Check your Sygate logs for comms being blocked on UDP Port 0 where the
IP matches that of the game server. I used to have this problem, but
haven't experienced it in a while. If you find such traffic in your log,
you can set a rule to allow traffic through UDP Port 0. Though, someone who
uses Sygate will have to tell you how to do that.
Hmm, everything listed for the Half-Life executable are UPD transmissions, but
they all say Allowed. I don't see anywhere it lists UDP port 0 though...
Is your log configured to show that type of blocked traffic? It could
be suppressed.
Hmm, I don't see too many options in the Log section that could be defined. I put
a check under 'Capture Full Packet', I'll see what that does.
As a side note I am seeing a lot of transmissions with a Source IP of my own (the
NIC) and a Destination IP of my Reserved Broadcast (I have static IPs) being
blocked. What would cause such a thing? No application is listed for the
instances, and for the Rule Name Sygate is showing "Block_all".
Hmm. I'm not sure. I'm not familiar enough with Sygate. This may
require a new post under another title to get the attention of Sygate users.
Sorry.
They can help you with this one.
"Tha*Lunat!k" <qt@Th壵ñåtïk.cõm> wrote in message
news:Sfld9.121733$hU6....@news.easynews.com...
Sygate support helped me solve it. He suggested I run a program called "Process
Explorer" and set the priority for SPF to 'Above Normal'. I guess HL was not
allowing the firewall to operate fully and it was causing the problem. Even with
"Allow All" turned on it caused the lag, so the firewall wasn't intentially doing
anything I guess. Not sure why there would be a problem like this, however. ZAP
didn't give any such problem and it is a much bigger resource hog. My system is
defintely fast enough to handle two simple apps running at the same time.