katia666 Posted March 29 Posted March 29 Hey guys, I'm setting up a L2OFF Classic server. The physical server is in the United States. Here I have the AuthdClassic and L2Server. IP 77.77.77.77 And I have two additional private servers that I want to use as proxies for people in Europe and South America. Europe IP 88.88.88.88 Brazil: 99.99.99.99 My idea is to have only one server, but that when logging in, those from North America can log in to the US server. Those from Europe can log in to the EUR server. And those from South America can log in to the BR server. But at the same time, everyone can be seen in-game... I know this is done with a proxy, but I don't know how. In my AuthMod.ini file I have this configured... now... what should I do on the EU and BR servers? [Setting] Enabled=1 ServerListSize=3 ;Time in seconds for checking proxies status - 0 means disabled, they'll remain as online ProxyCheckInterval=10 ;Timeout in seconds during Port Check ProxyCheckTimeout=15 [Server_1] Name=EU1 ;Proxy or real ip that will redirect packets to L2Server (player<>l2server connection) ServerIp=127.0.0.1 ;ServerIp=77.77.77.77 ;Proxy or real server port ServerPort=7777 ;Server id used in ServerList packet - id of the server from servername-e.dat ServerId=1 ;Real server id - the one specified in l2server.ini RealServerId=1 ;PvP server flag PvPServer=1 ;Test server flag TestServer=0 ;Show clock in server status ShowClock=0 ;Age limit AgeLimit=0 ;Show brackets [] before server name ShowBrackets=0 ;Server Type 1: Normal, 2: Classic ServerType=2 ;Fake Online Status 1: Light , 2: Normal, 3: Heavy FakeEngine=2 [Server_2] Name=EUR ;Proxy or real ip that will redirect packets to L2Server (player<>l2server connection) ServerIp=127.0.0.1 ;ServerIp=88.88.88.88 ;Proxy or real server port ServerPort=7777 ;Server id used in ServerList packet - id of the server from servername-e.dat ServerId=2 ;Real server id - the one specified in l2server.ini RealServerId=1 ;PvP server flag PvPServer=1 ;Test server flag TestServer=0 ;Show clock in server status ShowClock=0 ;Age limit AgeLimit=0 ;Show brackets [] before server name ShowBrackets=0 ;Server Type 1: Normal, 2: Classic ServerType=2 ;Fake Online Status 1: Light , 2: Normal, 3: Heavy FakeEngine=2 [Server_3] Name=BR ;Proxy or real ip that will redirect packets to L2Server (player<>l2server connection) ServerIp=127.0.0.1 ;ServerIp=99.99.99.99 ;Proxy or real server port ServerPort=7777 ;Server id used in ServerList packet - id of the server from servername-e.dat ServerId=3 ;Real server id - the one specified in l2server.ini RealServerId=1 ;PvP server flag PvPServer=1 ;Test server flag TestServer=0 ;Show clock in server status ShowClock=0 ;Age limit AgeLimit=0 ;Show brackets [] before server name ShowBrackets=0 ;Server Type 1: Normal, 2: Classic ServerType=2 ;Fake Online Status 1: Light , 2: Normal, 3: Heavy FakeEngine=2 Quote
Nevermind25 Posted March 31 Posted March 31 that is useful? really do a decrease in game lag? 1 Quote
NamelessHQ Posted April 7 Posted April 7 That's only a proxy sliders , you need also to configure the proxy machine to have connections between server IP and the proxy Quote
Meissgenry Posted June 17 Posted June 17 I set mine up by routing all bot connections through rotating proxies while keeping the real client on the main IP, then just forwarded traffic to the server using a simple port-forwarding script. Quote
Meissgenry Posted June 23 Posted June 23 (edited) I ran into the same problem and tried a few workarounds, but what finally made things smooth for me was to Buy Static Residential Proxies. They gave me consistent IPs that didn’t rotate or get flagged, which helped with stability and avoided unnecessary disconnects. Way better than messing with too many free tools that just don’t hold up over time. Edited June 23 by Meissgenry Quote
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