Settings up games and doors..

EvanElias
Posts: 0
Joined: Mon Jul 05, 2010 12:42 am

Re: Settings up games and doors..

Post by EvanElias »

no one has tried the serial connection to another machine per the WG help dox?



oh lordie... thats the OLDSCHOOL way of running doors on worldgroup... and its horrendous :(



You need null modem cables... and a LOT of them, one per door node that you want to enable... you need to run some funky old program called GHost... this whole thing was designed to run doors under Desqview (oooold pre-windows OS), and it can only run DOS doors accordingly... yikes.



That's why barely any worldgroup boards had a door system, until Synchronet's rlogin server came along...
EvanElias
Posts: 0
Joined: Mon Jul 05, 2010 12:42 am

Re: Settings up games and doors..

Post by EvanElias »

Well technically, the rlogin and the telnet should have the same bug, and it would stop someone from looping connections, and basically freezing the board, if not at least locking down all available lines.



That makes sense I guess, would indicate that its not a bug at all, but is instead an intentional design...



In that case, it's kind of a stupid design though... you think WorldGroup would check if an *incoming* connection is coming from its own IP, rather than blocking an *outgoing* connection...



It's an annoying problem, makes it difficult to run stuff like TradeWars Game Server (which also uses rlogin) as well :(



In any case, if it really is based on IP address, it would mean that you can very easily get around the problem using a Router or any other port-forwarding device... you can make the bbs think the rlogin connection is going to some other IP on your LAN, but have the router set up to catch that IP+port and route it back to the IP of your WorldGroup system... maybe this works?
SSpiro

Re: Settings up games and doors..

Post by SSpiro »

I appreciate all the help.



I actually got Synchronet working perfectly, and it works well - Except I can't get any of the doors working (Lord, Usurper, etc). Very frustrating.. it's been so long, I forget all this shtuff.
Kai Shadowbane

Re: Settings up games and doors..

Post by Kai Shadowbane »

Actually, here's an idea, tho it might get a little advanced, and would require a semi fast pc, since you would be running 2 OSes at the same time.



You can use VMware to simulate another PC on your OS and it creates a virtual network for it as well, you might be able to use the host only features of the network to use a different IP, IF you use a different telnet port, tho I am not sure if that is even required..



Course if someone could show me the way to synchronet, I guess I could check the validity of this.
EvanElias
Posts: 0
Joined: Mon Jul 05, 2010 12:42 am

Re: Settings up games and doors..

Post by EvanElias »

I appreciate all the help.



I actually got Synchronet working perfectly, and it works well - Except I can't get any of the doors working (Lord, Usurper, etc). Very frustrating.. it's been so long, I forget all this shtuff.



I have exact setup instructions for DoorMUD, LORD, Usurper, and TradeWars at http://www.doormud.com/wg/index.html -- please give this a look, the door setups are under the "Installing Doorgames" link :)
EvanElias
Posts: 0
Joined: Mon Jul 05, 2010 12:42 am

Re: Settings up games and doors..

Post by EvanElias »

You can use VMware to simulate another PC on your OS and it creates a virtual network for it as well, you might be able to use the host only features of the network to use a different IP, IF you use a different telnet port, tho I am not sure if that is even required..



Course if someone could show me the way to synchronet, I guess I could check the validity of this.



sounds... complicated... :)



btw, you can download synchronet from www.synchro.net , but the current download there is a beta with some frustrating bugs to newbies (a bug or two in the ftp server, and its missing some alternate menu files)



there's a really old non-beta version linked from my WG doorgames site, which works fine for hosting doors, but is missing a lot of synchronet's newer features (like newsgroup support, javascript support, irc server, etc)
Kai Shadowbane

Re: Settings up games and doors..

Post by Kai Shadowbane »

sounds... complicated... :)





actually, it's about as complicated as reading the installation notes, installing the software, and installing the other OS, right now I have win98 installed in it for using some older games.
SSpiro

Re: Settings up games and doors..

Post by SSpiro »

SWEET. OK. Got all the doors working.



Here is one of my last questions.



When the users select the door game option, and it loads the RLogin module, it asks for an address. Is there a way to default that module to connect to a certain/mandatory IP?.. instead of asking users to enter in IP manually..
EvanElias
Posts: 0
Joined: Mon Jul 05, 2010 12:42 am

Re: Settings up games and doors..

Post by EvanElias »

SWEET. OK. Got all the doors working.



Here is one of my last questions.



When the users select the door game option, and it loads the RLogin module, it asks for an address. Is there a way to default that module to connect to a certain/mandatory IP?.. instead of asking users to enter in IP manually..



Yes, there definitely is (most WG boards with door servers have it set up like this, so that the connection is seamless) but unfortunately I don't recall how to set that option in WG 3's rlogin :(



Someone else on here surely knows, but if they dont end up seeing this thread, its definitely in the worldgroup docs (which should be online somewhere or other)
SSpiro

Re: Settings up games and doors..

Post by SSpiro »

Yes, there definitely is (most WG boards with door servers have it set up like this, so that the connection is seamless) but unfortunately I don't recall how to set that option in WG 3's rlogin :(



Someone else on here surely knows, but if they dont end up seeing this thread, its definitely in the worldgroup docs (which should be online somewhere or other)



OK. I'll continue my search. Thanks.



Someone post up if you recall.
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