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OmniEngine Desktop
WildPackets decided to put all of the OmniEngine versions (Enterprise, Desktop, Virtual) into a single installer, as OmniEngine Desktop has always had a separate installer. If you have any questions on this, please contact Technical Support: http://www.wildpackets.com/support/contact
Please visit the OmniEngine Comparison table on the OmniEngine Software Probe overview page: http://www.wildpackets.com/support/contact
OmniEngine Desktop loads and runs on 64 bit operating systems in 32 bit compatibility mode and supports AMD and Intel x86 processors including the 64 bit capable Pentium and Xeon processors.
The OmniEngine Manager (OEM) is included with both OmniPeek and OmniEngine. It provides an interface for connecting to, configuring and updating remote OmniEngines. See the OEM Readme or the OEM Help for more information on OmniEngine Manager.
The only console that was designed to work simultaneously with an engine is OmniPeek Enterprise Connect. OmniPeek Enterprise Connect provides the ability to locally configure and view the engine's analysis as the engine is capturing packets and performing analysis.
The OmniEngine will not allow logins with a blank password. Please add a password to your account and try logging in again. If you are not logging in with a blank password, please see the instructions below. OmniEngine supports authentication using Windows authentication services. In order to allow remote users to connect to an engine, the system administrator must configure the computer where the engine is to be installed. Security Note: Users allowed to use OmniEngine are NOT required to have Administrative privileges and we recommend restricting their rights to minimize potential security risks, especially if the engine is accessed from outside of a firewall. Disable Guest Network Logins Windows 7/Windows Server 2008/Windows Server 2003/Windows Vista/Windows XP: Please use the following steps to configure the system:
When compression is turned on, all communications other than the initial setup between a console and engine are compressed. The ZIP format is used for run-time compression. Compression rates will vary based on the data being compressed. If you transfer a saved capture file from the engine to a console, it will be compressed on the engine side and uncompressed on the console before saving locally. Running captures are not transferred en-mass from engine to console. The console asks the engine for various information required to update a capture's UI, and the engine supplies the information. Both the request and the reply are compressed. |
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