Dynamic DNS for servers?
DJTigon
Member Posts: 2
As with many residential services, public IP addresses change periodically.
Will NWN servers support Dynamic DNS for users to join a server hosted at a residence? Considering spinning up a server but haven't worked with one privately (am a Service Engineer at a NOC professionally).
Will NWN servers support Dynamic DNS for users to join a server hosted at a residence? Considering spinning up a server but haven't worked with one privately (am a Service Engineer at a NOC professionally).
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Linky: https://www.noip.com/
In the early days of the old NWN, I created a world, put it on a computer in my den, and arranged with my provider (Comcast? Verizon?) for that computer to have a set IP address for my few players to use to log in and play. Then the provider changed to dynamically changing and that destroyed everything. I never got around to buying a host, etc., and loading my game there as it just wasn't....right.
So with this new version, and what I think I'm understanding from the thread, I can get the new version, put it on a stand-alone computer to run it, and then use NOIP to somehow work the same as I did with the original "non-changing" IP? My players connect to the NOIP IP and it forwards them to my computer (which is somehow now connected to NOIP)?
Here's something of a follow-up. If I buy the package for myself, on "My" computer. I use the toolset to create the world, etc., then move the files to my server-computer. Does *it* need a Steam account in order to host / run the game? (Because I plan to then use my own computer to play / DM with the players when they're on.
Thanks for bearing with me.
If your IP changes, it will update server browser. So for most users using server browser, they don't know or care that it's not static.
Having said there, check out : https://www.duckdns.org/