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Posted

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

 

  • 2 months later...
Posted

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.

Posted (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 by Meissgenry

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