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Server Read Me

Server Read Me

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Published by: Montessa Guelas on Mar 13, 2013
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Standalone Server Readme File August 31, 2005 *************************************************************************** About This Document: This document contains information about setting up and running the F.E.A.R. Standalone Server application as well as important information for multiplayer hosts. Please be sure to read the readme.txt file included on your CD before attempting to run a dedicated server. *************************************************************************** TABLE OF CONTENTS I. II. III. IV. V. VI. VII. VIII. IX. X. XI. XII. System Requirements Setting up your Server Running a Server The SCMD System SCMD Commands Console commands Advanced Server Customizations Custom Content Limiting Bandwidth Recommended Player Limits Dedicated Servers and incompatible video cards End-User License Agreement (EULA)

I. System Requirements =========================================================================== The following items are required to run a F.E.A.R. dedicated server: 1. A broadband Internet connection or LAN connection* 2. A system that meets or exceeds the minimum system requirements for the game as described in the readme.txt file. NOTE: It is possible to run a dedicated server on a machine with a video card that does not meet the requirements for the full game. Please see the section near the bottom of this document entitled "Dedicated servers and incompatible video cards" for details. *Clients may have trouble connecting to servers behind certain firewalls or NATs. II. Setting up your Server =========================================================================== To set up a server, just follow these steps: 1. 2. 3. 4. 5. 6. Launch the game application (FEAR.exe) Select "Multiplayer" from the main game menu. Select "Host" from the multiplayer menu. Set up the game type, server name, options, and map rotation. Set your network port, or use the default port of 27888. For the Dedicated Server option, select Yes.

6. So. If you wish to make any changes to the server setup. and the standalone server application will start. you can run your server again at any time by double -clicking the "FearServer. This will shut down the server. you'll need to launch the game application again and change your settings through the host game interface. installation folder. add "-optionsfile (optionfilename)" to the command. if your server option file is called "config1" then add this line to your batch file: FEARServer. The game application will now close. NOTE: Server options can be saved off in separate configuration files through the Load/Save options section of the host menu.exe -optionsfile config1 Note that if you wish to run more than one dedicated server on the same computer.E. Once your server is running.exe" file in your F. The game version the server is running on. such as Deathmatch or Demolition. clients can search for and join it in the same way they would a normal host. Once your server has been configured and launched through the game interface for the first time. TIME IN LEVEL: The time elapsed since the current round started. If you are running your server from a batch file or the command line and you want to specify which profile to use. The current map. . you must specify unique port numbers for each. If you have more than one server options file saved. RUNNING TIME: The time elapsed since the server was launched.R. Click Launch. III. Running your Server =========================================================================== When the server starts running there are five tabs across the top and a button at the bottom. you will be prompted to select the one you wish to use each time you launch the dedicated server application. SERVER CONFIG: The current server profile. The mod used by the game server.A. for instance. Displays the game mode that the server is currently running. STOP SERVER: STATS ----------SERVER NAME: VERSION: MOD: GAME TYPE: MAP: This is the name of your server as seen by players when they are searching for servers to join.

THE SCMD SYSTEM =========================================================================== . You may change some of these settings while your server is running. and the time elapsed since they began playing. Ends the current level and immediately loads the highlighted level. The current level is indicated with a black dot to the left of its name. Next level: Select level: Ends the current level and immediately loads the next. but options that are greyed out can only be changed through the game interface before the server is launched. Clicking this button will disconnect the player whose name is currently highlighted. BOOT PLAYER: CONSOLE ------This shows a scrolling display of the server's internal commands and status. kills. connections. MAPS ---This window shows a list of levels in the order in which they will be loaded by the server. You can use the console to enter commands to control and maintain your server. deaths. PLAYERS ------PLAYERS: This section provides information about the players that are currently connected to the server. The average ping of the players currently connected to your server. and other text is also displayed here. just click on it. including their player name.PEAK PLAYERS: This shows the highest number of players that were on your server at one time. TOTAL PLAYERS: This shows the total number of players that have joined your server since it was last launched. disconnections. score. Double clicking on the map name will have the same effect. To highlight a player name. Please see the SCMD and advanced commands sections below for more information on this topic. IV. AVERAGE PING: RULES ----This is a summary all the game settings used when the server launched. Player chat. UNIQUE PLAYERS: The number of unique names that have joined during since the server launched. ping.

To use SCMD. just follow these steps: 1.456. if the player logs in again and continues to cause trouble. On a hosted or remote client. on its own line. Launch the server. With SCMD. commands are entered through the chat interface. or in the chat interface on a host or client to see a list of available commands. 4.0. commands are entered through the console interface.789. . Before launching your server (either hosted or dedicated).The SCMD interface is used to execute server side commands through a text based console. On the Stand-alone server. IP address banning is also supported. you can then use any of the other SCMD commands. For example. the same user can potentially access the server from different IP addresses.0.. 3. It offers a generalized user interface that works on all three of these entry points.] Example: You are logged into SCMD through a client connected to a dedicated server. edit the file and add the address to the end. This is done by adding entries to the following IP banning file: C:\Documents and Settings\All Users\Shared Documents\Monolith Productions \FEAR\BanIPList. or "SCMD bootid 1" to remove the problem player from the server. The game server must be restarted for this change to take effect. The format for all SCMD commands is: SCMD command [arg1] [. SCMD sends commands to the server to control settings from the hosting client.210] From here. Type SCMD and press <Enter> on the command line of your dedicated server. Banning an IP address may actually ban many players from the server if they share a common network router.. Note that only one host or client can be logged into the system at once.987. In most cases. to ban the user "Cheater" from the list above. the "SCMD banuser" command described previously is preferable to banning by IP address. This will display text similar to the following: Client List format: clientid) [name][ping][ip] 0) [Smiley][0][0.012] 2) [Player0][120][321. you can ban the user from the server by using the "banuser" command. so it may be possible for the user to reconnect with a different address. In addition to user banning. Note that IP address banning is not as effective as user banning. you can boot the player through your client like this: Type "SCMD listclients". In addition. you can type "SCMD bootname Cheater". type "SCMD banuser 1". Log in to the system by typing SCMD followed by the password that you specified in the host options.0] 1) [Cheater][80][123. set the "Allow SCMD" option to "Yes" and then specify a password. 2. You will need to scroll up to see the entire list. Once you have successfully logged in.654. a remote client or the standalone server.txt To add a banned IP address to the list. and one of the other players becomes abusive. Then.

VI. LISTMAPS List all current maps.E. LOGIN <password> Logs in as SCMD Administrator. multiplayer experience on a server by editing the following file: C:\Documents and Settings\All Users\Shared Documents\Monolith Productions \FEAR\MPCustomizations. BANUSER <clientid> Bans a user by client id.R. For a detailed explanation of how to use this feature. BandWidthTargetServer Target bits per second to send over the network layer. LISTCLIENTS Displays list of clients. Advanced Server Customizations =========================================================================== Server operators can customize the F. VII. Command Description --------------------------------------------------------------------------Say Allows the server operator to chat with players. SHOWGAMEOPTION <optionid> Shows details on a game option. NEXTMAP Go to next map in the map list. CONSOLE COMMANDS =========================================================================== Advanced commands can only be entered via the dedicated server command line and not through the SCMD interface. such as: .A. please see the section of this document titled "Limiting Bandwidth". LISTUSERBANS Lists all currently banned users. changes made to game options will not be visible with the listgameoptions or showgameoption commands.For a full list of commands. UNBANUSER <banid> Removes a user ban by banid. SETMAP <map_index> Advances to map_index. V. NEXTROUND Go to next round for this level. BOOTNAME <playername> Boots client by player name. SETGAMEOPTION <optionid> <value> Sets game option by optionid. Please note that when using SCMD from a remote client. BOOTID <clientid> Boots client by client id. please see the section below. LOGOUT Logs out as SCMD Administrator. LISTGAMEOPTIONS Lists game options. This MUST be set correctly to avoid send overflow. SCMD COMMANDS =========================================================================== Following is the list of commands currently supported by SCMD: Command Parameter Description --------------------------------------------------------------------------HELP List all available SCMD commands. Chat text must be contained within quotes.txt This file contains a large number of entries that are used to control the behavior of many game elements.

to increase the pistol damage to 30.txt file allows the damage of the Pistol to be customized: .txt The server will look for the customizations file in the FEAR user directory. and movement penalties Armor. The MPCustomizations. the following command line will start a dedicated server which will use a customizations file named "MyCustomizations. and SlowMo pickups Health and armor refill stations Initial health and armor values Gravity and falling damage Movement speeds Scoring for all game modes Server limits for proximity mines and remotes For example. an equal sign.000000 The first line is a description of the entry. VIII. In addition. which indicates that it is using customized values. Some values for server customizations may result in unexpected gameplay behavior if set incorrectly. . Float min=0. .exe -mpcustomizations MyCustomizations. specify "none" as the argument to the -mpcustomizations switch. the semi-colon must be removed from the last line.000000 It is recommended that an unmodified copy of the MPCustomizations. For example. and the value changed to the new value. accuracy. Float min=0. the example above would be changed to: . Once all of the changes are made. Specifies the amount of Instantaneous damage done by this type of ammo. save the file and start a hosted or dedicated server.txt file is kept as backup in case it is necessary to start over. as well as a specification of whether the entry deals with a single value or multiple values.0 (Single value) Arsenal/Ammo/MultiPlayer/Pistol/InstDamage=30. Next is the type and range of the value (if applicable). To prevent the server from using a customizations file. Note that the last line is preceded by a semi-colon character. NOTE: Customizing a server as described above is an advanced feature that may not produce the expected results in all situations. and the default value of the entry.txt file will automatically be read by the server and applied when it starts.Arsenal/Ammo/MultiPlayer/Pistol/InstDamage=25. medkits.- Weapon damage. as described in the beginning of this section.0 (Single value) . which consists of the entry name. clients will see a "wrench" icon next to the server in the server browser. Custom Content .txt": fearserver. For example. The last line is the actual entry itself. It is also possible to specify a customizations file on the command line when starting the dedicated server using the "-mpcustomizations" switch. Specifies the amount of Instantaneous damage done by this type of ammo. To change this entry. which indicates that it is a comment and will not be used by the game. the following entry in the MPCustomizations.

and configure download rates as desired. By default. If one of these archives contains a custom map. To add the archive. it will automatically load all of the archives specified in its archive configuration file. This type of custom content will be automatically downloaded to clients when they connect to the server. This provides a convenient mechanism for customizing server content by simply "overriding" files that already exist in the game with new files that share the same name. skins. In this form of content transfer. archives is the concept of archive layering. This file will hide any files of the same name which reside in archives that are loaded prior to this one in the server's configuration file. For example. 2) HTTP download.A. Note that the higher the allowed download rate.wav".A. for example.R. If gameplay degrades while content transfers are in progress with the server. Change the Allow Content Download setting to Yes.E.A. This method of content transfer uses one or more external web (HTTP) server URLs to serve content files to connecting clients. please consult the appropriate system documentation.A. ArchiveEdit tool. sounds.=========================================================================== In addition to the server customizations described in the previous section. edit this file and add the name of the archive to the end of the list. client. the server's content download settings must be specified.R. One important feature of F.E. and can usually provide greater transfer speeds than server native content download. . or just the name if it resides in the main installation directory. It is recommended that the download rate not exceed 5000-7000 bytes/second. the higher the load placed on the server. the game server itself transfers the archive files to any connecting clients that do not already have the files. runs with multiple archives.: 1) Server native content download. and textures can be created and added to a F. The name can include a full or relative path to the location of the archive. Layering means that any files found by the game in an archive will override those files that appear earlier in the list of archives installed on the server. consider lowering the allowed transfer rate.E. Custom content is installed on the server and delivered to clients as an "archive". and contains a directory structure as well as content files.E. that map will then be available for selection in the server's map list. An archive is a packed file created with the F. the server uses the Default. To use a custom archive on the server.R. When a game server is started.R. it must be added to the server's archive configuration file.A. Before clients will be able to successfully download content from the server. There are two forms of supported content transfer in F.archcfg file located in the main installation directory.A. For more information on HTTP servers. which are combined together at load time to appear as a single directory structure and set of files. then select Custom content. By default. select Multiplayer. There are two ways to change this: 1) Start the F. custom content such as maps.E. server. consider an archive that contains a sound file named "guns\Snd\Shotgun\fire.R.E. click Host. the server does not allow any transfers.R. F.

2 HTTP redirect URLs: .E. When a client initially connects to a server.WebServer1 (Archive1) . it will receive a list of all of the custom archives installed on the server. The server options file resides in the following directory: C:\Documents and Settings\All Users\Shared Documents\Monolith Productions \FEAR\ServerOptions To reduce transfer times on files. If the client is missing any of the server's archives.R. it will store pre-compressed archives which will be used for transfers to connecting clients. Note that each URL must include the "http://" prefix. .2) Edit the server options file. which allows configuration of native transfers as described above as well as HTTP redirect transfers. Note that the client is capable of retrieving any archive from any of the available sources . and then from the server itself if the server allows content transfers. client. so it may be necessary to consult the web server's documentation on this feature. however.3 custom archives: .A.Server content download enabled A client that connects to this server for the first time will need to retrieve all three of the server's custom archives. as it will automatically handle both compressed and uncompressed HTTP transfers. The server stores the pre-compressed archives in the following location: C:\Documents and Settings\All Users\Shared Documents\Monolith Productions \FEAR\Custom\CompressedArch HTTP servers can serve compressed content by enabling HTTP Compression.WebServer2 (Archive2) . If a server is started with custom content and is configured to allow native transfers. For example. it will attempt to retrieve them first from the HTTP servers.A. add the URL of each HTTP server. and the server's transfer settings.R. This succeeds sinc e WebServer1 has Archive1 available.Archive3 (custom textures) . To configure HTTP redirects. supports compression on both the server native transfers and HTTP transfers. if any.Archive1 (custom maps) . Assuming that the client is configur ed to allow content transfer and HTTP redirects.it is not necessary for all of the archives to be available from one source. Configuring HTTP Compression varies from server to server.E. separated by commas. F. the following sequence of events will occur: 1) The client attempts to retrieve Archive1 from WebServer1. It will also receive the list of HTTP redirects. to the "RedirectURLs" option in the ServerSettings section. Note that HTTP Compression is not required by the F.Archive2 (custom sounds) . consider a server that is configured in the following manner: . in the order specified by the server.

The preset values available to you are as follows: Preset -----DSL (low) DSL (High) Cable T1 T3 Max bandwidth ------------128kbps 256kbps 256kbps 1500kbps 10000kbps Note that kbps in the table above stands for kilobits per second. use the custom bandwidth setting to enter the corr ect . To quickly remove all custom content from a client machine.2) The client attempts to retrieve Archive2 from WebServer1. 3) The client attempts to retrieve Archive3 from WebServer1.A.R. The client stores downloaded archives in the following directory: C:\Documents and Settings\All Users\Shared Documents\Monolith Productions \FEAR\Custom\DownloadedContent. When you first set up your server. the cli ent will then proceed to retrieve Archive3 from the game server. Since the game server has content download enabled. assuming that none of the server's archives have changed. simply delete this directory. The content will be transferred again as needed when the client connects to a game server. so the client attempts to retrieve it from WebServer2. allows server operators to limit the amount of data that's being sent t o players on high bandwidth connections.E. Limiting Bandwidth =========================================================================== F. you should set this option to match as closel y as possible with the upstream bandwidth rating of your Internet connection. WebServer2 does have Archive2 available. This fil e is not available on WebServer2. Subsequent connections by the same client will not require any content transfers. WebServer1 does no t have this file. If none of the available options are suitable for your connection. You can adjust your bandwidth limit in the host options screen before launching your server via the bandwidth or custom bandwidth options. the client will move on to WebServer2. This information can be obtained from your ISP. When used correctly. i t will join the game. IX. so the client attempts to retrieve it from the game server itself. so the client transfers Archive2 from WebServer2. Since WebServer1 does not have this file. Once the client has successfully retrieved all of the server's custom content. this feature can gre atly improve performance.

setting it too low may result in choppiness for players with lower ping. Setting the limit too high may result in very poor performance for players with a high ping. the bandwidthtargetserver variable should be changed to 128 x 1024. Use the table below to determine the max players you should specify in the host options when setting up your server: Connection Machine Spec # of Players ---------------------------------------------------------------------------56K | Minimum Server (Host) | 2 (including host) DSL (Low) | Fast Server (Dedicated) | 4 DSL (High)/Cable* | Fast Server (Dedicated) | 4-8 T1 and above | Minimum Server (Dedicated) | 16 ---------------------------------------------------------------------------* Dependant on upload speed. You may want to experiment with different values to find the best setting for your parti cular situation. To do this. Values entered must be in bi ts per second. X. you can save off multiple configurations i n this manner. not kilobits per second. Cable and DSL connections vary. Dedicated Servers and incompatible video cards =========================================================================== To run a dedicated server on a machine that does not meet the video card requirements for the full game. XI. just follow these steps: 1) On a machine that DOES meet the full requirements for the game.value. If you wish. which equals 131072 bits per second. 3) When you launch the dedicated server application (FEARServer. For instance.exe) directly. 2) Copy the configuration file(s) to the dedicated server. Recommended Player Limits =========================================================================== The number of players that your server can realistically handle depends on your connection speed and your machine specs. Dedicated server operators can fine-tune this setting in the console while the s erver is actually running. . you will be prompted for the configuration file that you wish to use. just type "BandWidthTargetServer" and the value you wish to use in the console. set up all of your levels and options in the host menu and save this configuration with a name of your choosing. and then press <Enter>. if you wanted to change the maximum upstream bandwidth to 128kbps. Simil arly. The final command in the console would then be: BandWidthTargetServer 131072 NOTE: It is VERY important that you set this value correctly.

and other ATI marks are trademarks of ATI Technologies Inc. ATI. Uses Havok(TM). END-USER LICENSE AGREEMENT ============================= ---------------------------------------------------------------------------(c)2005 Monolith Productions. Published by Vivendi Universal Games. i n the United States and other countries. WBIE LOGO. All rights reserved. the NVIDIA Logo. and/or other countries.com Inc. (and its Licensors). F. NVIDIA.It's that simple! The server configuration files can be found in the following folder: C:\Documents and Settings\All Users\Shared Documents\Monolith Productions \FEAR\ServerOptions XII. Copyright (C)1997-2005 by RAD Game Tools. and other NVIDIA marks are trademarks of NVIDIA Corpora tion in the United States and other countries. Entertainment Inc . Inc. Vivendi Universal Games and the Vivendi Universal Games logo are trade marks of Vivendi Universal Games.A. . Windows(R) and DirectX are trademarks or registered trademarks of Microsoft Corp oration in the United States and other countries.E. Inc. Inc. See www. Pentium(R) is a registered trademark of Intel Corporation in the United States a nd other countries. the ATI logo. WB SHIELD: TM & © Warner Bros. under license from Monolith Productio ns. GameSpy and the "Powered by GameSpy" design are trademarks of GameSpy Industries .havok.€MONOLITH LOGO.. Inc. All R ights Reserved.R. Inc.S.com for details. MPEG Layer-3 audio coding technology licensed from Fraunhofer IIS and Thomson mu ltimedia Uses Bink Video. Inc. Sierra and the Sierra logo are registered trademarks or trademarks of Sierra Ent ertainment. MONOLITH. (C)Copyright 1999-2002 Havok. in the U. TerraServer images courtesy of the USGS. Inc.

All other copyrights and trademarks are€the property of their respective owners. (s05) . A ll rights reserved.

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