Diskussion um pCARS Dedicated Server Installation - Konfiguration - Erklärung

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  • Wollte heute mal wieder einen Dedicated Server aufsetzten der einfach läuft und Leute daruf joinen können mit allen sachen schon voreingestellt. Aber irgend wie krieg ich das nicht mehr hin.... vor ein paar Monaten ging das noch ohne Probleme.... übersehe ich etwas? oder gibt es einen bekannten Bug?

    Hier habe ich euch mal meine Config sowie Log. Im Log steht sogar "allow empty join: enabled und "game setup control: enabled"

    Oder sieht es mein Client einfach nicht? Habe den Server einfach mal laufen lassen... eventuell sieht Ihr in ja und könnt joinen.

    JavaScript-Quellcode: server.cfg

    1. "//" : "You can use dummy entries like this to write comments into the config. 'rem' and '#' are also supported as comment entries."
    2. // But in recent version of the server, standard C++ like one-liner comments are supported as well.
    3. //////////////////////////
    4. // Basic server options //
    5. //////////////////////////
    6. // Logging level of the server. Messages of this severity and more important will be logged. Can be any of debug/info/warning/error.
    7. logLevel : "info"
    8. // Number of gameplay events stored on the server. Oldest ones will be discarded once the game logs more.
    9. eventsLogSize : 10000
    10. // The server's name, this will appear in server browser (when implemented) and will be also the default name of sessions hosted on the server.
    11. name : "ARLA Formula Training"
    12. // Authenticate users with Steam to check VAC ban when set to true.
    13. secure : true
    14. // Password required to create sessions on the server as well as to join the sessions, password set in Create options is ignored on DS.
    15. password : ""
    16. // Maximum size of sessions that can be created on this server.
    17. // Note that setting this above 16 will allow sessions unjoinable by 32-bit clients to be created on the server.
    18. // The game also currently does not support sessions larger than 32, even if the server can be configured for up to 64 players.
    19. maxPlayerCount : 26
    20. // IP address where the server's sockets should be bound. Leave empty for 'all interfaces'.
    21. bindIP : ""
    22. // ports used to communicate with Steam and game, they must all be accessible on the public IP of the server.
    23. steamPort : 8766
    24. hostPort : 27015
    25. queryPort : 27016
    26. // Delay between server ticks in milliseconds, when not hosting and when hosting a game, respectively.
    27. // Lower values will make the server more responsible and decrease latency by a bit at the expense of higher CPU usage.
    28. sleepWaiting : 250
    29. sleepActive : 10
    30. // (blacklist and whitelist is intentionally not included in this basic sample config as they can complicate things a bit.)
    31. ///////////////////////////
    32. // HttpApi configuration //
    33. ///////////////////////////
    34. // This provides http-based API and basic web-based controls using a built-in http server.
    35. // HttpApi is disabled by default, and if you enable it with everything else left to default it will listen only locally on 127.0.0.1:9000
    36. // Master enable/disable toggle.
    37. enableHttpApi : false
    38. // Similar to logLevel above but used only for libwebsockets output.
    39. // Note that all logging still goes through the main filter, so you won't be able to use more verbose logging here than the main level.
    40. httpApiLogLevel : "warning"
    41. // Interface name or IP where to bind the local http server providing the API and web-based controls.
    42. // This is the textual name of the interface as assigned by your OS, or IP address of the interface.
    43. // The default value is "127.0.0.1", change it to an empty string to bind the listen socket to all available interfaces.
    44. httpApiInterface : "127.0.0.1"
    45. // Port where the local http server listens.
    46. httpApiPort : 9000
    47. // Map with extra HTTP headers to add to HTTP API responses.
    48. // The keys are the conditions for adding the headers, the values are the headers to add.
    49. // There are no conditions supported yet, so just use "*" for a generic wildard for now, that will match everything in the future too.
    50. httpApiExtraHeaders : {
    51. "*" : "Access-Control-Allow-Origin: *"
    52. }
    53. // Http API access level overrides.
    54. // Each HTTP API endpoint defines its default access level, usually one of "public", "private" or "admin".
    55. // This map can override these levels to anything else. The keys are wildcard endpoint paths, and the values are the
    56. // access levels to use. The first path that matches will be used, processing them in the order as written here.
    57. // The wildcard patterns are case-sensitive and can contain:
    58. // - '*': matches 0 or more characters
    59. // - '%': matches 0 or more characters except for forward slash
    60. // - '?': matches 1 character
    61. httpApiAccessLevels : {
    62. // The default is empty, using defaults as defined by the endpoints themselves.
    63. // But you could for example use this to change all access levels to public (not recommended!)
    64. // "*" : "public"
    65. // Or this to hide the status from public
    66. // "" : "private"
    67. // "status" : "private"
    68. // And similar to hide the help and lists from public
    69. // "api/help" : "private"
    70. // "api/list*" : "private"
    71. // As you can see from the example above, the paths should be written with no initial or trailing slashes.
    72. }
    73. // Filtering rules for the access levels.
    74. // The default access levels are "public", "private" and "admin", but the httpAccessLevels above can define any additional levels.
    75. // This map then tells the server who has access to which level. It's a map from level names to filtering rules.
    76. //
    77. // Filtering rules are then specified as a list of structures, processed in the order as written in the config.
    78. // Each rule structure contains a type" and then type-specific fields. The supported types are:
    79. // - "accept": Accept this request, no additional checks.
    80. // - "reject": Reject this request, no additional checks.
    81. // - "reject-password": Reject this request and let the client know that a password is required, no additional checks.
    82. // - "ip-accept": Accept this request if it matches the "ip" mask in CIDR notation (for example, "192.168.1.0/24")
    83. // - "ip-reject": Reject this request if it matches the "ip" mask in CIDR notation (for example, "192.168.1.0/24")
    84. // - "user": Accept this request if it authenticates as given "user".
    85. // - "group" : Accept this request if it authenticates as given "group".
    86. //
    87. // User/group authentication is done using the standard HTTP basic access authentication (https://en.wikipedia.org/wiki/Basic_access_authentication).
    88. httpApiAccessFilters : {
    89. // Public rules. The default is to accept everything.
    90. "public" : [
    91. { "type" : "accept" }
    92. ],
    93. // Private rules. The default is to accept queries from localhost, queries authenticated as users in the "private" group
    94. // and to reject anything else.
    95. "private" : [
    96. { "type" : "ip-accept", "ip" : "127.0.0.1/32" },
    97. { "type" : "group", "group" : "private" },
    98. { "type" : "reject-password" }
    99. ],
    100. // Admin rules. The default is to accept queries from localhost, queries authenticated as users in the "admin" group
    101. // and to reject anything else.
    102. "admin" : [
    103. { "type" : "ip-accept", "ip" : "127.0.0.1/32" },
    104. { "type" : "group", "group" : "admin" },
    105. { "type" : "reject-password" }
    106. ],
    107. }
    108. // User list. Map from user names to passwords, in plain text.
    109. httpApiUsers : {
    110. // "stepan" : "foo",
    111. // "michal" : "bar",
    112. }
    113. // User groups. Map from group names to lists of users in said groups.
    114. httpApiGroups : {
    115. // "private" : [ "stepan", "michal" ],
    116. // "admin" : [ "stepan" ],
    117. }
    118. //////////////////////////
    119. // LuaApi configuration //
    120. //////////////////////////
    121. // Lua API allows the server to be extended by in-server scripting in Lua.
    122. // The server is running Lua version 5.3, currently with no sandboxing applied to the add-ons. All standard Lua library functions are available.
    123. // WARNING: The LuaApi is not final and the following breaking changes are planned soon:
    124. // - Rename Lua addon metadata files from *.txt to *.json
    125. // - Remove default config from the metadata and put it into separate file *_default_config.json
    126. // - Separate config and persistent data, so that data saved by addons will not pollute the config files, and the config files will retain all comments from the default files.
    127. // Master enable/disable toggle.
    128. enableLuaApi : true
    129. // Root directory from which the Lua addons are loaded. Relative to current directory if it's not absolute.
    130. luaAddonRoot: "lua"
    131. // Root directory where the addon configs will be stored if written out by addons. Default configs are defined in the addon base text files.
    132. luaConfigRoot: "lua_config"
    133. // Root directory where the addon output will be written, once supported. For now the io functions can write anywhere, but this will be limited to this directory in the future.
    134. luaOutputRoot: "lua_output"
    135. // Names of all Lua addons to load. The addons will be loaded in the specified order. Each addon can list other addons as its dependencies, which attempt to load those first.
    136. // The server will load addons from directory specified in "luaAddonRoot", loading of each addon will start by loading its config from ADDON_NAME/ADDON_NAME.txt
    137. luaApiAddons : [
    138. // Core server bootup scripts and helper functions. This will be always loaded first even if not specified here because it's an implicit dependency of all addons.
    139. "sms_base",
    140. // Automatic race setup rotation.
    141. //"sms_rotate",
    142. // Sends greetings messages to joining members, optionally with race setup info, optionally also whenever returning back to lobby post-race.
    143. //"sms_motd",
    144. // Tracks various stats on the server - server, session and player stats.
    145. //"sms_stats",
    146. ]
    147. ////////////////////////////////
    148. // Game setup control options //
    149. ////////////////////////////////
    150. // Set to true to make this server show up in the browser even if it's empty.
    151. allowEmptyJoin : true
    152. // Set to true to enable API that allows the server to control the game's setup. The host will not be able to control the setup if this is set.
    153. // Set to true to enable API that allows the server to control the game's setup. The host will not be able to control the setup if this is set.
    154. // This must be set to "true" for the following attributes to work: ServerControlsTrack, ServerControlsVehicleClass, ServerControlsVehicle
    155. controlGameSetup : true
    156. // Initial attribute values, see /api/list/attributes/session for the full list.
    157. // These attributes will be used when joining an empty server via the borwser (if allowEmptyJoin is true) and as the intial attributes for the set_attributes and set_next_attributes APIs (if controlGameSetup is true)
    158. // The defaults set these values:
    159. sessionAttributes : {
    160. // The host player can control track selection if set to 0. Set to 1 to disable track selection in the game.
    161. "ServerControlsTrack" : 1,
    162. // The host player can change the vehicle class by going through the garage if set to 0. Set to 1 to disallow players changing the class.
    163. // Flag FORCE_SAME_VEHICLE_CLASS (1024) should be also set for this to make sense, otherwise players are able to choose cars from any class.
    164. "ServerControlsVehicleClass" : 1,
    165. // Players can change their vehicle if set to 0. Set to 1 to disallow players changing the vehicle.
    166. // Flag FORCE_IDENTICAL_VEHICLES (2) should be also set for this to make sense.
    167. "ServerControlsVehicle" : 1,
    168. // Grid size up to 32, all reserved to players, so no AI.
    169. // Note that 32-bit clients will not be able to join the game if this is larger than 16.
    170. "GridSize" : 26,
    171. "MaxPlayers" : 26,
    172. // Just 3 race laps.
    173. "Practice1Length" : 90,
    174. "Practice2Length" : 90,
    175. "QualifyLength" : 30,
    176. "WarmupLength" : 5,
    177. "Race1Length" : 27,
    178. // Race flags - bitfield consisting of many flags, the default is set like this:
    179. // ALLOW_CUSTOM_VEHICLE_SETUP (8) + ABS_ALLOWED (32) + SC_ALLOWED (64) + TCS_ALLOWED (128) + "
    180. // FORCE_SAME_VEHICLE_CLASS (1024) + FILL_SESSION_WITH_AI (131072) + AUTO_START_ENGINE (524288) = 656616"
    181. // See /api/list/flags/session in HTTP API, or globals "lists.flags.session" or "SessionFlags" in Lua API for the full list.
    182. "Flags" : 4981994,
    183. // AI opponent difficulty, from 0 to 100. Applies only on loading if GridSize is larger than MaxPlayers, and the FILL_SESSION_WITH_AI flag is enabled.
    184. "OpponentDifficulty" : 50,
    185. // Visual only damage
    186. "DamageType" : 3,
    187. // No tire wear.
    188. "TireWearType" : 5,
    189. // Fuel usage off.
    190. "FuelUsageType" : 0,
    191. // Penalties on.
    192. "PenaltiesType" : 1,
    193. // Any camera view allowed.
    194. "AllowedViews" : 0,
    195. // Track Brands Hatch Indy. See /api/list/tracks/ in HTTP API or globals "lists.tracks", "id_to_track" or "name_to_track" in Lua API.
    196. "TrackId" : 1641471184,
    197. // Vehicle class Road A. See /api/list/vehicle_classes/ in HTTP API or globals "lists.vehicle_classes", "id_to_vehicle_class" or "name_to_vehicle_class" in Lua API.
    198. "VehicleClassId" : -1981841276,
    199. // Vehicle Renault Megane (but not forced by default flags). See /api/list/vehicles/ in HTTP API or globals "lists.vehicles", "id_to_vehicle" or "name_to_vehicle" in Lua API.
    200. "VehicleModelId" : 1626504761,
    201. // Starting date and time.
    202. "DateYear" : 2016,
    203. "DateMonth" : 4,
    204. "DateDay" : 24,
    205. "DateHour" : 12,
    206. "DateMinute" : 0,
    207. // Standard speed for date and weather progression.
    208. "DateProgression" : 1,
    209. "ForecastProgression" : 1,
    210. // Single weather slot set to "Weather_Clear1". See /api/list/enums/weather in HTTP API or globals "lists.enums.weather" or "Weather" in Lua API.
    211. "WeatherSlots" : 1,
    212. "WeatherSlot1" : 270338437,
    213. "WeatherSlot2" : -934211870,
    214. "WeatherSlot3" : -934211870,
    215. "WeatherSlot4" : -934211870,
    216. }
    Alles anzeigen



    Shell-Script

    1. surtic86@game-server /gameservers/pcars/formula_renault $ ./DedicatedServerCmd
    2. [2016-03-27 10:36:52] INFO: Starting up the Dedicated Server Library.
    3. [2016-03-27 10:36:52] INFO: Server configuration loaded:
    4. - server build version: 88
    5. - protocol version: 136 (1.0.1.36)
    6. - server name: ARLA Formula Training
    7. - max session size: 26
    8. - details: secure, bind IP INADDR_ANY, Steam port 8766, host port 27015, query port 27016, password protected no
    9. - whitelist size: 0
    10. - blacklist size: 0
    11. - lua api: enabled
    12. - http api: disabled
    13. - allow empty join: enabled
    14. - game setup control: enabled
    15. [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
    16. Setting breakpad minidump AppID = 234630
    17. [2016-03-27 10:36:52] INFO: HttpApi disabled
    18. [2016-03-27 10:36:52] INFO: Loading LuaApi addon 'sms_base'...
    19. [2016-03-27 10:36:52] INFO: LuaApi started
    20. [2016-03-27 10:36:52] INFO: Dedicated server is starting...
    21. [2016-03-27 10:36:53] INFO: Connection to Steam established
    22. [2016-03-27 10:36:53] INFO: Received public IP 85.10.245.154
    23. [2016-03-27 10:36:53] INFO: Server logged in with Steam id 90100316367283200 ; server is secure
    24. [2016-03-27 10:36:53] INFO: Server startup finished: AppId 234630, public IP 85.10.245.154, Steam id 90100316367283200 ; switching to running state
    Alles anzeigen
  • Ein paar Gedanken dazu...
    1. kontrolliere nochmal, dass die beiden udp ports und der tcp port in iptables richtig freigegeben sind. die steam fehlermeldung deutet darauf hin.
    2. der Server scheint stabiler zu laufen, wenn secure off ist
    3. der Server kommt auch dann nicht in die ingame liste, wenn gridsize größer eingestellt ist, als die verfügbaren boxen auf der gewählten strecke.
    _____________________________________________________________

    RaceApp: Deine SimRacing Liga Verwaltung
  • Danke für deine Hilfe.

    1. Ports sind IO, denn wenn ich "controlGameSetup : false" mache kann ich über den Dedicated Server einen Server erstellen. Welche Fehler Meldung meinst du? "[S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed." Diese? Die hat nichts zu bedeuten... kriegt man immer... zumal habe ich noch nie was gesehen ohne diese. Auch bei meinen ARK Servern krieg ich die aber spielt keine Rolle.
    2. Hat leider nichts bewirkt...
    3. Als Track habe ich Silverstone der max 32 Autos drauf haben kann. In meiner Config sind max Session 26
    • maxPlayerCount : 26
    • "GridSize" : 26,
    • "MaxPlayers" : 26


    @Snoopy hast du eventuell noch eine Idee?


    Es ist einfach sowas von mühsam.... gibt es irgend eine Online List die besser ist als die Kack InGame Server Liste? Die auch alle Server anzeigt?


    Edit:
    Wenn ich die HTTP API aufrufe erhalte ich folgende Ausgabe :/ irgend was stimmt da einfach nicht... bin einfach ratlos vor allem da ich auch schon die Default config genommen habe.

    Quellcode

    1. Session
    2. State: Idle
    3. Name:
    4. Lobby ID: 0
    5. Joinable: no
  • Hi,

    in welcher Liste siehst Du den Server nicht?
    Bedenke: Die Online Liste (Webseite) ist für'n Ar...
    Wenn Du InGame geschaut hast, bedenke, dass Du rechts alle Filter auf "Beliebig" gesetzt hast, also keine Filter aktiv sind...

    Die Ports sind auf dem Server nicht belegt?

    Ich habe mir die Config mal angesehen und keine groben Fehler gesehen...aber der Teufel ist ein Eichhörnchen...
    Nur um sicher zu gehen, dass der Server -an für sich- pCARS Dedi Server ready ist...
    Hier ist eine aktive Config von einem meiner laufenden Server.
    Nutze die mal...

    Passe PASS1 und PASS2 entsprechend an.

    Quellcode

    1. logLevel : "info"
    2. eventsLogSize : 100000
    3. name : "ARLA Formula Training"
    4. secure : false
    5. password : "PASS1"
    6. maxPlayerCount : 28
    7. bindIP : ""
    8. steamPort : 8766
    9. hostPort : 27015
    10. queryPort : 27016
    11. sleepWaiting : 250
    12. sleepActive : 10
    13. enableHttpApi : true
    14. httpApiLogLevel : "warning"
    15. httpApiInterface : "127.0.0.1"
    16. httpApiPort : 9000
    17. httpApiExtraHeaders : {
    18. "*" : "Access-Control-Allow-Origin: *"
    19. }
    20. httpApiAccessLevels : {
    21. "*" : "private"
    22. }
    23. httpApiAccessFilters : {
    24. "public" : [
    25. { "type" : "accept" }
    26. ],
    27. "private" : [
    28. { "type" : "ip-accept", "ip" : "127.0.0.1/32" },
    29. { "type" : "group", "group" : "private" },
    30. { "type" : "reject-password" }
    31. ],
    32. "admin" : [
    33. { "type" : "ip-accept", "ip" : "127.0.0.1/32" },
    34. { "type" : "group", "group" : "admin" },
    35. { "type" : "reject-password" }
    36. ],
    37. }
    38. httpApiUsers : {
    39. "Rennleitung" : "PASS2",
    40. }
    41. httpApiGroups : {
    42. "private" : [ "Rennleitung" ],
    43. "admin" : [ "Rennleitung" ],
    44. }
    45. enableLuaApi : true
    46. luaAddonRoot: "lua"
    47. luaConfigRoot: "lua_config"
    48. luaOutputRoot: "lua_output"
    49. luaApiAddons : [
    50. "sms_base",
    51. ]
    52. allowEmptyJoin : true
    53. controlGameSetup : false
    54. sessionAttributes : {
    55. "ServerControlsTrack" : 0,
    56. "ServerControlsVehicle" : 0,
    57. "ServerControlsSetup" : 0,
    58. "GridSize" : 28,
    59. "MaxPlayers" : 28,
    60. "Practice1Length" : 0,
    61. "Practice2Length" : 0,
    62. "QualifyLength" : 30,
    63. "WarmupLength" : 0,
    64. "Race1Length" : 2,
    65. "Race2Length" : 0,
    66. "Flags" : 656616,
    67. "Privacy" : 2,
    68. "DamageType" : 3,
    69. "TireWearType" : 6,
    70. "FuelUsageType" : 0,
    71. "PenaltiesType" : 1,
    72. "AllowedViews" : 0,
    73. "TrackId" : 697498609,
    74. "VehicleClassId" : -112887377,
    75. "DateYear" : 2015,
    76. "DateMonth" : 7,
    77. "DateDay" : 6,
    78. "DateHour" : 14,
    79. "DateMinute" : 0,
    80. "WeatherSlots" : 4,
    81. "WeatherSlot1" : 296956818,
    82. "WeatherSlot2" : 888299130,
    83. "WeatherSlot3" : 888299130,
    84. "WeatherSlot4" : 296956818,
    85. }
    Alles anzeigen
    Best regards,
    Andi

    CPU: Intel Core i7 5820K - GFX: Gigabyte GeForce GTX 1070 G1 Gaming - Display: Triple Screen Samsung UE40H5080 - MB: Asus X99-A
    RAM: 16GB Corsair Vengeance DDR4-3200 - HDD: 3x Samsung 850 Evo SSD - Power: 500 Watt be quiet! Straight Power - OS: Windows 10 64Bit
    Wheel: SimuCUBE OSW CM110 20nm - Pedals: Heusinkveld Sim Pedals Pro - Shifter: Thrustmaster TH8A
  • Moin,

    Sehe den Server in der InGame Liste nicht... auch habe ich alle Filter auf Beliebig oder den Namen habe ich auch mal direkt richtig eingegeben. Ports sind nicht belegt, wenn dies der Fall wäre würde es einen Fehler geben (habe ich ausprobiert).

    Danke für deine Beispiel Config werde ich morgen ausprobieren.
  • Irgend wie scheint es an mir zu liegen. Habe gerade den Server aufgesetzt mit der Config von Snoopy und ein paar kleine Änderungen vor genommen. Ich sehe den Server zwar unter der Server Liste bei Steam wenn ich in unter Favoriten hinzufüge... kann aber nicht Joinen, werde aber nach Passwort gefragt Spielt Startet und danach passiert nix.

    Ein anderer User hat mit nun gerade bestätigt, dass er den Server gefunden hat und darauf Joinen konnte.

    Langsam wird es komisch...


    Edit: Ich konnte Ihn nun selber finden jedoch nur nach dem schon jemand drauf ist.
  • Hast evtl noch was in den Startoptionen von Pcars stehen?
    Mobo: ASUS X99-E WS | CPU: Intel Core I7 5930K @ 4,5 GHz | GPU: Nvidia GTX 1080ti | RAM: 32GB DDR4 2400 | PSU: be quiet! Dark Power Pro P10 1200W
    Cooling: Custom watercooled CPU and GPU | HDD: 2 x Samsung 256 GB SSD | OS: Win10 64bit | Wheel: CSW V2 + Heusinkveld HE pro + TH8RS | Monitor: LG 34UM65

    Kein Support per PN oder E-mail! Anfragen bitte im Forum, dann haben alle was davon!
  • Ich hab noch nen Vserver Rumdotzen auf dem Nix läuft ich setzt mal heute abend mal testweise einen neu auf und schau mal ob das bei mir klappt bist du heute abend mal im TS ?
    Grüße Max

    CPU: Core I7 8700k / Mainboard: Gigabyte Auros Gaming 7 Z370 / RAM: 16 GB G.Skill RipsJaws V @ 2400 Mhz / GPU: MSI Nvida GTX 1080 / Wheel: G29 / Pedale : Fanatec Elite LC
  • So mein Server läuft glaube ich :D
    Grüße Max

    CPU: Core I7 8700k / Mainboard: Gigabyte Auros Gaming 7 Z370 / RAM: 16 GB G.Skill RipsJaws V @ 2400 Mhz / GPU: MSI Nvida GTX 1080 / Wheel: G29 / Pedale : Fanatec Elite LC
  • Kommste du in ts
    Grüße Max

    CPU: Core I7 8700k / Mainboard: Gigabyte Auros Gaming 7 Z370 / RAM: 16 GB G.Skill RipsJaws V @ 2400 Mhz / GPU: MSI Nvida GTX 1080 / Wheel: G29 / Pedale : Fanatec Elite LC
  • Hallo liebe Project Cars Spieler,
    ich versuche derzeit für ein paar Freunde einen Server auf meinem Linux Jessie Rootserver per Webinterface einen Project Cars Server zu erstellen, nur leider bereiten mir 2 Sachen Probleme.

    1. Gibt es für den Dedizierten Server Startparameter um den Server zu sagen welche Ports, Spielerzahlen, Arbeitsspeicher und Tickrate nutzen soll?

    2. Beim starten eines Servers auf dem Standart Port lädt er die Server cfg leider nicht, die Rechte des Linux Nutzers schließe ich mal aus.
  • Neu

    BlackFox schrieb:

    Gibt es für den Dedizierten Server Startparameter um den Server zu sagen welche Ports, Spielerzahlen, Arbeitsspeicher und Tickrate nutzen soll?
    Ist alles über die Server.cfg einstellbar, mit Ausnahme des Arbeitsspeichers. Der DS ist da aber sehr genügsam.

    BlackFox schrieb:

    Beim starten eines Servers auf dem Standart Port lädt er die Server cfg leider nicht, die Rechte des Linux Nutzers schließe ich mal aus.
    Dann ist da ein Fehler in der Installation, und ich tippe mal auf fehlende Rechte. Der User, welcher den Server startet, muss gesudowed sein! Es gab da auf nicoweiser.de eine wunderbare Step by Step-Anleitung zur Installation, leider ist die Page nicht mehr online.

    Der Ablauf ist aber identisch zum DS bei pCARS1: pCARS Dedicated Server Installation - Konfiguration - Erklärung