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FFS Légende


Inscrit le: Jan 31, 2004 Messages: 1816 Localisation: Allauch
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Posté le: 12/11/2004 08:38 Sujet du message: Rfactor ouverture port |
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Si vous avez des prob pour créé et que vous avez un Firewall ou un routeur,
Voici les ports à ouvrir.
TCP: 34448
UDP: 34398
Sinon pour tester votre firewall directement sans lancer le jeu.
vous allez dans "Programme File" , "rFactor MP Test" et vous lancez "FirewallTest.exe".
Ils vous dits les ports à ouvrir et en en faisant le teste, ils vous dits si tout est OK
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Xav Légende


Inscrit le: Mar 21, 2004 Messages: 2745 Localisation: Franche-Comté
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Posté le: 14/11/2004 15:00 Sujet du message: |
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Moi c'est un peu différent :
Direction: sortant / port 34665 / TCP
Direction: entrant / port 34398 / UDP |
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FFS Légende


Inscrit le: Jan 31, 2004 Messages: 1816 Localisation: Allauch
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Posté le: 19/11/2004 14:22 Sujet du message: |
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Pour crée et joué et surtout que l' on voit votre serveur:
1- Si vous avez le firewall de windows, désactivé le.
2- Si vous avez un routeur ou un firewall , en plus des ports:
TCP: 34448
UDP: 34398
Ouvrir les ports:
UDP 34297
UDP 34397
TCP 34447
TCP 34888
2- Dans le repertoire du jeu ouvir "UserData", ouvrir votre dossier avec votre login ( moi par exemple c' est FFS) et ouvrir avec le bloc note le fichier "Multiplayer.ini".
| Code: | //[[gMa1.000f (c)2004 ]] [[ ]]
[MULTIPLAYER]
[ Multiplayer General Options ]
Net Connection Type="3" // 0 - 28K, 1 - 56k, 2 - ISDN, 3 - cable/dsl, 4 - LAN
Multiplayer Enum Type="1" // 0 = LAN, 1 = Internet
Net Data Rate="14" // client setting
Net Flush Threshold="472" // threshold for auto-accumulation flush while building data chunks (default is standard MTU of 536, minus 64 bytes room for layer headers: 472)
Net Lazy Flush="0" // an explicit flush will not be called after the server re-transmits incoming data, providing less bandwidth consumption by reducing header sizes, but will increase latency
Net Join Timeout="150.00000" // How long to wait (without a response) before a game join will be considered a failure
Gamelist AutoRefresh (LAN)="1" // if true, the gamelist will auto refresh on page activation if LAN refresh type is selected
Gamespy Query Port Start="34297" // range is 1025 - 65535
Port Start="34397" // range is 1025 - 65535
Game List Sort Method="0" // 0=Sort by name, 1=Sort by ping, 2=Sort by circuit, 3=Sort by players
Allow Chat In Car="1" // whether to allow incoming chats to appear while in car
Display Laggy Labels="0" // whether to display vehicle labels on vehicles with laggy connections
Delay Vehicle Graphics="1" // if true, delay loading vehicle graphics when clients join in order to reduce the pause
Temporary Vehicle Graphics="10" // number of vehicle graphical instances to load at init time for temporary use when clients join (if number is exceeded, quality will deteriorate)
Collision Threshold="0.40000" // Maximum latency allowed (seconds) for a client before collisions are switched off locally
Acceptable Latency="0.80000" // Maximum latency before we adjust clients to favor smoothness over accuracy (this will be forced to be more than or equal to collision threshold)
Max Extrapolation DT="2.00000" // Most extrapolation that can be garnered from an event
Enable BoneSpring="1" // Whether to use the event spring for multiplayer and replays
BoneSpring Threshold="0.10000" // If latency is below this threshold, the spring is disabled
BoneSpring Min Constant="25.00000" // BoneSpring(TM) constant at collision threshold
BoneSpring Max Constant="120.00000" // BoneSpring(TM) constant at spring enact latency (should be higher than constant min...)
Damping Multiplier="1.00000" // 1.0 = critical damping, higher values are overdamped, lower values are underdamped and not recommended
Path Prediction="1.00000" // Influence of the AI path on remote vehicle prediction (0.0-1.0)
Game Description="" // The current rFactor game file (*.RFM) to load
Season="" // The current season within the given game
Vehicle File=""
Concurrent Server Updates="30" // defaults to 10 which should be good for everyone, broadband users could up this to 20-30 for faster server lists if desired. Setting too high will cause incorrect pings to servers.
Request Autodownloads="1" // Set to 1 if you want to automatically download files from a server you are joining, if you do not already have them.
Matchmaker IP Address="67.19.113.178" // Address of the ISI Matchmaking server
Default IP Address="82.64.24.129" // IP to show as default in the Add Game menu
Bookmarked IP Address 1="82.64.24.129" // IP address bookmark entry 1
Bookmarked IP Address 2="127.0.0.1" // IP address bookmark entry 2
Bookmarked IP Address 3="127.0.0.1" // IP address bookmark entry 3
Enable Voice Chat="0" // Set to 1 if you want to turn on voice chat
[ Multiplayer Server Options ]
Default Game Name="Ffs" // Name of last multiplayer game we hosted
Net Data Rate Max="32" // defined by the host of a particular session
Multi Allowed Aids="-1005"
Force Physics="4" // add the following to enforce server settings: 1=auto-lift, 2=auto-blip, 4=collision thresh (for example, auto-lift + collision thresh = 1 + 4 = 5)
Announce Host="1" // whether servers will attempt to register with the matchmaking service
Max MP Players="33"
Closed MP Qualify Sessions="0" // if true, the session will be closed during qualify, so as to not disturb the participants
Throttling="1" // enable throttling code
Dedicated Target Rate="512" // Target rate for dedicated server
Unique Vehicle Check="1" // server setting, will check client vehicles to deny duplicates of the same vehicle
Throttle Upstream Override="102" // kbits per second (i.e. a 256 kbps connection = 256. If set to a positive value, will override the default upstream data rate associated with the selected connection type
Server Session End Timeout="300" // Session is advanced automatically after N seconds after completion
Report Mismatches="3" // server should report mismatches for: 0=physics/GDB/RFM only, 1=physics/GDB/RFM/EXE, 2=physics/GDB/RFM/track geometry, 3=everything
Mismatch Response="2" // how the server responds to mismatches: 0=does nothing, 1=kicks the mismatched client at the beginning of the Race session, 2=kicks the client immediately
Allow Spectators="1" // Whether to allow spectator clients to join the server.
Allow Passengers="1" // Whether to allow spectators to join a car as a co-driver/passenger. If set to 1 and Allow Spectators is set to 0, spectators will be kicked from the game during the Race Session.
Allow Driver Hotswaps="1" // 1=Drivers can switch at anytime with the Driver Hotswap key, 0=Drivers can only change during a pitstop, using the pit menu.
Allow Spectator Chat="1" // Whether to allow spectators to send chat messages
Allow Passenger Chat="1" // Whether to allow passengers to send chat messages
Enable Autodownloads="1" // Whether to allow clients to autodownload files that they are missing.
Enable Voice Chat Server="0" // Whether to turn on the voice chat server.
Enable Voice Chat Echo="0" // Allow the voice chatters to hear themselves.
Stats Reporting Update Delay="5.00000" // How many seconds to wait between updates. A value of zero disables stats reporting.
MOTD="This is the default message of the day." // Message of the day
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Trouver la ligne | Code: | | Net Join Timeout="150.00000" // How long to wait (without a response) before a game join will be considered a failure. |
et faite comme moi, mettez "300.00000" à la place de "150.00000".
Aprés tous ça, vous pourrez créer et jouer en même temps et surtout on vous verra
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Webmaster Légende


Inscrit le: Jan 29, 2004 Messages: 9923 Localisation: Saint-Dizier, 52
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Posté le: 19/11/2004 20:51 Sujet du message: |
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| Merci, je viens de faire la modification. |
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