How to set up a fortress server, and how to deal with lag
- wrtlprnft
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rc3 is more current, beta4 is an older version. The gcc version is preferred, although the VC is exactly as current.
Generally you never change the settings.cfg, it is just there to provide default values, so just copy the lines from the wiki to your settings_custom.cfg and you should be fine.
Generally you never change the settings.cfg, it is just there to provide default values, so just copy the lines from the wiki to your settings_custom.cfg and you should be fine.
There's no place like ::1
All that is required in rc3 to set up an exact clone is to put the line
into your newly created var/autoexec.cfg, and set up the server name and network settings the usual way. Of course, you'll also want to make the server unique, you can override the settings later in the file.
The map file the CVS Test Server used is exactly the one included.
Code: Select all
include examples/cvs_test/fortress_complete.cfg
The map file the CVS Test Server used is exactly the one included.
source distributions? I have found the source for game clients but none for server. . .
EDIT: nvm I found it in the client source ^_^
EDIT again:
also, I still dont quite understand the use of "include" if I type "include <location of .cfg file>" does the settings in that file overwrite the ones in my file? and does it matter where I write this include line? in other words would it make a difference if I put it in my server_custom.cfg instead of my autoexe.cfg?
EDIT: nvm I found it in the client source ^_^
EDIT again:
I couldn't find that line in any of my server filesBUG_COLOR_OVERFLOW 0
also, I still dont quite understand the use of "include" if I type "include <location of .cfg file>" does the settings in that file overwrite the ones in my file? and does it matter where I write this include line? in other words would it make a difference if I put it in my server_custom.cfg instead of my autoexe.cfg?
right well this is a popular topic........i have config my server(2.8.1) to run with the CVS setting with the include statement and the map file found on the wiki. I seem to be having trouble with scoring. How do I get the team to recieve 10pts everytime they take the fortress and also 2pts for every indivudal player for every kill? I guess what I'm trying to ask is why does my clone of the cvs not work right? thanx for your help. -zero
Last edited by zero on Thu Aug 17, 2006 10:41 pm, edited 1 time in total.
I don't know which server is yours, so you leave me guessing Just putting
at the top of your autoexec.cfg should set up an exact clone (as exact as the 0.2.8.1 code allows) of CVS Test, you just have to add your server name and network settings. You can then rummage through the included files and change the settings you disagree with further down in the file.
Code: Select all
include examples/cvs_test/fortress_complete.cfg
Code: Select all
# 0.2.8 fortress settings (preliminary): a fortress zone has a "conquered" property; it
# starts at 0, if it reaches 1, the fortress is conquered. It gets modified according
# to the following rules every second:
FORTRESS_CONQUEST_RATE .5 # the number of enemies inside the fortress zone is counted, multiplied with this value and added to the "conquered" variable. Increase this to make conquering easier.
FORTRESS_DEFEND_RATE .25 # the number of owners inside the fortress zone is counted, multiplied with this value and subtracted from the "conquered" variable. Increase to make defending easier.
FORTRESS_CONQUEST_DECAY_RATE .1 # this value is subtracted. Increase to make defending easier.
# what happens when a zone gets conquered
FORTRESS_CONQUERED_SCORE 0 # the conquering party gets this many points (divided among the conquerors)
FORTRESS_CONQUERED_WIN 0 # if set to 1, the conquering party wins the round
FORTRESS_CONQUERED_KILL_MIN 0 # the closest X players of the owning team get killed at least
FORTRESS_CONQUERED_KILL_RATIO 0.0 # this fraction of the players of the owning team get killed
FORTRESS_SURVIVE_WIN 1 # if set to 1, the last team with an unconquered zone wins the round
FORTRESS_MAX_PER_TEAM 0 # if > 0, this is the maximal number of fortress zones ownable by a team. Closer zones are prefered. Use this to prune noninhabited zones in multi-team maps.
The kill points is Score_kill (number)
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Re: How to set up a fortress server, and how to deal with lag
Sorry wrong section, deletable.