137 lines
6.5 KiB
XML
137 lines
6.5 KiB
XML
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
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<settings version="20">
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<misc>
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<!-- Min logging level: Debug, Info, Important, Warning, Error -->
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<min_log_severity>Important</min_log_severity>
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<!-- Language -->
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<language></language>
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</misc>
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<network>
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<!-- Network port address (default 6000) -->
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<port>6000</port>
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<!-- Is this a public server?
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(setting the value to 1 will add it to the public server list) (0/1) -->
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<is_public_server>0</is_public_server>
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<!-- IMPORTANT!
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Server private GUID.
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Do NOT share it.
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Do NOT copy it to other file.
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It's used to identify your server regardless of the IP address.
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Leave this field empty so the game server will acquire a new GUID on the next launch.
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If you copy the SettingsServer.xml file to use with a different game server - ERASE the value!
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(Please note: if another game server is using this private GUID,
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current server instance will be disconnected from the Master Server
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and replaced with another server's address) -->
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<server_private_guid></server_private_guid>
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<!-- Server public GUID
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Do NOT modify it. It's assigned by Master Server and you CAN share it with players
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to make it easier to connect to your server via Custom servers list. -->
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<server_public_guid></server_public_guid>
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<!-- (For expert users only!)
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Server network interface IP address
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If you have more than a single IP address, you can select which one you wish to bind to
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(please leave the default value 0.0.0.0 to bind to all the network interfaces) -->
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<ip>0.0.0.0</ip>
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<!-- (For expert users only!)
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Custom master server network port address
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(default 0 - the server will use a random port) -->
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<master_server_client_port>0</master_server_client_port>
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<!-- (For expert users only!)
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Your server domain address like "myserver.com"
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Master server will verify it and if it matches the server IP address
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it will be displayed instead of the IP address to clients
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If you're editing this, it may be necessary to change the 'ip' setting above
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to the IP address matching the IP address assigned to your hostname
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(leave it empty if you want clients to simply connect to the server IP address) -->
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<public_server_host_name></public_server_host_name>
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</network>
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<server>
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<!-- Server name. Please keep it short (max 64 chars) -->
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<name>AMP Powered CryoFall Server</name>
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<!-- Server description.
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Max length 600 chars (please keep it as short as possible).
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Please note: edit this right in the game after connecting to this game server
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(you need to be added to the server operators list)
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- the "Edit" button is available in "Current Game" menu. -->
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<description>AMP Powered CryoFall Server.</description>
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<!-- Server welcome message. Will be displayed on login.
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Write server rules here or anything you like.
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Max length 4096 chars.
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Please note: edit this right in the game after connecting to this game server
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(you need to be added to the server operators list)
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- the "Edit" button is available in "Current Game" menu. -->
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<welcome_message>Welcome to my CryoFall server!</welcome_message>
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<!-- Server framerate (server tick-rate)
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(recommended 40; on low spec hardware can be set to 20;
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for super-fast and/or low population servers can be set to 60) -->
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<fps>40</fps>
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<!-- How often physics updates are sent to players, per second.
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Affects the game latency. Recommended 20, at least 10 for smooth movement required,
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higher than 30 is not necessary but might be useful for fast-paced deathmatch game servers.
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It's best to keep the value in an exact ratio to the FPS setting
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(1:1, or 1:2 when every second server frame results in a physics network update). -->
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<fps_network_physics_update>20</fps_network_physics_update>
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<!-- Max online players count
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(new clients will be unable to connect if the server is full) -->
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<players_max_count>100</players_max_count>
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<!-- Are client-side modifications prohibited?
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Setting this value to 1 will disallow client modifications,
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all client mods will be disabled for all players. (0/1)
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(it's recommended for PvP servers to set it to 1) -->
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<no_client_mods>0</no_client_mods>
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<!-- Auto-save interval (in minutes) -->
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<autosave_interval>60</autosave_interval>
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<!-- How many backup copies should be stored for the savegame.
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Please keep the number reasonable as every savegame usually takes about 20-40 MB!
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Min number: 3. Max number: 100. -->
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<save_backups_count>25</save_backups_count>
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<!-- Slot ID (a number) for the savegame
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(you can have multiple slots each one with the unique world) -->
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<savegame_slot_id>0</savegame_slot_id>
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<!-- Comma-separated list of server operators (users with admin access).
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Add yourself first here (use your in-game username as written in the bottom right corner of the main menu).
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Then you can add more players to this list by using the in-game /opAdd console command. -->
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<server_operators_list></server_operators_list>
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<!-- Comma-separated list of server moderators (users with moderator access).
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No need to specify server operators here as they have moderators access anyway.
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Server operators can extend this list by using the in-game /moderatorAdd console command. -->
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<server_moderators_list></server_moderators_list>
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<!-- Comma-separated list of whitelisted players. Use the in-game /mod console commands to manage this. -->
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<access_whitelist></access_whitelist>
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<!-- Is whitelist enabled? (1=yes, 0=no) Use the in-game /mod console commands to manage this. -->
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<access_whitelist_enabled>0</access_whitelist_enabled>
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<!-- Comma-separated list of blacklisted players. Use the in-game /mod console commands to manage this. -->
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<access_blacklist></access_blacklist>
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</server>
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</settings> |