A_B_Danner -> RE: LAN games & Serial Numbers (2/19/2007 3:41:49 AM)
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"Assuming your LAN is a trusted Network (normal for LAN) and firewalls switched off, and the 'Client' can see the Host's game, then you have established a connection. When you do the Join, all the Port issues will kick in, but again this should not be an issue on a LAN, so [&:]" We do get this far before the freeze "How is your LAN setup for the 2 PC's. Do they have the same subnet and default gateway?" Yes, same subnet & gateway "I would suppose you have used the DHCP service from the Linksys to allocate Network configurations?" Yes "For example, what are the TCPIP Number, Subnet Mask, and Default Gateway for each workstation. Are you able to share Resources from 1 workstation to another?" Yes, able to transfer files, share printer,etc. "What level of TCPIP are you using (Adapter Properties)? XP includes TCPIP 6 and I am not sure if that works with COI. Are you using any other Protocols bound to the Adapter? i.e. IPX/SPX..." Don't know "Is the Linksys being used as a Router and/or Switch (Network 'Hub')?" As a Router. Seems like it should be pretty simple at this point. The computers Ping each other. Each computer is assigned a seperate IP Address by the Router - 192.168.101 and 103. These appear on the multiplayer as they should. The one computer can see the game on the host computer. When <join> is pressed, the game freezes.
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