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Trying to host a server for internet friends to play, but they get "channel too crowded", can't change channel, and unable to start a boat? Then this thread is for you.
Tested this with a friend on the other side of the world and confirmed that it works.
I tested a bunch of methods, but this is the only one that seemed to work.
I say "seem" because the others (Hamachi, Tunngle, etc) may have worked if we'd kept trying.
I'm sure there are better ways with similar results, but I don't know what they are.
Warning:
With this method, clients still can't seem connect reliably if their latency is 300-400ms or greater.
But it does work. Just keep trying. It's better than nothing.
If anyone knows how to reduce the chances of boat creation failure, please let me know.
There may be a setting in the server files somewhere that makes it easier to connect.
I tried adjusting some of the values I found, but didn't notice anything significantly different.
First and foremost:
Firstly, as SanGawku said, make sure the server has as few Network Adapters as possible.
Having one too many can prevent even the host from connecting to their own server's channels.
Disabling them seems to be fine. You don't need to uninstall.
Server-side:
Make a Windows user account for each unique client/player.
You'll NEED to configure file sharing access, or they will be able to access any shared folders.
Alternatively, disable Folder File Sharing service (Windows will tell you how, it's called "server").
Note that your server will only be as secure as your passwords, so use long passwords.
You don't want random people trying to connect to your PC's VPN.
Once you're done making the accounts, follow this:
Don't forget to open the Windows VPN port on your router and firewall.
Setting IP range to prevent conflicts:
This fixes a problem where both server and client share the same IP.
Right click incoming connections, select properties.
Under networking tab, click Internet Protocol Version 4, select properties.
Set specify IP addresses and type in a desired range.
I ticked Allow calling computer to specify its own IP address. Not sure if that matters
Client-side:
Use the Windows user log-in info to connect.
The server can see connected users in their Network Connections.
They can also use Task Manager's Networking tab to see if any data's being sent or received through the VPN.
Note that as long as the VPN is connected, anything the client does seems to go through the VPN server.
For example, if the client downloads a file, it'll download it through the VPN's server.
Finding the server IP and testing the VPN connection:
You need to find out the server's LAN IP. I'm not sure if it will always be the first available IP in the range.
If not, there are a few ways to check:
Properties method:
In the server's Network Connections, you should be able to see any connected users.
Right click their connection and click Status. Look in the Details tab, and it should list server and client IP.
IPconfig method:
On the server, open command prompt (run, cmd) and type ipconfig /all |more
Look for the PPP RAS or PPP adapter with an IPv4 address that matches the range you defined earlier.
The IPs for server and client need to be different or it won't connect properly.
To test, try typing in the server's listed IP into your web browser.
Do this on both server and client. It's to test if the webhost (with endpoint.txt) loads up.
If you can see the webhost properly, then the VPN connection is working properly.
If not, check your router/firewalls, check that the IPs aren't the same, etc.
Setting up Vindictus:
Change the server IP references in hosts.txt and endpoint.txt to the server IP.
You don't need to change nmconew.ini if everyone can see the webhost's endpoint.txt anyway.
You may need to restart the server. I've confirmed that disabling adapters and restarting the server can fix the server failing to connect to their own channel.
Connect to the server as normal, and the channel and boat stuff should work.
If you see "TW-GM" instead of the server name, the client needs to add these lines to the hosts.txt:
(replace 192.168.x.x with your server IP)
Channel may not connect immediately. If nothing happens after a long while, try creating a boat.
If the boat works, it should automatically connect to a channel afterwards.
If the game freezes, wait until it unfreezes and try again. It may take a few tries.
After exiting the boat, they should automatically connect to a channel
Sometimes, you may get sent to a "new channel" on log-in and need to manually select a channel.
Random multiplayer images that don't really prove much:
Tested this with a friend on the other side of the world and confirmed that it works.
I tested a bunch of methods, but this is the only one that seemed to work.
I say "seem" because the others (Hamachi, Tunngle, etc) may have worked if we'd kept trying.
I'm sure there are better ways with similar results, but I don't know what they are.
Warning:
With this method, clients still can't seem connect reliably if their latency is 300-400ms or greater.
But it does work. Just keep trying. It's better than nothing.
If anyone knows how to reduce the chances of boat creation failure, please let me know.
There may be a setting in the server files somewhere that makes it easier to connect.
I tried adjusting some of the values I found, but didn't notice anything significantly different.
First and foremost:
Firstly, as SanGawku said, make sure the server has as few Network Adapters as possible.
Having one too many can prevent even the host from connecting to their own server's channels.
Disabling them seems to be fine. You don't need to uninstall.
Server-side:
Make a Windows user account for each unique client/player.
You'll NEED to configure file sharing access, or they will be able to access any shared folders.
Alternatively, disable Folder File Sharing service (Windows will tell you how, it's called "server").
Note that your server will only be as secure as your passwords, so use long passwords.
You don't want random people trying to connect to your PC's VPN.
Once you're done making the accounts, follow this:
You must be registered to see links
Don't forget to open the Windows VPN port on your router and firewall.
Setting IP range to prevent conflicts:
This fixes a problem where both server and client share the same IP.
Right click incoming connections, select properties.
Under networking tab, click Internet Protocol Version 4, select properties.
Set specify IP addresses and type in a desired range.
I ticked Allow calling computer to specify its own IP address. Not sure if that matters
Client-side:
You must be registered to see links
Use the Windows user log-in info to connect.
The server can see connected users in their Network Connections.
They can also use Task Manager's Networking tab to see if any data's being sent or received through the VPN.
Note that as long as the VPN is connected, anything the client does seems to go through the VPN server.
For example, if the client downloads a file, it'll download it through the VPN's server.
Finding the server IP and testing the VPN connection:
You need to find out the server's LAN IP. I'm not sure if it will always be the first available IP in the range.
If not, there are a few ways to check:
Properties method:
In the server's Network Connections, you should be able to see any connected users.
Right click their connection and click Status. Look in the Details tab, and it should list server and client IP.
IPconfig method:
On the server, open command prompt (run, cmd) and type ipconfig /all |more
Look for the PPP RAS or PPP adapter with an IPv4 address that matches the range you defined earlier.
The IPs for server and client need to be different or it won't connect properly.
To test, try typing in the server's listed IP into your web browser.
Do this on both server and client. It's to test if the webhost (with endpoint.txt) loads up.
If you can see the webhost properly, then the VPN connection is working properly.
If not, check your router/firewalls, check that the IPs aren't the same, etc.
Setting up Vindictus:
Change the server IP references in hosts.txt and endpoint.txt to the server IP.
You don't need to change nmconew.ini if everyone can see the webhost's endpoint.txt anyway.
You may need to restart the server. I've confirmed that disabling adapters and restarting the server can fix the server failing to connect to their own channel.
Connect to the server as normal, and the channel and boat stuff should work.
If you see "TW-GM" instead of the server name, the client needs to add these lines to the hosts.txt:
Code:
192.168.x.x tw.patch.mabinogiheroes.beanfun.com
192.168.x.x mhtwgmcheck.garenanow.com
192.168.x.x shop.heroes.gm.garena.tw
Channel may not connect immediately. If nothing happens after a long while, try creating a boat.
If the boat works, it should automatically connect to a channel afterwards.
If the game freezes, wait until it unfreezes and try again. It may take a few tries.
After exiting the boat, they should automatically connect to a channel
Sometimes, you may get sent to a "new channel" on log-in and need to manually select a channel.
Random multiplayer images that don't really prove much:
Last edited: