I need help quick

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LoTChaos
Posts: 2
Joined: Thu Nov 17, 2011 4:53 am

I need help quick

Post by LoTChaos »

what should a default settings_dedicated.cfg look like can someone give me an example. my current cfg is this and it wont broadcast to the internet list. heres my current cfg

########################################################################################## # Do not modify this file! Instead, create two files in the same directory this file is in. # settings_custom.cfg # Actual gameplay settings # server_info.cfg # The server name, network setup, etc. # # You only need to put in these two files what is different from here. Also, # settings_custom.cfg will override server_info.cfg # ############################################################################################ # special settings useful for dedicated servers ############################################################################################ # # Network interface setup # ############################################################################################ # if you are running the server on a machine with no fixed IP address, but have a dynamic DNS # address that always resolves to your machine's IP, uncomment the following line and enter the # correct dynamic DNS name. This will help the master and the clients to remember your server # even after its IP changed. #SERVER_DNS # SERVER_IP can be set to the IPs you want the server to listen on. Usually, you can # leave this setting alone; it's designed for the case that you have multiple network cards # and want to make the server listen only to one, for example because you want to run many # servers on that machine, each listening on a different network card but on the same port. # # Special values are: # ANY opens one socket listening to all IPs ( this was the only available # option for 0.2.7.1 and before ). You need one entry of this form if # your server is to appear on the LAN browsers. # ALL opens one socket for each IP. ( equivalent to typing your hostname ) # ONEOF only one socket is opened after this keyword. # RELAXED will consider the initialization as successful if at least one # socket was opened. # IGNOREERRORS will continue despite fatal errors like DNS lookup failures and # attempts to bind to IPs not owned by the local machine. # You can also specify a hostname instead of an IP. In that case, every IP that # the hostname is known under will get its own socket. # You can modify the port to listen on by adding an offset to the current port after a colon. # If you bind your server to multiple IPs, only one of them ( the first from which the connection # to the master server succeeds ) will be made public by the master server. # If your settings of SERVER_IP fails to initialize, "ANY" is tried insead, if that fails, # "ALL" is tried. # examples: # default: bind to one generic socket on one port. SERVER_IP ANY # bind to all available sockets on the default port #SERVER_IP ALL # only bind to the loopback interface on the default port (this # server will only be visible on your own machine) #SERVER_IP 127.0.0.1 # bind to all local IPs with one socket each ( for the internet traffic ) # and open another socket listening to no specific IP on the next port # ( to catch LAN server browser broadcasts ). Relies on a thoroughly # configured hosts file that maps your hostname to all IPs your computer # has. # SERVER_IP ALL ANY:1 # the settings for my CVS test servers. armagetron.kicks-ass.net will resolve to the # current dynamic IP of my server. Additionally, a broadcast listening socket is created. # use this (adapted to your IP, of course), maybe without the ANY:1 part, # if you want your own sever to appear on your internet server list. #SERVER_IP armagetron.kicks-ass.net ANY:1 # hypothetical server setup: bind to the first of the listed IPs availablbe. # This is for running multiple servers with the same config that should bind to # different IPs instead of to differnt ports. #SERVER_IP ONEOF ip1 ip2 ip2 ip3 ip4 ... # same as above, but open three servers per IP before going to the next. #SERVER_IP ONEOF ip1:0 ip1:1 ip1:2 ip2:0 ip2:1 ip2:2 .... # the port the server listens on SERVER_PORT 4534 MAX_IN_RATE 8 # network bandwidth limitation, incoming ( useless right now ) MAX_OUT_RATE 8 # per client network bandwidth limitation DEDICATED_IDLE 0 # if you run a dedicated server and set this # value to something greater than zero, the server will quit afer # running that many hours in an idle moment (to avoid hitting a # cpulimit or server stability issues) DEDICATED_FPS 40 # maximum simulation steps per second the dedicated server will perform DEDICATED_FPS_IDLE_FACTOR 2.0 # number of times per frame the server should check whether simulation can be done if no network input is coming ############################################################################################ # # Authentication # ############################################################################################ # if you compiled your server with authentication enabled, you can uncomment the following line: # SINCLUDE settings_authentication.cfg ############################################################################################ # # Public information # ############################################################################################ TALK_TO_MASTER 1 # set this to 1 if you want this server to be known # on the internet # the message of the day sent to connecting clients. use \n to break it into # several lines. A \ before the newline lets you write the message in multiple # lines. MESSAGE_OF_DAY wELCOME PLEASE FOLLOW THE RULES OR GET KICKED. # example: # MESSAGE_OF_DAY Line1\nLine2\n\ Line3 # if the clients support it, the message of the day is displayed as a modal message. Nothing # but the message is displayed. These two variables control the title and the time it is # displayed at most: MESSAGE_OF_DAY_TIMEOUT 60 TITLE_OF_DAY CHAOS SERVER 1.0 # messages displayed between rounds on the console and in big letters, # same rules for multi-line messages as MESSAGE_OF_DAY: ROUND_CONSOLE_MESSAGE ROUND_CENTER_MESSAGE # URL associated with this server. Maximal length: 75 characters. URL http://www.imaninja.com # the server name as it appears in the server browser. SERVER_NAME Chaos Server 1.0 # a short description of the options you set, or server policies. Has no effect # on gameplay, it will only be displayed in the server browser. # Maximal length: 240 characters (but keep in mind longer descriptions make # your server look bad in the browser, and they increase your displayed ping.) SERVER_OPTIONS All settings at default values. # default language LANGUAGE_FIRST American English # fallback language LANGUAGE_SECOND American English ############################################################################################ # # Politics: Voting and Spam protection # ############################################################################################ # Per round, per player limit on the number of shuffle messages displayed. A negative or zero value disables this check. SHUFFLE_SPAM_MESSAGES_PER_ROUND 3 SPAM_PROTECTION_REPEAT 5.0 # minimum time between identical chat messages. SPAM_PROTECTION 4.0 # minimum average time between chat messages in seconds so they are not considered spamming. Increase for more spam protection. SPAM_PROTECTION_VOTE 50.0 # Extra factor for SPAM_PROTECTION for votes. Increase for more spam protection. SPAM_PROTECTION_CHAT .3 # Extra factor for SPAM_PROTECTION for chat messages. Increase for more spam protection. SPAM_PENALTY 0.0 # spam penalty to add on spam detection. This makes repeated spams extra painful. SPAM_AUTOKICK 14.0 # spam protection value that causes someone to get instantly kicked SPAM_AUTOKICK_COUNT 3 # minimal number of spam warnings before someone is kicked for spam. SPAM_MAXLEN 80 # maximal length of chat message # prefix spam PREFIX_SPAM_ENABLE 1 # Should spam prefix checking be enabled? Set to 1 to enable, 0 to disable. PREFIX_SPAM_START_COLOR_MULTIPLIER 1.5 # If a prefix begins with a color code it will have this multiplier applied to its score. PREFIX_SPAM_LENGTH_MULTIPLIER 1.2 # Multiplier applied to prefix length when calculating prefix spam score. PREFIX_SPAM_NUMBER_COLOR_CODES_MULTIPLIER 1.2 # Multiplier applied to the number of color codes in prefix when calculating prefix spam score. PREFIX_SPAM_NUMBER_KNOWN_PREFIXES_MULTIPLIER 1.0 # Multiplier applied to the number of known spam prefixes when calculating prefix spam score. PREFIX_SPAM_REQUIRED_SCORE 10.0 # The required prefix spam score a prefix must have for it to be considered spam. PREFIX_SPAM_TIMEOUT_MULTIPLIER 15.0 # Multiplier applied to time calculation to determine how long a known prefix is remembered. # voting ALLOW_VOTING 1 # allow voting? MAX_VOTES 5 # maximum number of concurrent votes MAX_VOTES_PER_VOTER 2 # maximum number of concurrent votes per voter ALLOW_VOTING_SPECTATOR 0 # allow voting for spectators VOTING_BIAS 0 # number of virtual voters opposing every change VOTING_PRIVACY 1 # level of secrecy of the votes. 2 makes the vote as secret as possible, -2 makes it fully public. VOTING_SPAM_ISSUE 1 # spam level for issuing a vote VOTING_SPAM_REJECT 5 # spam level for issuing a vote that gets rejected VOTING_MATURITY 300 # minimum time in seconds a player needs to be online with the same name before he can issue votes MIN_VOTERS 3 # number of voters that need to be online to enable voting VOTING_TIMEOUT 60 # base number of seconds before a vote times out VOTING_TIMEOUT_PER_VOTER 15 # additional number of seconds before a vote times out for every voter present VOTING_START_DECAY 60 # number of seconds after that the non-voters start to get ignored VOTING_DECAY 60 # one non-voter is ignored everytime this many secons pass # note: if DECAY < TIMEOUT or START_DECAY < TIMEOUT, votes that get ignored by everyone may be accepted. VOTING_SPAM_ISSUE 1.0 # The spam level of issuing a vote. VOTING_SPAM_REJECT 5.0 # The spam level of getting your vote rejected. VOTING_KICK_MINHARM 0 # Minimum number of other harmful votes (kicks, suspensions) before a menu-issued kick vote really kicks. Before that, it just suspends. VOTING_KICK_TIME 300 # Minimum time in seconds between kick votes against the same player. VOTING_HARM_TIME 180 # Minimum time in seconds between harmful votes against the same player. VOTING_SUSPEND_ROUNDS 5 # Number of rounds "/vote suspend" suspends for. CONSOLE_DECORATE_ID 1 # Decorates every line of console output with the client ID CONSOLE_DECORATE_IP 0 # Decorates every line of console output with the client IP LADDERLOG_GAME_TIME_INTERVAL -1 # write a line to ladderlog.txt indicating how "old" the curent game is at most every n seconds. Negative values disable this feature. SINCLUDE server_info.cfg # ping flood response DOS protection: if pings from a single machine are requested more often than this, # they are not answered. Setting the last item to a negative value disables the system. PING_FLOOD_TIME_10 1.0 # Minimum time for 10 ping packets to arrive. PING_FLOOD_TIME_20 4.0 # Minimum time for 20 ping packets to arrive. PING_FLOOD_TIME_50 20.0 # Minimum time for 50 ping packets to arrive. PING_FLOOD_TIME_100 100.0 # Minimum time for 100 ping packets to arrive. PING_FLOOD_GLOBAL .1 # The same times, multiplied by this value, count for all pings from all machines. Negative values disable global flood protection. # default settings for MOVE/KICK(_TO) # default kick reason given for the KICK console command #DEFAULT_KICK_REASON # default redirection kick/move reason given for the KICK/MOVE_TO console commands #DEFAULT_KICK_TO_REASON DEFAULT_KICK_TO_SERVER # default server to kick/move to (IP or hostname) DEFAULT_KICK_TO_PORT 4534 # default port of the server to kick/move to # Minimal play time requirements. Clients starting from 0.2.8.3 record the play time # in three categories: total play time (all games count), online play time (games on # a server count) and team play time (only online games with teammates count). # With the following settings, you can keep players lacking experience in these # categories out of the game. Players not meeting the requirements will be forced # to spectate. MIN_PLAY_TIME_TOTAL 0.0 # required total play time in minutes MIN_PLAY_TIME_ONLINE 0.0 # required online play time in minutes MIN_PLAY_TIME_TEAM 0.0 # required team play time in minutes ############################################################################################ # # Game settings # ############################################################################################ # cycle physics CYCLE_RUBBER_MINDISTANCE_LEGACY 1 # extra factor for minimal distance to walls enforced by the rubber code, active when peers with the rip bug are connected CYCLE_RUBBER 80 CYCLE_SPEED 20 CYCLE_BRAKE 80 CYCLE_BRAKE_REFILL 100 # single player settings, active while only one client is connected. # Either SP_MIN_PLAYERS or SP_TEAMS_MIN must be bigger than 1, otherwise there will # be no opponent and no meaningful rounds. SP_TEAM_BALANCE_WITH_AIS needs to stay enabled, # too. SP_EXPLOSION_RADIUS 4 # blast radius of cycle explosions SP_WALLS_LENGTH -1 # cycle trail length SP_WALLS_STAY_UP_DELAY 8 # cycle trail stay up this long after the cycle's destruction SP_TEAM_BALANCE_ON_QUIT 0 # balance teams if a member quits? SP_TEAM_BALANCE_WITH_AIS 1 # balance teams with AI players? SP_TEAM_MAX_IMBALANCE 1 # maximum team imbalance SP_TEAM_MAX_PLAYERS 1 # maximum number of players per team ( Don't change, it's meaningless in SP mode anyway. The only effect would be a bug when the second player connects. ) SP_TEAM_MIN_PLAYERS 1 # minimum number of players per team SP_TEAMS_MAX 16 # maximum number of teams SP_TEAMS_MIN 1 # minimum number of teams SP_WIN_ZONE_MIN_ROUND_TIME 1000000 # minimum time ( seconds ) the round has to be going on before the instant win zone is activated SP_WIN_ZONE_MIN_LAST_DEATH 1000000 # minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is activated SP_FINISH_TYPE 1 # what happens if all human players are dead? 0 for almost immediate round restart, 1 for slow round restart, 2 to let the remaining AIs fight in fast forward mode, 3 to let the AIs fight on normally SP_GAME_TYPE 1 # 1 for normal duel, 0 for freestyle ( round only ends when everyone is dead ) SP_SIZE_FACTOR -3 # arena size factor; increase this by two to double the arena size SP_SPEED_FACTOR 0 # cycle speed factor increase this by two to double the speed SP_AUTO_IQ 0 # flag indicating whether the IQ of the AIs should be automatically adapted to the player strength SP_AUTO_AIS 0 # flag indicating whether the number of AIs should be automatically adapted to the player strength SP_AI_IQ 50 # IQ of the AIs SP_MIN_PLAYERS 4 # minimum number of players; missing humans are filled up with AIs SP_NUM_AIS 0 # minimum number of AIs # the same settings, active when more than one client is connected EXPLOSION_RADIUS 4 # blast radius of cycle explosions WALLS_LENGTH -1 # cycle trail length WALLS_STAY_UP_DELAY 8 # cycle trail stay up this long after the cycle's destruction TEAM_BALANCE_ON_QUIT 1 # balance teams if a member quits? TEAM_BALANCE_WITH_AIS 1 # balance teams with AI players? ( set it to 0 to disable AIs completely ) TEAM_MAX_IMBALANCE 1 # maximum team imbalance TEAM_MAX_PLAYERS 5 # maximum number of players per team ( set it to 1 to disable teams ) TEAM_MIN_PLAYERS 1 # minimum number of players per team TEAMS_MAX 16 # maximum number of teams TEAMS_MIN 1 # minimum number of teams WIN_ZONE_MIN_ROUND_TIME 60 # minimum time ( seconds ) the round has to be going on before the instant win zone is activated WIN_ZONE_MIN_LAST_DEATH 30 # minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is activated FINISH_TYPE 2 # what happens if all human players are dead? 0 for almost immediate round restart, 1 for slow round restart, 2 to let the remaining AIs fight in fast forward mode, 3 to let the AIs fight on normally GAME_TYPE 1 # 1 for normal duel, 0 for freestyle ( round only ends when everyone is dead ) SIZE_FACTOR 0 # arena size factor; increase this by two to double the arena size SPEED_FACTOR 0 # cycle speed factor increase this by two to double the speed AUTO_IQ 0 # flag indicating whether the IQ of the AIs should be automatically adapted to the player strength AUTO_AIS 0 # flag indicating whether the number of AIs should be automatically adapted to the player strength AUTO_TEAM 1 # flag indicating whether players should be put into a team automatically ALLOW_TEAM_CHANGE 1 # flag indicating whether players should be allowed to join/leave teams AI_IQ 50 # IQ of the AIs MIN_PLAYERS 0 # minimum number of players; missing humans are filled up with AIs NUM_AIS 0 # minimum number of AIs WAIT_FOR_EXTERNAL_SCRIPT 0 # set to 1 if you want the server to sleep between rounds until it is set back to 0 or WAIT_FOR_EXTERNAL_SCRIPT_TIMEOUT 3 # seconds # team name ALLOW_TEAM_NAME_COLOR 1 # allow teams to be named after a color ALLOW_TEAM_NAME_PLAYER 1 # allow teams to be named after the leading player # team name options. Effective if ALLOW_TEAM_NAME_PLAYER is set to 0. # the defaults refer to localized language strings, but custom strings are also possible TEAM_NAME_1 $team_name_blue # name of team 1 TEAM_NAME_2 $team_name_gold # name of team 2 TEAM_NAME_3 $team_name_red # name of team 3 TEAM_NAME_4 $team_name_green # name of team 4 TEAM_NAME_5 $team_name_violet # name of team 5 TEAM_NAME_6 $team_name_ugly # name of team 6 TEAM_NAME_7 $team_name_white # name of team 7 TEAM_NAME_8 $team_name_black # name of team 8 # team color options. Effective if ALLOW_TEAM_NAME_PLAYER is set to 0. TEAM_RED_1 4 # red portion of team 1's color TEAM_RED_2 15 # red portion of team 2's color TEAM_RED_3 15 # red portion of team 3's color TEAM_RED_4 4 # red portion of team 4's color TEAM_RED_5 15 # red portion of team 5's color TEAM_RED_6 4 # red portion of team 6's color TEAM_RED_7 15 # red portion of team 7's color TEAM_RED_8 7 # red portion of team 8's color TEAM_GREEN_1 8 # green portion of team 1's color TEAM_GREEN_2 15 # green portion of team 2's color TEAM_GREEN_3 4 # green portion of team 3's color TEAM_GREEN_4 15 # green portion of team 4's color TEAM_GREEN_5 4 # green portion of team 5's color TEAM_GREEN_6 15 # green portion of team 6's color TEAM_GREEN_7 15 # green portion of team 7's color TEAM_GREEN_8 7 # green portion of team 8's color TEAM_BLUE_1 15 # blue portion of team 1's color TEAM_BLUE_2 4 # blue portion of team 2's color TEAM_BLUE_3 4 # blue portion of team 3's color TEAM_BLUE_4 4 # blue portion of team 4's color TEAM_BLUE_5 15 # blue portion of team 5's color TEAM_BLUE_6 15 # blue portion of team 6's color TEAM_BLUE_7 15 # blue portion of team 7's color TEAM_BLUE_8 7 # blue portion of team 8's color # Help stuff # This is a message that will be displayed if someone uses the /help chat # command without arguments: HELP_INTRODUCTORY_BLURB # to add your own help topics you can use the following command: # ADD_HELP_TOPIC "short description" "help\ntext\nthat\ncan\nspan\nmany\nlines" # the quotes are required if you want to use spaces. # if the identifier contains underscores (_) it will be treated as a # sub-identifier. For example, if you have an identifier "rules" and an # identifier "rules_swearing", the last one will not appear on the listing # you get with a plain "/help", but it will be at the bottom of the text # you get with /help rules. You can nest them as deeply as you want, but # remember that the player who seeks help has to type your identifiers... # to get rid of a help command (either in scripts of if it was added by # accident you can use # REMOVE_HELP_TOPIC #TEAM_ALLOW_SHUFFLE_UP 0 # if set to 1, players are allowed to change their position in the team as they wish. If 0, they only can drop in rank. TEAM_CENTER_IS_BOSS 1 # if set to 1, the center player is the team's boss. If at 0, it's the player who is on that team longest. ############################################################################################ # # Debugging (only available if compiled for debug) # ############################################################################################ # Debugging a game on a dedicated server can be tricky since you don't have a # representation of the world handy in visual form. Therefore, the game offers # to log all cycle movements in text files for easy processing in a display # tool ( plain gnuplot is often enough ). The files' names are the player # name with appended _sync for the network sync turn positions, _step for # dumps of every timestep and _turn for all turns. All topology police a # posteriory wall collision events are logged in _topology. # Activate this crude debugging help by uncommenting the following line: # DEBUG_GNUPLOT 1 ############################################################################################ # # For Master Server # ############################################################################################ MASTER_PORT 4533 # port the master server should listen on MASTER_IDLE 2.0 # after this many hours, the master server process quits and gets restarted by the script MASTER_SAVE_INTERVAL 300.0 # interval in seconds between saves of the server list MASTER_QUERY_INTERVAL 10.0 # time in seconds between query packets sent out # put your own config settings in this file SINCLUDE settings_custom.cfg ############################################################################################ # EXPERT SECTION # The settings in this section sometimes have obsucre effects and you # sometimes need to know how the settings are used in the code to predict # the effects of changes. # They're unsupported, undocumented (apart from what you see in this file) # and may change meaning from release to release. ############################################################################################ # if something interesting is going to happen to a game object not more # than MAX_SIMULATE_AHEAD seconds from the time it should be simulated to, # simulate it up to the interesting bit, not only the scheduled time. MAX_SIMULATE_AHEAD .01 # should cycle walls be predicted? This prevents the dreaded rubberless death if # active, but may cause other odd artefacts. Experimental, use with care. # Enable it if you have high lag compensation settings. PREDICT_WALLS 1
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kyle
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Re: I need help quick

Post by kyle »

from what i can tell out of that
you need to set your SERVER_IP to your servers IP address
Also make sure you forward the UDP port 4534 if you are behind a firewall/router
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LoTChaos
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Joined: Thu Nov 17, 2011 4:53 am

Re: I need help quick

Post by LoTChaos »

is this right?
########################################################################################## # Do not modify this file! Instead, create two files in the same directory this file is in. # settings_custom.cfg # Actual gameplay settings # server_info.cfg # The server name, network setup, etc. # # You only need to put in these two files what is different from here. Also, # settings_custom.cfg will override server_info.cfg # ############################################################################################ # special settings useful for dedicated servers ############################################################################################ # # Network interface setup # ############################################################################################ # if you are running the server on a machine with no fixed IP address, but have a dynamic DNS # address that always resolves to your machine's IP, uncomment the following line and enter the # correct dynamic DNS name. This will help the master and the clients to remember your server # even after its IP changed. #SERVER_DNS # SERVER_IP can be set to the IPs you want the server to listen on. Usually, you can # leave this setting alone; it's designed for the case that you have multiple network cards # and want to make the server listen only to one, for example because you want to run many # servers on that machine, each listening on a different network card but on the same port. # # Special values are: # ANY opens one socket listening to all IPs ( this was the only available # option for 0.2.7.1 and before ). You need one entry of this form if # your server is to appear on the LAN browsers. # ALL opens one socket for each IP. ( equivalent to typing your hostname ) # ONEOF only one socket is opened after this keyword. # RELAXED will consider the initialization as successful if at least one # socket was opened. # IGNOREERRORS will continue despite fatal errors like DNS lookup failures and # attempts to bind to IPs not owned by the local machine. # You can also specify a hostname instead of an IP. In that case, every IP that # the hostname is known under will get its own socket. # You can modify the port to listen on by adding an offset to the current port after a colon. # If you bind your server to multiple IPs, only one of them ( the first from which the connection # to the master server succeeds ) will be made public by the master server. # If your settings of SERVER_IP fails to initialize, "ANY" is tried insead, if that fails, # "ALL" is tried. # examples: # default: bind to one generic socket on one port. SERVER_IP 96.127.188.3 # bind to all available sockets on the default port #SERVER_IP ALL # only bind to the loopback interface on the default port (this # server will only be visible on your own machine) #SERVER_IP 127.0.0.1 # bind to all local IPs with one socket each ( for the internet traffic ) # and open another socket listening to no specific IP on the next port # ( to catch LAN server browser broadcasts ). Relies on a thoroughly # configured hosts file that maps your hostname to all IPs your computer # has. # SERVER_IP ALL ANY:1 # the settings for my CVS test servers. armagetron.kicks-ass.net will resolve to the # current dynamic IP of my server. Additionally, a broadcast listening socket is created. # use this (adapted to your IP, of course), maybe without the ANY:1 part, # if you want your own sever to appear on your internet server list. #SERVER_IP armagetron.kicks-ass.net ANY:1 # hypothetical server setup: bind to the first of the listed IPs availablbe. # This is for running multiple servers with the same config that should bind to # different IPs instead of to differnt ports. #SERVER_IP ONEOF ip1 ip2 ip2 ip3 ip4 ... # same as above, but open three servers per IP before going to the next. #SERVER_IP ONEOF ip1:0 ip1:1 ip1:2 ip2:0 ip2:1 ip2:2 .... # the port the server listens on SERVER_PORT 4534 MAX_IN_RATE 8 # network bandwidth limitation, incoming ( useless right now ) MAX_OUT_RATE 8 # per client network bandwidth limitation DEDICATED_IDLE 0 # if you run a dedicated server and set this # value to something greater than zero, the server will quit afer # running that many hours in an idle moment (to avoid hitting a # cpulimit or server stability issues) DEDICATED_FPS 40 # maximum simulation steps per second the dedicated server will perform DEDICATED_FPS_IDLE_FACTOR 2.0 # number of times per frame the server should check whether simulation can be done if no network input is coming ############################################################################################ # # Authentication # ############################################################################################ # if you compiled your server with authentication enabled, you can uncomment the following line: # SINCLUDE settings_authentication.cfg ############################################################################################ # # Public information # ############################################################################################ TALK_TO_MASTER 1 # set this to 1 if you want this server to be known # on the internet # the message of the day sent to connecting clients. use \n to break it into # several lines. A \ before the newline lets you write the message in multiple # lines. MESSAGE_OF_DAY wELCOME PLEASE FOLLOW THE RULES OR GET KICKED. # example: # MESSAGE_OF_DAY Line1\nLine2\n\ Line3 # if the clients support it, the message of the day is displayed as a modal message. Nothing # but the message is displayed. These two variables control the title and the time it is # displayed at most: MESSAGE_OF_DAY_TIMEOUT 60 TITLE_OF_DAY CHAOS SERVER 1.0 # messages displayed between rounds on the console and in big letters, # same rules for multi-line messages as MESSAGE_OF_DAY: ROUND_CONSOLE_MESSAGE ROUND_CENTER_MESSAGE # URL associated with this server. Maximal length: 75 characters. URL http://www.imaninja.com # the server name as it appears in the server browser. SERVER_NAME Chaos Server 1.0 # a short description of the options you set, or server policies. Has no effect # on gameplay, it will only be displayed in the server browser. # Maximal length: 240 characters (but keep in mind longer descriptions make # your server look bad in the browser, and they increase your displayed ping.) SERVER_OPTIONS All settings at default values. # default language LANGUAGE_FIRST American English # fallback language LANGUAGE_SECOND American English ############################################################################################ # # Politics: Voting and Spam protection # ############################################################################################ # Per round, per player limit on the number of shuffle messages displayed. A negative or zero value disables this check. SHUFFLE_SPAM_MESSAGES_PER_ROUND 3 SPAM_PROTECTION_REPEAT 5.0 # minimum time between identical chat messages. SPAM_PROTECTION 4.0 # minimum average time between chat messages in seconds so they are not considered spamming. Increase for more spam protection. SPAM_PROTECTION_VOTE 50.0 # Extra factor for SPAM_PROTECTION for votes. Increase for more spam protection. SPAM_PROTECTION_CHAT .3 # Extra factor for SPAM_PROTECTION for chat messages. Increase for more spam protection. SPAM_PENALTY 0.0 # spam penalty to add on spam detection. This makes repeated spams extra painful. SPAM_AUTOKICK 14.0 # spam protection value that causes someone to get instantly kicked SPAM_AUTOKICK_COUNT 3 # minimal number of spam warnings before someone is kicked for spam. SPAM_MAXLEN 80 # maximal length of chat message # prefix spam PREFIX_SPAM_ENABLE 1 # Should spam prefix checking be enabled? Set to 1 to enable, 0 to disable. PREFIX_SPAM_START_COLOR_MULTIPLIER 1.5 # If a prefix begins with a color code it will have this multiplier applied to its score. PREFIX_SPAM_LENGTH_MULTIPLIER 1.2 # Multiplier applied to prefix length when calculating prefix spam score. PREFIX_SPAM_NUMBER_COLOR_CODES_MULTIPLIER 1.2 # Multiplier applied to the number of color codes in prefix when calculating prefix spam score. PREFIX_SPAM_NUMBER_KNOWN_PREFIXES_MULTIPLIER 1.0 # Multiplier applied to the number of known spam prefixes when calculating prefix spam score. PREFIX_SPAM_REQUIRED_SCORE 10.0 # The required prefix spam score a prefix must have for it to be considered spam. PREFIX_SPAM_TIMEOUT_MULTIPLIER 15.0 # Multiplier applied to time calculation to determine how long a known prefix is remembered. # voting ALLOW_VOTING 1 # allow voting? MAX_VOTES 5 # maximum number of concurrent votes MAX_VOTES_PER_VOTER 2 # maximum number of concurrent votes per voter ALLOW_VOTING_SPECTATOR 0 # allow voting for spectators VOTING_BIAS 0 # number of virtual voters opposing every change VOTING_PRIVACY 1 # level of secrecy of the votes. 2 makes the vote as secret as possible, -2 makes it fully public. VOTING_SPAM_ISSUE 1 # spam level for issuing a vote VOTING_SPAM_REJECT 5 # spam level for issuing a vote that gets rejected VOTING_MATURITY 300 # minimum time in seconds a player needs to be online with the same name before he can issue votes MIN_VOTERS 3 # number of voters that need to be online to enable voting VOTING_TIMEOUT 60 # base number of seconds before a vote times out VOTING_TIMEOUT_PER_VOTER 15 # additional number of seconds before a vote times out for every voter present VOTING_START_DECAY 60 # number of seconds after that the non-voters start to get ignored VOTING_DECAY 60 # one non-voter is ignored everytime this many secons pass # note: if DECAY < TIMEOUT or START_DECAY < TIMEOUT, votes that get ignored by everyone may be accepted. VOTING_SPAM_ISSUE 1.0 # The spam level of issuing a vote. VOTING_SPAM_REJECT 5.0 # The spam level of getting your vote rejected. VOTING_KICK_MINHARM 0 # Minimum number of other harmful votes (kicks, suspensions) before a menu-issued kick vote really kicks. Before that, it just suspends. VOTING_KICK_TIME 300 # Minimum time in seconds between kick votes against the same player. VOTING_HARM_TIME 180 # Minimum time in seconds between harmful votes against the same player. VOTING_SUSPEND_ROUNDS 5 # Number of rounds "/vote suspend" suspends for. CONSOLE_DECORATE_ID 1 # Decorates every line of console output with the client ID CONSOLE_DECORATE_IP 0 # Decorates every line of console output with the client IP LADDERLOG_GAME_TIME_INTERVAL -1 # write a line to ladderlog.txt indicating how "old" the curent game is at most every n seconds. Negative values disable this feature. SINCLUDE server_info.cfg # ping flood response DOS protection: if pings from a single machine are requested more often than this, # they are not answered. Setting the last item to a negative value disables the system. PING_FLOOD_TIME_10 1.0 # Minimum time for 10 ping packets to arrive. PING_FLOOD_TIME_20 4.0 # Minimum time for 20 ping packets to arrive. PING_FLOOD_TIME_50 20.0 # Minimum time for 50 ping packets to arrive. PING_FLOOD_TIME_100 100.0 # Minimum time for 100 ping packets to arrive. PING_FLOOD_GLOBAL .1 # The same times, multiplied by this value, count for all pings from all machines. Negative values disable global flood protection. # default settings for MOVE/KICK(_TO) # default kick reason given for the KICK console command #DEFAULT_KICK_REASON # default redirection kick/move reason given for the KICK/MOVE_TO console commands #DEFAULT_KICK_TO_REASON DEFAULT_KICK_TO_SERVER # default server to kick/move to (IP or hostname) DEFAULT_KICK_TO_PORT 4534 # default port of the server to kick/move to # Minimal play time requirements. Clients starting from 0.2.8.3 record the play time # in three categories: total play time (all games count), online play time (games on # a server count) and team play time (only online games with teammates count). # With the following settings, you can keep players lacking experience in these # categories out of the game. Players not meeting the requirements will be forced # to spectate. MIN_PLAY_TIME_TOTAL 0.0 # required total play time in minutes MIN_PLAY_TIME_ONLINE 0.0 # required online play time in minutes MIN_PLAY_TIME_TEAM 0.0 # required team play time in minutes ############################################################################################ # # Game settings # ############################################################################################ # cycle physics CYCLE_RUBBER_MINDISTANCE_LEGACY 1 # extra factor for minimal distance to walls enforced by the rubber code, active when peers with the rip bug are connected CYCLE_RUBBER 80 CYCLE_SPEED 20 CYCLE_BRAKE 80 CYCLE_BRAKE_REFILL 100 # single player settings, active while only one client is connected. # Either SP_MIN_PLAYERS or SP_TEAMS_MIN must be bigger than 1, otherwise there will # be no opponent and no meaningful rounds. SP_TEAM_BALANCE_WITH_AIS needs to stay enabled, # too. SP_EXPLOSION_RADIUS 4 # blast radius of cycle explosions SP_WALLS_LENGTH -1 # cycle trail length SP_WALLS_STAY_UP_DELAY 8 # cycle trail stay up this long after the cycle's destruction SP_TEAM_BALANCE_ON_QUIT 0 # balance teams if a member quits? SP_TEAM_BALANCE_WITH_AIS 1 # balance teams with AI players? SP_TEAM_MAX_IMBALANCE 1 # maximum team imbalance SP_TEAM_MAX_PLAYERS 1 # maximum number of players per team ( Don't change, it's meaningless in SP mode anyway. The only effect would be a bug when the second player connects. ) SP_TEAM_MIN_PLAYERS 1 # minimum number of players per team SP_TEAMS_MAX 16 # maximum number of teams SP_TEAMS_MIN 1 # minimum number of teams SP_WIN_ZONE_MIN_ROUND_TIME 1000000 # minimum time ( seconds ) the round has to be going on before the instant win zone is activated SP_WIN_ZONE_MIN_LAST_DEATH 1000000 # minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is activated SP_FINISH_TYPE 1 # what happens if all human players are dead? 0 for almost immediate round restart, 1 for slow round restart, 2 to let the remaining AIs fight in fast forward mode, 3 to let the AIs fight on normally SP_GAME_TYPE 1 # 1 for normal duel, 0 for freestyle ( round only ends when everyone is dead ) SP_SIZE_FACTOR -3 # arena size factor; increase this by two to double the arena size SP_SPEED_FACTOR 0 # cycle speed factor increase this by two to double the speed SP_AUTO_IQ 0 # flag indicating whether the IQ of the AIs should be automatically adapted to the player strength SP_AUTO_AIS 0 # flag indicating whether the number of AIs should be automatically adapted to the player strength SP_AI_IQ 50 # IQ of the AIs SP_MIN_PLAYERS 4 # minimum number of players; missing humans are filled up with AIs SP_NUM_AIS 0 # minimum number of AIs # the same settings, active when more than one client is connected EXPLOSION_RADIUS 4 # blast radius of cycle explosions WALLS_LENGTH -1 # cycle trail length WALLS_STAY_UP_DELAY 8 # cycle trail stay up this long after the cycle's destruction TEAM_BALANCE_ON_QUIT 1 # balance teams if a member quits? TEAM_BALANCE_WITH_AIS 1 # balance teams with AI players? ( set it to 0 to disable AIs completely ) TEAM_MAX_IMBALANCE 1 # maximum team imbalance TEAM_MAX_PLAYERS 5 # maximum number of players per team ( set it to 1 to disable teams ) TEAM_MIN_PLAYERS 1 # minimum number of players per team TEAMS_MAX 16 # maximum number of teams TEAMS_MIN 1 # minimum number of teams WIN_ZONE_MIN_ROUND_TIME 60 # minimum time ( seconds ) the round has to be going on before the instant win zone is activated WIN_ZONE_MIN_LAST_DEATH 30 # minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is activated FINISH_TYPE 2 # what happens if all human players are dead? 0 for almost immediate round restart, 1 for slow round restart, 2 to let the remaining AIs fight in fast forward mode, 3 to let the AIs fight on normally GAME_TYPE 1 # 1 for normal duel, 0 for freestyle ( round only ends when everyone is dead ) SIZE_FACTOR 0 # arena size factor; increase this by two to double the arena size SPEED_FACTOR 0 # cycle speed factor increase this by two to double the speed AUTO_IQ 0 # flag indicating whether the IQ of the AIs should be automatically adapted to the player strength AUTO_AIS 0 # flag indicating whether the number of AIs should be automatically adapted to the player strength AUTO_TEAM 1 # flag indicating whether players should be put into a team automatically ALLOW_TEAM_CHANGE 1 # flag indicating whether players should be allowed to join/leave teams AI_IQ 50 # IQ of the AIs MIN_PLAYERS 0 # minimum number of players; missing humans are filled up with AIs NUM_AIS 0 # minimum number of AIs WAIT_FOR_EXTERNAL_SCRIPT 0 # set to 1 if you want the server to sleep between rounds until it is set back to 0 or WAIT_FOR_EXTERNAL_SCRIPT_TIMEOUT 3 # seconds # team name ALLOW_TEAM_NAME_COLOR 1 # allow teams to be named after a color ALLOW_TEAM_NAME_PLAYER 1 # allow teams to be named after the leading player # team name options. Effective if ALLOW_TEAM_NAME_PLAYER is set to 0. # the defaults refer to localized language strings, but custom strings are also possible TEAM_NAME_1 $team_name_blue # name of team 1 TEAM_NAME_2 $team_name_gold # name of team 2 TEAM_NAME_3 $team_name_red # name of team 3 TEAM_NAME_4 $team_name_green # name of team 4 TEAM_NAME_5 $team_name_violet # name of team 5 TEAM_NAME_6 $team_name_ugly # name of team 6 TEAM_NAME_7 $team_name_white # name of team 7 TEAM_NAME_8 $team_name_black # name of team 8 # team color options. Effective if ALLOW_TEAM_NAME_PLAYER is set to 0. TEAM_RED_1 4 # red portion of team 1's color TEAM_RED_2 15 # red portion of team 2's color TEAM_RED_3 15 # red portion of team 3's color TEAM_RED_4 4 # red portion of team 4's color TEAM_RED_5 15 # red portion of team 5's color TEAM_RED_6 4 # red portion of team 6's color TEAM_RED_7 15 # red portion of team 7's color TEAM_RED_8 7 # red portion of team 8's color TEAM_GREEN_1 8 # green portion of team 1's color TEAM_GREEN_2 15 # green portion of team 2's color TEAM_GREEN_3 4 # green portion of team 3's color TEAM_GREEN_4 15 # green portion of team 4's color TEAM_GREEN_5 4 # green portion of team 5's color TEAM_GREEN_6 15 # green portion of team 6's color TEAM_GREEN_7 15 # green portion of team 7's color TEAM_GREEN_8 7 # green portion of team 8's color TEAM_BLUE_1 15 # blue portion of team 1's color TEAM_BLUE_2 4 # blue portion of team 2's color TEAM_BLUE_3 4 # blue portion of team 3's color TEAM_BLUE_4 4 # blue portion of team 4's color TEAM_BLUE_5 15 # blue portion of team 5's color TEAM_BLUE_6 15 # blue portion of team 6's color TEAM_BLUE_7 15 # blue portion of team 7's color TEAM_BLUE_8 7 # blue portion of team 8's color # Help stuff # This is a message that will be displayed if someone uses the /help chat # command without arguments: HELP_INTRODUCTORY_BLURB # to add your own help topics you can use the following command: # ADD_HELP_TOPIC "short description" "help\ntext\nthat\ncan\nspan\nmany\nlines" # the quotes are required if you want to use spaces. # if the identifier contains underscores (_) it will be treated as a # sub-identifier. For example, if you have an identifier "rules" and an # identifier "rules_swearing", the last one will not appear on the listing # you get with a plain "/help", but it will be at the bottom of the text # you get with /help rules. You can nest them as deeply as you want, but # remember that the player who seeks help has to type your identifiers... # to get rid of a help command (either in scripts of if it was added by # accident you can use # REMOVE_HELP_TOPIC #TEAM_ALLOW_SHUFFLE_UP 0 # if set to 1, players are allowed to change their position in the team as they wish. If 0, they only can drop in rank. TEAM_CENTER_IS_BOSS 1 # if set to 1, the center player is the team's boss. If at 0, it's the player who is on that team longest. ############################################################################################ # # Debugging (only available if compiled for debug) # ############################################################################################ # Debugging a game on a dedicated server can be tricky since you don't have a # representation of the world handy in visual form. Therefore, the game offers # to log all cycle movements in text files for easy processing in a display # tool ( plain gnuplot is often enough ). The files' names are the player # name with appended _sync for the network sync turn positions, _step for # dumps of every timestep and _turn for all turns. All topology police a # posteriory wall collision events are logged in _topology. # Activate this crude debugging help by uncommenting the following line: # DEBUG_GNUPLOT 1 ############################################################################################ # # For Master Server # ############################################################################################ MASTER_PORT 4533 # port the master server should listen on MASTER_IDLE 2.0 # after this many hours, the master server process quits and gets restarted by the script MASTER_SAVE_INTERVAL 300.0 # interval in seconds between saves of the server list MASTER_QUERY_INTERVAL 10.0 # time in seconds between query packets sent out # put your own config settings in this file SINCLUDE settings_custom.cfg ############################################################################################ # EXPERT SECTION # The settings in this section sometimes have obsucre effects and you # sometimes need to know how the settings are used in the code to predict # the effects of changes. # They're unsupported, undocumented (apart from what you see in this file) # and may change meaning from release to release. ############################################################################################ # if something interesting is going to happen to a game object not more # than MAX_SIMULATE_AHEAD seconds from the time it should be simulated to, # simulate it up to the interesting bit, not only the scheduled time. MAX_SIMULATE_AHEAD .01 # should cycle walls be predicted? This prevents the dreaded rubberless death if # active, but may cause other odd artefacts. Experimental, use with care. # Enable it if you have high lag compensation settings. PREDICT_WALLS 1
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compguygene
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Re: I need help quick

Post by compguygene »

It appears that you are just modifying the original file. If you read it carefully, it is stated that you SHOULD NOT MODIFY this file. You should copy/paste any settings you are modifying to another file. The most common file to create is called settings_custom.cfg, which is meant to be used to store the settings that you are changing to make your server complete. You also are encouraged to put server information, like the SERVER_NAME, etc. in a file called server_info.cfg.

Also, when you paste such a file into this forum, it is much more readable if you use the code button so that the original formatting will be retained. The copy/paste that you did is pretty unreadable, as I am sure you noticed.
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kyle
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Re: I need help quick

Post by kyle »

depending on where you have new lines it may or may not be right, all together like that it won't work.
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AI-team
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Re: I need help quick

Post by AI-team »

OT:
we need a spoiler
  
 
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