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# Enter here (ip) address of your game server, or use the symbol *

GameserverHostname = *
 
GameserverPort = 7777
 
# Configure your external ip
ExternalHostname = 176.221.141.62
 
 
# Configure your internal ip
InternalHostname = 176.221.141.62
 
 
# Bunch ID and game server. It is better not to change.
LoginPort = 9014
LoginHost = 176.221.141.62

 

 

 

 

 

ExternalHostname= 176.221.141.62

 
 
# This is transmitted to the client from the same network, so it has to be a local IP or resolvable hostname
InternalHostname= 176.221.141.62
 
 
# 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
GMMinLevel=100
 
# The address on which login will listen for GameServers, use * to bind on all available IPs
LoginHostname= *
Edited by mishkats
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Posted

mate ur in L2off section, u should create topic in L2j section..

 

and ;

 

# Configure your external ip
ExternalHostname = ( check https://www.whatismyip.com/ for external ip )
 
 
# Configure your internal ip
InternalHostname = check cmd/ipconfig/ipv4 for internal ip

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  • Posts

    • Hi, great work! Are there any bugs? And will it work with a high five?
    • For others that would like to understand in more details:   The login server also uses a protocol (sent by the server to the client in the very first packet). For instance, the C4 client (the one I'm developing my emulator for) expects the protocol number `50721` (or `0xc621`) which works as follow (from what I've gathered): Preamble: L2 packets are divided into two parts: size and payload; As mentioned, every packet starts with two bytes containing the whole packet size (thus including those two bytes, e.g. a packet of size 15 will have the number `15` written onto its first two bytes and a following payload of 13 bytes); For login server, first byte of the payload is the opcode (game server must deal with variable-sized opcodes); Next bytes are the packet content; Before sending the packet, its buffer size (minus the initial two bytes) is padded to 8 bytes (required by upcoming Blowfish encoding); A checksum of the packet is appended at the end, then the payload is again padded to 8 bytes; If the opcode is not `0` (also written as `0x00`), then the payload is encoded by Blowfish; Packet is sent over the network. You can have a look at my implementation (in C++) here (do note I'm assuming little-endian).   In this protocol, the auth packet (`0x00`) sent back by the client is RSA encrypted using the RSA modulus sent in the first server packet, inserted right after the protocol number.  
    • Hello guys I wanna buy some  Lessons for an L2J Developer
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