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Old 03-02-2016, 05:13 PM
Uleat's Avatar
Uleat
Developer
 
Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
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I have a ton of posts around describing setups..most of which should still be viable.


Since you want more than one player, you will need to setup for a public server - with a few alterations.


-- As mentioned earlier, you need to ensure that the 'loginserver' project is selected in cmake and build your binaries off of that setting.

-- Forego the port-forwarding since you don't want WAN traffic.

-- Make sure that your database has the four(4) loginserver tables prefixed with 'tbl' - you can verify either with HeidiSQL or with this query:
Code:
SHOW TABLES LIKE 'tbl%'
-- Your 'local_network' setting in login.ini should be the first three(3) segments of your LAN domain: (mine for reference)
Code:
local_network = 127.0.0.
-- ALL IP addresses in your config files should be that of your server computer's LAN address with the exception of database - which should be 127.0.0.1

-- Your EQ client eqhost files should point to the LAN address of your server computer.


Note: If possible, use static addresses on your LAN so that you don't have to trace connection issues every time you boot-up your network - or -
reserve the lan address of your server computer in your router using the MAC ID of the LAN card in your server computer.


Code:
		<!-- Only specify these two if you really think you need to.  (read: You don't) -->
		<!-- <address>some.server.com</address> -->
		<!-- <localaddress>192.168.0.5</localaddress> -->
You will need to un-remark both of these and put your server LAN address in both fields.

My 'localhost' config looks like this:
Code:
		<!-- Only specify these two if you really think you need to.  (read: You don't) -->
		<address>127.0.0.1</address>
		<localaddress>127.0.0.1</localaddress>

Check this and post back with any remaining issues.
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