Jump to content

Question

Posted (edited)

Can someone explain how to run game registration exe without any error.
The same with login, game run exe files same errors.

Thanks for helping! :)

I know there find that error files, but what i need do with them .. ? :)

b7d98a9ba996d413ab2d7de155fbfc75180.png

Edited by navatnass

14 answers to this question

Recommended Posts

  • 0
Posted (edited)

Because when you do compile, you have to get the files from folder "build" not from "dist".

 

For example:

  • Create a new folder somewhere.
  • Make copy all folders from" workspace\aCis_gameserver\build" and drop it into new folder.
  • Make copy all folders from" workspace\aCis_datapack\build" and drop it into new folder.
     

After this you will are ok.

Edited by Baggoss
  • 0
Posted (edited)

Because when you do compile, you have to get the files from folder "build" not from "dist".

Bullshit. For gameserver its dist.

 

Looks like you did not compile.

Edited by SweeTs
  • 0
Posted (edited)

When i try to register server.. it drops another error "No server names available, be sure 'servername.xml' is in the folder LoginServer directory.

That files is in that directory i checked, i tryed to  type "clean" and then unregistered all  registered gameserver names but same error waht should i do ? .. thanks for helping :)

Edited by navatnass
  • 0
Posted (edited)

Bullshit. For gameserver its dist.

 

Looks like you did not compile.

lol.. You take the files one by one from gameserver/disk :o?

Error at photo 1 click me

This error because the files it is not full. ("libs", config and etc).

 

Error at photo 2 click me

This error because i don't have install nothing on my pc. :happyforever:

 

Always, but always, i get the folders from aCis_Datapack /BUILD, and aCis_Gameserver/BUILD/dist. This is the correct way!

 

But maybe you say i'm wrong, because i don't write 4 words here:

Make copy all folders from" workspace\aCis_gameserver\build-dist" and drop it into new folder.

lol..

My answer is "aCis_gameserver\build" because i want to explain that the files have to get from gameserver/BUILD/dist, not from simple dist folder (gameserver/disk).

 

Why you looking for a way to judge?

Where is the wrong here on example?

For example:

  • Create a new folder somewhere.
  • Make copy all folders from" workspace\aCis_gameserver\build" and drop it into new folder.
  • Make copy all folders from" workspace\aCis_datapack\build" and drop it into new folder.

All the files is at BUILD folder. This i want to explain... What more?

Of course you must to get the folders from gameserver/build/DISK, but not from simple gameserver/DISK folder.

If he go at, gameserver/build, will see there the disk.. So? He it is stupid to not understand what must to do?

Right?

 

Give a look in photo of navatnass, is in gameserver/disk, and not in "gameserver/BUILD/disk"... So, because of this get this error.

 

So, i do not understand why you answered with this behavior? Where exactly is the wrong?

On my head, or on yours?

Sorry if i answer like that, but sometimes the knowledge makes some people to look like a stupid man.

 

You don't have to agree with me,

just sometimes, the mind has to work.

 

Give a look in this video. :)

 

 

 

When i try to register server.. it drops another error "No server names available, be sure 'servername.xml' is in the folder LoginServer directory.

That files is in that directory i checked, i tryed to  type "clean" and then unregistered all  registered gameserver names but same error waht should i do ? .. thanks for helping :)

I said the answer last night... If you want listen, if not, then good luck with your hard day with copy one by one all files/folders.

 

1) Create a new folder somewhere

2) copy all folders from aCis_Datapack/build and drop it at new folder you created.

3) copy all folders from aCis_gameserver/build/DISK and drop it at new folder you created.

Edited by Baggoss
  • Upvote 1
  • 0
Posted (edited)

The last problem error is

As i know some day before i also worked in frozen and started succesfully .. but i tryed to find solution it say that ports is off, but the same ports was worked in frozen good..  or maybe it is not port problems?
1278f4298803e17e8b9f5e86b1b08249965.png

Edited by navatnass
  • 0
Posted


#=============================================================

# Loginserver

#=============================================================

 

# This is transmitted to the clients connecting from an external network, so it has to be a public IP or resolvable hostname

ExternalHostname = 78.58.203.60

 

# This is transmitted to the client from the same network, so it has to be a local IP or resolvable hostname

InternalHostname = 127.0.0.1

 

# Bind ip of the LoginServer, use * to bind on all available IPs

LoginserverHostname = 78.58.203.60

LoginserverPort = 2106

 

# How many times you can provide an invalid account/pass before the IP gets banned

LoginTryBeforeBan = 10

 

# Time you won't be able to login back again after LoginTryBeforeBan tries to login. Provide a value in seconds. Default 10min. (600)

LoginBlockAfterBan = 600

 

# The address on which login will listen for GameServers, use * to bind on all available IPs

LoginHostname = 78.58.203.60

 

# The port on which login will listen for GameServers

LoginPort = 9014

 

# If set to true any GameServer can register on your login's free slots

AcceptNewGameServer = False

 

# If false, the licence (after the login) will not be shown

# It is highly recomended for Account Security to leave this option as default (True)

ShowLicence = True

 

#=============================================================

# Database informations

#=============================================================

 

URL = jdbc:mysql://localhost/l2jdb

#URL = jdbc:hsqldb:hsql://localhost/l2jdb

#URL = jdbc:sqlserver://localhost/database=l2jdb/user=sa/password=

 

Login = root

Password =

 

MaximumDbConnections = 100

 

# Usable values: "true" - "false", use this option to choose whether accounts will be created automatically or not.

AutoCreateAccounts = True

 

# The delay in minutes after which the login updates the gameservers IP's (useful when their ip is dynamic)

IpUpdateTime = 15

 

#=============================================================

# Security

#=============================================================

 

# Log all events from loginserver (account creation, failed/success login, etc)

LogLoginController = False

 

# Enforce GG Authorization from client

# Login server will kick client if client bypassed GameGuard authentication

ForceGGAuth = True

 

# FloodProtection. time in ms

EnableFloodProtection = True

 

FastConnectionLimit = 15

NormalConnectionTime = 700

FastConnectionTime = 350

MaxConnectionPerIP = 50

 

#=============================================================

# Test server, shoudnt be touched in live server

#=============================================================

 

Debug = False

Developer = False

PacketHandlerDebug = False

  • 0
Posted (edited)

Try this here:

# Bind ip of the LoginServer, use * to bind on all available IPs
- LoginserverHostname = 78.58.203.60
+ LoginserverHostname = *

LoginserverPort = 2106
# The address on which login will listen for GameServers, use * to bind on all available IPs
- LoginHostname = 78.58.203.60
+ LoginHostname = *
 
# The port on which login will listen for GameServers
LoginPort = 9014

Just remove what i have with " - " and add what i have with " + ".

After, remove the " + ".

 

Also, gameserver.properties must to be like that:

# ================================================================
#                          Gameserver setting
# ================================================================

# Bind ip of the gameserver, use * to bind on all available IPs.
GameserverHostname = *
GameserverPort = 7777

# This is transmitted to the clients connecting from an external network, so it has to be a public IP or resolvable hostname
# If this ip is resolvable by Login just leave *
ExternalHostname = ---> YOUR IP <---

# This is transmitted to the client from the same network, so it has to be a local IP or resolvable hostname.
# If this ip is resolvable by Login just leave *
InternalHostname = 127.0.0.1
Edited by Baggoss
  • 0
Posted (edited)

For gods sake baggoss.. Your screens are from dist folder, not from build. First of all you have to COMPILE. Then you take all files from build/dist for gameserver and build for datapack and you paste them into new folder and you have full pack.. Obviously, if you don't compile the pack you will have errors.. :gusta:

 

Keep all configs default, only change External if you want to make it public.

Edited by SweeTs
  • 0
Posted (edited)

For gods sake baggoss.. First of all you have to COMPILE. Then you take all files from build/dist for gameserver and build for datapack.. Obviously, if you don't compile the pack you will have errors.. :gusta:

Hmm.. This guy how get the acis files without compile? :o

Come on! Of course have already do compile. :P

 

I said answer for problem, no what have to do for to get the files. Because the files is already there.

Yes for build folder need compile.

I just knew from the beginning that already had done compile. Because of this i said for build.

Edited by Baggoss
  • 0
Posted

We can't know from where he get that, maybe someone shared sources, he use some old sources which was .zip-ed? As I can see on the screen, he tried to launch it from dist folder, which is wrong.. Anyway :P

  • 0
Posted (edited)

Thanks working, but i have the next error "No connection found with loginserver,next try in 10 seconds "

As SweeTs said, keep your configs default.

Change only the external ip if you want to make public your server.

 

In any case, let the external ip 127.0.0.1 to play only on your pc.

 

No reason to change "LoginserverHostname" and etc.

 

Get the clean configs and make copy/paste:

loginserver.properties

#=============================================================
#                         Loginserver
#=============================================================

# This is transmitted to the clients connecting from an external network, so it has to be a public IP or resolvable hostname
ExternalHostname = 127.0.0.1

# This is transmitted to the client from the same network, so it has to be a local IP or resolvable hostname
InternalHostname = 127.0.0.1

# Bind ip of the LoginServer, use * to bind on all available IPs
LoginserverHostname = *
LoginserverPort = 2106

# How many times you can provide an invalid account/pass before the IP gets banned
LoginTryBeforeBan = 10

# Time you won't be able to login back again after LoginTryBeforeBan tries to login. Provide a value in seconds. Default 10min. (600)
LoginBlockAfterBan = 600

# The address on which login will listen for GameServers, use * to bind on all available IPs
LoginHostname = *

# The port on which login will listen for GameServers
LoginPort = 9014

# If set to true any GameServer can register on your login's free slots
AcceptNewGameServer = False

# If false, the licence (after the login) will not be shown
# It is highly recomended for Account Security to leave this option as default (True)
ShowLicence = True

#=============================================================
#                    Database informations
#=============================================================

URL = jdbc:mysql://localhost/acis
#URL = jdbc:hsqldb:hsql://localhost/acis
#URL = jdbc:sqlserver://localhost/database=acis/user=sa/password=

Login =
Password =

MaximumDbConnections = 10

# Usable values: "true" - "false", use this option to choose whether accounts will be created automatically or not.
AutoCreateAccounts = True

# The delay in minutes after which the login updates the gameservers IP's (useful when their ip is dynamic)
IpUpdateTime = 15

#=============================================================
#                        Security
#=============================================================

# Log all events from loginserver (account creation, failed/success login, etc)
LogLoginController = False

# Enforce GG Authorization from client
# Login server will kick client if client bypassed GameGuard authentication
ForceGGAuth = True

# FloodProtection. time in ms
EnableFloodProtection = True

FastConnectionLimit = 15
NormalConnectionTime = 700
FastConnectionTime = 350
MaxConnectionPerIP = 50

#=============================================================
#        Test server, shoudnt be touched in live server
#=============================================================

Debug = False
Developer = False
PacketHandlerDebug = False

server.properties

# ================================================================
#                          Gameserver setting
# ================================================================

# Bind ip of the gameserver, use * to bind on all available IPs.
GameserverHostname = *
GameserverPort = 7777

# This is transmitted to the clients connecting from an external network, so it has to be a public IP or resolvable hostname
# If this ip is resolvable by Login just leave *
ExternalHostname = 127.0.0.1

# This is transmitted to the client from the same network, so it has to be a local IP or resolvable hostname.
# If this ip is resolvable by Login just leave *
InternalHostname = 127.0.0.1

# The Loginserver host and port.
LoginPort = 9014
LoginHost = 127.0.0.1

# This is the server id that the gameserver will request.
RequestServerID = 1

# If set to true, the login will give an other id to the server (if the requested id is already reserved).
AcceptAlternateID = True

# ================================================================
#                        Database informations
# ================================================================

URL = jdbc:mysql://localhost/acis
#URL = jdbc:hsqldb:hsql://localhost/acis
#URL = jdbc:sqlserver://localhost/database=acis/user=sa/password=

Login =
Password =

# Maximum database connections (minimum 2, basically 10 if number under 10, default 100).
MaximumDbConnections = 100

# Idle connections expiration time (0 = never expire, default).
MaximumDbIdleTime = 0

# ================================================================
#                             serverList
# ================================================================

# Displays [] in front of server name.
ServerListBrackets = False

# Displays a clock next to the server name.
ServerListClock = False

# If True, the server will be set as GM only.
ServerGMOnly = False

# If True, the server will be a test server (listed by testserver clients only).
TestServer = False

# ================================================================
#                      Clients related options
# ================================================================

# Allow delete chars after D days, 0 = feature disabled.
DeleteCharAfterDays = 7

# Define how many players are allowed to play simultaneously on your server.
MaximumOnlineUsers = 100

# Minimum and maximum protocol revision that server allow to connect.
# You must keep MinProtocolRevision <= MaxProtocolRevision.
# Default: 730
MinProtocolRevision = 730

# Default: 746
MaxProtocolRevision = 746

#=============================================================
#                       Jail & Punishements
#=============================================================

# Jail is a PvP zone.
JailIsPvp = False

# Player punishment for illegal actions.
#   1 - broadcast warning to gms only
#   2 - kick player(default)
#   3 - kick & ban player
#   4 - jail player (define minutes of jail with param: 0 = infinite)
DefaultPunish = 2
DefaultPunishParam = 0

# ================================================================
#                          Automatic options
# ================================================================

# AutoLoot, don't lead herbs behavior. False by default.
AutoLoot = False

# AutoLoot from raid boss. False by default.
AutoLootRaid = False

# If False, herbs will drop on ground even if AutoLoot is enabled. False by default.
AutoLootHerbs = False

# =================================================================
#                          Items Management
# =================================================================

# Allows players to drop items on the ground.
AllowDiscardItem = True

# Allows the creation of multiple nonstackable items at one time.
MultipleItemDrop = True

# Delete from world monsters dropped items after n seconds, 0 (disabled) by default.
AutoDestroyItemTime = 0

# Delete from world monsters dropped herbs after n seconds (default: 15 seconds).
AutoDestroyHerbTime = 15

# List of items that will not be destroyed (seperated by ",").
# NOTE: Make sure the lists do NOT CONTAIN trailing spaces or spaces between the numbers!
# Items on this list will be protected regardless below options.
ListOfProtectedItems = 57,5575,6673

# Delete from world players dropped items (all except equipable items).
# NOTE: Work only if AutoDestroyItemTime > 0.
DestroyPlayerDroppedItem = False

# Delete from world dropped equippable items (armor, weapon, jewelry).
# NOTE: Work only if DestroyPlayerDroppedItem = True.
DestroyEquipableItem = False

# Save into DB droppped items (restored after reboot).
SaveDroppedItem = False

# Empty table after items are loaded into memory - safety setting
# If server crash before saving items, on next start old items will be restored
# and players may already picked up some of them - so this will prevent duplicates.
EmptyDroppedItemTableAfterLoad = False

# Time interval in minutes to save items on ground in database, 0 to disable.
# NOTE: If SaveDroppedItemInterval is disabled, items will be saved into DB only at server shutdown.
SaveDroppedItemInterval = 0

# Delete all saved items from database on next start.
# NOTE: Work only if SaveDroppedItem = False.
ClearDroppedItemTable = False

# =================================================================
#                               RATES
# =================================================================

# Rate control, float values.
RateXp = 1.
RateSp = 1.
RatePartyXp = 1.
RatePartySp = 1.
RateDropAdena = 1.
RateConsumableCost = 1.
RateDropItems = 1.
RateRaidDropItems = 1.
RateDropSpoil = 1.
RateDropManor = 1

# Quest configuration settings.
RateQuestDrop = 1.
RateQuestReward = 1.
RateQuestRewardXP = 1.
RateQuestRewardSP = 1.
RateQuestRewardAdena = 1.

RateKarmaExpLost = 1
RateSiegeGuardsPrice = 1

# Player Drop Rate control, percent (%) values.
PlayerDropLimit = 0
PlayerRateDrop = 0
PlayerRateDropItem = 0
PlayerRateDropEquip = 0
PlayerRateDropEquipWeapon = 0

# Karma Drop Rate control, percent (%) values.
KarmaDropLimit = 10
KarmaRateDrop = 40
KarmaRateDropItem = 50
KarmaRateDropEquip = 40
KarmaRateDropEquipWeapon = 10

# Pet rate control (float values except for "PetFoodRate", default 1./1/1.).
PetXpRate = 1.
PetFoodRate = 1
SinEaterXpRate = 1.

# Common herbs (default).
RateCommonHerbs = 1.
# Herb of Life (categorie 1).
RateHpHerbs = 1.
# Herb of Mana (categorie 2).
RateMpHerbs = 1.
# Special herbs (categorie 3).
RateSpecialHerbs = 1.

# =================================================================
#                        Allowed features
# =================================================================

AllowFreight = True
AllowWarehouse = True

# If True, player can try on weapon and armor in shops.
# Each item tried cost WearPrice adena.
AllowWear = True
WearDelay = 5
WearPrice = 10

# "Allow" types - Read variable name for info about ;p.
AllowLottery = True
AllowRace = True
AllowWater = True
AllowCursedWeapons = True
AllowManor = True
AllowBoat = True

# NOTE : Fishing will "bug" without geodata (if you activate w/o geodata, fishing is possible everywhere).
AllowFishing = False

# Allow characters to receive damage from falling. CoordSynchronize = 2 is recommended.
# True - enabled.
# False - disabled.
# Auto - True if geodata enabled and False if disabled.
# Default: Auto
EnableFallingDamage = Auto

# ================================================================
#                      Debug, Dev & Test config
# ================================================================

# Don't load scripts.
NoScripts = False

# Don't load spawns.
NoSpawns = False

# Debug messages (by default False, easily "flood" your GS logs).
Debug = False
Developer = False
PacketHandlerDebug = False

# ================================================================
#         Dead Lock Detector (thread detecting deadlocks)
# ================================================================

# Activate the feature (by default: False).
DeadLockDetector = False

# Check interval in seconds (by default: 20).
DeadLockCheckInterval = 20

# Automatic restart if deadlock case is found (by default: False).
RestartOnDeadlock = False

# =================================================================
#                         Logging features
# =================================================================

# Logging ChatWindow.
LogChat = False

# Logging Item handling NOTE: This can be very space consuming.
LogItems = False

# Log GM actions.
GMAudit = False

# =================================================================
#                    Community board configuration
# =================================================================

# Activate or no the community board.
EnableCommunityBoard = False

# Show this community board section when you open it.
BBSDefault = _bbshome

# =================================================================
#                        Geodata & ValidatePosition
# =================================================================

# GeoData options:
# 0 = GeoData and PathFinding OFF (default)
# 1 = GeoData used to check Line Of Sight (LOS) targeting and L2Playable movement. You need to download
#     files for data/geodata folder. Monsters can pass walls but not aggro through them.
# 2 = Full GeoData enabled. Includes PathFinding (requires also /data/pathnode files) and all
#     character moves go through geodata checks (if a mob passes a wall, pathing is wrong).
GeoData = 0

#[True]Loads GeoData buffer's content into physical memory.
#[False] Does not necessarily imply that the GeoData buffer's content is not resident in physical memory.
ForceGeodata = True

# Player coordinates synchronization
#   1 - partial synchronization Client --> Server ; don't use it with geodata
#   2 - partial synchronization Server --> Client ; use this setting with geodata
#  -1 - Old system: will synchronize Z only ; default
CoordSynchronize = -1

# =================================================================
# Those next options are for another type of pathfinding, named CellPathFinding. It won't load
# pathnodes from the folder, but make calculs "on the fly", producing more accurate routes but is
# (maybe 10x) heavier to calculate. Recommended for small servers at least.

# If False, pathnode files (GeoPathFinding method) are used.
# If True, CellPathFinding method is used, and next options are available to configure it.
# Default: False
CellPathFinding = False

# Pathfinding array buffers configuration
PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2

# Weight for nodes without obstacles far from walls
LowWeight = 0.5

# Weight for nodes near walls
MediumWeight = 2

# Weight for nodes with obstacles
HighWeight = 3

# Angle paths will be more "smart", but in cost of higher CPU utilization
AdvancedDiagonalStrategy = True

# Weight for diagonal movement. Used only with AdvancedDiagonalStrategy = True
# Default: LowWeight * sqrt(2)
DiagonalWeight = 0.707

# Maximum number of LOS postfilter passes, 0 will disable postfilter.
# Default: 3
MaxPostfilterPasses = 3

# Path debug function.
# Nodes known to pathfinder will be displayed as adena, constructed path as antidots.
# Number of the items show node cost * 10
# Potions display path after first stage filter
# Red potions - actual waypoints. Green potions - nodes removed by LOS postfilter
# This function is FOR DEBUG PURPOSES ONLY !
DebugPath = False

# =================================================================
#                                Misc
# =================================================================

# Basic protection against L2Walker.
L2WalkerProtection = False

# Enforces gameguard query on character login.
GameGuardEnforce = False

# Delete invalid quest from player.
AutoDeleteInvalidQuestData = False

# Zone setting.
#   0 = Peace All the Time
#   1 = PVP During Siege for siege participants
#   2 = PVP All the Time
ZoneTown = 0

# Show "data/html/servnews.htm" when a character logins.
ShowServerNews = False

# Disable tutorial on new player game entrance. Default: False.
DisableTutorial = False

Change only the External if you want public server.

Nothing else on IP points.

 

Don't forget to re-write your database settings on this configs.

Edited by Baggoss
Guest
This topic is now closed to further replies.


×
×
  • Create New...