local server (lan net) 127.0.0.1 is for a local server, only ur pc, for a lan server use ur lan ip (from the tcp/ip)
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local server (lan net) 127.0.0.1 is for a local server, only ur pc, for a lan server use ur lan ip (from the tcp/ip)
I'd have been checking with TCPView for connected ports and IP (Real! Not just what you think you configured) some time ago...
If that looks right and the connection still isn't being made, then there has to be something firewalling, either on the PC, or on the Router / LAN control somewhere.
From cmd.exe you can type "ipconfig" to find out what IP you have on your LAN... it should start 192.168.x.x unless you are connecting to the internet direct with no local DHCP... that, would not be good.
Yea I did the cmd.exe thing and I opened the 10009 port and put 1927 into my game.exe. That is what I'm supposed to do correct? Or is it different when you do a local server?
Well... whether you need to open ports locally or outside is a matter of your router security... If you only have a hub to connect your server and client systems, then there will be no security... not dhcp... etc. A top corporate router will allow you to set access control lists for VLans and even per MAC.
I've seen "Home" routers that have LAN port blocking, but it isn't common. After all, you usually trust all the PCs in your own home, it's the big bad world outside you need to close the windows and door on. :wink:
I have no idea what you mean by "the 1927 thing".
If your client has the server IP encoded in it, you will need to write over it with either the IP of your server on your LAN, or 127.0.0.1 if your server and client are running on the same machine. 192.168.something.something are the usual LAN addresses because 192.168 are reserved against a 255.255.0.0 hostmask for local addresses. This means they aren't used on the internet, so they won't conflict.
127.0.0.1 is reserved as "localhost" and that "domain" is valid on almost any system as the loopback... so from a web browser "http://127.0.0.1:80/" and "http://localhost/" are equivalent... (the same) just as "http://www.google.com/" and "http://75.125.45.100:80/" are equivalent. (":80" is the port number, and your browser will probably remove it, but www. usually points to a port 80 only sub-domain)
If you client (game.exe) doesn't have the IP of the server encoded in it then it will find it in either "ptreg.rgx" "hotuk.ini" (very rare, but most can still look there if you like) your system registry or IData.bmp (I've never seen that one used).
The biggest reason for the multiple locations of the IP is that lots of people think that hiding the IP will make their server safer. I think any hacker worth his salt could trace the network activity on their own PC... but that's just MHO.
Other than changing the IP when it's encoded in the game.exe I've never had to make any modification to get it to log on. There are some clients that are just not compatible with some servers however. Either because they are set to work on a different port (10009 is most common but some use 10007 and can be set to use any port, but you're gonna use one over 4000 right? :wink:) or because they are hard written to use different encryption method.
If you are using the client that came with your server (most do, some don't) then none of that applies.
You have followed all of HappyHardcores' advise on the Resources and Files Thread I presume? ^_^
Yea I followed everything..But I was just accessing my brothers friends computer (the one with the local server) and I noticed when he tried to run the server the monster count was at 0. This may be the problem..My mind is going blank right now and I can't think of the solution..
And 1927 is the port 10009...Which is the one I opened. And I changed the IP at the bottom of the game.exe but not the server.exe. Is there one needed in the server.exe?
No, the server gets its IP from it's hotuk.ini , it's never embedded there. (to my knowledge)
The first time I ran my server for the first time, I think it did have 0 monsters... They are spawned when the player first enters the field... the more players are in the field, the more monsters the server has... and as they log out the number reduces, but after the initial player entry, it never goes back down to 0 again.
The IP the server needs are the one it sends to the client about where the actual game server is (usually the same, but if you have more than one game server running, like official servers, you could have a one login server and several game servers) and there are options for pointing to a separate data server (IIRC) so you could have the SQL server on a different box.
I don't think anyone here uses any of those options, and if they did they probably wouldn't tell us how it works out. It's more complication than you need when you're just trying to get the thing up and running.:ott1:
I don't think you should have to hex the port number into your client unless the client (or maybe server) you are using is from a strange source that uses and unusual port. If that is the case, who knows what kind of encryption they use.
If your server is one of the standard releases here, then I highly recommend using Quantumfusions 1873 client. That uses the IP hexed at the end of the file method... and use that client, and do the hexing the IP, then you don't need to worry about IData.bmp, ptreg.rgx or the system registry. It is already set to port 10009, and needs no other information.
I couldn't connect for a couple of weeks when I first set up, through misconfigured ODBC and duff sql.dlls, and what solved everything for me, was getting ODBC right, and dumping sql.dll in the trash can. lol But if I ever do clans, I know I will have to find (or make) a good one.
Alright thanks for all the help. He is using Quantum Fusion 1873 btw.
I just don't know what is wrong I guess I'll go through ODBC and stuff again, look through it all. But again, thanks
My bad posted twice >.< thought I didn't hit enter before I left