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Author Topic:   race server help!!!!
coax
Administrator
posted July 13, 2000 01:48 PM            
ok I tried running a race server but the countdown clock doesn't activate after the first human finishes the race and seemingly goes on for 20 minutes. I looked at the .ent code and couldn't find the problem. Here is the code.

#Tread Marks Dedicated Server config file.

#This must be set to 1.
DedicatedServer = 1

#Updates per second rate of the server. This should
#NOT be more than 10 for Internet Servers, unless
#you only want High Bandwiidth people playing. LAN
#servers can safely set the update rate up to 20.
#Note that this doesn't affect the FPS of the clients,
#only the rate that network update packets are sent.
DedicatedFPS = 10

#How many players can join (doesn't count Bots).
MaxClients = 16

#Time between Heartbeats to Masters, in seconds.
SendHeartbeats = 18

#Addresses of Master Servers to send Heartbeats to.
#There are no error messages if the Master addresses
#are wrong, so PLEASE check www.TreadMarks.com for
#the latest address(es) to use. Note that this is
#only required for Internet servers to be visible
#to everyone, LAN servers don't need to send heartbeats.

MasterServer0 = 216.101.212.117

#MasterServer1 = xxx.yyy.zzz.aaa
#MasterServer2 = xxx.yyy.zzz.aaa

#Please fill these in with your info!
ServerName = "coax's tournament"
ServerInfo = "racer's heaven"
ServerWebSite = "don't have one yet"

#Max bytes per second sent to each client.
ServerRate = 4000

#Time Limit in Minutes.
TimeLimit = 20

#Frag Limit.
FragLimit = 30

#Game mode, 1 for Deathmatch, 0 for Race.
Deathmatch = 0

#When running a Race server, as soon as the first human player
#crosses the finish line the CoolDownTime will start, during
#which time weapon fire isn't allowed, but the rest of the players
#will be able to finish the race and place if they can cross the
#finish line before the CoolDownTime is up. Since the race is
#only fair to players who are in at the start of the race,
#you should set the Laps to 1, and the StartDelay to at least 60,
#so that if a player joins in the middle of a race, they won't
#have to wait too long to start a new race with everyone else.

#Number of seconds to count down before the race or match starts.
#Set this to at least 60 for Race servers.
StartDelay = 20
#Seconds to show scores before switching levels. Should be at least 10.
#Set this to 60 or 120 for Race servers.
CoolDownTime = 20

#Number of laps in a Race mode game.
Laps = 1

#List of maps to run on the dedicated server, specify by file
#name or descriptive name. Specify no maps to run all maps.
#DediMap0 = "The Ramp"
#DediMap1 = "Scarab"

#Set to 1 for random maps, 0 for cycling maps.
RandomMaps = 1

#Port addresses. For firewalls or proxy servers, it's best to
#allow access on all ports from 12300 through 12399.
ServerPort = 12300
ClientPort = 12350
MasterPort = 12399

#Logging.
LogFileActive = 0
LogFileName = "dedicated.log"

#Number of AI bot tanks.
NumTanks = 2

#The skill level of the bots, between 0.0 and 1.0.
AISkill = 1

#The types of tanks allowed for bots, 0 is all, 1 is Steel, 2 is Liquid.
LimitTankTypes = 0

#Set this to 1 to enable people to join teams. If 0, no teams are allowed.
TeamPlay = 1

#Set this parameter (uncomment) if you want the AI tanks to be on a specific team only.
#Otherwise they will spread out evenly among all player teams.
#AITankTeam = Red

#Set this to 1 to use Team Scoring instead of individual scoring, if team play is on.
TeamScores = 1

#Set this to 1 to allow team members to kill each other (but it won't give frags).
TeamDamage = 1

#Set the following parameters (uncomment) if you want to limit players to being on
#a few specific teams only. Note, if AITankTeam is set, it can be different from
#one of the following teams, so you can have a Player vs. AI server.
Team0 = white
Team1 = black

IP:

Kaeto
Member
posted July 13, 2000 02:40 PM            
*Decides that right here, right now he's going to figure out how to make a working MP race server, if it can be done*

I'll post my results here in a few minutes

IP:

Ron371
Member
posted July 13, 2000 02:44 PM            
This Page will Help.
/forums/archive/ubb/Forum2/HTML/000390.html

IP:

Kaeto
Member
posted July 13, 2000 03:30 PM            
Ok, basically, I've come to the conclusion that right now you can run two types of race servers :
1) Whoever is in the lead after X minutes wins (It was fun on my LAN, especially when you were in second place, and you could SEE that you had 30 seconds to pass the guy ahead of you). To configure this do something like this :

TimeLimit = 5

#Frag Limit (doesn't really matter)
FragLimit = 20

#Game mode, 1 for Deathmatch, 0 for Race.
Deathmatch = 0

#Number of seconds to count down before the race or match starts.
#Set this to at least 60 for Race servers.
StartDelay = 60
#Seconds to show scores before switching levels. Should be at least 10.
#Set this to 60 or 120 for Race servers.
CoolDownTime = 40

#Number of laps in a Race mode game.
Laps = 50

2) Race for a certain number of laps, then restart after a certain amount of time. Good for 1 lap races. Config like this :

#This ideally should be around the time you expect the slowest person to take.
#3 or 4 seems pretty good to me, but I'm not a newbie, and I haven't been one in a while, so I don't know what their average lap times are like.

TimeLimit = 4

#Frag Limit (doesn't really matter)
FragLimit = 20

#Game mode, 1 for Deathmatch, 0 for Race.
Deathmatch = 0

#Number of seconds to count down before the race or match starts.
#Set this to at least 60 for Race servers.
StartDelay = 60
#Seconds to show scores before switching levels. Should be at least 10.
#Set this to 60 or 120 for Race servers.
CoolDownTime = 40

#Number of laps in a Race mode game.
Laps = 1

Ideally, I'd like to see at least one server of each type running (hint, hint)

IP:

coax
Administrator
posted July 13, 2000 03:32 PM            
kaeto does it work with team play and bots?

[This message has been edited by coax (edited July 13, 2000).]

IP:

Kaeto
Member
posted July 13, 2000 05:36 PM            
Both of those modes work with bots (I assumed that was what you wanted), and I see no reason teamplay shouldn't work...

IP: