git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@809 e016b1c5-ed68-44aa-a2f7-31cac88cffde
186 lines
6.1 KiB
HTML
186 lines
6.1 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
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<head>
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<title>ActionCube README</title>
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<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8" />
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<link rel="stylesheet" href="docs.css" />
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</head>
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<body>
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<div align="center">
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<div id="header">Rabid Viper Productions</div>
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<div id="main">
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<h2>
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Setting up a Server
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</h2>
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<h3>The ActionCube Server</h3>
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<p>
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Dedicated servers run in the shell only (no graphics), with increased priority yet use very little cpu time and memory,
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so you can run one in the background, or at the same time with a client if you want to host a game. Server port is
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fixed at 28763, with 28764 being used for the server info requests (both UDP). See the <a href="getstarted.html">Get Started Guide</a>
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to find out how to join a server.
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</p>
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<h3>Main Configuration</h3>
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<p>
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The ActionCube server is mainly configured using command line options set in the server script <i>actioncube_server.bat</i> on windows or
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<i>actioncube_server.sh</i> on linux.
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</p>
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<div class="code">
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bin_win32\ac_server.exe -c8 -n"My AC Server"
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</div>
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<p>
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Possible command line options can be obtained from the <a href="config.html">configuration section</a> of this readme.
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Run the script to start the server.
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</p>
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<h3>Maprotation</h3>
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<p>
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In the maprotation file specified on the command line (default: <i>config/maprot.cfg</i>), you can specify
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the map, mode, time and voting for your server. Each line defines one round. Example:
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</p>
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<pre>
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// server side maprotations
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// WARNING: You can NOT use CubeScript in there
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// use the following scheme:
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// map:mode:time:allowVote
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// tdm
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ac_complex:0:10:1
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ac_depot:0:10:1
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ac_desert:0:10:1
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ac_mines:0:10:1
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// ctf
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ac_mines:5:10:1
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ac_depot:5:10:1
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</pre>
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<p>
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The first line, <span class="code">ac_complex:0:10:1</span>, means, the map <i>ac_complex</i> is played
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in mode 0 (Team Deathmatch) for 10 minutes. The connected players are allowed to vote.
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</p>
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<h2>Administration</h2>
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<h3>Cheating</h3>
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<p>
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Cheating is a problem that can't be solved entirely.
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ActionCube is opensource, so everyone that knows how to compile it can easily modify the source to do whatever he wants,
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thats the problem of opensource games. The fact that the whole game logic is client-side, to save a lot bandwith, makes it even easier to cheat.
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There is no way to avoid this abuse.
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</p>
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<h3>Master Mode</h3>
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<p>
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ActionCube adapts the useful feature called <i>master mode</i> known from the Cube 2 games. It's implemented in a slightly different way though.
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Servers operate in a so called <i>master mode</i> which allows people to easily and painlessly have games with people they know,
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without being disturbed by cheaters. The way it works is very simple: the first person to enter a server and use the <span class="code">setmaster</span>
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command becomes the master of that server. The master of a server can force map changes, set a different master mode and perform other
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administrative actions normal players can't.
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</p>
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<div class="code">
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setmaster B P
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</div>
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<p>
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where is <i>B</i> is 1 to claim master or 0 to give up master. <i>P</i> is an optional password that can be supplied to become master
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even if there is already a master on the server. The owner of a server can configure this password and use it as tool to remove the current master
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and become master himself.
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</p>
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<p>
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The master can change the master mode of the server using the <span class="code">mastermode</span> command:
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</p>
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<div class="code">
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mastermode N
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</div>
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<p>
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sets the master mode to <i>N</i>. Possible master modes are:
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</p>
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<ul>
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<li>0 (open) - Anyone can enter the server. This is the default mode. It is good for games with random people, if no cheaters appear to be around.</li>
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<li>1 (private) - Noone can join the server anymore. Good for games with friends when cheaters are around, cheaters wont even connect, so wont have the chance to try and screw things up.</li>
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</ul>
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<h3>Kick and Ban</h3>
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<p>
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Once you claimed master, you can kick and ban people from the server. Open the scoreboard (key: TAB) to look up the client number (cn) of the player
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you want to kick or ban.
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</p>
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<div class="code">
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kick N
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</div>
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<p>
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kicks the player with the client number <i>N</i> from the server.
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</p>
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<div class="code">
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ban N
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</div>
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<p>
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kicks the player with the client number <i>N</i> from the server and refuses any connection attempts from his IP for the next 20 minutes.
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</p>
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<div class="code">
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rembans
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</div>
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<p>
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This removes all active bans.
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</p>
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<h3>Auto Team</h3>
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<p>
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The current master can enable the auto-team option for the server. If enabled, newly connected clients will be forced to the smaller team and switching to the bigger
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or equal sized team won't be possible anymore. A team shuffle is performed every time the game mode changes from FFA to a team mode and when the auto-team
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option is initally enabled.
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</p>
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<div class="code">
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autoteam N
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</div>
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<p>
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where <i>N</i> is 1 to enable and 0 to disable the auto-team option.
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</p>
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<h3>Master Menu</h3>
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<p>
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Some administrative actions can be done using the GUI. Use this command to bring up the master menu:
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</p>
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<div class="code">
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mastermenu
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</div>
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</div>
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<div id="footer"><a href="../README.html">← BACK TO MAIN SITE</a></div>
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</div>
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</body>
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</html>
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