Wreckfest
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jannesBB  [sviluppatore] 9 ott 2014, ore 12:15
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SETTING UP A SERVER
There are two ways to host a multiplayer game for Wreckfest:
  • Hosting in-game
  • Dedicated server
HOSTING IN-GAME
This is as simple as starting the game, going to the multiplayer menu and creating a server. This is a very valid option if you want to create a custom lobby and play yourself too on the same system, since not running a separate server instance on the same system is more performance friendly.

Even if you host in-game please bear in mind that in effect you will be running a server on your computer, meaning that you still need to forward required ports on your router. Please see below for more information on the port forwarding requirements.

DEDICATED SERVER
A dedicated server can be run on your own workstation or on a rented hosting service. Everything you need to run a dedicated server is included with the game, but for flexibility, you can also use SteamCMD to download the dedicated server tool anonymously (meaning that you don't need to own the game). Running Steam is not required for the operation of the dedicated server.

Especially when running a dedicated server hosted externally, it's a good idea to add your SteamID (SteamID64 specifically) to the server configuration to automatically receive admin privileges when you join the server. You can do so by using "admin_steam_ids=" server parameter. To find out your SteamID, you can use for example Steam ID Finder[steamidfinder.com].

Running the server
If you have the game installed, navigate to its installation folder, and you will find a file named initial_server_config.cfg. This is the server's base configuration file containing its name, description, possible event rotation setup and of course the event rules. It's a smart move to make a backup of the file before modifying just in case something goes south.

After you're happy with your configuration, you can launch the server by executing start_server.bat. At this point, a copy of the initial_server_config.cfg will be created, named server_config.cfg, and this is the actual config file that the server will use. This also means that you should make any future adjustments to server_config.cfg, unless of course you delete it, in which case the initial config will be copied over again. If everything works out, a server console will appear and you will see a notification that the server is connected to Steam.

Setting up with SteamCMD
Like mentioned, you can also download the dedicated server tool anonymously (without using a Steam account) by using SteamCMD. If you haven't installed or used SteamCMD before, you will do well to read the official instructions on Valve's page here. Basically all you need to do is to download the installation archive and extract the contents where you want to. After extraction, run "steamcmd.exe" and you're greeted with the SteamCMD console.

Once in the console, type:

login anonymous force_install_dir <path> app_update 361580 validate

After you're done, the server files will be waiting for you in the chosen installation location (<path>) and you can go ahead and start configuring the server.

PORT FORWARDING
Forwarding correct ports is an absolutely requirement for hosting a multiplayer game. If you have created a server yet there are no players joining it, chances are your router or firewall is incorrectly configured. In order to host multiplayer games over Steam your network must be configured to allow Steam access to the following ports:
  • UDP 27015
  • UDP 27016
  • UDP 33540
  • TCP 27015
After having been set up, your port configuration should look like this:

https://i.imgur.com/euPwXz6.jpg

The local IP needs be that of the computer acting as a host. You can find out the local IP by invoking a command prompt (press Windows + R, type "cmd" and press Enter), typing "ipconfig" and pressing Enter again. You'll see a bunch of information, but the line you want to look for is "IPv4 Address" - the number at the end of that line is your local IP address.

Also make sure that your firewall is configured to allow inbound and outbound communication of the server/game executable. Many office networks and proxies block required ports for Steam operation – please consult your network administrator to ensure the required ports are open if you are using an office network or a proxy.

LAUNCHING THE SERVER
In addition to using the included start_server.bat, you can also launch the server and manually supply the config file with the command:

start /B server\Wreckfest.exe -s server_config=<config>

When launching the server, you can also override any of the server configuration settings from the command line by using "-server_set" command line switch, followed by any settings that you want to override.

For example, to set the server name when launching it:

Wreckfest.exe -s server_config=<config> -server_set server_name=<servername>

All server settings are supported.

SERVER COMMANDS AND LIVE SETTINGS
You can list the server and chat commands by typing "help" in the server console.

Below is a list of all server commands that can be executed in the chat window:

/message [new message] - send a message to the chat /kick [id] - kick a player /ban [id] - ban a player /bansteamid [steam id] - ban a Steam id /unban [ban index] - lift a ban, use "bans" for ban indices /unbansteamid [steam id] - lift a ban by steam id /clearbans - clear all bans /balanceteams - balance teams /restart - server restart /bot - add a bot /op [id] - add moderator privileges /opsteamid [steam id] - add moderator privileges by steam id /admin [id] - add admin privileges /adminsteamid [steam id] - add admin privileges by steam id /demote [id] - clear admin and moderator privileges /demotesteamid [steam id] - clear admin and moderator privileges by steam id /password [new password] - set password /servername [new server name] - set name of the server /welcome [new welcome message] - set the welcome message /eventloop - toggle automatic event rotation if configured

These are the server commands that can be only executed in the server console:

list - print player list bans - print ban list admins - print list of user privileges clearusers - clear user privileges tracks - list tracks gamemodes - list game modes cars - list cars weathers - list weathers exit - close application ? - list server and event settings

You can also modify all server config parameters directly in the server console, these parameters you can view by typing "?" in the console. Note that the modified config parameters are not saved in the server config file, though.

EVENT ROTATION
Event rotation can be enabled by simply configuring a list of events, each starting with "el_add=trackname" server parameter, and then using "/eventloop" server command to start (and disable) rotation at your discretion.

To get you started, at the end of the initial_server_config_cfg you will find a simple event rotation example that you can modify to your liking and enable by removing the first "#" on every line. You can adjust each server parameter per event, overriding corresponding global settings for the event in question. Note that the global setting will be used for any parameters not set, not the setting of the previous event in rotation.

PERFORMANCE
The number of clients the host can support in multiplayer is determined by the available upstream bandwidth and the system specifications of the host. Thus, if you have a connection with limited upstream bandwidth such as 8/1 Mb/s ADSL (8 Mb/s downstream, 1 Mb/s upstream) and a low-spec system, it's best to start with a moderately low client number like 8 and increase the number gradually until the bandwidth limit of your connection and setup is found. Also, when hosting in-game it's best to keep your quality settings as low as possible to ensure best possible performance.

SERVER UPDATE FREQUENCY
In the server settings, there's this mysterious parameter called server update frequency that can be set to low or high. In practice, it means how often the server updates the clients - setting the update frequency to low means that the server sends fewer network packets, lowering the bandwidth usage, but at the same time clients need to predict more, increasing the CPU time of the client used for prediction. On the other hand, setting the update frequency to high results in the server sending more network packets, increasing bandwidth usage but reducing the prediction that the clients need to perform, thus reducing they CPU usage.

TRACK LIST
List of current tracks on Google Docs, with preview images:

https://docs.google.com/spreadsheets/d/10tpRET18K7rIlvYC4An90y5KzeuSfEiBv5muAjFJHuk/edit#gid=779659675

Simple list of track ids:

#Big Valley Speedway speedway2_classic_arena speedway2_demolition_arena speedway2_figure_8 speedway2_inner_oval speedway2_outer_oval speedway2_oval_loop #Bloomfield Speedway dirt_speedway_dirt_oval dirt_speedway_figure_8 #Bonebreaker Valley bonebreaker_valley_main_circuit #Boulder Bank Circuit sandpit3_long_loop sandpit3_long_loop_rev sandpit3_short_loop sandpit3_short_loop_rev #Clayridge Circuit mixed9_r1 mixed9_r1_rev #Crash Canyon crash_canyon_main_circuit #Deathloop loop #Dirt Devil Stadium triangle_r1 triangle_r2 #Drytown Desert fields08_1 fields08_1_rev #Espedalen Raceway tarmac3_main_circuit tarmac3_main_circuit_rev tarmac3_short_circuit tarmac3_short_circuit_rev #Fairfield County smallstadium_demolition_arena #Fairfield Mudpit mudpit_demolition_arena #Fairfield Grass Arena grass_arena_demolition_arena #Finncross Circuit mixed1_main_circuit mixed1_main_circuit_rev #Fire Rock Raceway tarmac1_main_circuit tarmac1_main_circuit_rev tarmac1_short_circuit tarmac1_short_circuit_rev #Firwood Motorcenter mixed7_r1 mixed7_r1_rev mixed7_r3 mixed7_r3_rev #Glendale Countryside field_derby_arena #Hellride urban06 #Hilltop Stadium speedway1_figure_8 speedway1_oval #Kingston Raceway fields12_1 fields12_1_rev fields12_2 #Maasten Motorcenter mixed2_main_circuit mixed2_main_circuit_rev #Madman Stadium bigstadium_demolition_arena bigstadium_figure_8 #Midwest Motocenter gravel1_main_loop gravel1_main_loop_rev #Motorcity Circuit tarmac2_main_circuit tarmac2_main_circuit_rev Mudford Motorpark fields10_1 fields10_2 #Northfolk Ring mixed8_r1 mixed8_r2 mixed8_r3 #Northland Raceway mixed5_outer_loop mixed5_outer_loop_rev mixed5_inner_loop mixed5_inner_loop_rev mixed5_free_route #Pinehills Raceway mixed3_long_loop mixed3_long_loop_rev mixed3_short_loop mixed3_short_loop_rev #Rockfield Roughspot fields09_1 #Rosenheim Raceway mixed4_main_circuit mixed4_main_circuit_rev #Sandstone Raceway sandpit1_long_loop sandpit1_long_loop_rev sandpit1_short_loop sandpit1_short_loop_rev sandpit1_alt_loop sandpit1_alt_loop_rev #Savolax Sandpit sandpit2_2 sandpit2_2_rev sandpit2_full_circuit sandpit2_full_circuit_rev #The Maw fields11_1 #Thunderbowl urban07 #Tribend Raceway forest12_1 forest12_1_rev forest12_2 #Vale Falls forest11_1 forest11_1_rev forest11_2 forest11_2_rev
Ultima modifica da jannesBB; 9 lug 2020, ore 0:50
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Visualizzazione di 616-630 commenti su 666
If you can join a server with 70 PING or less, should not be laggy. At 100+ PING, you start seeing some lag effects. Now the half second lag spike when a player quits the race, there no stopping that. :(

If one of you join a server, the other player should be able to click on Friends tab and see what server your in.
Wreckfest is one of the unusual games by offering to have its own server. In many games, the servers are maintained by the manufacturer itself or by its third party. This invariably causes the ping/lag to be high, as well as the fact that the game cannot be modified with mods. So when and if you are behind a NAT, of course you have to open a port there and direct each port to the machine that hosts the game (host or desiccated server). In this sense, Wreckfest is no exception compared to e.g. CS:GO.
Does the GOG version of the game use the same ports for Port Forwarding?
Ultima modifica da Canes; 10 mar 2023, ore 17:06
HI, the eventloop command is the votemap int the end of the race?
/eventloop command on Wreckfest textbox either stop the current eventloop or if stopped, start it again. I think you mean the server_config.cfg command line "enable_track_vote=1" whish enables track/ arena voting on server.
Messaggio originale di The Stig:
/eventloop command on Wreckfest textbox either stop the current eventloop or if stopped, start it again. I think you mean the server_config.cfg command line "enable_track_vote=1" whish enables track/ arena voting on server.

Thank you!!!
Messaggio originale di Canes:
Does the GOG version of the game use the same ports for Port Forwarding?
Yes. But keep in mind that the current version of the GOG client (game) is 1.0j, so if you want to play on servers made with the steam client or steamcmd, then you need to downgrade your game to version 1.0i. You can do so by useing gog galaxy. The offline installer is version 1.0j only, not 1.0i.

If you want to host your own server and you want steam users to be able to join it, either use steamcmd to create your server, or make sure your gog client is version 1.0i
It would be much appreciated if this was fixed soon by patching WF to the same version on steam and gog.
Ultima modifica da Al Buffito; 22 mar 2023, ore 19:09
Would seem Bugbear going have to do an update to all PC versions that get all versions on the same "page" ( matching files ) to play together online.
Messaggio originale di Al Buffito:
Messaggio originale di Canes:
Does the GOG version of the game use the same ports for Port Forwarding?
Yes. But keep in mind that the current version of the GOG client (game) is 1.0j, so if you want to play on servers made with the steam client or steamcmd, then you need to downgrade your game to version 1.0i. You can do so by useing gog galaxy. The offline installer is version 1.0j only, not 1.0i.

If you want to host your own server and you want steam users to be able to join it, either use steamcmd to create your server, or make sure your gog client is version 1.0i
It would be much appreciated if this was fixed soon by patching WF to the same version on steam and gog.
Since January, i wanst able to create a server and play it from INTERNET tab, just only LAN tab, its broken.
Messaggio originale di Virulillas S-117:
Since January, i wanst able to create a server and play it from INTERNET tab, just only LAN tab, its broken.
If you see the server in LAN but not on the Internet tab, then this is propably a port forwarding issue. Do you know how to set port forwarding in your router?
Messaggio originale di Al Buffito:
Messaggio originale di Virulillas S-117:
Since January, i wanst able to create a server and play it from INTERNET tab, just only LAN tab, its broken.
If you see the server in LAN but not on the Internet tab, then this is propably a port forwarding issue. Do you know how to set port forwarding in your router?
Not port forwarding problem, i have the ports open and my server is in a server with DMZ
If the server is on the LAN w/ you, you will see it on the LAN tab only. Others outside your LAN will see it in the internet tab, unless you have NAT-loopback of some sort. Bring up your server and wait a few for it to propagate in the steam master servers, then have a friend then look for it by name in the games server browser. Also in the server console you should see it connect to steam after verifying, spewing some warnings, and adding bots:

* 15:08:01 Verifying...
* 15:08:04 Starting server...
>[2023-03-23-15:08:04][WARNING]: IsSubsystemNative, not defined subsystem, fallb
ack to wrapper 'User'
[2023-03-23-15:08:04][WARNING]: IsSubsystemNative, not defined subsystem, fallba
ck to wrapper 'NetworkingSockets'
[2023-03-23-15:08:04][WARNING]: IsSubsystemNative, not defined subsystem, fallba
ck to wrapper 'NetworkingSockets'
[2023-03-23-15:08:04][WARNING]: IsSubsystemNative, not defined subsystem, fallba
ck to wrapper 'Utils'
[2023-03-23-15:08:04][WARNING]: IsSubsystemNative, not defined subsystem, fallba
ck to wrapper 'NetworkingUtils'
[2023-03-23-15:08:04][WARNING]: IsSubsystemNative, not defined subsystem, fallba
ck to wrapper 'NetworkingUtils'
[2023-03-23-15:08:05][WARNING]: IsSubsystemNative, not defined subsystem, fallba
ck to wrapper 'NetworkingSockets'
* 15:08:05 - *Mianki has joined.
* 15:08:05 - *Hacksore has joined.
* 15:08:05 - *scubasteve1795 has joined.
* 15:08:05 - *Rakan A. has joined.
* 15:08:05 - *Sneip has joined.
* 15:08:08 Server connected to Steam.

hope this helps....
Messaggio originale di SS ⛧Veritas⛧ +ORCON+:
If the server is on the LAN w/ you, you will see it on the LAN tab only. Others outside your LAN will see it in the internet tab, unless you have NAT-loopback of some sort. Bring up your server and wait a few for it to propagate in the steam master servers, then have a friend then look for it by name in the games server browser. Also in the server console you should see it connect to steam after verifying, spewing some warnings, and adding bots:

* 15:08:01 Verifying...
* 15:08:04 Starting server...
>[2023-03-23-15:08:04][WARNING]: IsSubsystemNative, not defined subsystem, fallb
ack to wrapper 'User'
[2023-03-23-15:08:04][WARNING]: IsSubsystemNative, not defined subsystem, fallba
ck to wrapper 'NetworkingSockets'
[2023-03-23-15:08:04][WARNING]: IsSubsystemNative, not defined subsystem, fallba
ck to wrapper 'NetworkingSockets'
[2023-03-23-15:08:04][WARNING]: IsSubsystemNative, not defined subsystem, fallba
ck to wrapper 'Utils'
[2023-03-23-15:08:04][WARNING]: IsSubsystemNative, not defined subsystem, fallba
ck to wrapper 'NetworkingUtils'
[2023-03-23-15:08:04][WARNING]: IsSubsystemNative, not defined subsystem, fallba
ck to wrapper 'NetworkingUtils'
[2023-03-23-15:08:05][WARNING]: IsSubsystemNative, not defined subsystem, fallba
ck to wrapper 'NetworkingSockets'
* 15:08:05 - *Mianki has joined.
* 15:08:05 - *Hacksore has joined.
* 15:08:05 - *scubasteve1795 has joined.
* 15:08:05 - *Rakan A. has joined.
* 15:08:05 - *Sneip has joined.
* 15:08:08 Server connected to Steam.

hope this helps....
Server its not on LAN mode, but only apperas on LAN tab. and its connected to steam
How do you fix "Couldn't load Libprotobuff.dll" when booting the server up?
Messaggio originale di Touch The Fluffy Tail:
How do you fix "Couldn't load Libprotobuff.dll" when booting the server up?
same here :(
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