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Old 03-16-2008, 07:22 PM
Kagehi
Sarnak
 
Join Date: Feb 2008
Location: Arizona, USA
Posts: 33
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Code:
<?xml version="1.0">
<server>
        <world>
		<shortname>Myworld</shortname>
		<longname>My Test World</longname>

		<!-- Only specify these two if you really think you need to.  (read: You don't) -->
		<address>192.168.1.100</address>
		<localaddress>127.0.0.1</localaddress>

		<!-- Loginserver information.  Defaults shown -->
		<loginserver>
			<host>127.0.0.1</host>
                        <port>5999</port>
			<account></account>
			<password></password>
		</loginserver>
	</world>
	<zones>
		<defaultstatus>20</defaultstatus>

		<!-- Sets port range for world to use to auto configure zones -->
		<ports low="7000" high="7100"/>
	</zones>

	<!-- Database configuration, replaces db.ini.  Defaults shown -->
	<database>
		<host>localhost</host>
		<port>3306</port>
		<username>eq</username>
		<password>eq</password>
		<db>eq</db>
	</database>
</server>

Do I need to set the minilogin to use 192.168.1.100 too or something? Its settings are:

Code:
[LoginServer]
loginserver=127.0.0.1
#loginserver2=newlogin1.eqemulator.net
loginport=5999
#loginport2=5999
worldname=My World
worldaddress=127.0.0.1
locked=false
account=
password=

[WorldServer]
Defaultstatus=
Unavailzone=

[ChatChannelServer]
worldshortname=
chataddress=
chatport=

[LoginConfig]
ServerMode=Minilogin
ServerPort=5999
Maybe at some point someone should consider writing an app in Perl, so its usable on anything running the server, that can autoconfigure some of this stuff. The documentation seems to be a lot of hit and miss, like where the example for minilogin implies that 'worldname' and the 'long name' in the server setup must be the same, but if you do that it bombs with an invalid name error... I.e., some of the documentation is incomplete, some confusing and some just plain wrong.

Hopefully this really is something obviously stupid, like not having the IP set to the right thing. Haven't had this much trouble with... Well, anything so far, at least recently. Ages ago when trying to get MUDOS to run properly on Windows, yes, but not since. lol That was, ironically, worse, since it half the stuff in the world data was file names Windows didn't like, or which broke, because it tried to create reference names that pointed to files windows didn't like, or compiler insanities, which the wrong version of MS C++ didn't like (they changed the damn make file format between versions...). This time, I actually got something to run, even if I can't play it. lol
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