mac os x server HELP!!

Post here if you need help setting up your server, etc.
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nate94
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mac os x server HELP!!

Post by nate94 »

ok i have downloaded armagetron-dedicated and changed talk to master to 1 but my server still is'nt on the master server. what do i have to do to do to put it on the master server and if someone could make me a server i will make them a moderator or we can even start a clan or somthing just please help me
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Post by Z-Man »

If you're connected to the internet via a router, you have to forward the armagetron port (4534, UDP) to your server. If you have already done that and if you shut down your server again (I currently see only Spidey Fortress as a mac server), then it's unfortunately normal right now. With most routers, you don't see your own server in the internet browser from the lan. If you tell us your public IP (from www.whatismyip.com), we can check the master server logs.
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Post by nate94 »

my ip is~~ 192.168.1.104

then the one from www.whatismyip.com is ~~~ 64.65.211.244
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Post by Z-Man »

The master server was unable to contact your server, it's likely that you did not open your router's ports (correctly). For instructions, see http://www.portforward.com/english/appl ... 3index.htm
You have to find out your router's model and go to the corresponding subpage there. The instructions are for a different game, but they should work for Armagetron, too. You can skip opening the TCP ports and reduce the rather big port range of UDP to 4534-4540 if you understand what you're doing.
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Post by nate94 »

i have no idea whick router to pick can you help me
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Post by wrtlprnft »

I suggest you have a look at whatever is printed on your router and see if some of it matches a link on the page z-man gave you.
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Post by Jonathan »

If you're on a wired network, follow the cable that looks like this from your computer. The other end should be plugged into a box, which could be a hub/switch or router, or a combination. If it's a router (might be labeled), look for it on the page z-man linked you to. If it's a hub or switch, follow the other cables of the same type until you find another box, which is probably the router.

If you're on a wireless network, finding the router isn't as simple as following a cable. Once you find it, again, look for it on that page.

It's also possible that you're connected in another, unusual way. I can't help in that case. Maybe with some details.
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Post by nate94 »

i'm on a LAN internet conection we have no router
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Post by Jonathan »

No. Especially on a LAN you can use a router, and your internal IP address of 192.168.1.4 suggests that there is one indeed.
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Post by nate94 »

can someone send me a setting_dedicated.cfg file (what it should look like when it's done
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Post by wrtlprnft »

Your server settings are most likely fine, but you need to set up your router, wherever it is.
Do you share your internet connection with someone else (eg in an apartment)? Then it might be that you don't have access to the router, then you probably can't host a server without asking whoever owns/administrates the router (if you're on a LAN with internet connection you DO have one) to configure it for arma.
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Post by nate94 »

ok this is what my settings_dedicated.cfg file looks like (tell me what i need to change or do plzz)






############################################################################################
#
# 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.

#Notice: the master server can't handle this currently. I hope to get it
#upgraded for 0.2.8.0. Leave this setting alone for now.
#SERVER_DNS someserver.dyndns.org

# SERVER_IP can be set to the IPs you want the server to listen on. 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 200 # maximum simulation steps per second the dedicated server will perform

############################################################################################
#
# 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

# example:
# MESSAGE_OF_DAY Line1\nLine2\n\
Line3

# 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.armagetronad.net

# the server name as it appears in the server browser.

SERVER_NAME Unnamed Server

# 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
#
############################################################################################

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 1.0 # Extra factor for SPAM_PROTECTION for chat messages. Increase for more spam protection.
SPAM_PENALTY 3.0 # spam penalty to add on spam detection
SPAM_AUTOKICK 14.0 # spam protection value that causes someone to get instantly kicked
SPAM_MAXLEN 80 # maximal length of chat message

# 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

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_TIME 300 # Minimum time in seconds between kick votes against the same player.

VOTE_USE_SERVER_CONTROLLED_KICK 0 # Set to 1 to use the enhanced server controlled vote items for kick votes. Does not work for clients prior to 0.2.8.0_rc1.

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

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.

############################################################################################
#
# 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

# single player settings, active while only one client is connected.
# Either SP_MIN_PLAYERS or SP_MIN_TEAMS 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
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

# 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_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
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Post by wrtlprnft »

nate94 wrote:

Code: Select all

############################################################################################
#
# 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
#
############################################################################################
How wonderful it would be if people actually read that comment...
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nate94
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Post by nate94 »

yea i need someone to tell mo how and what to change or if someone could make me one and send it to me or somthing because i have tried for a month for thhis shit to work nothinf is working
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Post by wrtlprnft »

wrtlprnft wrote:Your server settings are most likely fine, but you need to set up your router, wherever it is.
Do you share your internet connection with someone else (eg in an apartment in a house where all people share a connection to save money)? Then it might be that you don't have access to the router, then you probably can't host a server without asking whoever owns/administrates the router (if you're on a LAN with internet connection you DO have one) to configure it for arma.
Again, there is no point in messing around with the server config as long as this isn't done. If you have a different internal IP than your external one you do have a router somewhere and it needs to be configured. And neither settings_dedicated.cfg nor settings_custom.cfg nor settings.cfg nor server_info.cfg nor any version of arma will fix this for you. Read Jonathan's post above to locate your router or read my quoted one if you don't own it.
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