If the informations not great, you could always open up all outbound ports 
temporarily, log your outbound "allow all" rule, then check through the 
logs/connections to see whats actually happening.
Regards
Richard
 

        -----Original Message----- 
        From: Jon Schlegel [mailto:[EMAIL PROTECTED] 
        Sent: Sat 07/02/2004 07:00 
        To: [EMAIL PROTECTED] 
        Cc: 
        Subject: Re: [gb-users] Gnatbox & Gaming
        
        

        Christopher,
        
        I've discovered that the way most of the gaming world tends to use
        networking jargon is not as exact as it needs to be.  Of the ports/games
        you've listed, I can really only speak for those associated with UT (Unreal
        Tournament).  It's my understanding that the networking scheme for numerous
        other games is similar though.
        
        I'll describe the ports in brief first and then fill in some details.
        
        For UT
        
        (1) MASTER Server port is 27900 TCP - Several Master Servers supply a list
        game servers that have announced their presence.  Similar high ports may
        also be in use.
        (2) Default GAME Server Query Port is 7777 UDP - Client queries game server
        for details about the game that's currently running.  Default is 7777 but
        easily specified as any port by the game server admin.
        (3) Default Game Server Access port(s) are [Query Port + 1] UDP - Default
        then would be 7778.  Sometimes [Query Port + 2] and [Query Port + 3] are
        also used.
        (4) LAN Game Query Port 8777 TCP (I think) - Clients look for a Game server
        on a LAN on this port.  Not used for Internet games.
        (5) Epicgames UT News/Info page - 80 TCP
        
        
        DETAILS - By observation, it appears that game servers announce themselves
        and clients find Internet game servers to join as follows.
        
        A game server connects to master servers to announce it's presence.  The
        master server keeps a continuously updated list of all running game servers
        in this manner.  When the client's server browser is commanded to retrieve
        a list of active games, a two step process occurs.  The client first
        connects with the master server(s) to retrieve the list of active game
        servers.  The client then uses that list to interrogate each game server on
        its query port in turn for details.  The client connects with the chosen
        server on the Server Access port.
        
        
        Most of this info is mainly useful for server setup.  The only thing you
        really need to do for client setup is create outbound rules for 80, 27900
        TCP and  All Ports UDP.
        
        
        Regards,
        
        Jon Schlegel
        
        
        At 10:59 PM -0500 2/6/2004, you wrote:
        >I've gotten used to programming my GB Flash in the office for work related
        >tasks, but now I have a small issue. To facilitate remote management, I've
        >installed a GB-200 in my home. Everything works great, but I guess I'm not
        >quite understanding the concept of 'opening' ports for gaming. Easy enough
        >on a DLink or a Linksys since they're designed for that exact
        >functionality... But how do I configure a GnatBox with the same ability?
        >
        >For example, America's Army states:
        >
        >UDP ports 1716 for the game, 1717 for the gamequery, 1718 for master
        >server query, 8777 for standard UT query, 27900 for GameSpy and TCP 20045
        >for Auth server.
        >
        >
        >I'm gonna take a shot in the dark and assume that its my GB-200 that's
        >keeping me from gaming online with this game. I guess I never realized I
        >had an issue, since all I've been playing lately is Star Wars Galaxies,
        >and my GB hasn't even blinked at that. But I download AA the other day and
        >can't seem to multiplayer.
        >
        >Any help appreciated!
        >
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