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GSTNET #350231
12/14/10 18:37
12/14/10 18:37
Joined: Dec 2010
Posts: 63
C
Ceryni Offline OP
Junior Member
Ceryni  Offline OP
Junior Member
C

Joined: Dec 2010
Posts: 63
hi

i want to connect to a server but i dont get a ClientId

server:
Code:
#include <acknex.h>
#include <default.c>
#include "GSTNet.h"
#include <windows.h>

function GSTNet_StartServer(var port, var intervall) {

	GSTNet_ServerInit(port);
	
	while(1) 
	{
		
		draw_text("Server online",20,20,vector(0,100,0));
		
    	GSTNet_ServerPoll();

    	wait(intervall);

  	}
	
}

function main()
{
	GSTNet_StartServer(2030,1);
}



Client:

Code:
#include <acknex.h>
#include <default.c>
#include "GSTNet.h"
#include <windows.h>

function connect_client(var ip, var port, var intervall) {
		
  	GSTNet_ClientInit(ip,port);
		
  	while (GSTNet_ClientId() <= 0) 
  	{		
    	GSTNet_ClientPoll();

    	wait(1);
  	}
	
	GSTNetId = GSTNet_ClientId();

  	GSTNet_Synchronize(GSTNet_SyncEntities);

  	str_for_num(sGSTNetTemp, GSTNet_ClientId());
	 	
  	while(1) {
  		
  		draw_text(sGSTNetTemp,60,20,vector(0,100,0));

    	GSTNet_ClientPoll();

    	wait(intervall);

  	}

}

function main()
{	
	connect_client(_str("127.0.0.1"),2030,1);	
}



The server starts but the client doesnt connect.

Re: GSTNET [Re: Ceryni] #350267
12/14/10 22:07
12/14/10 22:07
Joined: Jun 2001
Posts: 1,004
Dossenbach
N
nfs42 Offline
Serious User
nfs42  Offline
Serious User
N

Joined: Jun 2001
Posts: 1,004
Dossenbach
function connect_client(STRING* ip, var port, var intervall)

should work


Andreas
GSTools - Home of
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3DGS Codebase: 57 snippets || 3DGS Downloads: 248 files
Re: GSTNET [Re: Ceryni] #350367
12/15/10 17:44
12/15/10 17:44
Joined: Dec 2010
Posts: 63
C
Ceryni Offline OP
Junior Member
Ceryni  Offline OP
Junior Member
C

Joined: Dec 2010
Posts: 63
thx now i have a new problem
with the client i see the server but as the client/server i dont see the client

client/server
Code:
#include <acknex.h>
#include <default.c>
#include <windows.h>
#include "kotu_net.c"
#include "GSTNet.h"
#include <ackphysx.h>


VECTOR temp;
VECTOR* startpos1 = vector(-15,-3081,435);
VECTOR* startpos2 = vector(-3,2439,100);

var startpos1pan = 90;
var startpos2pan = 270;
var Schusslochdauer 			= -3;
var movement_speed_fb 		=	12; 
var movement_speed_rl   	=  6;
var run 							= 1;
var waffe 						= 1;
var waffereloadtime			= 500000;
var waffereloading			= 0;
var waffeready					= 1;
var mouse_intens     		= 4.5;
var vergangeneZeit			= 500000;
var PlayerinderLuft			= 1;
var anziehung					= 0;
var gravitiy					= 1;
ENTITY* phys1=0;
BMAP* pistole_pcx = "media/Pics/Pistole.pcx";

PANEL* first_pan =
{
  pos_x =  460;
  pos_y =  220;
  layer = 1;
  bmap = pistole_pcx;
  flags = OVERLAY | SHOW;
}



ENTITY* spieler;

function Schussloch ()
{	
	you = player;
	if(you!=NULL){ent_remove(me);return;} //Kein Schussloch auf beweglichen Objekten
	set(my,TRANSLUCENT);
	my.alpha=80;
	set(my,PASSABLE);

	vec_to_angle(my.pan,normal);
	
	c_move(me,vector(0.2,0,0),nullvector,NULL);
	
	my.roll = random(360);
	
	my.scale_x=0.2;
	my.scale_y=0.2;
	my.scale_z=0.2;
	
	my.pan += 0.01;
	my.tilt+= 0.01;
	my.roll+= 0.01; 
			
	wait(Schusslochdauer);
	while(my.alpha>0)
	{
		my.alpha-=0.2;
		wait(1);
	}
	ent_remove(me);
}

function follow(ENTITY* ent)
{
	my.pan  	= camera.pan;
	
	vec_set(camera.x,ent.x);		
}

function Pistole_Schiessen()
{	
	temp.x = (screen_size.x / 2) + (random(5))-2; //Zielpunkt mit leichter Ungenauigkeit
	temp.y = (screen_size.y / 2) + (random(5))-2;
	temp.z = 100000;
	vec_for_screen(temp,camera);
	you = player;
	c_trace(camera.x,temp,USE_POLYGON + IGNORE_YOU + IGNORE_ME + GET_HITVERTEX + ACTIVATE_SHOOT + IGNORE_PASSABLE );
	if(you!=NULL)
	{
		
	}
	else
	{
	ent_create("media/Pics/schussloch.tga",target,Schussloch);
	return; //Die Funktion würde sich jetzt auch selbst beenden
	}
}

function Bewegen()
{	
	VECTOR vFeet;
	vec_for_min(vFeet,me);
	//laufen, schleichen oder gehen?
	if(key_shift)
	{
		run = 1.5;	
	}
	else
	{
		if(key_ctrl)
		{
			run = 0.5;	
		}
		else
		{
			run = 1;	
		}
	}
	//ende laufen,schleichen oder gehen
//	//bewegen
//	if(key_w) 
//	{
//		var distance = movement_speed_fb * time_step * run;
//		c_move(me,vector(distance,0,0),nullvector,GLIDE + IGNORE_SPRITES + ACTIVATE_PUSH);
//	}
//	if(key_s) 
//	{	
//		var distance = movement_speed_fb * time_step /2 * run;
//		c_move(me,vector(-1*(distance),0,0),nullvector,GLIDE + IGNORE_SPRITES + ACTIVATE_PUSH);
//	}
//	if(key_d) 
//	{
//		var distance = movement_speed_rl * time_step * run;
//		c_move(me,vector(0,-1*(distance),0),nullvector,GLIDE + IGNORE_SPRITES + ACTIVATE_PUSH);
//	}
//	if(key_a) 
//	{
//		var distance = movement_speed_rl * time_step * run;
//		c_move(me,vector(0,distance,0),nullvector,GLIDE + IGNORE_SPRITES + ACTIVATE_PUSH);
//	}	
//	if(key_space) 
//	{
//		c_move(me,vector(0,0,10),nullvector,GLIDE + IGNORE_SPRITES + ACTIVATE_PUSH);
//	}
//	
//	//bewegen ende
//	//füße auf den boden setzen
//		c_trace(my.x,vector(my.x,my.y,my.z-1000),IGNORE_ME | IGNORE_PASSABLE);
//		my.z = hit.z - vFeet.z + 15;
//	//füße auf den boden setzen ende
  VECTOR* mov = vector(0,0,0);
  if(key_w)mov.x=movement_speed_fb * run*time_step;
  if(key_s)mov.x=movement_speed_fb/2 *-1*run*time_step;
  if(key_a)mov.y=movement_speed_rl * run*time_step;
  if(key_d)mov.y=movement_speed_rl *-1*run*time_step;

 // ANGLE* nothing = camera.pan;
 // nothing.tilt=0;
 if(c_trace(my.x,vector(my.x,my.y,my.z-40),IGNORE_ME | IGNORE_PASSABLE)){
 	anziehung=0;
 	PlayerinderLuft=0; 	
 		//	c_trace(my.x,vector(my.x,my.y,my.z-1000),IGNORE_ME | IGNORE_PASSABLE);
	//	my.z = hit.z - vFeet.z + 15;
}else
{
	anziehung=anziehung+gravitiy;
	PlayerinderLuft=1;
}
  vec_rotate(mov,camera.pan);
    if(key_space && PlayerinderLuft==0){
    	mov.z=5*time_step;
    	anziehung=-30;
    	PlayerinderLuft=1;
    	mov.z=-1*anziehung*time_step;

}else{
      mov.z=-1*anziehung*time_step; // must be set, because vec_rotate sets mov.z when the camera looks up/down.
      }

  pXent_movechar(me, mov, camera.pan, 0);
	
}

function ExplosivGeschoss(){temp.x = (screen_size.x / 2) + (random(5))-2; //Zielpunkt mit leichter Ungenauigkeit
	temp.y = (screen_size.y / 2) + (random(5))-2;
	temp.z = 100000;
	vec_for_screen(temp,camera);
	you = player;
	c_trace(camera.x,temp,USE_POLYGON + IGNORE_YOU + IGNORE_ME + GET_HITVERTEX + ACTIVATE_SHOOT + IGNORE_PASSABLE );
	if(you!=NULL)
	{
		
	}
	else
	{
	pXent_addexplosion( phys1, target, 10,1);// das hier ist die funk die die explosion erzeugt
	ent_create("media/Pics/schussloch.tga",target,Schussloch);
	return; //Die Funktion würde sich jetzt auch selbst beenden
	}
}

function Schuss()
{
		if(waffeready==1)
		{	
			waffeready=0;
			ExplosivGeschoss();//Pistole_Schiessen(); 
		}

}



function Player_Action() 
{	

	
	spieler = me;
	set(my,SHADOW);
	c_setminmax(me);

	GSTNet_TrackEntity(me, 1+2);
	
	while(1)
	{	
		timer();
		if(waffeready == 0){
			waffereloading+=waffereloading+timer();
			 if (waffereloading>=waffereloadtime){
      	waffereloading=0;
      	waffeready=1;
      	}
		}
     
 
		if(mouse_left) 
		{	
			Schuss();
		}
		Bewegen();
		follow(me);	
		GSTNet_Synchronize(GSTNet_SyncEntities);
		GSTNet_TrackEntity(me, 1+2);
		wait(1);
	}
}

function PhysikIntialise()
{
		physX_open();// für Physik !

		pX_setgravity(vector(0,0,-9));
		

}

function main()
{
	_StartServer(80,1);
	_StartClient(_str("127.0.0.1"),80,1);
	wait(-1);
	PhysikIntialise();
	
	random_seed(0);
	fps_max 			= 60;
	mouse_mode 		= 0;
	video_mode 		= 8;
	//video_screen 	= 1;
	level_load("media/levels/shooter.wmb"); 
	var team = random(2);
	if(team <=1)
	{
		ENTITY* phys=GSTNet_ent_create(_str("media/models/earth.mdl"),vector(-3,2439,100),_str("Player_Action")); // die variable wird nur für die folgenden physikeinstellungen gebraucht
		
		pXent_settype(phys, PH_CHAR, PH_SPHERE);
		pXent_setfriction (phys,0);
		pXent_setmass( phys, 2 );
	}
	else if(team >1)
	{
		
		ENTITY* phys=GSTNet_ent_create(_str("media/models/earth.mdl"),vector(-3,2439,100),_str("Player_Action")); // die variable wird nur für die folgenden physikeinstellungen gebraucht
		pXent_settype(phys, PH_CHAR, PH_SPHERE);
		pXent_setfriction (phys,0);
		pXent_setmass( phys, 2 );
	}

	 	phys1=ent_create("media/models/earth.mdl",vector(-3,2439,100),0); // die variable wird nur für die folgenden physikeinstellungen gebraucht
		pXent_settype(phys1, PH_RIGID, PH_SPHERE);
		pXent_setfriction (phys1,60);
		pXent_setmass( phys1, 2 );
	while(1) {
		mouse_pos.x = mouse_cursor.x;
      mouse_pos.y = mouse_cursor.y;
      camera.pan -= mouse_intens*mouse_force.x;
      camera.tilt += mouse_intens*mouse_force.y;
      if(camera.tilt > 90 )
      {
      	camera.tilt = 90;
      }
      if(camera.tilt < -90)
      {
      	camera.tilt = -90;	
      }	

      
      wait (1);	
      	
	}
}



Client:

Code:
#include <acknex.h>
#include <default.c>
#include <windows.h>
#include "kotu_net.c"
#include "GSTNet.h"
#include <ackphysx.h>


VECTOR temp;
VECTOR* startpos1 = vector(-15,-3081,435);
VECTOR* startpos2 = vector(-3,2439,100);

var startpos1pan = 90;
var startpos2pan = 270;
var Schusslochdauer 			= -3;
var movement_speed_fb 		=	12; 
var movement_speed_rl   	=  6;
var run 							= 1;
var waffe 						= 1;
var waffereloadtime			= 500000;
var waffereloading			= 0;
var waffeready					= 1;
var mouse_intens     		= 4.5;
var vergangeneZeit			= 500000;
var PlayerinderLuft			= 1;
var anziehung					= 0;
var gravitiy					= 1;
ENTITY* phys1=0;
BMAP* pistole_pcx = "media/Pics/Pistole.pcx";

PANEL* first_pan =
{
  pos_x =  460;
  pos_y =  220;
  layer = 1;
  bmap = pistole_pcx;
  flags = OVERLAY | SHOW;
}



ENTITY* spieler;

function Schussloch ()
{	
	you = player;
	if(you!=NULL){ent_remove(me);return;} //Kein Schussloch auf beweglichen Objekten
	set(my,TRANSLUCENT);
	my.alpha=80;
	set(my,PASSABLE);

	vec_to_angle(my.pan,normal);
	
	c_move(me,vector(0.2,0,0),nullvector,NULL);
	
	my.roll = random(360);
	
	my.scale_x=0.2;
	my.scale_y=0.2;
	my.scale_z=0.2;
	
	my.pan += 0.01;
	my.tilt+= 0.01;
	my.roll+= 0.01; 
			
	wait(Schusslochdauer);
	while(my.alpha>0)
	{
		my.alpha-=0.2;
		wait(1);
	}
	ent_remove(me);
}

function follow(ENTITY* ent)
{
	my.pan  	= camera.pan;
	
	vec_set(camera.x,ent.x);		
}

function Pistole_Schiessen()
{	
	temp.x = (screen_size.x / 2) + (random(5))-2; //Zielpunkt mit leichter Ungenauigkeit
	temp.y = (screen_size.y / 2) + (random(5))-2;
	temp.z = 100000;
	vec_for_screen(temp,camera);
	you = player;
	c_trace(camera.x,temp,USE_POLYGON + IGNORE_YOU + IGNORE_ME + GET_HITVERTEX + ACTIVATE_SHOOT + IGNORE_PASSABLE );
	if(you!=NULL)
	{
		
	}
	else
	{
	ent_create("media/Pics/schussloch.tga",target,Schussloch);
	return; //Die Funktion würde sich jetzt auch selbst beenden
	}
}

function Bewegen()
{	
	VECTOR vFeet;
	vec_for_min(vFeet,me);
	//laufen, schleichen oder gehen?
	if(key_shift)
	{
		run = 1.5;	
	}
	else
	{
		if(key_ctrl)
		{
			run = 0.5;	
		}
		else
		{
			run = 1;	
		}
	}
	//ende laufen,schleichen oder gehen
//	//bewegen
//	if(key_w) 
//	{
//		var distance = movement_speed_fb * time_step * run;
//		c_move(me,vector(distance,0,0),nullvector,GLIDE + IGNORE_SPRITES + ACTIVATE_PUSH);
//	}
//	if(key_s) 
//	{	
//		var distance = movement_speed_fb * time_step /2 * run;
//		c_move(me,vector(-1*(distance),0,0),nullvector,GLIDE + IGNORE_SPRITES + ACTIVATE_PUSH);
//	}
//	if(key_d) 
//	{
//		var distance = movement_speed_rl * time_step * run;
//		c_move(me,vector(0,-1*(distance),0),nullvector,GLIDE + IGNORE_SPRITES + ACTIVATE_PUSH);
//	}
//	if(key_a) 
//	{
//		var distance = movement_speed_rl * time_step * run;
//		c_move(me,vector(0,distance,0),nullvector,GLIDE + IGNORE_SPRITES + ACTIVATE_PUSH);
//	}	
//	if(key_space) 
//	{
//		c_move(me,vector(0,0,10),nullvector,GLIDE + IGNORE_SPRITES + ACTIVATE_PUSH);
//	}
//	
//	//bewegen ende
//	//füße auf den boden setzen
//		c_trace(my.x,vector(my.x,my.y,my.z-1000),IGNORE_ME | IGNORE_PASSABLE);
//		my.z = hit.z - vFeet.z + 15;
//	//füße auf den boden setzen ende
  VECTOR* mov = vector(0,0,0);
  if(key_w)mov.x=movement_speed_fb * run*time_step;
  if(key_s)mov.x=movement_speed_fb/2 *-1*run*time_step;
  if(key_a)mov.y=movement_speed_rl * run*time_step;
  if(key_d)mov.y=movement_speed_rl *-1*run*time_step;

 // ANGLE* nothing = camera.pan;
 // nothing.tilt=0;
 if(c_trace(my.x,vector(my.x,my.y,my.z-40),IGNORE_ME | IGNORE_PASSABLE)){
 	anziehung=0;
 	PlayerinderLuft=0; 	
 		//	c_trace(my.x,vector(my.x,my.y,my.z-1000),IGNORE_ME | IGNORE_PASSABLE);
	//	my.z = hit.z - vFeet.z + 15;
}else
{
	anziehung=anziehung+gravitiy;
	PlayerinderLuft=1;
}
  vec_rotate(mov,camera.pan);
    if(key_space && PlayerinderLuft==0){
    	mov.z=5*time_step;
    	anziehung=-30;
    	PlayerinderLuft=1;
    	mov.z=-1*anziehung*time_step;

}else{
      mov.z=-1*anziehung*time_step; // must be set, because vec_rotate sets mov.z when the camera looks up/down.
      }

  pXent_movechar(me, mov, camera.pan, 0);
	
}

function ExplosivGeschoss(){temp.x = (screen_size.x / 2) + (random(5))-2; //Zielpunkt mit leichter Ungenauigkeit
	temp.y = (screen_size.y / 2) + (random(5))-2;
	temp.z = 100000;
	vec_for_screen(temp,camera);
	you = player;
	c_trace(camera.x,temp,USE_POLYGON + IGNORE_YOU + IGNORE_ME + GET_HITVERTEX + ACTIVATE_SHOOT + IGNORE_PASSABLE );
	if(you!=NULL)
	{
		
	}
	else
	{
	pXent_addexplosion( phys1, target, 10,1);// das hier ist die funk die die explosion erzeugt
	ent_create("media/Pics/schussloch.tga",target,Schussloch);
	return; //Die Funktion würde sich jetzt auch selbst beenden
	}
}

function Schuss()
{
		if(waffeready==1)
		{	
			waffeready=0;
			ExplosivGeschoss();//Pistole_Schiessen(); 
		}

}



function Player_Action() 
{
	spieler = me;
	set(my,SHADOW);
	c_setminmax(me);
		
	while(1)
	{
		timer();
		if(waffeready == 0){
			waffereloading+=waffereloading+timer();
			 if (waffereloading>=waffereloadtime){
      	waffereloading=0;
      	waffeready=1;
      	}
		}
     
 
		if(mouse_left) 
		{	
			Schuss();
		}
		Bewegen();
		follow(me);	
		GSTNet_Synchronize(GSTNet_SyncEntities);
		GSTNet_TrackEntity(me, 1+2);
		wait(1);
	}
}

function PhysikIntialise()
{
		physX_open();// für Physik !

		pX_setgravity(vector(0,0,-9));
		

}

function main()
{
	_StartClient(_str("127.0.0.1"),80,1);
	wait(-1);
PhysikIntialise();
	
	random_seed(0);
	fps_max 			= 60;
	mouse_mode 		= 0;
	video_mode 		= 8;
	//video_screen 	= 1;
	level_load("media/levels/shooter.wmb"); 
	var team = random(2);
	if(team <=1)
	{
		ENTITY* phys=GSTNet_ent_create(_str("media/models/earth.mdl"),vector(-3,2439,100),_str("Player_Action")); // die variable wird nur für die folgenden physikeinstellungen gebraucht
		
		pXent_settype(phys, PH_CHAR, PH_SPHERE);
		pXent_setfriction (phys,0);
		pXent_setmass( phys, 2 );
	}
	else if(team >1)
	{
		
		ENTITY* phys=GSTNet_ent_create(_str("media/models/earth.mdl"),vector(-3,2439,100),_str("Player_Action")); // die variable wird nur für die folgenden physikeinstellungen gebraucht
		pXent_settype(phys, PH_CHAR, PH_SPHERE);
		pXent_setfriction (phys,0);
		pXent_setmass( phys, 2 );
	}

	 	phys1=ent_create("media/models/earth.mdl",vector(-3,2439,100),0); // die variable wird nur für die folgenden physikeinstellungen gebraucht
		pXent_settype(phys1, PH_RIGID, PH_SPHERE);
		pXent_setfriction (phys1,60);
		pXent_setmass( phys1, 2 );
	while(1) {
		mouse_pos.x = mouse_cursor.x;
      mouse_pos.y = mouse_cursor.y;
      camera.pan -= mouse_intens*mouse_force.x;
      camera.tilt += mouse_intens*mouse_force.y;
      if(camera.tilt > 90 )
      {
      	camera.tilt = 90;
      }
      if(camera.tilt < -90)
      {
      	camera.tilt = -90;	
      }	

      
      wait (1);	
      	
	}
}



the _startclient and _startserver functions:
Code:
#include <acknex.h>
#include <default.c>
#include "GSTNet.h"
#include <windows.h>

function _StartServer(var port, var intervall) {

	GSTNet_ServerInit(port);
	
	while(1) 
	{
		
    	GSTNet_ServerPoll();

    	wait(intervall);

  	}
	
}

function _StartClient(STRING* ip, var port, var intervall) {
		
  	GSTNet_ClientInit(ip,port);
		
  	while (GSTNet_ClientId() <= 0) 
  	{

    	GSTNet_ClientPoll();

    	wait(1);

  	}
	
	GSTNetId = GSTNet_ClientId();

  	GSTNet_Synchronize(GSTNet_SyncEntities);

  	str_for_num(sGSTNetTemp, GSTNet_ClientId());
	 	
  	while(1) {

    	GSTNet_ClientPoll();

    	wait(intervall);

  	}

}



any idea?

Re: GSTNET [Re: Ceryni] #350391
12/15/10 19:43
12/15/10 19:43
Joined: Jun 2001
Posts: 1,004
Dossenbach
N
nfs42 Offline
Serious User
nfs42  Offline
Serious User
N

Joined: Jun 2001
Posts: 1,004
Dossenbach
client & server:
Code:
function Player_Action() 
{
  while(GSTNet_Handle(my)==0) {wait(1);} you have to wait for acknowledge from server, must be added in the manual

	spieler = me;
	set(my,SHADOW);
	c_setminmax(me);
		
	while(1)
	{
		timer();
		if(waffeready == 0){
			waffereloading+=waffereloading+timer();
			 if (waffereloading>=waffereloadtime){
      	waffereloading=0;
      	waffeready=1;
      	}
		}
     
 
		if(mouse_left) 
		{	
			Schuss();
		}
		Bewegen();
		follow(me);	
//GSTNet_Synchronize(GSTNet_SyncEntities); only one call in startclient to add or remove global enities
//		GSTNet_TrackEntity(me, 1+2); used out of the main loop, GSTNet sends data if changed. 
		GSTNet_SendEntity(me, 1+2); //use in main loop
		wait(1);
	}
}



if this doesn't help, add GSTNet_Debug(100) in your server main()
start with -diag and post your acklog.txt
or send me your project


Andreas
GSTools - Home of
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3DGS Codebase: 57 snippets || 3DGS Downloads: 248 files
Re: GSTNET [Re: Ceryni] #350397
12/15/10 20:05
12/15/10 20:05
Joined: Dec 2010
Posts: 63
C
Ceryni Offline OP
Junior Member
Ceryni  Offline OP
Junior Member
C

Joined: Dec 2010
Posts: 63
i add this line now i cant move at the client

here my project http://rapidshare.com/files/437139807/help.rar

thx for your help

Re: GSTNET [Re: Ceryni] #350593
12/17/10 12:41
12/17/10 12:41
Joined: Dec 2010
Posts: 63
C
Ceryni Offline OP
Junior Member
Ceryni  Offline OP
Junior Member
C

Joined: Dec 2010
Posts: 63
Have you found something?

Re: GSTNET [Re: Ceryni] #354650
01/20/11 20:01
01/20/11 20:01
Joined: Nov 2010
Posts: 125
Germany
chrisp1 Offline
Member
chrisp1  Offline
Member

Joined: Nov 2010
Posts: 125
Germany
I have the same Problem. Client sees server. Server doesnt see client


---------------------------------------------------
My new project: www.sfc.de.to
My old project: www.littlesubmarine.de.to
My Youtubechannel: http://www.youtube.com/user/darkchrisp#p/a/u/0/5idMXmCDdmA
---------------------------------------------------
Re: GSTNET [Re: Ceryni] #356752
02/03/11 18:31
02/03/11 18:31
Joined: Dec 2010
Posts: 63
C
Ceryni Offline OP
Junior Member
Ceryni  Offline OP
Junior Member
C

Joined: Dec 2010
Posts: 63
i use anet since one month and it works fine


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