Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Click on the chat screen itself.
It's mostly this step I'm worried about:
"6. Make sure you are logged into steam, and run "LobbyServer.bat". After a couple of seconds, your server should be ready!"
Makes me think that 'logged into steam' means that I should be logged in the Steam client. I haven't explored SteamCMD yet, but if it means that I should login via SteamCMD, then I might explore it.
Since the steps in the link are for windows, I'll try and see if I can follow the SteamCMD documentation for Linux and check how I can run the same commands from the TFH link.
If I can get this running, we might just be able to get an Asian server...
EDIT: So I just checked and the files involved to run the lobby are .exe and .dlls, which are Windows-only executables... RIP. Dream is dead for now unless I get a Windows server somewhere
EDIT2: This is gonna sound like a dumb question, but do I need TFH installed on the computer that's gonna run the pixel lobby server? I'm trying to run LobbyServer.bat right now on a minimalistic server but running into all sorts of Windows-related errors like DirectX stuff. Makes me wonder if the thing is looking for the TFH executable.
EDIT3: w/e I put up a test server using a really weak Windows Server right now lol, let's see if this works well enough
Pixel Lobby Server Hosting/Setup Guide
Supported Operating Systems
Windows & Linux
(Not Mac, sorry!)
Note that with the 3.0 update to TFH, we have moved our server hosting to EOS from Steam. This allows a lot more freedom, but has caused a bit of a change to the way things are set up. We've done work to make it as similar as possible, and as unnoticeable as we can get it!
Step 1: Port Forwarding
(May not be needed, your mileage may vary!)
Most of the time you will need to set up port forwarding on your local network in order for people to be allowed to join your server. There are many port forwarding guides out there depending on your type of router. Here's a general guide: http://www.wikihow.com/Set-Up-Port-Forwarding-on-a-Router There's also this: https://portforward.com/ We also encourage you to look up a guide specially for your model.
Do not use DMZ Host unless you really understand it. The standard "Forwarding" or "Port Forwarding" options for your router should work just fine.
The port you must forward for a Pixel Lobby server is 40000 by default (TCP and UDP).
If you run into issues with the server not being visible, please also try these port ranges: 27000-27050 and 8768-8891.
Step 2: Install Server Files
1. Create a folder to house the TFH server files. You can name it whatever you want!
2. Download and install SteamCMD https://developer.valvesoftware.com/wiki/SteamCMD
3. Launch SteamCMD, and run the following commands:
Code:
force_install_dir "the full path to the folder you set up earlier. btw you also need these quotes."
login anonymous
app_update 643090 validate
4. The server files will now download. When it's done, enter this command:
Code:
exit
5. Open serverV3.cfg in a text editor of your choice, configure the settings as desired, then save/close.
This includes setting both your internal_ip_address and your external_ip_address in the file as well.
!!!!!Depending on your setup, both of those may need to be listed as what your external IP address actually is.!!!!!
6. Make sure you are logged into Steam. If on Windows, double-click "LobbyServer.bat". If on Linux, run "LobbyServer.sh". After a few seconds, your server should be up!
(If you want to UPDATE your server, repeat steps 3 to 5).
NOTE: If you wish to host multiple servers on one machine, open your serverV3.cfg and edit this line from
Code:
use_open_id = false
to
Code:
use_open_id = true
And then save your serverV3.cfg file.
WARNING: As soon as you start your server up, it will be available to the public! If you wish to have a private server, please see below!
Optional: Server Passcode
You may set a passcode for you server in the serverV3.cfg file. Passcodes are formatted as directional inputs (Up, Down, Left, or Right) and are entered by players as they attempt to join your server from the browser list.
It accepts both letter notation (udlr) and numpad notation (8246). No diagonals. Passcodes may be anywhere from 1-8 inputs long.
Example:
passcode="uuddlrlr"
or
passcode="88224646"
It is possible to set a temporary passcode ingame from within the server by using a chat command:
/passcode udlr
To temporarily clear your server's passcode (allowing public entry), type nothing else after the command, like this:
/passcode
Temporary passcodes and clears do not persist if the server is restarted. At launch, the server defaults to whatever is in the server.cfg file.
Admins and mods of your server (set in \config\mods.cfg) automatically bypass server passcode. They will still receive a passcode prompt ingame, but any input will allow them to successfully connect.
Mane6 staff members are always able to join any operating Pixel Lobby server, regardless if it has a passcode set, and even if the server is at maximum player capacity.
Server Announcements
Mods of Pixel Lobby servers can use the /announce command in the chat to push short server-wide announcements that show up at the top of the screen for all players on the overworld, in the Salt Mines, even in fights.