Update README.md
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README.md
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README.md
@ -73,7 +73,7 @@ To enable these, try use the omnimixed version of stage_param.dat. That can fix
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## Local network
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## Local network
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If your game and server is not on the same computer, import the certificates in `BundledCertificates` folder. `root.pfx` goes into LocalMachine/My and Trusted root, `cert.pfx` only LocalMachine/My. Then in `server.json`, modify the following section:
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If your game and server is not on the same computer, import the certificates in `BundledCertificates` folder by running `Import.ps1` as admin (The certificates need to be put next to the script). `root.pfx` goes into LocalMachine/My and Trusted root, `cert.pfx` only LocalMachine/My. Then in `server.json`, modify the following section:
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```
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```
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"Https": {
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"Https": {
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@ -85,7 +85,7 @@ If your game and server is not on the same computer, import the certificates in
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},
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},
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```
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```
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Then in hosts, change the ip to server ip.
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## Windows XP
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## Windows XP
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@ -113,4 +113,10 @@ INSERT INTO "main"."card_detail" VALUES ({card_id}, {song_id}, 0, 2, 5, 1, 0,0,0
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# Online Matching
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# Online Matching
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Open GCRelayServer, make sure the event is set to online (play_mode = 0).
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Run GCRelayServer on server.
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In `matching.json`, change `RelayServer` and `RelayPort` to the relay server IP and port.
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Make sure the event is set to online (play_mode = 0).
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Note that if you quit game when matching is not complete, it is suggested to restart the server, otherwise it will introduce the bug of non-existing player being included in match.
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