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Since: Feb 05, 2005 Posts: 240
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(Msg. 1) Posted: Sat Jul 24, 2004 11:28 am
Post subject: Saturday Night Co-op session Archived from groups: alt>games>quake2 (more info?)
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Since: Apr 29, 2004 Posts: 135
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(Msg. 2) Posted: Sat Jul 24, 2004 4:24 pm
Post subject: Re: Saturday Night Co-op session [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Apr 29, 2004 Posts: 135
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(Msg. 3) Posted: Sat Jul 24, 2004 8:08 pm
Post subject: Re: Saturday Night Co-op session [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Jun 03, 2004 Posts: 50
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(Msg. 4) Posted: Sat Jul 24, 2004 11:32 pm
Post subject: Re: Saturday Night Co-op session [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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I came in at about 10:30. It was fun for about an hour till some clown
"Farter" showed up. He got a grenade launcher somehow and fragged
everyone. Sad that one bottom feeder can spoil a good thing.
On Sat, 24 Jul 2004 20:08:53 -0400, "George M. Reagan"
<georgeunderscorereagan.RemoveThis@hotmail.com> wrote:
>Your server has already been invaded by cheaters.
>
>8:08 edt.
>
>G.
>
>"Margolis" <someone.RemoveThis@somewhere.org> wrote in message
>news:10g53hcrbvnmabb@corp.supernews.com...
>> I am hosting a standard quake2 co-op game at 24.217.163.209
>>
>> come and have some fun ;o) It will be up until sometime sunday morning.
>>
>> --
>>
>> Margolis
>>
>http://web.archive.org/web/20030215212142/http://www.agqx.org/faqs/AGQ2FAQ.htm
>> http://www.unrealtower.org/faq
>>
>>
>>
>>
>
Best,
Tom
My email is tom at clocktech dot com.
The addresses below are those of spammers.
You can ignore them.
They will get what they deserve.
mail.RemoveThis@gaec.com travel.RemoveThis@compassagencies.com >> Stay informed about: Saturday Night Co-op session |
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Since: Feb 05, 2005 Posts: 240
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(Msg. 5) Posted: Sat Jul 24, 2004 11:58 pm
Post subject: Re: Saturday Night Co-op session [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Tom Chaudoir" <news.DeleteThis@clocktech.com> wrote in message
news:tqd6g09bnsl1jrriquamoh6pnppalcsqfm@4ax.com...
> I came in at about 10:30. It was fun for about an hour till some clown
> "Farter" showed up. He got a grenade launcher somehow and fragged
> everyone. Sad that one bottom feeder can spoil a good thing.
>
>
I had to finally end it after I had no way to ban farter. I kicked him the
first time and he stayed away for quite a while and sbx and I got to play
until midnight peacefully. Then at midnight The Farter joined up again, I
kicked him dozens of times and finally gave up and quit since I couldn't ban
him.
--
Margolis
http://web.archive.org/web/20030215212142/http://www.agqx.org/faqs/AGQ2FAQ.htm
http://www.unrealtower.org/faq >> Stay informed about: Saturday Night Co-op session |
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Since: Jul 24, 2004 Posts: 8
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(Msg. 6) Posted: Sun Jul 25, 2004 12:02 am
Post subject: Re: Saturday Night Co-op session [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Margolis" <someone RemoveThis @somewhere.org> wrote in
news:10g6fficv1tvb43@corp.supernews.com:
>
> "Tom Chaudoir" <news RemoveThis @clocktech.com> wrote in message
> news:tqd6g09bnsl1jrriquamoh6pnppalcsqfm@4ax.com...
>> I came in at about 10:30. It was fun for about an hour till some
>> clown "Farter" showed up. He got a grenade launcher somehow and
>> fragged everyone. Sad that one bottom feeder can spoil a good thing.
>
> I had to finally end it after I had no way to ban farter. I kicked
> him the first time and he stayed away for quite a while and sbx and I
> got to play until midnight peacefully.
Yeah it was fun, thanks. Why can't you ban him? Isn't there a way to
add an IP mask to ban an entire block of addresses?
--
<SB-X> >> Stay informed about: Saturday Night Co-op session |
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Since: Feb 05, 2005 Posts: 240
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(Msg. 7) Posted: Sun Jul 25, 2004 12:37 am
Post subject: Re: Saturday Night Co-op session [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Feb 05, 2005 Posts: 240
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(Msg. 8) Posted: Sun Jul 25, 2004 12:49 am
Post subject: Re: Saturday Night Co-op session [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"George M. Reagan" <georgeunderscorereagan DeleteThis @hotmail.com> wrote in message
news:h9OdnUg7YrBPWZ_cRVn-vg@comcast.com...
>
> Nice faqs. Did you ever play Unreal co-op? I'm sure there are servers up
> right now. I'd host a co-op Unreal game if anyone's interested.
>
> G.
>
>
We have played a little unreal co-op here on my lan, but never went very
far. Since the game didn't have a save feature, and you lose all your
weapons when you die the levels started getting too hard to progress thru.
I was always hoping that they would add a save game feature, but there at
the end they decided against it. That being said, I would probably be up
for a co-op session sometime, unreal is a great game. Just wish the co-op
play worked like quake2's co-op play so that you started up after dying with
the weapons you had when you first started that level.
--
Margolis
http://web.archive.org/web/20030215212142/http://www.agqx.org/faqs/AGQ2FAQ.htm
http://www.unrealtower.org/faq >> Stay informed about: Saturday Night Co-op session |
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Since: Jul 24, 2004 Posts: 8
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(Msg. 9) Posted: Sun Jul 25, 2004 3:44 am
Post subject: Re: Saturday Night Co-op session [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Margolis" <someone.DeleteThis@somewhere.org> wrote in
news:10g6hod27bggefd@corp.supernews.com:
> "Es Bee Eks" <mirror.moc.swendnaliam.DeleteThis@xbs.mirror> wrote in message
>> Yeah it was fun, thanks. Why can't you ban him? Isn't there a way to
>> add an IP mask to ban an entire block of addresses?
>>
> If I had one of George's admin programs I could probably have banned
> him. But quake2 by itself doesn't have any banning capabilities that I
> know of.
What about sv addip? I havn't hosted a dedicated server so I don't
know anything about it; I just read it in the console doc.
--
<SB-X> >> Stay informed about: Saturday Night Co-op session |
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Since: Jul 24, 2004 Posts: 8
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(Msg. 10) Posted: Sun Jul 25, 2004 6:53 am
Post subject: Re: Saturday Night Co-op session [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Es Bee Eks <mirror.moc.swendnaliam.RemoveThis@xbs.mirror> wrote in
news:Xns953126149221Esbxmailandnews@216.196.97.142:
> What about sv addip? I havn't hosted a dedicated server so I don't
> know anything about it; I just read it in the console doc.
Upon further inspection, it didn't work. Should have tried it to
begin with. Why does my console doc list that at all?
--
<SB-X> >> Stay informed about: Saturday Night Co-op session |
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Since: Jul 27, 2004 Posts: 5
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(Msg. 11) Posted: Sun Jul 25, 2004 11:17 am
Post subject: Re: Saturday Night Co-op session [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Margolis <someone.RemoveThis@somewhere.org> wrote:
> If I had one of George's admin programs I could probably have banned him.
> But quake2 by itself doesn't have any banning capabilities that I know of.
try using linux's netfilter, or freebsd's pf... depending on system you
use
other systems, of course, have firewall capabilities, too, eg. windows'
zonealarm
using a firewall is a must these days, i wonder why people still bother
not installing it...
--
Stanisław Halik, http://weirdo.drzwi.org >> Stay informed about: Saturday Night Co-op session |
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Since: Feb 05, 2005 Posts: 240
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(Msg. 12) Posted: Mon Jul 26, 2004 7:32 am
Post subject: Re: Saturday Night Co-op session [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Stanisław Halik" <weirdo.DeleteThis@drzwi.org> wrote in message
news:ce04sj$rh7$2@opal.icpnet.pl...
> Margolis <someone.DeleteThis@somewhere.org> wrote:
>
>
> try using linux's netfilter, or freebsd's pf... depending on system you
> use
>
> other systems, of course, have firewall capabilities, too, eg. windows'
> zonealarm
>
> using a firewall is a must these days, i wonder why people still bother
> not installing it...
>
who say's I don't have a firewall running? And what makes you think I don't
have 2 firewalls? I have zonealarm on all of my pc's and they are behind
a linksys router with it's built in NAT firewall.
--
Margolis
http://web.archive.org/web/20030215212142/http://www.agqx.org/faqs/AGQ2FAQ.htm
http://www.unrealtower.org/faq >> Stay informed about: Saturday Night Co-op session |
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Since: Jul 27, 2004 Posts: 5
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(Msg. 13) Posted: Mon Jul 26, 2004 12:44 pm
Post subject: Re: Saturday Night Co-op session [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Margolis <someone.DeleteThis@somewhere.org> wrote:
> who say's I don't have a firewall running? And what makes you think I don't
> have 2 firewalls? I have zonealarm on all of my pc's and they are behind
> a linksys router with it's built in NAT firewall.
so why haven't you filtered this player then? with a packet filter, banning
feature is not needed anymore
regards,
--
Stanisław Halik, http://weirdo.drzwi.org >> Stay informed about: Saturday Night Co-op session |
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Since: Feb 05, 2005 Posts: 240
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(Msg. 14) Posted: Mon Jul 26, 2004 12:44 pm
Post subject: Re: Saturday Night Co-op session [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Stanisław Halik" <weirdo DeleteThis @drzwi.org> wrote in message
news:ce2ubb$52q$1@opal.icpnet.pl...
>
> so why haven't you filtered this player then? with a packet filter,
banning
> feature is not needed anymore
>
because I don't run these servers on a regular basis, and I am not a network
guru. I thought about trying to block it with zonealarm, but I was afraid I
would end up blocking everybody, so I didn't try. And I am not sure how to
do it with the router. I will have to look into this and see what I can
come up with.
If you can provide any info at all on this I would appreciate it. But at
least you seem to have pointed me along the way.
--
Margolis
http://web.archive.org/web/20030215212142/http://www.agqx.org/faqs/AGQ2FAQ.htm
http://www.unrealtower.org/faq >> Stay informed about: Saturday Night Co-op session |
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Since: Jul 27, 2004 Posts: 5
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(Msg. 15) Posted: Mon Jul 26, 2004 3:48 pm
Post subject: Re: Saturday Night Co-op session [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Margolis <someone.RemoveThis@somewhere.org> wrote:
> because I don't run these servers on a regular basis, and I am not a network
> guru. I thought about trying to block it with zonealarm, but I was afraid I
> would end up blocking everybody, so I didn't try. And I am not sure how to
> do it with the router. I will have to look into this and see what I can
> come up with.
> If you can provide any info at all on this I would appreciate it. But at
> least you seem to have pointed me along the way.
i'm not a windows user, looks like i can't supply you with exact
parameters needed to filter a connection to your quake2 server
every reasonable firewall should have a possibility to filter specific
address/port range, try using these params when filtering incoming
connections:
port: 27910
protocol: udp
ip address: you should have it already
in linux's iptables it'd look like this:
/usr/sbin/iptables -I INPUT -p udp -s ip_address --dport 27910 -j DROP
it should be similar in your firewall program
regards
--
Stanisław Halik, http://weirdo.drzwi.org >> Stay informed about: Saturday Night Co-op session |
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