emose2 Posted November 5 Report Share Posted November 5 I can't seem to get past the map screen after logging in. I have changed the compatibility to what was posted. I have let the program have full access and changed internet options. I couldn't get it to work on windows 10 home so now I have upgraded to windows 11 pro. Still noting seems to work. Any Suggestions ? Quote Link to comment Share on other sites More sharing options...
karu [WDL] Posted November 5 Report Share Posted November 5 Make sure net7proxy.exe has outgoing internet access and that it has incoming local network access to talk to client. Client does need outgoing network, but thats login and char select which is already working. Quote Link to comment Share on other sites More sharing options...
Kyp [LDEV] Posted November 5 Report Share Posted November 5 Another thing to try if you check what Karu says and it's still not working could be .th6 files which have to do with all that. There's an option on the launcher to 'delete th6 files' which should cause them to re-download to you. That said if you can give a step-by-step of your screens that might enable us to see better what the problem is as you're going. Quote Link to comment Share on other sites More sharing options...
emose Posted November 5 Report Share Posted November 5 it start up Quote Link to comment Share on other sites More sharing options...
Kyp [LDEV] Posted November 5 Report Share Posted November 5 21 minutes ago, emose2 said: Kyp Deleted all the TH6 files. No luck Disable packet optimization and prototype reordering unless you know you need them, those are for special networking scenarios. That said, the rest of it.. waiting for the server almost looks like something is intercepting traffic back to your computer. So what Karu is saying is where net7 is installed there is a net7proxy.exe, so if you have a virus scanner or firewall make sure the directory you installed our stuff in is exempt, as well as the directory where E&B itself is installed. These are old games and without an exception in such tools, some of the things happening might be considered 'bad guy' type behavior. Quote Link to comment Share on other sites More sharing options...
Kyp [LDEV] Posted November 5 Report Share Posted November 5 also, the code is not code signed due to the expense of purchasing certs like that vs. not wanting to ask everyone for more donations each year to keep things running. This can cause Antivirus tools to think 'bad guy' as well. Quote Link to comment Share on other sites More sharing options...
Kyp [LDEV] Posted November 8 Report Share Posted November 8 and at this point it logs you in to the point where you see the galaxy map, correct? Can you enable the debug launch option, this should create a text file with the interchange that may be helpful, outside of this it would get to the point of capturing packets to see or if you want to send your public IP address I can try to make sure nothing is causing it to be blocked but I suspect not if it gets you through the authentication portion. Loading the in-game relies very little on the server and is just about receiving the confirmation from it that it "knows where you are" so to speak in that sector so the right art can be loaded around you. Quote Link to comment Share on other sites More sharing options...
emose2 Posted November 9 Author Report Share Posted November 9 (edited) lets do it. Edited November 9 by emose2 Quote Link to comment Share on other sites More sharing options...
emose2 Posted November 9 Author Report Share Posted November 9 out of space for attachments Quote Link to comment Share on other sites More sharing options...
emose Posted November 9 Report Share Posted November 9 ping Quote Link to comment Share on other sites More sharing options...
Kyp [LDEV] Posted November 9 Report Share Posted November 9 1 hour ago, emose said: ping This is just the security mechanism dropping pings, not your system. If you want to send me your public IP address I can try to look in logs and see if you're getting dropped for some reason or if I can trace a login, just send me the IP, the time range and the time zone you are in and I will see if I can track something down to at least confirm for sure it is not any server-side mechanism stopping the activity. Quote Link to comment Share on other sites More sharing options...
Kyp [LDEV] Posted November 9 Report Share Posted November 9 Probably need IPv4 addr, whatismyip or similar services can give it to you easily if needed. Quote Link to comment Share on other sites More sharing options...
Kyp [LDEV] Posted November 9 Report Share Posted November 9 Yeah this would be your internal IP address behind your LAN which won't be useful. You'll have to get the public IP address. https://www.whatismyip.com/ Get the IPv4 which will be what your router is communicating out to the internet with and provide that, we can use that to look. Right after you get this, try it and post the time, IP and I'll check the current log. Quote Link to comment Share on other sites More sharing options...
Kyp [LDEV] Posted November 9 Report Share Posted November 9 Is T-Mobile in the regular ISP market these days? If you're using mobile internet, that may well be part of it. Many of them drop UDP traffic which as I think was stated earlier here if I'm not confusing with another thread. If that's the case it's going to fail. I did attempt to search our firewall and do not see any blocks for your provided IP address but there is no way to trace the UDP traffic between each system thanks to the protocol being what it is. I would suggest connecting via a different internet connection with the same source PC if possible for a sanity check but it's feeling this way. I see it in your output as well as in a lookup of AS advertisements that the IP segment belonged to T-Mobile. If you're using a hotspot-style wifi to run the game you're probably going to have a fair bit of a struggle. It was designed long ago. Quote Link to comment Share on other sites More sharing options...
emose Posted November 9 Report Share Posted November 9 I live in BFE and T-mobile home internet is only on line connection out here. Guess I'm just out of luck till some fiber get installed in my neighborhood. Still its strange that i connected one day and played for an hour or so then the next day couldn't connect at all and haven't been able to since. I do appreciate you Kyp and everyone that tried to get me back. Thanks you very much. Quote Link to comment Share on other sites More sharing options...
Kyp [LDEV] Posted November 9 Report Share Posted November 9 Understood, but I think the main difference is gonna be situations where there are larger amounts of latency and/or mobile internet because it's going to drop 'unimportant' packets with battery saver options and things like that. UDP is kind of fire and forget network traffic so either the destination receives or it doesn't. If you didn't change anything between the sessions, it could be some sort of data limit, it could be them believing they're mitigating bad traffic. Sorry I don't really have better news on the subject. Quote Link to comment Share on other sites More sharing options...
emose Posted November 11 Report Share Posted November 11 This is what T-mobile thinks. I wanted to make sure that we have checked everything on our end. I did a little digging into your game since it is only this game that is being impacted on your end I wanted to out all my focus on getting you the best info. I am seeing that the game may require some NAT ports to be opened, which, as much as I would like to work that magic, is not an option we have on our end. Well guess I'm out of Magic that let me play for a day. I'm grateful for all the help. Thanks again Quote Link to comment Share on other sites More sharing options...
optimal Posted November 11 Report Share Posted November 11 (edited) Fixed mine via the avatar > reset password area. See below. Edited November 11 by optimal Quote Link to comment Share on other sites More sharing options...
Kyp [LDEV] Posted November 12 Report Share Posted November 12 16 hours ago, emose said: This is what T-mobile thinks. I wanted to make sure that we have checked everything on our end. I did a little digging into your game since it is only this game that is being impacted on your end I wanted to out all my focus on getting you the best info. I am seeing that the game may require some NAT ports to be opened, which, as much as I would like to work that magic, is not an option we have on our end. Well guess I'm out of Magic that let me play for a day. I'm grateful for all the help. Thanks again I'm not specifically sure what they are referring to. On our side the port you're communicating with is controlled via that net7proxy.exe app, your client continues to connect over the same source port. All you *should* need are UDP 3500-3808 or so. So you should be getting a response if you've allowed it out past any antivirus/firewall and allowing it to receive reply traffic. The server does not care what tries those ports, per se, it simply authenticates proper game clients and lets them in to play. We're not really doing any network magic. While we do NAT some of the internet traffic over to our IPs internally that's all happening behind the firewall and as far as the game client is concerned it's still talking to the same public address. I would go back to them (if you had some kind of case open) and ask them to explain what Natting they are referring to. For reference (depending on your knowledge level) NAT (Network Address Translation) is just what separates internal and public networks by and large because the same 3 networks are typically shared by many companies and end-user internal networks, Class A (10.x), Class B (172.x), or Class C (192.x) internal segments. NAT is the process of a network device like your router flipping it from your internal addresses and sending it out to your public interface using the public IP assigned by your ISP. Quote Link to comment Share on other sites More sharing options...
emose Posted November 13 Report Share Posted November 13 (edited) yeah i think the problem is my router which they supplied. I just forward your message to them can't wait to see how they reply. Edited November 13 by emose Quote Link to comment Share on other sites More sharing options...
emose Posted November 13 Report Share Posted November 13 (edited) The response : I can understand the importance of you being able to receive packets for your game. I am understanding that our Home Internet may not have the capability to operate your game in the a way the needs to work properly. I know that some gaming systems require advanced settings and configurations (ex. NAT/Port forwarding, UPnP/Static IP). These settings cannot be configured on the T-Mobile gateway. I'm more than happy to send trouble ticket to our engineering team and see if we can provide more information since our system can not be configured via the NAT/Port forwarding, and UPnP/Static IP. Do you have any other games that receive packets and having issues? So that I can provide them with exact information of when the transmission is happening, when was the last time you attempted this action? ^FeliciaWalker Then they said the same thing as you did. Find a land line see if the game works but i know it works cause i played it for a day. Ill be taking my laptop which does the same thing as my pc to my sisters house (she has a fiber hook up) to check my sanity. Edited November 13 by emose Quote Link to comment Share on other sites More sharing options...
Kyp [LDEV] Posted November 14 Report Share Posted November 14 It's likely from that description some sorta data cap before they're changing the behavior of the traffic in some way based on those kind of symptoms. We are not requiring you to perform any sort of advanced networking technique. We provide some of those options, like the ability to use proxies and so on but otherwise it's just the .exe communicating with our game server via UDP packets. Most modern games aren't really going to have these types of problems because they are using TCP communication protocols to begin with so it looks as though they're trying to deflect some blame to me. That said, because of what what the emulator is and how it got built the ability to cleanly communicate using UDP is required to play. Let us know if it works on your sister's connection. I would expect it will if it is in fact waiting on data. Quote Link to comment Share on other sites More sharing options...
Sioux Posted November 14 Report Share Posted November 14 If T-mobile is indeed the problem - I'll offer a plug for Starlink. I was in the same boat (still in it) - no land line service available out in the sticks where we live. Starlink has been impressive. I started slow just bringing 1 toon, then 3, now a full 6 to raids with no issues. Only potential issue is when I leave several characters AFK for 20+ minutes seems they start to slowly drop connection... not sure if that is Starlink related, but is truthfully a non-issue. I know the initial price of equipment is high, and monthly is more than T-mobile.... but it does indeed work. You do need a clear'ish line of sight to the stars. Starlinks mobile app let's you check this before you purchase. Quote Link to comment Share on other sites More sharing options...
emose Posted November 14 Report Share Posted November 14 Thanks Sioux I'm going to look into that after my phone call today from tech support if the issue can't be resolved. Quote Link to comment Share on other sites More sharing options...
emose Posted November 21 Report Share Posted November 21 I went over to my daughters house with my laptop and was able to log in no problems. Yep is my ISP. I'm not insane. Thanks again for all your help trying to figure this out. Quote Link to comment Share on other sites More sharing options...
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