[HELP] How do I make this public?

06/06/2009 18:31 Andrew.A#1
Right I managed to log on make an account etc etc With the tanks to our helpful community xD

Now my friends want to play, I have all port forwarded and 127.0.0.1 in server.dat.

When i put my ip in server.dat it says it cant read it and i should re-install.

What must I do to make it Public?
06/06/2009 18:48 hunterman01#2
Quote:
Originally Posted by Andrew.A View Post
Right I managed to log on make an account etc etc With the tanks to our helpful community xD

Now my friends want to play, I have all port forwarded and 127.0.0.1 in server.dat.

When i put my ip in server.dat it says it cant read it and i should re-install.

What must I do to make it Public?
Now i would help you BUT you dident thank me the last time i helped you
06/06/2009 19:24 Andrew.A#3
I didn't and what post was it? I thought i thanked everybody.
06/06/2009 19:49 hunterman01#4
Quote:
Originally Posted by Andrew.A View Post
I didn't and what post was it? I thought i thanked everybody.
Alright now that you thanked me i will tell u how to do it

Change the ip in packet processer to your ip

*note* just the login server nothing else keep everything else 127.0.0.1

That SHOULD work post any problems
06/06/2009 19:57 Andrew.A#5
Do you mean
Code:
 if(ServerName == "PixelEmpire")
			        {
                        /*if(AuthSocket.Authorize(AccountName, Key, false))
                        {
                            CSocket.Send(Packets.AuthResponse("66.187.101.86", Key1, Key2));
                        }
                        else
                        {
                            CSocket.Disconnect();
                        }*/
                        if (AuthSocket.Authorize(AccountName, Key, false))
				        {
                            CSocket.Send(Packets.AuthResponse("127.0.0.1", Key1, Key2));
				        }
				        else
				        {
				        	CSocket.Disconnect();
				        }
			        }
			        else if(ServerName == "PixelEmpire")
			        {
			        	if(AuthSocket.Authorize(AccountName, Key, true))
				        {
                            CSocket.Send(Packets.AuthResponse("127.0.0.1", Key1, Key2));
				        }
				        else
				        {
				        	CSocket.Disconnect();
				        }
			        }
	        	}
?

It now reads this
Code:
 if(ServerName == "PixelEmpire")
			        {
                        /*if(AuthSocket.Authorize(AccountName, Key, false))
                        {
                            CSocket.Send(Packets.AuthResponse("66.187.101.86", Key1, Key2));
                        }
                        else
                        {
                            CSocket.Disconnect();
                        }*/
                        if (AuthSocket.Authorize(AccountName, Key, false))
				        {
                            CSocket.Send(Packets.AuthResponse("MYIPHERE", Key1, Key2));
				        }
				        else
				        {
				        	CSocket.Disconnect();
				        }
			        }
			        else if(ServerName == "PixelEmpire")
			        {
			        	if(AuthSocket.Authorize(AccountName, Key, true))
				        {
                            CSocket.Send(Packets.AuthResponse("MYIPHERE", Key1, Key2));
				        }
				        else
				        {
				        	CSocket.Disconnect();
				        }
			        }
	        	}
Is this right?
Change the 127.0.0.1 to my ip?
What about server.dat that still says 127.0.0.1 will that work for my friends?


EDIT1: I now get no error in compiler BUT when i load client and hit log in i get Error: Disconnected with Game Server. Please login the game again.

Are all my ips meant to be 127.0.0.1 apart from this one because i have my ip put in MasterSocket
06/06/2009 20:20 hunterman01#6
Quote:
Originally Posted by Andrew.A View Post
Do you mean
Code:
 if(ServerName == "PixelEmpire")
			        {
                        /*if(AuthSocket.Authorize(AccountName, Key, false))
                        {
                            CSocket.Send(Packets.AuthResponse("66.187.101.86", Key1, Key2));
                        }
                        else
                        {
                            CSocket.Disconnect();
                        }*/
                        if (AuthSocket.Authorize(AccountName, Key, false))
				        {
                            CSocket.Send(Packets.AuthResponse("127.0.0.1", Key1, Key2));
				        }
				        else
				        {
				        	CSocket.Disconnect();
				        }
			        }
			        else if(ServerName == "CoEmu.Nano")
			        {
			        	if(AuthSocket.Authorize(AccountName, Key, true))
				        {
                            CSocket.Send(Packets.AuthResponse("127.0.0.1", Key1, Key2));
				        }
				        else
				        {
				        	CSocket.Disconnect();
				        }
			        }
	        	}
?

Change the 127.0.0.1 to my ip?
What about server.dat that still says 127.0.0.1 will that work for my friends
No your friends must change there ip to your ip so here is a random ip

11.222.22.222

Now say that was your ip you would keep 127.0.0.1 in your server.dat
and they would put 11.222.22.222

But in packetprocessor.cs file you MUST change those ips to your ip
06/06/2009 20:48 Andrew.A#7
But as I said I can't log in now because it just says Error: Disconnected with Game Server. Please login the game again. Before i can do anything.


So let me get this right I change ALL the ips in PacketProcessor to mine?

EDIT1: I tryed changing just the top 2 and changing them all but both of them result in Error: Disconnected with Game Server. Please login the game again.
06/07/2009 00:14 hunterman01#8
change ALL the ips for Loginserver>PacketProcesser to your ip
06/07/2009 08:59 editor05#9
this was also my problem... i can put my on server.dat but when the client runs... same error as Andrew A. I revert back to 127.0.0.1 on the server.dat and my ip on the packetprocessor.cs and run the client, error comes out same as Andrew...

Is there any server.dat that which we can use our ip on it and it doesnt do an error when the client runs.
06/07/2009 09:41 Andrew.A#10
Quote:
Originally Posted by editor05 View Post
this was also my problem... i can put my on server.dat but when the client runs... same error as Andrew A. I revert back to 127.0.0.1 on the server.dat and my ip on the packetprocessor.cs and run the client, error comes out same as Andrew...

Is there any server.dat that which we can use our ip on it and it doesnt do an error when the client runs.
You said it all
06/07/2009 16:21 nushizu#11
basically what he is saying is, in the LoginServer-Packetprocessor.cs is to change every IP address in there to your IP or Hamachi IP w/e and when your friends or whom ever wanna login , in their server.dat they would put your ip where is in your own server.dat the ip in their HAS to be 127.0.0.1 thats how that would work.

and my own question in this is, would you really have to change it all, because the 70.xx.xxx.xxx IP is for the website to regiter whats happening so why would that have to be changed?
06/07/2009 16:32 Andrew.A#12
I did that but now I can't log in myself...

You got MSN so we can have IM?
06/07/2009 19:18 hunterman01#13
First of all hamachi doesnt work with this source so if you use hamachi your SOL
06/07/2009 20:09 Andrew.A#14
I got another question. Why do these guards keep jumping me?
06/08/2009 00:24 EatMyChidori#15
i have this problem when my friend trys to login the unknown packet
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Quote:
Originally Posted by Andrew.A View Post
I got another question. Why do these guards keep jumping me?
im guessing you edited the name of the guards?