Okay Scott and anyone else who has been following this thread,
Echowall works fantastic for IP forwarding to the varous game servers. Here is
what I learned. Quake 2 works great whether you start the server in game or
dedicated from the command line. Quake 3 orks fine when the srver is started in
game either as a dedicated or standard server but it did not respond to my
command line attempts.
(probably something in my server start up string.) Both packages will allow
testing from a second machine inside the host network set to access the
firewall's external IP. I bailed on Quake 1 since it is essentially a dos game
and the tcp/ip stack added in for windows gave me problems.
Unreal tournament works great too. The one difference is that it won't allow
testing from inside the host network. I had a friend connect across the internet
while I connected locally. He is on a DSL line while I am on Road Runner (cable).
I pinged 6 he pinged 60. Very playable! I will be testing Unreal 1 and Half Life
at a future date but see no reason why they won't perform just as well.

In summary: You guys are awsome. In just a few days you solved what would have
been a very difficult problem for me. I thank you! I would still like to find a
novice friendly explanation of the ipchains and ipmasque syntax so in the future
I could work out similar problems on my own and feel like I am giving something
back.

Thanks again,
Kory Krofft

"Scott C. Best" wrote:

> Kory:
>
>         Wow, I bet this turned into a whole lot more than you
> were expecting. FWIW, posting the firewall packet log was the
> *exact* right thing to do.
>
>         Try this. Change the whole QUAKE section of the
> echowall.rules file to look like this:
>
> #QUAKE#$IPCHAINS -A input -s 0/0 -d $IP_EXT/32 4242 -p tcp -j ACCEPT
> #QUAKE#$IPCHAINS -A input -s 0/0 -d $IP_EXT/32 27901 -p tcp -j ACCEPT
> #QUAKE#$IPCHAINS -A input -s 0/0 -d $IP_EXT/32 27901 -p udp -j ACCEPT
> #QUAKE#$IPCHAINS -A input -s 0/0 -d $IP_EXT/32 27910:27961 -p udp -j ACCEPT
> #QUAKE#$IPCHAINS -A input -s 0/0 -d $IP_EXT/32 27950:27952 -p tcp -j ACCEPT
> #QUAKE#if [ "$QUAKE_HOST" != "firewall" ]; then
> #QUAKE#$IPMASQADM portfw -a -P tcp -L $IP_EXT 4242 -R $QUAKE_HOST 4242
> #QUAKE#$IPMASQADM portfw -a -P tcp -L $IP_EXT 27901 -R $QUAKE_HOST 27901
> #QUAKE#$IPMASQADM portfw -a -P udp -L $IP_EXT 27901 -R $QUAKE_HOST 27901
> #QUAKE#$IPMASQADM autofw -A -r udp 27910 27961 -h $QUAKE_HOST
> #QUAKE#$IPMASQADM autofw -A -r tcp 27950 27952 -h $QUAKE_HOST
> #QUAKE#fi
>
>         I spent some time looking into it, and it turns out that
> QuakeII is different from QuakeI, and QuakeIII is different from
> QuakeII. How very nice. :)
>         The above rules should take care of all three flavors.
> Remember how it said "still needs testing"? Heh. Understatement
> of the week.
>
>         Lemme know how it goes!
>
> -Scott
>
> PS: echoWall 1.33 coming soon...
>



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