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en:games:star_trek_-_voyager_elite_force:setting_up_game_servers [2024-01-05-01-54] – [Accessibility] 7saturnen:games:star_trek_-_voyager_elite_force:setting_up_game_servers [2024-01-07-08-33] (current) – [Bots Filling Up the Server] 7saturn
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 If you don't want to start a dedicated server with standard EF but with a mod active, you have to pass this to the server **at start-up**, e.g. for Pinball by adding ''+set fs_game pinball''. For the use of mods the specification //fs_game// might be absolutely necessary **as start start parameter** (not to be set in the config, that's too late to be found). The name of the mod normally corresponds with the name of directory in which the mod data is stored. This will also be the location where the game will be looking for its config files. You could say that for standard EF the mod folder is //baseEF//. But it doesn't have to be specified separately, because the data is searched for in this directory by default. If you don't want to start a dedicated server with standard EF but with a mod active, you have to pass this to the server **at start-up**, e.g. for Pinball by adding ''+set fs_game pinball''. For the use of mods the specification //fs_game// might be absolutely necessary **as start start parameter** (not to be set in the config, that's too late to be found). The name of the mod normally corresponds with the name of directory in which the mod data is stored. This will also be the location where the game will be looking for its config files. You could say that for standard EF the mod folder is //baseEF//. But it doesn't have to be specified separately, because the data is searched for in this directory by default.
 ==== Game Types and Modes ==== ==== Game Types and Modes ====
 +A //Game Type// is kind of the base variation of the game (e.g. team play vs. each player on their own), while a //Mode// varies a Game Type (e.g. with special classes or one player having a special role).
 +
 Here is a brief overview of which game types and which modes belong to which config variables: Here is a brief overview of which game types and which modes belong to which config variables:
-^  Name   //g_gametype//  ^  +^  Game Type   //g_gametype//  ^  
-|  Free for all (DM) |  ''0'' +|  Free for all ([[en:gaming_theory:deathmatch|DM]]) |  ''0'' 
-|  Tournament |  ''1''  |+|  [[en:gaming_theory:Tournament]] |  ''1''  |
 |  Solo* |  ''2''  | |  Solo* |  ''2''  |
-|  Team Deathmatch |  ''3'' +|  [[en:gaming_theory:Team Deathmatch]] |  ''3'' 
-|  Capture the Flag |  ''4''  |+|  [[en:gaming_theory:Capture the Flag]] |  ''4''  |
  
 If other numbers are used, the game mode is set to FFA. If other numbers are used, the game mode is set to FFA.
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 * Note: //Solo// is only here for the sake of completeness and is not actually a game type for servers. This mode is set when starting a solo match via GUI in Elite Force, i.e. without other human players. In principle this mode can also be used via console parameters or in a config, but then it is not possible for other players to join the game. Accordingly, it cannot be reached via network (not even via stating ''localhost'' / ''127.0.0.1''). * Note: //Solo// is only here for the sake of completeness and is not actually a game type for servers. This mode is set when starting a solo match via GUI in Elite Force, i.e. without other human players. In principle this mode can also be used via console parameters or in a config, but then it is not possible for other players to join the game. Accordingly, it cannot be reached via network (not even via stating ''localhost'' / ''127.0.0.1'').
 ^  Mode  ^  Variable  ^ ^  Mode  ^  Variable  ^
-|  Assimilation |  ''<nowiki>g_pModAssimilation = "1"</nowiki>''  |+|  [[Assimilation Mode|Assimilation]] |  ''<nowiki>g_pModAssimilation = "1"</nowiki>''  |
 |  [[en:gaming_theory:last_man_standing|Elimination]] |  ''<nowiki>g_pModElimination = "1"</nowiki>''  | |  [[en:gaming_theory:last_man_standing|Elimination]] |  ''<nowiki>g_pModElimination = "1"</nowiki>''  |
 |  Specialties |  ''<nowiki>g_pModSpecialties = "1"</nowiki>''  | |  Specialties |  ''<nowiki>g_pModSpecialties = "1"</nowiki>''  |
 |  [[en:gaming_theory:action_hero|Action Hero]] |  ''<nowiki>g_pModActionHero = "1"</nowiki>''  | |  [[en:gaming_theory:action_hero|Action Hero]] |  ''<nowiki>g_pModActionHero = "1"</nowiki>''  |
 |  [[en:gaming_theory:instagib|Disintegration]] |  ''<nowiki>g_pDisintegration = "1"</nowiki>''  | |  [[en:gaming_theory:instagib|Disintegration]] |  ''<nowiki>g_pDisintegration = "1"</nowiki>''  |
-==== Permitted combinations of game type and mode ====+==== Permitted Combinations of Game Type and Mode ====
 Not all combinations of game type and mode are allowed. Below is an overview of which combinations of modes are allowed with game types and with modes among each other. Not all combinations of game type and mode are allowed. Below is an overview of which combinations of modes are allowed with game types and with modes among each other.
 === Game Type and Mode === === Game Type and Mode ===
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 |  Tournament |  no  |  yes  |  yes  |  yes  |  yes  | |  Tournament |  no  |  yes  |  yes  |  yes  |  yes  |
 |  Capture the flag |  no  |  yes  |  yes  |  no  |  no  | |  Capture the flag |  no  |  yes  |  yes  |  no  |  no  |
-=== Modes with each other ===+=== Modes With Each Other ===
 ^  ^ Assimilation ^ Specialties ^ Disintegration ^ Elimination ^ Action Hero ^ ^  ^ Assimilation ^ Specialties ^ Disintegration ^ Elimination ^ Action Hero ^
 |  Assimilation |  yes  |  yes  |  no  |  no  |  no  | |  Assimilation |  yes  |  yes  |  no  |  no  |  no  |
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 ===== Assimilation Mode Full Server Bug ===== ===== Assimilation Mode Full Server Bug =====
 ==== Bots Filling Up the Server ==== ==== Bots Filling Up the Server ====
-Beware of a glitch that comes around when using //bot_minplayers// > 0 in conjunction with //g_pModAssimilation// = 1. When certain game even orders occur, the server gets filled up with bots, up to the point where nobody can join it any longer (not even reserved slots are free). To understand this, keep the following things in mind:+Beware of a glitch that comes around when using //bot_minplayers// > 0 in conjunction with //g_pModAssimilation// = 1. When certain game event orders occur, the server gets filled up with bots, up to the point where nobody can join it any longer (not even reserved slots are free). To understand this, keep the following things in mind:
  
   - //bot_minplayers// adds a new bot, whenever one team is dropping below the number of players defined by it.   - //bot_minplayers// adds a new bot, whenever one team is dropping below the number of players defined by it.
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 This however will fail, if the timeout for joining a team has already hit. In turn, the new bot will be re-assigned to the spectator-non-team -- leaving the Starfleet team one player short, still. So the game will again add another player to team Starfleet, starting the circle anew. This goes on until the server is stacked full with players and/or bots. The bad thing about this is, this also uses up reserved slots, making it impossible for anybody to join the server, as it will be full after this cycle of death hit. This however will fail, if the timeout for joining a team has already hit. In turn, the new bot will be re-assigned to the spectator-non-team -- leaving the Starfleet team one player short, still. So the game will again add another player to team Starfleet, starting the circle anew. This goes on until the server is stacked full with players and/or bots. The bad thing about this is, this also uses up reserved slots, making it impossible for anybody to join the server, as it will be full after this cycle of death hit.
  
-Here is a videoshowing that phenomenon: [[https://www.youtube.com/watch?v=No1yFRQb-04]]+Here is a video showing that phenomenon: [[https://www.youtube.com/watch?v=No1yFRQb-04]]
  
 ==== Preventing the Problem ==== ==== Preventing the Problem ====
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 Example: Example:
  
-''bot_minplayers = 0; kickbots; addbot 2_of_3 3 borg; addbot wortsla 3 starfleet;''+''set bot_minplayers = 0; kickbots; addbot 2_of_3 3 borg; addbot wortsla 3 starfleet;''
  
 This fills the server with one player for each team. This fills the server with one player for each team.
 ===== Accessibility ===== ===== Accessibility =====
-When creating an EF 1 game server yourself, you only need to open port 27960 (UDP) in a firewall (or alternatively the port you have chosen yourself). You shouldn't have to share a specific port to join. However, you have to distinguish between LAN server and Internet server when creating the server. LAN servers are, as the name says, only accessible via LAN, not via the Internet. In principleyou can also run multiple servers by selecting multiple ports. Some ports can be searched automatically by EF, so that even a second server running in parallel does not have to be entered manually in EF. The automatically scanned UDP ports for LAN search are 27960-27963, which of course must also be forwarded if you are behind a firewall or NAT.+When creating an EF 1 game server yourself, you only need to open port 27960 (UDP) in a firewall (or alternatively the port you have chosen yourself). You don't have to select a specific port to join, just as long as NAT forwarding and/or firewall allow for it to be use. However, you have to distinguish between LAN server and Internet server when creating the server. LAN servers are, as the term implies, only accessible via LAN, not via the Internet. In principle you can also run multiple servers by using different ports for the different servers. Some ports can be found automatically by EF, so that even a second or third game server running in parallel does not have to be entered manually in EF. The automatically scanned UDP ports for LAN search are 27960-27963.
 ===== IPv6 ===== ===== IPv6 =====
 If you are hosting a match on a computer with an IPv6 address, the game also waits for connections via your IPv6 stack, when using [[versions#Lilium Voyager]] or cmod. If a player decides to connect to that server via IPv6, he has to enter the address in the fashion ''[block1:block2:...:blockn]'' into the //Specify Server// fields. Notice the brackets around, they are required. The ''::'' abbreviations are also allowed. The following two [[en:game_tech:cvar|cvars]] may be of particular interest in this case: If you are hosting a match on a computer with an IPv6 address, the game also waits for connections via your IPv6 stack, when using [[versions#Lilium Voyager]] or cmod. If a player decides to connect to that server via IPv6, he has to enter the address in the fashion ''[block1:block2:...:blockn]'' into the //Specify Server// fields. Notice the brackets around, they are required. The ''::'' abbreviations are also allowed. The following two [[en:game_tech:cvar|cvars]] may be of particular interest in this case:
en/games/star_trek_-_voyager_elite_force/setting_up_game_servers.1704416096.txt.gz · Last modified: 2024-01-05-01-54 by 7saturn

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