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Runtime: 5663.537 seconds
The following ports were opened:
App Name: QuakeChampions
tcp: none
udp: 53480,49000
Both ports outside of the Bethesda specified UDP range of 48800-48900.
What gives?
Now that I've got UDP forward on 48800-65535 (highest possible setting) things run fast as ever.
Runtime: 1824.609 seconds
The following ports were opened:
App Name: QuakeChampions
tcp: none
udp: 50305,51224,57204,49000
Date: 11/11/2019 9:50:53 PM
Runtime: 1645.846 seconds
The following ports were opened:
App Name: QuakeChampions
tcp: none
udp: 49000
Date: 11/11/2019 11:55:17 PM
Runtime: 2363.434 seconds
The following ports were opened:
App Name: QuakeChampions
tcp: none
udp: 61996
So far, over 2 days, all ports requested by QC have been out of range, using UDP 49000- 62883
Yea, that's what I'm thinking, it's outdated. As for does it matter?
Doesn't these "new" parameters need to be updated, into router settings for them to be opened and forwarded correctly?
Yep. That's what I love about being retired. However, you have to invent things to do sometimes.
LOL, sorry to hear that. It must really suck to be you.
It's taken me a bit of time to get everything optimized and running well, but that's always been half the battle with these types of shooters. The engines are so dynamic and crunching fairly high poly's at low latency and high frame rates. Not many engines can do it well, even the older ones with sub-par graphics. And the old networking arguments for advantage at high vs low latency has always been fraught with controversy, dispute and enmity.
All the Quake series games have required much tweaking and scripting to get it playing optimal. It's half the challenge for me, actually.
It's why the previous versions run so well. Because the community at large, for the most part, created it's networking component. ie. Q1, Q2
This really is pertinent information that even pro's should be aware, because it allows a huge reduction in packet-loss. Or maybe duels are within udp specifications, I wouldn't know. I don't play them much. But clearly, the servers I play from, are not sending specified port request, or we're not, until I added them.
It almost appears like sabotage to me, maybe some angry Ukrainians and Russians sticking it to Saber? All while having the "fix" to play it like it was meant to be played. Who could be that cynical?
Date: 11/13/2019 10:35:54 PM
Runtime: 4953.527 seconds
The following ports were opened:
App Name: QuakeChampions
tcp:
udp: 62883
App Name: QuakeChampions
tcp:
udp: 49000
Would appreciate some help if someone is willing?
I am located in South Africa. Sorry for sounding stupid, but I am not sure how to test my ping to the closest server?
Just go into QC and look at your connection in the little globe thing along the bottom left, in the menu. It shows the servers your connected to, there are numbers besides all of them. Look at the ones you have checked, and note their numbers, this is your latency in milliseconds.
Try and select only to the "lowest" number server, deselect the rest of them.
People from areas like you, generally have numbers over 100, so sometimes, it causes a 1501 error, because your getting "timed out". One work around people are using is using a gaming VPN service, that logs on closer to the server and routes the data to you from there, thus fixing the problem, but with the lag unchanged, or higher.
The other way is to try and get the numbers themselves down, but this is more difficult and might require a different service provider.
Some of the other people here dealing with this issue might have better insight or solutions, as they've actually dealt with it first hand.
But as far as I am aware, those are your options.
Thanks Frankster, will give it a go and report back.
UPDATE:
No I don't even get to that area you are mentioning... It logs in, and then tries to connect to a server and then just says "Services not unavailable, please try again later. For possible solutions visit help.bethesda and search for error code 1501". The only options on screen is the "Login" and "Exit" buttons....