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NWNWiki
3,718
pages
Explore
Main Page
All Pages
Community
Interactive Maps
Top content
Most visited
Red dragon disciple
Weapon master
Blackguard
Champion of Torm
Shifter
Shadowdancer
Pale master
highest_ratings
Newly changed
Craft weapon
Craft armor
Wand of destruction
Called shot
Entangle (spell)
Ki damage
Epic dodge
For players
Classes
Shadowdancer
Fighter
Monk
Assassin
Shifter
Prestige classes
PRC classes
Races
Human
Elf
Gnome
Half-elf
Halfling
Half-orc
Subrace
Spells
Bombardment
Spell schools
Destruction
Doom
Drown
Harm
Inferno
Feats
Metamagic
PRC feats
Cleric domains
General feat
Epic feat
Racial feat
Class feat
Skills
Appraise
Bluff
Concentration
Hide
Intimidate
Listen
Lore
Effects
Concealment
Invisibility
Paralyze
Charmed
Dominated
Entangle
Ethereal
Items
Item properties
Potion
Armor
Weapons
Shields
Tynan
Dragon slippers
For builders
Builder How-To
Backstory
Hook
Plot thread
Linear
VPnP
Play style
Alternate rulesets
Toolset
Toolset
Container
Inventory
Module wizard
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The '''server''' of [[Neverwinter Nights]] is the part of the game that tracks what actually happens in the game, handling most of what is not direct interaction with a player. The other part of the game is the [[client]]. In general terms, the server handles the [[module]] being played, while the client handles input from the mouse and keyboard and output to the monitor. There is some overlap, though, as the client is capable of displaying a player's own character's movement without receiving instructions from the server (which is useful at those times when communication is temporarily disrupted). However, if the client and server get out of sync, the server has final say on where that character actually is. (This is the cause of some "jumping back" in multiplayer games, as the client sometimes moves the player's character further than it should have.) It is this division of labor that allows the multiplayer aspect of Neverwinter Nights. For a multiplayer game, one player (the host) runs the server, while each player connects to that server with a game client. (Technically, the same setup occurs in a [[single-player]] game, but the details are completely hidden from the player in that case.) Only the host needs to have the module being played. When a multiplayer game has a [[Dungeon Master]] (DM), it is often the DM who runs the server. However any player can choose to host a game and become a server. The only requirement beyond what is required to run ''Neverwinter Nights'' is to have a connection to another computer, and the bandwidth of this connection is the major limitation on the number of players the server will be able to support. A basic 56k modem will support approximately two players, while LANs and servers with faster connections will likely be able to support up to the 64 client limit. Multiple servers can be linked through the use of [[portal#Server_portals|portals]]. == Starting == There are two methods for starting a Neverwinter Nights server. The first is to launch it from within the game client. This happens when (playing in single-player mode or) either "New Internet/LAN Game" or "Load Internet/LAN Game" is selected from the "Multiplayer" section. The main advantage of this method is the simplicity in getting started. The main drawback is that the server is tied to the client that started it, so if the client stops running (either the player exits or the client crashes), then the server also terminates. This method has the same [[system requirements]] as the single-player game. The second method is to run the [[dedicated server]] application (<code>nwserver.exe</code>). This is a separate program, so is not affected by client crashes. It is also available as a free download, so can be run on a computer that does not have Neverwinter Nights installed, and in fact on some computers that are not capable of running the Neverwinter Nights client. (However, a full game installation is required to get the [[official campaign]]s; other modules can be obtained from the usual sources.) The one limitation on the dedicated server is its separation from the game — since it is designed to function without [[CD key]]s, it cannot host [[premium module]]s (as those modules depend on CD keys to verify that they have not obtained in a copyright infringing manner). With either method, the server requires certain UDP ports to be open (in firewalls and routers) in order to function. In order for clients to connect to a server, the required ports are 5120-5300, and these must be open on both the server and client ends. In order for a server to be listed in [[GameSpy]], the following additional ports must be open: 80, 6500, 6667, 13139, 27900, 28900, 29900, and 29901. (Port 80 is usually already open since that is the port commonly used to browse the World Wide Web.) These ports are also listed in the game's "readme" file. == Allowing connections == The easiest way for players to find servers is via the list of servers presented by ''Neverwinter Nights'' when a player chooses to "Join Internet Game" from the game's multiplayer menu. In order for a server to be listed there, the "Post Game To Internet" option needs to be selected. When launching a server from the game client, this option is one of the advanced options. For the dedicated client, this needs to be specified before starting the program, either via the command line or <code>nwnplayer.ini</code> (with the line GameSpy Enabled=1). (This setting does not affect local servers; the "Join LAN Game" option lists all available servers on the LAN.) This service was unavailable for some time starting on December 6, 2012, when [[GameSpy]] chose to end it, but it was restored at some point<!-- date? --> for the [[Enhanced Edition]] using a different host. The other option for players to connect to an internet server is via [[direct connect]]. This method requires the players to know the server's [[IP address]] (the external IP address, not a local one). It is up to the server's operator to make the IP address known to prospective players, and to inform players should the IP address change (which does happen occasionally with some internet service providers). == External links == * [http://portforward.com/english/applications/port_forwarding/Neverwinter_Nights/default.htm Directions for opening ports on specific routers @ portforward.com] [[Category:Neverwinter Nights]]
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