- Posts: 2
Help with dedicated servers and new master servers
1 month 3 days ago - 1 month 3 days ago #833
by MarisaG
--- nerf.gameplayer.club - NAB hosting & support
Help with dedicated servers and new master servers was created by MarisaG
Hi. I'm trying to get a dedicated server setup and followed what AI (I know) suggested in the Nerf.ini file and when I run it in wine it does start and shows a log window. Can someone point me to a example command line to run a dedicated server? I have the community pack installed on the server.
On a related issue, I am running the client on Zorin using wine and it works great and is very playable. However: I don't see any servers in the list or a way to specify a server address manually. What do I need to add to my Nerf.ini file to look for modern servers? Oh, I have the community pack installed on the client too.
On a related issue, I am running the client on Zorin using wine and it works great and is very playable. However: I don't see any servers in the list or a way to specify a server address manually. What do I need to add to my Nerf.ini file to look for modern servers? Oh, I have the community pack installed on the client too.
--- nerf.gameplayer.club - NAB hosting & support
Last edit: 1 month 3 days ago by MarisaG. Reason: fix statements
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1 month 16 hours ago #834
by Rajada
Replied by Rajada on topic Help with dedicated servers and new master servers
I don't think there is a command line for Nerf dedicated servers. My understanding is that setting up a dedicated server through the Nerf.exe runs a specific URI through the engine. I could try to see if that is something you could convert to a command but I have no clue what is even possible there. Give me a bit to dig through the code and figure out the exact command.
If you don't have your nerf.ini set up correctly you may still be trying to query old master servers. However, there is no difference between the error received in that case and when there are no servers being run (a stupid oversight for sure). You should have all this set up by the Community Pack but just to check:
The server actors list should end with:
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.oldunreal.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.333networks.com MasterServerPort=27900
bKeepMasterServer should be true to prevent it from reverting to GameSpy
bKeepMasterServer=True
And lastly, list factories for UBrowserAll should match the servers specified in the server actors as such:
ListFactories[0]=UBrowser.UBrowserGSpyFact,MasterServerAddress=master.oldunreal.com,MasterServerTCPPort=28900,MasterServerTimeout=20,Region=0,GameName=nerfarena,bCompatibleServersOnly=True
ListFactories[1]=UBrowser.UBrowserGSpyFact,MasterServerAddress=master.333networks.com,MasterServerTCPPort=28900,MasterServerTimeout=20,Region=0,GameName=nerfarena,bCompatibleServersOnly=True
If you don't have your nerf.ini set up correctly you may still be trying to query old master servers. However, there is no difference between the error received in that case and when there are no servers being run (a stupid oversight for sure). You should have all this set up by the Community Pack but just to check:
The server actors list should end with:
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.oldunreal.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.333networks.com MasterServerPort=27900
bKeepMasterServer should be true to prevent it from reverting to GameSpy
bKeepMasterServer=True
And lastly, list factories for UBrowserAll should match the servers specified in the server actors as such:
ListFactories[0]=UBrowser.UBrowserGSpyFact,MasterServerAddress=master.oldunreal.com,MasterServerTCPPort=28900,MasterServerTimeout=20,Region=0,GameName=nerfarena,bCompatibleServersOnly=True
ListFactories[1]=UBrowser.UBrowserGSpyFact,MasterServerAddress=master.333networks.com,MasterServerTCPPort=28900,MasterServerTimeout=20,Region=0,GameName=nerfarena,bCompatibleServersOnly=True
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4 weeks 18 hours ago - 4 weeks 18 hours ago #835
by Rajada
Replied by Rajada on topic Help with dedicated servers and new master servers
When you launch a dedicated server from within NAB, the console command called is:
RELAUNCH <URL> -server log=<serverlogname>
Which means you can for example from a windows or linux command prompt call from within the Nerf/System folder (or add that to the path):
Nerf.exe PM-Thunder?Game=NerfI.DeathmatchGame?TimeLimit=10?FragLimit=10000?Difficulty=4?GameSpeed=1.0Bots=5?CoopWeaponMode=false?Mutator=EasyPoints.EasyPointsMutator,RPGStats.RPGStatsArena?Variant=0 -server log=Server.log
But you have to make sure you have your maplists and serverpackages set up beforehand, as well as any game-specific ini variables you are not calling in the command. I've jammed as many of the variables as I can remember into this example to make it easier for you to modify it to your purposes. To clarify a few:
First, adding "?listen" into the url somewhere will make it a participate server.
In the community pack version of the game FragLimit is actually point limit. This confusing conflation is resolved in the 300 beta where I separate them out, but for now be aware of this.
Variant is the hardcore / mega speed setting found in the menus. 0 is none, 3 is both, 1 megaspeed only and 2 hardcore only.
CoopWeaponMode is the name for weapons stay.
Difficulty ranges from 0 (nerf junior) to 3 (mega nerf).
The Mutator string can be added to as long as you place a comma between each entry and you know the class name of the mutator you are calling. YOu can find the class name as well as if you need to add a serverpackage to the serverpackages list in the Nerf.ini in each mutator's respective .int and optional .ini file. The .ini if it exists will carry config settings including the serverpackage setting that is automatically applied when using the mutator setup window. Most mutators that spawn items require a serverpackage to pre-load the assets. So RPGStatsArena for instance which spawns new weapons requires ServerPackages=RPGStats in the Nerf.ini. You may be able to set this up beforehand via the setup server mutators window, as long as you do not change the mutators before setting up the server, the .ini will stay populated with those serverpackages that were deemed necessary.
The rest should be self-explanitory, but I am of course at your disposal to explain further if you need it.
RELAUNCH <URL> -server log=<serverlogname>
Which means you can for example from a windows or linux command prompt call from within the Nerf/System folder (or add that to the path):
Nerf.exe PM-Thunder?Game=NerfI.DeathmatchGame?TimeLimit=10?FragLimit=10000?Difficulty=4?GameSpeed=1.0Bots=5?CoopWeaponMode=false?Mutator=EasyPoints.EasyPointsMutator,RPGStats.RPGStatsArena?Variant=0 -server log=Server.log
But you have to make sure you have your maplists and serverpackages set up beforehand, as well as any game-specific ini variables you are not calling in the command. I've jammed as many of the variables as I can remember into this example to make it easier for you to modify it to your purposes. To clarify a few:
First, adding "?listen" into the url somewhere will make it a participate server.
In the community pack version of the game FragLimit is actually point limit. This confusing conflation is resolved in the 300 beta where I separate them out, but for now be aware of this.
Variant is the hardcore / mega speed setting found in the menus. 0 is none, 3 is both, 1 megaspeed only and 2 hardcore only.
CoopWeaponMode is the name for weapons stay.
Difficulty ranges from 0 (nerf junior) to 3 (mega nerf).
The Mutator string can be added to as long as you place a comma between each entry and you know the class name of the mutator you are calling. YOu can find the class name as well as if you need to add a serverpackage to the serverpackages list in the Nerf.ini in each mutator's respective .int and optional .ini file. The .ini if it exists will carry config settings including the serverpackage setting that is automatically applied when using the mutator setup window. Most mutators that spawn items require a serverpackage to pre-load the assets. So RPGStatsArena for instance which spawns new weapons requires ServerPackages=RPGStats in the Nerf.ini. You may be able to set this up beforehand via the setup server mutators window, as long as you do not change the mutators before setting up the server, the .ini will stay populated with those serverpackages that were deemed necessary.
The rest should be self-explanitory, but I am of course at your disposal to explain further if you need it.
Last edit: 4 weeks 18 hours ago by Rajada.
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