EDIT: It turns out I can’t even connect to multiplayer servers. It throws “no response” any time I attempt to join a game. Gonna tackle this.
Lately, I’ve been getting bored of playing through singleplayer campaigns and would like to host a public co-op server to play with my buddies. At first I assumed it would be just as easy as it is to set up a basic web server, but as it turns out, it is not in any way. I opened up the port I was using to host it and started up Qizmo on the machine that hosts my web server, tried to connect to its domain name, the public address, and even the local address of the machine but to no avail. Could I perhaps get some tips from those of you who have done this before?
Some pointers to hopefully get you going: Do you want it in netquake or quakeworld? Why do you want to use qizmo? Are you following some guide?
https://www.quaddicted.com/quake/cooperative might still work, there are some lines for hosting a server at the bottom. It’s missing information on the ports to open though and that depends on the protocol you will be using. It would be ace if someone could port that page over to the https://quakewiki.org and update it.
yeah, I was. What are the pros and cons between Netquake and Quakeworld?
NQ ~= Physics as intended by singleplayer mappers and modders. In QW you can bunnyhop etc, things might be wonky and out of balance.
QW ~= Way more fun if you are not in LAN but with some latency between server and clients as it uses more modern net code: https://quakewiki.org/wiki/QuakeWorld#Comparison_to_NetQuake
I asked Spike about the proper way to use FTEQW to host a nice server and added a commandline for that to https://www.quaddicted.com/quake/cooperative#copy_n_paste_ready_commandlines
This should give you a proper NQ experience but with all the possible benefits of a modern server engine.
I got it working with FTEQW! Thanks!