View Full Version : Correction to readme: Firewall Rules
cowlibob
5 Nov 2003, 11:11
The readme file was seriously lacking in the area of network support.
Here are the actual rules that Worms 3D will require to work properly.
Note:
The game will not successfully play if both the game host and a client are behind separate NATs or firewalls.
Implement each of the below rules in your firewall of choice.
Rule Type Port
====================================
Worms3D Ingame TCP 5911
Worms3D Frontend UDP 5911
GS IRC TCP 6667
GS Search TCP 29901
GS Ping UDP 13139
GS List TCP 28900
GS Incoming UDP 6500
GS HeartBeat UDP 27900
GS Connection TCP 29900
For Windows XP Internet connection firewall, create each rule as follows
1.Disconnect from the internet
2.open control pannel
3.open network connections
4.select your connection and right mouse button and properties
5.Ensure that Internet Connection Firewall IS checked.
6. Click on 'Settings' button at bottom of dialogue.
7. For each above rule:
a.Click 'Add'
b.Enter a description of the rule
(eg 'Worms3D Ingame').
c.Enter the machine name or
127.0.0.1 as the name or IP address.
d.Enter the internal and external
ports as above (both the same)
e.Make sure the correct type of
service is selected (TCP or UDP).
f.Hit OK.
8. Accept all the rules, by pressing OK.
9. Close the connection properties by hitting OK.
Note:
The game will not successfully play if both the game host and a client are behind separate NATs or firewalls.
That's ****ty. I know that Blizzard handled it correctly in Warcraft3. Both me and a friend were behind a FreeBSD router/server and we could play 2v2 games.
But i'll try to forward those ports when i get home.
See if i can play online now.
cowlibob
5 Nov 2003, 11:40
We are aware of some 'underhanded' techniques for working around NATs.
These don't work for all NATs, and only then with UDP packets.
Unfortunately, Worms 3D uses TCP, so there we are.
... what was that all about in the html help file :-) is it of any use?
cowlibob
5 Nov 2003, 13:59
Worms 3D utilises port 10017 and this must be opened in the outbound and inbound directions to host and join games. Please consult the hardware guidelines provided by the manufacturer for information on how to achieve this. Alternatively contact your network administrator or ISP for further assistance. If you wish to review further information regarding firewall support please consult the GameSpy web site.
This is still valid, though only when applied to the ports listed in the previous post.
It's a little embarrasing, but 10017 was used in development; not required in the final release.
FreezeBurn
5 Nov 2003, 16:03
1.Disconnect from the internet
I can't disconnect from the internet, cable. :(
Edit: Oh wait, my cable operator already let those ports open.
Wriggles
6 Nov 2003, 16:30
I had that problem too, couldn't leave wormnet! Then I used the port settings as below and it was ok again :)
Managed to get 1 game but, I think lots of people use NATs or firewalls as it was mostly problem choosing teams!
I look forward, in anticipation, to the solution. Right now, I gotta go practice more so, my second go isn't quite so embarrassing
:o :D
ikke2003
11 Nov 2003, 11:16
How can I do that with ZoneAlarm?
cowlibob
12 Nov 2003, 16:02
Open the ZoneAlarm window and select the Firewall settings.
Set the Internet Zone Security to medium.
[You may have finer control in the professional version, I'm using the free, basic version]
Run the game.
My copy of zone alarm prompts me:
Do you want to allow Worms3D.exe to access the internet?
I clicked yes.
Then I'm asked:
Do you want to allow Worms3D.exe to act as a server?
I clicked yes.
And I'm currently playing a game now.
Good luck.
ikke2003
12 Nov 2003, 21:00
Open the ZoneAlarm window and select the Firewall settings.
Set the Internet Zone Security to medium.
[You may have finer control in the professional version, I'm using the free, basic version]
Run the game.
My copy of zone alarm prompts me:
Do you want to allow Worms3D.exe to access the internet?
I clicked yes.
Then I'm asked:
Do you want to allow Worms3D.exe to act as a server?
I clicked yes.
And I'm currently playing a game now.
Good luck.
Doesn't work with me!
I'm using ZoneAlarm pro, and in all the time I've been using it, I never had any problems with games not able to connect, even not Worms3D.
Everything works as it should. My settings are just the same like cowlibob's ones.
Worms3D Ingame TCP 5911
Worms3D Frontend UDP 5911
GS IRC TCP 6667
GS Search TCP 29901
GS Ping UDP 13139
GS List TCP 28900
GS Incoming UDP 6500
GS HeartBeat UDP 27900
GS Connection TCP 29900
Ok this firewall info is nice, but I really would like to
have an _official_ answer from team17 staff:
What ports you need to _forward_ from dsl box to local
computer if you have _NAT_ configured into it ?
...and dont say all - I really won't start forwarding any public
irc ports cause they are only for outgoing traffic, so what
are the ports what are for incoming traffic only?
Currently I have forwarded:
5911, TCP & UDP
6500, UDP
10017, UDP
but there is still some problems with connection left...
...And what comes to network game itself, well - geez... I bet that noone has finished 3 round game cause either connections drop or game crashes - 2nd reason is more common :/ Patch up guys - I bought this game with real cash.
-------------------
Fyi for ppl who doesn't know difference between nat and firewall.
NAT = Public internet ip (ex 69.24.243.111) is shared with several Non Public ip's (ex 192.168.*.* or 10.0.*.*). When ppl connect to that public ip from outside router doesn't forward the data anywhere by default. That's why there has to be routing info for certain ports. When that is available router will forward those packets into desired local ip. Usually this natting is performed dsl box or within isp's routers.
To check are you behind nat or not go to command prompt and type "ipconfig". It will show your current (local) ip. Hopefully it's public. Check your true public ip from http://www.ipcheck.de/
---------------
Sorry about my bad english... :/
KamikazeBananze
15 Nov 2003, 08:27
ummm...
cowlibob
Team17 Staff
the guy that started this thread and has been replying IS T17.
Simon1981
15 Nov 2003, 14:08
The readme file was seriously lacking in the area of network support.
Here are the actual rules that Worms 3D will require to work properly.
Note:
The game will not successfully play if both the game host and a client are behind separate NATs or firewalls.
Implement each of the below rules in your firewall of choice.
Rule Type Port
====================================
Worms3D Ingame TCP 5911
Worms3D Frontend UDP 5911
GS IRC TCP 6667
GS Search TCP 29901
GS Ping UDP 13139
GS List TCP 28900
GS Incoming UDP 6500
GS HeartBeat UDP 27900
GS Connection TCP 29900
For Windows XP Internet connection firewall, create each rule as follows
1.Disconnect from the internet
2.open control pannel
3.open network connections
4.select your connection and right mouse button and properties
5.Ensure that Internet Connection Firewall IS checked.
6. Click on 'Settings' button at bottom of dialogue.
7. For each above rule:
a.Click 'Add'
b.Enter a description of the rule
(eg 'Worms3D Ingame').
c.Enter the machine name or
127.0.0.1 as the name or IP address.
d.Enter the internal and external
ports as above (both the same)
e.Make sure the correct type of
service is selected (TCP or UDP).
f.Hit OK.
8. Accept all the rules, by pressing OK.
9. Close the connection properties by hitting OK.
No good. It still doesn't work... Too bad...
Hope patch will solve this problem....:mad:
vingtor
15 Nov 2003, 16:56
hi
i'm trying to play against my friend, but have problem with adding team.
it all works fine upto then, can create and join a game, but not add a team.
Get an error message saying that the game server has not responded. wonder if this could be due to a timeout issue??
since i'm in australia and he is in norway.
I'm only using zone alarm as a firewall and has clicked ok for worms3d.exe
any thoughts?
ummm...
cowlibob
Team17 Staff
the guy that started this thread and has been replying IS T17.
Agreed, but he didn't mention anything about nat ports, only settings for firewall... I need the nat info :)
There is several posts about nat settings, but none from team17 staff. Every unofficial post about these settings conflict with each other. Some ppl say that you need to forward like >10 ports, some that only 4 is enough. No one can't say for sure what ports are really needed.
Grantax
16 Nov 2003, 21:15
1.Disconnect from the internet
2.open control pannel
3.open network connections
4.select your connection and right mouse button and properties
5.Ensure that Internet Connection Firewall IS checked.
6. Click on 'Settings' button at bottom of dialogue.
7. For each above rule:
a.Click 'Add'
b.Enter a description of the rule
(eg 'Worms3D Ingame').
c.Enter the machine name or
127.0.0.1 as the name or IP address.
d.Enter the internal and external
ports as above (both the same)
e.Make sure the correct type of
service is selected (TCP or UDP).
f.Hit OK.
8. Accept all the rules, by pressing OK.
9. Close the connection properties by hitting OK.
I didn't understand this line:
d.Enter the internal and external
ports as above (both the same)
Themaster
16 Nov 2003, 23:47
what if you internet is wireless?
what if you internet is wireless?
Won't cause any droubles as long as your wlan doesn't drop signal. If it does, even for short period of time your connection to server + to other clients, will be usually terminated.
http://www.gamespyarcade.com/helpers/workshop/portmagic/
Perhaps that might help people, worth a try. I've just put it in after having trouble and I got through for the 1st time :D
Wriggles
19 Nov 2003, 21:18
ummm...
cowlibob
Team17 Staff
the guy that started this thread and has been replying IS T17.
Agreed, but he didn't mention anything about nat ports, only settings for firewall... I need the nat info :)
There is several posts about nat settings, but none from team17 staff. Every unofficial post about these settings conflict with each other. Some ppl say that you need to forward like >10 ports, some that only 4 is enough. No one can't say for sure what ports are really needed.
I have a NAT firewall too. I set all those ports, as specified in this thread, and it worked. I did later close the IRC port and that caused no problems. The info supplied is sufficient to configure your NAT firewall but, you need to open all of the ports mentioned, in addition to the ones you already mentioned you have opened. You don't need 10017 though. I double-checked what ports are used by trojans and worms, the only potential issue I found was the IRC port which, is why I tried removing it. Ports are ports, NAT is merely the type of firewall you have and does not need specific information just for it. Hope that helps :)
Btw, it seems to me that an easy way to tell if the mentioned problem of the host and client being behind firewalls is causing your difficulties for joining or 'joinees', is if a team cannot be selected. There's probably other symptoms too but, this seems to be an obvious sign.
ok - ty for your effort. I modified my virtual server table:
5911 TCP 10.0.0.x
5911 UDP 10.0.0.x
6500 UDP 10.0.0.x
13139 UDP 10.0.0.x
27900 UDP 10.0.0.x
28900 TCP 10.0.0.x
29900 TCP 10.0.0.x
29901 TCP 10.0.0.x
8 ports, 4*tcp, 4*udp - no irc server port 6667
I just have a normal ADSL modem connecting through my lan card and i cant play an online game of worms 3d. Ive tried opening the ports for the firewall and that doesnt work. Ive also tried turning the firewall off completely and that doesnt work either. Im hoping the patch fixes my problem. I can host and join games. When i host i can add a team but noone else can, and when i join i cant add a team.
I just have a normal ADSL modem connecting through my lan card and i cant play an online game of worms 3d. Ive tried opening the ports for the firewall and that doesnt work. Ive also tried turning the firewall off completely and that doesnt work either. Im hoping the patch fixes my problem. I can host and join games. When i host i can add a team but noone else can, and when i join i cant add a team.
same here i have adsl connected through a 4 port modem. no ports are blocked and there's no firewalls running. when i try to add a team or host a game it says can't verify the request or some s*** :mad:
cowlibob
20 Nov 2003, 09:47
same here i have adsl connected through a 4 port modem.
If your ADSL modem has more than one LAN port, then it behaves as a NAT (router).
In this case, you need to forward the ports, mentioned in the first post to this topic, to the machine you are playing Worms 3D on.
Check your user manual as to how to do this.
my user manual is about 100 pages thick! i wouldn't know where to start too complicated i have alcateel speedtouch pro adsl 4 port modem. oh well no loss i just can't play online.
Mine has only 1 lan port and 1 usb port. So that i can use either...
Im using the lan, maybe i should try usb if its doesnt work still after the patch
cowlibob
20 Nov 2003, 13:34
my user manual is about 100 pages thick! i wouldn't know where to start too complicated i have alcateel speedtouch pro adsl 4 port modem. oh well no loss i just can't play online.
Perhaps Google can be your friend. On of the results from "speedtouch pro adsl port forwarding" was this (http://www.petri.co.il/alcatel_bridge.htm), which might be of help.
Remember, before people consider helping you, many will want to see you making an effort.
If your ADSL modem has more than one LAN port, then it behaves as a NAT (router).
Well, not exactly true... I have 4 port (+usb) adsl modem and each port get own public IP if I use bridged connection. In this case NAT is disabled.
However to protect local area network I've disabled bridge and enabled NAT just because it is excelent addon for firewall. Now I can control what ports are "enabled" and route them to correct server where actual firewall handles the detailed access.
I agree that in many cases internet service provider hands only 1 public ip to client and when this is true multiport dsl box is allways NATted.
Hi there!
I've tried to play Worms 3d on-line by the "Wormnet".
I see all the players and i can select a game... the players appear all white, (i have the same version) but when I try to select a team apears the following message:
The game host has not replied to your request to add the team. Check your network connection!
I think this appears because i use a router to connect to the internet. I don't have a firewall, i can acess all ports outside.. its the outside that can not reach me if i don't redirect the ports to my pc!
I would like to know witch ports do i need do redirect if i want to JOIN a game, (NOT CREATE ONE) using a router... but just the ESSENCIAL ports to join a game.
Pleez help.. thx!
----
After this I've already redirect the ports on the list:
Rule Type Port
====================================
Worms3D Ingame TCP 5911
Worms3D Frontend UDP 5911
GS IRC TCP 6667
GS Search TCP 29901
GS Ping UDP 13139
GS List TCP 28900
GS Incoming UDP 6500
GS HeartBeat UDP 27900
GS Connection TCP 29900
And i still get the same message, most of the times.. :
"The game host has not replied to your request to add the team. Check your network connection!"
Although i managed to join a game, but only once... :(
cowlibob
21 Nov 2003, 09:45
The router means that your computer's IP address is different from the one that GameSpy (or any game host/joiner) sees. This is okay, as long as the host is not also behind a firewall/router/NAT. This means that until the patch, you will have to talk to the host (or joiner if you're hosting) and establish if both of you are behind a f/r/N.
The patch will resolve this issue by showing clearly games which cannot be successfully joined.
Are the ports changed after the patch? I can't host games any more. When I try to start the game (grenade) it gives several error messages: "We were disconnected from a remote machine" or something like that.
--> explained better in http://forum.team17.co.uk/showthread.php?s=&threadid=14274
... and answer to post below this - kewl, thank you :)
cowlibob
21 Nov 2003, 14:23
The ports have not changed.
I'm looking into possible reasons now.
Grantax
21 Nov 2003, 16:24
Can someone see the pictures in this zip file and tell me what i'm doing wrong? http://www.home.no/grantax/worms3donline.zip
I'm not showing my computer name of some reasons...
cowlibob
21 Nov 2003, 16:39
Is this in follow-up to your previous post?
They look okay at first glance.
What problem are you seeing?
[list=a]
cannot login
cannot see games/people
cannot join game
cannot host game
cannot add a team
or something else?
[/list=a]
Grantax
21 Nov 2003, 17:27
1. I hope i'm logged in now because this is the 7th time i'm trying to post, but i'm asked to log in every time...
First when i'm choose: REPLY then it says i must log in, then i do: Thank you for logging in Grantax.
Then i write what i'm going to post, then: please log in, when i log in then, it says that it can't find the thread.
2. The problem is that i can't add a team...
3. If found out the problem about the log in to this forum, you can't log in if you visit this forum from hotmail...
4. But i didn't find out what's wrong with the online thing...
cowlibob
21 Nov 2003, 17:39
Okay, are you using the patch, released today?
Grantax
21 Nov 2003, 19:15
no, i'm not..
I"m behind a FreeBSD router/server with ipf/ipnat and i can host games and join games. It's just perfect. Thx for all the work Team17!!
Back to playing.
my user manual is about 100 pages thick! i wouldn't know where to start too complicated i have alcateel speedtouch pro adsl 4 port modem. oh well no loss i just can't play online.
Perhaps Google can be your friend. On of the results from "speedtouch pro adsl port forwarding" was this (http://www.petri.co.il/alcatel_bridge.htm), which might be of help.
Remember, before people consider helping you, many will want to see you making an effort.
i'm afraid i can't do that. there are 2 computers connected to the modem and they won't be able to use the internet.
Okay, im sat within the DMZ on my router so all ports are forwarded to my machine before they go anywhere else....
I can join, add teams etc etc etc etc, but I CAN NOT host a game since I installed your patch...where as I could before?!
Im not even going to look at forwarding ports until it works where my machine is totally exposed to all net traffic!
So far all I here of is forwarding the right/wrong ports, my machine is totally exposed, and every other game/game server runs with this configuration perfectly, surely this is down to a NEW undocumented feature?
Your 2 pence would be appreciated Team 17! Thanks :)
People can join the game, they appear in the window, they can add remove teams, I can add remove teams, I can boot players etc etc etc, but when everyones clicked there ready button, I get the error "disconected from machine" 3 times in a row (4 player) and then ditched to the room that I started the game in :(
i can't even join or host games. i get that stupid disconnected from local machine error.
Wriggles
25 Nov 2003, 13:05
The router means that your computer's IP address is different from the one that GameSpy (or any game host/joiner) sees. This is okay, as long as the host is not also behind a firewall/router/NAT. This means that until the patch, you will have to talk to the host (or joiner if you're hosting) and establish if both of you are behind a f/r/N.
The patch will resolve this issue by showing clearly games which cannot be successfully joined.
Please can you clarify exactly what you are saying here?! There were problems with WWP broadcasting the local IP address of the host computer instead of the router IP. The solution for this was to edit the registry so that you could manually specify the IP address being broadcast. Using this information, it made no difference who was behind a firewall.
It sounds like you are saying that Worms3D experiences a similar problem. But, the chosen solution has been to accept that the game cannot work if both a host and client are behind firewalls??
cowlibob
25 Nov 2003, 13:49
Playing a game between two NATted players has been disabled. This was to reduce the problems people would have when connecting.
The rules we use are:
Is our local IP address different from our externally reported IP?
yes - then we're behind a NAT.
Hosting a game:
are we behind a NAT?
yes - then connect to any joining players.
no - then wait for connections from joining players.
Joining a game:
Are both we and the host behind different NATs?
yes - We cant play.
Is the Host behind a NAT?
yes - wait for a connection from the host.
no - connect to the host.
This ruleset effectively removes NAT port forwarding issues, but does exclude sets of players from joining each other.
well i can't join or host games. stupid nat and stupid modem. i might buy a different 1 that's about the only way i'm gonna ever get to play online. :(
Playing a game between two NATted players has been disabled. This was to reduce the problems people would have when connecting.
The rules we use are:
Is our local IP address different from our externally reported IP?
yes - then we're behind a NAT.
Hosting a game:
are we behind a NAT?
yes - then connect to any joining players.
no - then wait for connections from joining players.
Joining a game:
Are both we and the host behind different NATs?
yes - We cant play.
Is the Host behind a NAT?
yes - wait for a connection from the host.
no - connect to the host.
This ruleset effectively removes NAT port forwarding issues, but does exclude sets of players from joining each other.
1. Forwarded "open" natted host is regonized as natted host, so it will connect to joining players.
2. When clients check if the host is behind nat, they don't see
the nat because ports are open. This is why all clients will try to connect host including "closed" natted clients.
3. Host tries to start the game (game starts if there were no "closed" clients). If there were - ppl get "We were disconnected..."-error. Host gets 3 of those.
Couple wierd things...
Im saying that even if both parties, host and clients are connecting - game can still start if everything is ok.
2 forwarded natted clients can play and if rules what cowlibob told apply, they both try to connect each other. If client would know that host is behind nat playing would be impossible (rule Are both we and the host behind different NATs? yes - We cant play.)
This could also explain why natted host is getting icmp packets...
Does this make any sense ?
Simple fix to this would be user override for rule:
Hosting a game:
are we behind a NAT?
yes - then connect to any joining players.
no - then wait for connections from joining players.
If user has forwarded ports he could force this to permanent "no".
Wriggles
25 Nov 2003, 15:00
Thanks for clarifying that cowlibob :)
Although, it does seem to be a compromise in favour of those who don't know how to configure their NATs?! I realise this can seem complicated or confusing for anyone who isn't used to it, I know the first time I had to start configuring my NAT I didn't have a clue what to do but, after doing some reading I was relieved I didn't need to become some kind of security expert ;) It just doesn't seem that great a solution? But, I guess you can't please everybody :D
cowlibob
25 Nov 2003, 15:13
forwarded natted clients can play and if rules what cowlibob told apply, they both try to connect each other. If client would know that host is behind nat playing would be impossible (rule Are both we and the host behind different NATs? yes - We cant play.)
This could also explain why natted host is getting icmp packets...
I'm not sure I understand you correctly here:
Two propery forwarded, NATted clients should be prevented from joining each others game. However, if they can join, then they would both choose based on the host, so the host would connect, the client would listen.
Simple fix to this would be user override for rule:
Hosting a game:
are we behind a NAT?
yes - then connect to any joining players.
no - then wait for connections from joining players.
If user has forwarded ports he could force this to permanent "no".
Yes, this would be a possibility.
I'm not sure I understand you correctly here:
Two propery forwarded, NATted clients should be prevented from joining each others game. However, if they can join, then they would both choose based on the host, so the host would connect, the client would listen.
Yep - this is possible. 2+ natted clients can play if everyone have forwarded ports. We tested this last night. Problems occur when client who joins is "closed".
Yeh, if you fix that then a good majority of players will not be able to play, being behind NAT... thats most of the adsl people, anyone with more than one machine... thats a good deal of your customer base gone.
(Well I would be most unamused if you made sure NAT vs NAT didnt work, seeing as it would basically kill my ability to host and/or play in most games... if you did do this I would have no option other than to unpatch)
As it is I will confirm NAT vs NAT (1v1 with ports properly forwarded) works at the minute, but adding a third player into this equation seems to bugger it.
As stated before... it seems a little mad to kill all NAT games - also shouldnt you be stopping people from JOINING a game, rather than killing the game once you try to start it?
As it is I will confirm NAT vs NAT (1v1 with ports properly forwarded) works at the minute, but adding a third player into this equation seems to bugger it.
Games that we tested last night:
Host first then client(s)
*Forwarded Nat, Forwarded Nat
*Forwarded Nat, Forwarded Nat, Forwarded Nat
*Forwarded Nat, Forwarded Nat, Forwarded Nat, Direct connection.
*Direct connection, Forwarded Nat, Forwarded Nat
All worked fine.
this sux why doesn't the game support playing over a nat? i can play other games online with no problem like elite force 2 that supports it! :mad:
conners
26 Nov 2003, 14:58
It does allow you to play behind NAT - but you must enable port forwarding. See here (http://forum.team17.co.uk/showthread.php?s=&threadid=14472) - and you were going to get back to me about your modem details?
It does allow you to play behind NAT - but you must enable port forwarding. See here (http://forum.team17.co.uk/showthread.php?s=&threadid=14472) - and you were going to get back to me about your modem details?
i can't it won't let me.
this is from another thread:
Try looking here - it has instructions on forwarding one port.. I'd assume you just repeat for the extra ones.
http://216.239.59.104/search?q=cach...en&ie=UTF-8
--------------------------------------------------------------------------------
didn't work. when i try to type anything over this: create protocol=tcp inside_addr=10.0.0.1 inside_port=80 outside_addr=0 outsid
stupid telnet won't let me type the whole line in! :(
this sux why doesn't the game support playing over a nat? i can play other games online with no problem like elite force 2 that supports it! :mad:
Game supports playing over a nat. There is limitations tho:
- When you host, you can only host open connection clients.
- When natted host is hosting, you can't play.
This means that you can't see all servers in wormnet. Only small amount of wormnet users can see your server.
There is nothing t17 can do for these limitations. They are impossible to override.
Nat is not bad thing. It protects you better than any firewall. Once we figure out how to configure it, you'll be happy again.
Now... what modem do you have?
alcatel speedtouch pro 4 port adsl modem
alcatel speedtouch pro 4 port adsl modem
Ok... from this list --> http://www.speedtouchdsl.com/support.htm
I think it's this modem --> SpeedTouch™ Pro with Firewall ADSL
Link to user manual: http://www.speedtouchdsl.com/pdf/stprowf_guide.pdf
Link to cli reference: http://www.speedtouchdsl.com/pdf/stprowf_cli_guide.pdf
In manual check pages 21, 246.
Here is information how to forward external port 80 to internal port 80 (port 80 is for webserver, do not add it, but add all 8 ports listed in beginning of this thread)
Following is clipped from -->
http://www.modemhelp.net/vblite/showthread.php3?threadid=1683
!!! Read this thread, it contains more info. (reply by luciano)
=>nat create
protocol = tcp <- udp or tcp
inside_addr = 10.0.0.1 <- replace with your computer address
[inside_port] = 80 <- replace this
outside_addr = 0 <- if not static, this is 0
[outside_port] = 80 <- replace this too
=>nat save
=>config save
=>system save
=>
repeat steps for all 8 ports.
More help here --> http://www.modemhelp.net/vblite/forumdisplay.php3?forumid=6
I hope this helps.
=>nat create
protocol = tcp <- udp or tcp
inside_addr = 10.0.0.1 <- replace with your computer address
[inside_port] = 80 <- replace this
outside_addr = 0 <- if not static, this is 0
[outside_port] = 80 <- replace this too
=>nat save
=>config save
=>system save
=>
where do i enter this in? i looked on my modem's config pages there is NO CLI button...
where do i enter this in? i looked on my modem's config pages there is NO CLI button...
hmm, maybe old firmware... anyways while I was reading that manual, there was instructions howto telnet into that box. And I think that above information (what was in that forum) is for telnet configuration.
If I don't remember wrong, you were able to telnet into that box before, but could not write all settings to 1 line. At least ssh/telnet program called "putty" is pretty good for these kind of things. http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html
I must admit - that box ain't really user friendly one.
btw...
by skipping these options...
=>nat save
=>config save
=>system save
...and performing them after forwarding works; when you don't save anything, you can allways restart that box, if something goes wrong.
i've tried putty it's the same as telnet it won't let me put the entire line in. and i didn't ask for this stupid modem my isp gave it to me when i signed up.
conners
27 Nov 2003, 09:27
i didn't ask for this stupid modem my isp gave it to me when i signed up.
I would also suggest contacting your ISP Help Desk - they should be able to advise you over the phone while you configure the modem.
Give this a try and let us know if you still have the same problem.
i didn't ask for this stupid modem my isp gave it to me when i signed up.
I would also suggest contacting your ISP Help Desk - they should be able to advise you over the phone while you configure the modem.
Give this a try and let us know if you still have the same problem.
too late that was ages ago i'm with a different ISP now :eek:
iDarbert
27 Nov 2003, 20:19
OK I've solved my problem with NAT
All I had to do is to add the ports suggested in the GameSpy firewall guide in addition to the ones listed here.
I can now join and hosts games. :)
OK I've solved my problem with NAT
All I had to do is to add the ports suggested in the GameSpy firewall guide in addition to the ones listed here.
I can now join and hosts games. :)
easier said than done. :(
easier said than done. :(
As I said earlier, that your box isn't the userfriendliest one I've seen :( I suggest that you try to get some friend over who is skilled enough to update the firmware. Then you should get that cli button to web interface and after that you / your friend should be able to configure the ports.
easier said than done. :(
As I said earlier, that your box isn't the userfriendliest one I've seen :( I suggest that you try to get some friend over who is skilled enough to update the firmware. Then you should get that cli button to web interface and after that you / your friend should be able to configure the ports.
screw it i'm thinking of getting rid of it! what's a good adsl 4 port modem to get that has a nat but can also forward ports easily?
what modem do you have iDarbert?
redwraith
29 Nov 2003, 17:40
OK I've solved my problem with NAT
All I had to do is to add the ports suggested in the GameSpy firewall guide in addition to the ones listed here.
I can now join and hosts games. :)
Could you tell me which additional ports you forwarded beside of the 9 ports listed here?
Cya
any advice for norton personal firewall 2003? cus i havent ever been able to chat ingame maybe my firewall is the problem
cowlibob
8 Jan 2004, 09:23
I dont think a firewall is your problem here.
Ingame chat is transmitted using the same mechanism as all ingame data, over TCP 5911. If you can play, you can chat.
When you say you can't chat, what happens?
Normally, to chat ingame (rather than in the menus) a player presses the page down key* and a chat console slides down from the top of the screen. You type into the bottom box and recieve messages in the top box.
When recieving messages while the chat console is hidden, you are notified by a telephone icon and ringing sound.
Do you see any of this behaviour?
*Note: currently the page down on the numeric keypad does not function in worms. This is corrected in the next patch release.
ok i get the telephone all the, does that mean ive been a complete tit and had my chat hidden al this time? and if so how do i reveal the chat console? and dont say pg up and pgdown becuas they dont do anything in my game
cowlibob
8 Jan 2004, 13:10
<grin>
Page Down - reveals chat console
Page Up - hide chat console
</grin>
Please note that the page down key on the numeric keypad does not yet work; this is rectified in the next patch.
This means that if you have a keyboard with only one page down key (on the numeric keypad), you cannot call up the chat console.
Also: All user input is disabled inbetween turns, so you won't be able to do anything at that time.
right cowlibob, IT DOESNT WORK ive tried it pg up and pg down on both the normal and numerical area do not work. Ive rung technical support and they told me to talk to gamespy about my problem :eek: i need help, is it a function on my keyboard or something?! this is a big problem for me, it leads to people gangin up on me in games :mad:
cowlibob
8 Jan 2004, 14:47
Traxada, can you try swapping keyboards with another wormer and seeing if the problem follows the keyoard or the machine?
hmmm ill try swapping keyboards, IS there anyway i can change the key functions on me keyboard?is it somewhere in windows?
Well... I tried everything that was suggested. The game keeps crashing randomly. I have lost the last bit of interest for multiplayer-worms. The crashes just suck too hard. I've never been able to play a complete match etc. pp.
I am very disappointed that the guys of T17 are NOT able to create a game that works fine in online multiplayer without some tricks. I am working as an admin and it is my job to configure routers etc.... how terrible must it be for all the players who are 'normal' users?!
I never had any problems playing online... until Worms 3D.
And what an awful solution for the NAT-problem?! Two players behind routers just can't play together?! WTF?! Terrible, terrible, terrible! Even more terrible: I payed for that game because I wanted to play it online. SP-Worms kinda sucks. So I payed for nothing.
Accept it: IT IS THE FAULT OF TEAM17!!!
- I do not know of any game that has such a buggy and slow online client. I want to bite into my monitor when i read the statements of T17 that it's the stupid users fault! I think it's their f***** problem to create a software that is as compatible as possible! I payed for that crap!
- To avoid problems with different versions of W3D: seperate them! Only list games that use the same version as the player. (see Neverwinter Nights!).
cowlibob
9 Jan 2004, 09:36
Felvin, Just because you are obviously adept with networks, doesn't mean that all others are. Haven't you seen all the "WTF? Whats a firewall?" posts?.
No one is blaming crashes on routing issues.
If your game crashes, tell us about it. Be specific. Tell us what you were doing at the time the game returned to the desktop, or hung your machine.
There are issues with synchronization between worms clients in game. Where these occurr, you will currently be returned to the games frontend, with no explaination.
The in-progress patch changes this by letting all players replay the current round.
Also note that the NAT situation will be handled differently. As long as port forwarding is correctly implemented, two behind NAT players should be able to play okay.
Please excuse my rude posting... but I'm quite angry about all the bugs and probs.
Some crashes in detail:
- During play... the Screen shows that 'the-end-fade-out-effect (dunno how to explain it better ;) ). During this effect, it just freezes --> only way to get out: Task Manager -> End Task.
- Sometimes after the first round: I can see the others chat. They wait for me... but my cursor is still a clock and I can't do anything. And even if this does not happen to me, someone of the other players has this problem.
- Often: After a few turns, the game just returns to the Main Menu Screen.
- When one of the other players has a router (I tested it with another player): We want to start the game... but in the moment when the host clicks on 'play', the game returns to the wormnet-screen.
I admit that before I configured my router to work with W3D, there were much more problems. And if these errors will be eliminated by the next patch... FINE!
But you know: 3 out of ten players have their hardware and firewall configured. It took me quite a long time to find proper information on that. This Thread was the first that actually helped. Not everyone of the german (french, spanish or whatever) players speaks english.
There will always be players around who cause problems. And I think it should not be the problem of the players, but the problem of Team17 to offer a game that works fine without the need to sift through the forums etc. As I said earlier: Other games do work without any problem.
I suggest:
Collect all information that a player may need to play online and put it in a doc that can easily be found on your Homepage. Better: Offer versions of that doc in french, spanish and german, too.
cowlibob
9 Jan 2004, 14:58
- During play... the Screen shows that 'the-end-fade-out-effect (dunno how to explain it better ;) ). During this effect, it just freezes --> only way to get out: Task Manager -> End Task.
I think the game must be returning to the frontend here. Quite a lot goes on, destroying all the ingame objects, loading the menu icons, text resources etc.
Can you run with /WIN as a parameter, to check for any crash-type dialogue boxes?
- Sometimes after the first round: I can see the others chat. They wait for me... but my cursor is still a clock and I can't do anything. And even if this does not happen to me, someone of the other players has this problem.
I'll assume that you mean in the frontend here, where the results of the last round are displayed?
I'll check why things could still be disabled for you there.
- Often: After a few turns, the game just returns to the Main Menu Screen.
This is a known problem. Where the game loses synchronization between players, all players are dumped to the main menu. Handled in a better manner in new patch; players will be returned to the between rounds screen, to replay the round.
- When one of the other players has a router (I tested it with another player): We want to start the game... but in the moment when the host clicks on 'play', the game returns to the wormnet-screen.
A TCP connection is made between host and each client at this time. If this fails, it is badly handled, as you see. Current code now makes the connection on joining the game, kicking failed players earlier, allowing successfully connected players to continue.
There will always be players around who cause problems. And I think it should not be the problem of the players, but the problem of Team17 to offer a game that works fine without the need to sift through the forums etc. As I said earlier: Other games do work without any problem.
Yes, there will always be badly configured players.
The next patch should prevent these players from affecting your online experience.
I suggest:
Collect all information that a player may need to play online and put it in a doc that can easily be found on your Homepage. Better: Offer versions of that doc in french, spanish and german, too.
Yes, we do need to do this. I suspect that I'm the best qualified to compile this document. However, release of the new patch is my main priority.
I sympathize with Felvin, i also tend to agree with parts of his "angry" post. Its very frustrating to have bought a game for £30.00 to play online (im not fussed by single player - personally i dont find it any fun) and not be able to play properly it for 3 months.
Unfortunatley the worms disc hasnt entered my CD rom drive for over a month now. This is out of pure frustration of only finishing 3 rounds (not even full games!) in 2 months. I've also stopped coming here regularly to see whats going on with patching and resolving the online issues as there never seems to be any news for us unhappy people.
I've lost interest in playing the game now, it sits on my shelf taunting me... "£30.00... I was £30.00... Wasnt i good buy...! Arent u happy with me...? well what u gonna do about it...?"
Eso Rimmer
1 May 2004, 16:38
I'm connected to internet over 100Mb LAN (64/128kb/s by ISP), I have public IP and I have no problem to host/join games except Worms 3D. I have no firewall to. When I play worms 3d (it's no matter if I host or join a game) I have connection lost very often in the middle of the game. It's my problem??? I have no problems with another games like UT2004 etc.
cowlibob
6 May 2004, 14:21
I'm connected to internet over 100Mb LAN (64/128kb/s by ISP), I have public IP and I have no problem to host/join games except Worms 3D. I have no firewall to. When I play worms 3d (it's no matter if I host or join a game) I have connection lost very often in the middle of the game. It's my problem??? I have no problems with another games like UT2004 etc.
It may not be the connection. Have you installed patch 1 or two?
Initial release would bomb out to main menu if the game fell out of sync with it's peers; which can happen for a variety of reasons. Some of these were addressed in the patches.
elnicko
30 Jul 2004, 00:42
if my game says that TCP port 5911 is blocked does that mean i have a firewall, if it does then it must be because i run my internet off my dads pc threw a network, so i can have broadband too, does this mean i cannot play worms 3D online, cause if it does that really messes up this game for me cause the store i bought it in just made a new rule that u cant bring back PC games cause its to easy to copy them and bring them back again, please help me i love this game :(
ramirobr
28 Jun 2005, 00:32
I've no problems playing in wormnet, but when i try to play via LAN i can't, i get into the lobby but i can't see the other players, i can't even see my nick on the left side. i'm behind a firewall and i've openend all ports listed at the beginning of this thread. i have windows XP
xDEViANCEx
22 Dec 2007, 22:01
Hi, can someone please help me set this up in vista?
Ok i play worms armageddon online, i can join games, but i don't think i can host, only when i use hostingbuddy do i seem to get users enter my game ok but im not 100% sure i can't host.
Now today i tried worms3D, i got online, had problems joining a game, went to host one and when ppl started joinging i got an error saying "port 5911 may br blocked" or similar.
I also could not host games in world party but could join. In worms 2 i can't host or join.
Now im running windows vista ultimate, with standard windows firewall, i think i see the execptions to add ports ok, but please explain what i need to do step by step.
When i type ipconfig i get this:
PPP adaptor Nokia 6630 USB Modem (OTA)
IPv4: ???.??.???.???
Subnet Mask: 255.255.255.255
Default Gateway: 0.0.0.0
Its a nokia 3G mobile phone i get about 70kps speed and have no problems with other online stuff, i play guild wars etc.. its just like a dial up conn.
Please help me unblock these ports, also is this safe?? It can be reversed if needed??
In the menu i get option to exclude port, it gives me options:
Name:
Port Number:
Protcol:
When i first connect to any of your worms games vista asks me if i want to unblock, i say yes.
Im thinking this is why i can't host games without hostbuddy in armageddon.. please help soon i just want to play ;-(
EDIT: think i done the ports, gonna load up anbd swee if it works now
EDoT2: no it still does not work correctly.. ahhhhhhhhhhhhhhhhhhhhh
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