK but the join button just gives you a game not available or something like that.

  40. #40
    MSgt. Shooter Person
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    What do I have to do in order to get the menu work. I don't want to use the open thing it works but is sucks.


 
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