Dash Faction Enhanced Dedicated Server Config and Red Faction Multiplayer Guide: Difference between pages

From Red Faction Wiki
(Difference between pages)
 
No edit summary
 
Line 1: Line 1:
This page lists example server templates you can use and customize to your liking when hosting a [[RF Clients#Dash Faction|Dash Faction]] dedicated server. You'll find config options for most common use cases, but if you're running into issues customizing your server to your liking, please join the [https://discord.gg/fRrUzuV Red Faction Community Discord] and we'll help you out.
{{Under construction}}
''NOTE: While much of the information in this article will carry over to PlayStation 2 multiplayer, the focus is PC multiplayer. This is because PlayStation 2 multiplayer is limited to botmatch and 2-player splitscreen (no online), only offers Deathmatch, and contains very few maps compared to the PC version.''


[[Red Faction]] multiplayer at its core is a competitive arena-based FPS. That said, it differs in a few fundamental ways from most other arena games - notably the armor system, movement mechanics, and of course the presence of [[GeoMod]] technology. This article will cover the main aspects of RF's multiplayer component, including the vast degree of innovation the community has shown since the game's original release in 2001.
==Key Points==
This section will list key points that any players of Red Faction multiplayer should know, but are not necessarily immediately obvious to everyone.


'''NOTE: All custom Dash Faction options (<nowiki>$DF options</nowiki>) need to be inserted in [[dedicated_server.txt]] ''after'' the <nowiki>$Map</nowiki> lines.'''
===Health and Armor===
* Armor fully shields health, meaning damage you receive is always taken from your armor (if you have any) before being taken from your health.
* When damage calculations occur, armor counts for twice as much as health. It may help to consider your combined health and armor as "effective health" - meaning if you're at 100 health and 100 armor (normally written as 100/100), you have 300 effective health. Some examples are listed below.
** '''Example 1:''' You have 100/100 and take 150 damage. Since armor counts for twice as much as health, you will lose 75 armor, and end up at 100/25.
** '''Example 2:''' You have 100/10 and take 100 damage. Your armor will soak up 20 out of the 100 damage since armor counts for twice as much as health. This leaves 80 additional damage, which is taken from your health. You will end up at 20/0.
** '''Example 3:''' You have 100/100 and take 275 damage. Your armor will soak up 200 out of the 275 damage since armor counts for twice as much as health. This leaves 75 additional damage, which is taken from your health. You will end up at 25/0.


==Available Custom Options==
===Item Respawn Times===
===Full List of Options===
* [[Damage Amplifier]]: 90 seconds
This is a complete list of all new custom options available in [[RF Clients#Dash Faction|Dash Faction]] dedicated servers is This list is accurate as of Dash Faction version 1.5.0.
* [[Super Health]], [[Super Armor]], [[Fusion Rocket Launcher]]: 60 seconds
*Custom options must appear in the order provided below. You do '''not''' have to specify all (or any) custom options, but if you specify any of them, they '''must''' be in this order.
* [[Invulnerability]]: 45 seconds
*Options are indicated by a preceding '''$''' and optional parameters are indicated with a preceding '''+'''. You can specify options without optional parameters, but if you wish to use any optional parameters, you '''must''' also include the corresponding option.
* Everything else: 20 seconds
<nowiki>
** '''NOTE:''' Level designers do have the option to set different respawn times for items in their map - though most level designers just leave the default values.
$DF Vote Kick: true|false
$DF Vote Level: true|false
$DF Vote Extend: true|false
$DF Vote Restart: true|false
$DF Vote Next: true|false
$DF Vote Previous: true|false
$DF Spawn Protection Duration: TIME_IN_MILLISECONDS
$DF Hitsounds: true|false
$DF Item Replacement: "ITEM_NAME" "ITEM_NAME"
$DF Default Player Weapon: "WEAPON_NAME"
$DF Require Client Mod: true|false
$DF Player Damage Modifier: MULTIPLIER
$DF Saving Enabled: true|false
$DF Force Player Character: "CHARACTER_NAME"
</nowiki>
===Voting===
*The following options can be used to allow players to vote to perform actions like changing the map or kicking a player. See [[Red Faction Multiplayer Guide#Voting|voting in Dash Faction]] for instructions on how to cast votes as a player.
*Each vote option has an optional time limit parameters available. If no time limit is specified for a specific vote type, the vote will last for 60 seconds.
 
<nowiki>
$DF Vote Kick: true|false
    +Time Limit: TIME_IN_SECONDS </nowiki>
*If true, players can vote to kick a player from the game.
<nowiki>
$DF Vote Level: true|false
    +Time Limit: TIME_IN_SECONDS </nowiki>
*If true, players can vote to change to a specific level (by [[.rfl]] filename).
<nowiki>
$DF Vote Extend: true|false
    +Time Limit: TIME_IN_SECONDS </nowiki>
*If true, players can vote to extend the current round by 5 minutes.
<nowiki>
$DF Vote Restart: true|false
    +Time Limit: TIME_IN_SECONDS </nowiki>
*If true, players can vote to restart the current map.
<nowiki>
$DF Vote Next: true|false
    +Time Limit: TIME_IN_SECONDS </nowiki>
*If true, players can vote to immediately switch to the next map in the server's map rotation.
<nowiki>
$DF Vote Previous: true|false
    +Time Limit: TIME_IN_SECONDS </nowiki>
*If true, players can vote to immediately switch to the previous map in the server's map rotation.
 
===Spawn Protection===
*Allows the server to specify the length of time (in milliseconds) players are invulnerable after respawning. If not specified, defaults to 1500ms (1.5 seconds).
*To disable spawn protection entirely, specify 0 milliseconds.
<nowiki>
$DF Spawn Protection Duration: TIME_IN_MILLISECONDS </nowiki>
 
===Hitsounds===
*If used, players hear a sound when they deal damage to another player.
*Has optional parameters to specify the sound players hear (ID from [[sounds.tbl]]) and the maximum number of sounds played per second. Keeping the rate limit low is ideal to avoid bandwidth concerns - if you're unsure of potential impact, it's probably best to leave the rate limit option alone.
<nowiki>
$DF Hitsounds: true|false
    +Sound ID: SOUND_ID
    +Rate Limit: PACKETS_PER_SECOND </nowiki>


===Item Replacement===
===Bullet Penetration & Spread===
*Allows the server to replace items (pickups) with other items, or disable specific items entirely.
* The [[Sniper Rifle]] and [[Precision Rifle]] become 100% accurate (spread does not apply) when the scope is engaged, regardless of the zoom level.
*You can include as many item replacement lines as you wish, in any order.
* The impact location of bullets on your screen '''does not''' indicate where the bullet went for damage calculation purposes. If you hear a blood impact sound and see a blood particle emitter spawn, that '''does not''' necessarily mean the bullet dealt damage to your opponent. This is because spread is calculated independently on the server and for each client, but only the server's spread matters for damage calculation purposes.
*Item names are from [[items.tbl]]. To disable an item, include a replacement line specifying the item to disable in the first field and nothing in the second field. For an example, reference '''Config Templates''' below.
* You can shoot through any grating with bullet weapons in multiplayer with 100% penetration. Even if you see and hear the bullet hit a "solid" looking part of a grating texture, that bullet still went through the grating and dealt damage.
<nowiki>
* Bullet ricochets do not deal any damage in multiplayer. Even if you see and hear the bullet ricochet, ricocheted shots do not deal damage to players.
$DF Item Replacement: "ITEM_NAME" "ITEM_NAME" </nowiki>


===Player Spawn Weapon===
==Gametypes==
*Allows the server to spawn all players with a specific weapon. If not specified, players spawn with a [[12mm Pistol]].
*'''Deathmatch (DM)''' - Standard free-for-all arena deathmatch. Each frag adds 1 to the individual player score, and each suicide subtracts 1.
*Weapon names are from [[weapons.tbl]]. Optionally, you can also specify the amount of ammo players spawn with for that weapon. If not specified, players spawn with an amount of ammo equal to 3x the weapon's clip size (as specified in [[weapons.tbl]]).
*'''Team Deathmatch (TDM or TeamDM)''' - Standard arena deathmatch, but with two teams rather than free-for-all. Each frag adds 1 to the individual player score and team score. Each suicide subtracts 1 from the individual player score, but not the team score. Winning team is determined by team score, when either the frag or time limit is reached.
<nowiki>
::''NOTE:'' Team-specific respawn points are respected in Team Deathmatch if the server is running [[Dash Faction]] or [[Pure Faction]]. If the server is running an official version, team flags on respawn points are ignored and each player's spawn point is determined randomly as in normal Deathmatch.
$DF Default Player Weapon: "WEAPON_NAME"
*'''Capture the Flag (CTF)''' - Standard arena capture the flag. Each frag, flag return, or flag capture adds 1 to the individual player score. Each suicide subtracts 1. Each flag capture adds 1 to the team score. Winning team is determined by team score, when either the capture or time limit is reached.
    +Initial Ammo: AMMO_COUNT </nowiki>
**'''Rail-Only CTF''' - Normal CTF, but the only available weapon is the [[Rail Driver]]. Though not literally implemented in the game as a gametype distinct from normal CTF, Rail-Only CTF has become a very popular "gametype" within the online community.
*'''Deathrun (RUN)''' - Though not literally implemented in the game as a gametype distinct from DM, deathrun/run maps have become an extremely popular "gametype" within the online community. "Run maps" are race or obstacle course maps where the goal is normally to have fun with friends and race to the end of the course.
==Pickups/Powerups==
{{Items in Red Faction}}
==Weapons==
{{RFWeapons}}
==Maps==


===Require Client Mods===
==Characters==
*If disabled, allows the server to run a conversion mod (via '''-mod''') without requiring clients to run the same mod to join the server.
*If not specified, defaults to true (stock game behaviour).
<nowiki>
$DF Require Client Mod: true|false </nowiki>


===Player Damage Modifier===
==Voting==
*Global damage multiplier for damage dealt to players. If set to 0, players are invulnerable.
*When in a [[RF Clients#Dash Faction|Dash Faction]] dedicated server server, the following commands can be entered via chat, allowing players to vote to perform actions like changing the map or kicking a player.
*If not specified, defaults to 1.0.
*If you host a dedicated server, see [[Dash Faction Enhanced Dedicated Server Config#Voting|Dash Faction Enhanced Dedicated Server Config]] for specifics on how to configure voting options available to your players.
<nowiki>
*Only one question can be active at any given time. Unless customized by the server host, each vote will last for 60 seconds.
$DF Player Damage Modifier: MULTIPLIER </nowiki>


===Multiplayer Quicksave/Quickload===
*Designed with run maps in mind. If enabled, allows Dash Faction 1.5.0+ clients to use quicksave and quickload binds to save/load position in multiplayer maps. Clients not running Dash Faction 1.5.0+ can still use <nowiki>/save</nowiki> and <nowiki>/load</nowiki> chat commands.
*If not specified, defaults false.
  <nowiki>
  <nowiki>
$DF Saving Enabled: true|false </nowiki>
vote y </nowiki>
 
*If a vote is on-going, enter this command to vote for it.
===Force Player Character/Skin===
*Allows the server to specify a character type which all clients will be forced to use. Character names are from [[pc_multi.tbl]].
*This option is similar to the [[RF Clients#Pure Faction|Pure Faction]] "Force Skin" option, though [[RF Clients#Dash Faction|Dash Faction]] allows you to force whichever character type you want, rather than ''only'' the [[Elite Guard]].  
  <nowiki>
  <nowiki>
$DF Force Player Character: "CHARACTER_NAME" </nowiki>
vote n </nowiki>
 
*If a vote is on-going, enter this command to vote against it.
==Config Templates==
===Enable Hitsounds===
*Turns on hitsounds, sets the sound to use to sound id 29 (a beep), and sets a hitsound rate limit of 10 packets per second to save bandwidth.
  <nowiki>
  <nowiki>
$DF Hitsounds: true
vote rest </nowiki>
+Sound ID: 29
*Start a vote to restart the current map.
+Rate Limit: 10
</nowiki>
 
===Make Players Spawn with [[Submachine Gun|SMG]]===
*Makes players spawn with an [[Submachine Gun|SMG]] instead of a [[12mm Pistol]] and (optionally) sets the reserve ammo for the spawn weapon to 128.  
  <nowiki>
  <nowiki>
$DF Default Player Weapon: "Machine Pistol"
vote next </nowiki>
+Initial Ammo: 128
*Start a vote to change to the next map in the server's rotation.
</nowiki>
 
===Run Mods Without Players Needing Them===
*While you could always use the -mod command line option to run RF servers with mods, Dash Faction gives you the option to do so without requiring players to be running the same mod to join your server.
  <nowiki>
  <nowiki>
    $DF Require Client Mod: false
vote prev </nowiki>
</nowiki>
*Start a vote to change to the previous map in the server's rotation.
 
===Disable Super Powerups===
*This will remove the Damage Amplifier, Invulnerability, Super Health, and Super Armor pickups from maps on your server.
  <nowiki>
  <nowiki>
$DF Item Replacement: "Multi Super Health" ""
vote ext </nowiki>
$DF Item Replacement: "Multi Super Armor" ""
*Start a vote to extend the current map by 5 minutes.
$DF Item Replacement: "Multi Invulnerability" ""
$DF Item Replacement: "Multi Damage Amplifier" ""
</nowiki>
 
===Rail-Only (Instagib) Mode===
*This will remove all pickups, set the player spawn weapon to the [[Rail Driver]], and give the player 1000 ammo for it.
  <nowiki>
  <nowiki>
$DF Item Replacement:  "Remote Charge" ""
vote kick <player name> </nowiki>
$DF Item Replacement:  "Remote Charges" ""
*Start a vote to kick the named player.
$DF Item Replacement:  "Riot Stick" ""
$DF Item Replacement:  "Handgun" ""
$DF Item Replacement:  "Silenced 12mm Handgun" ""
$DF Item Replacement:  "Shotgun" ""
$DF Item Replacement:  "Sniper Rifle" ""
$DF Item Replacement:  "rocket launcher" ""
$DF Item Replacement:  "Assault Rifle" ""
$DF Item Replacement:  "Machine Pistol" ""
$DF Item Replacement:  "grenades" ""
$DF Item Replacement:  "flamethrower" ""
$DF Item Replacement:  "riot shield" ""
$DF Item Replacement:  "rail gun" ""
$DF Item Replacement:  "heavy machine gun" ""
$DF Item Replacement:  "scope assault rifle" ""
$DF Item Replacement:  "shoulder cannon" ""
$DF Item Replacement:  "12mm_ammo" ""
$DF Item Replacement:  "5.56mm_ammo" ""
$DF Item Replacement:  "7.62mm_ammo" ""
$DF Item Replacement:  "explosive 5.56mm rounds" ""
$DF Item Replacement:  "10gauge_ammo" ""
$DF Item Replacement:  ".50cal_ammo" ""
$DF Item Replacement:  "Napalm" ""
$DF Item Replacement:  "rocket_launcher_ammo" ""
$DF Item Replacement:  "railgun_bolts" ""
$DF Item Replacement:  "riot_stick_battery" ""
$DF Item Replacement:  "Suit Repair" ""
$DF Item Replacement:  "Medical Kit" ""
$DF Item Replacement:  "First Aid Kit" ""
$DF Default Player Weapon: "rail_gun"
+Initial Ammo: 1000
</nowiki>
 
===Rail-Only (Traditional) Mode===
*This will set the player spawn weapon to the [[Control Baton]], disable the [[12mm Pistol]], and set all weapon and ammo pickups to [[Rail Driver|Rail Drivers]] and rail ammo.
  <nowiki>
  <nowiki>
$DF Item Replacement:  "Riot Stick" "rail gun"
vote map <map name> </nowiki>
$DF Item Replacement:  "Handgun" "rail gun"
*Start a vote to change immediately to the named map. (maps must be named by their [[.rfl]] filename)
$DF Item Replacement:  "Silenced 12mm Handgun" "rail gun"
$DF Item Replacement:  "Shotgun" "rail gun"
$DF Item Replacement:  "Sniper Rifle" "rail gun"
$DF Item Replacement:  "rocket launcher" "rail gun"
$DF Item Replacement:  "Assault Rifle" "rail gun"
$DF Item Replacement:  "Machine Pistol" "rail gun"
$DF Item Replacement:  "flamethrower" "rail gun"
$DF Item Replacement:  "heavy machine gun" "rail gun"
$DF Item Replacement:  "scope assault rifle" "rail gun"
$DF Item Replacement:  "shoulder cannon" "rail gun"
$DF Item Replacement:  "12mm_ammo" "railgun_bolts"
$DF Item Replacement:  "5.56mm_ammo" "railgun_bolts"
$DF Item Replacement:  "7.62mm_ammo" "railgun_bolts"
$DF Item Replacement:  "explosive 5.56mm rounds" "railgun_bolts"
$DF Item Replacement:  "10gauge_ammo" "railgun_bolts"
$DF Item Replacement:  ".50cal_ammo" "railgun_bolts"
$DF Item Replacement:  "Napalm" "railgun_bolts"
$DF Item Replacement:  "rocket_launcher_ammo" "railgun_bolts"
$DF Item Replacement:  "riot_stick_battery" "railgun_bolts"
$DF Item Replacement:  "Suit Repair" ""
$DF Item Replacement:  "Medical Kit" ""
$DF Item Replacement:  "First Aid Kit" ""
$DF Default Player Weapon: "Riot Stick"
</nowiki>


===Force All Players to Elite Guard Skin (Bald Guy)===
==Useful Settings==
*This will force all multiplayer clients to the [[Elite Guard]] skin when they spawn in your server. This is effectively the same as the [[RF Clients#Pure Faction|Pure Faction]] "Force Skin" option, though [[RF Clients#Dash Faction|Dash Faction]] allows you to force whichever skin you want, rather than ''only'' the [[Elite Guard]].
<nowiki>
$DF Force Player Character: "elite"
</nowiki>

Revision as of 03:35, 4 April 2021

NOTE: While much of the information in this article will carry over to PlayStation 2 multiplayer, the focus is PC multiplayer. This is because PlayStation 2 multiplayer is limited to botmatch and 2-player splitscreen (no online), only offers Deathmatch, and contains very few maps compared to the PC version.

Red Faction multiplayer at its core is a competitive arena-based FPS. That said, it differs in a few fundamental ways from most other arena games - notably the armor system, movement mechanics, and of course the presence of GeoMod technology. This article will cover the main aspects of RF's multiplayer component, including the vast degree of innovation the community has shown since the game's original release in 2001.

Key Points

This section will list key points that any players of Red Faction multiplayer should know, but are not necessarily immediately obvious to everyone.

Health and Armor

  • Armor fully shields health, meaning damage you receive is always taken from your armor (if you have any) before being taken from your health.
  • When damage calculations occur, armor counts for twice as much as health. It may help to consider your combined health and armor as "effective health" - meaning if you're at 100 health and 100 armor (normally written as 100/100), you have 300 effective health. Some examples are listed below.
    • Example 1: You have 100/100 and take 150 damage. Since armor counts for twice as much as health, you will lose 75 armor, and end up at 100/25.
    • Example 2: You have 100/10 and take 100 damage. Your armor will soak up 20 out of the 100 damage since armor counts for twice as much as health. This leaves 80 additional damage, which is taken from your health. You will end up at 20/0.
    • Example 3: You have 100/100 and take 275 damage. Your armor will soak up 200 out of the 275 damage since armor counts for twice as much as health. This leaves 75 additional damage, which is taken from your health. You will end up at 25/0.

Item Respawn Times

Bullet Penetration & Spread

  • The Sniper Rifle and Precision Rifle become 100% accurate (spread does not apply) when the scope is engaged, regardless of the zoom level.
  • The impact location of bullets on your screen does not indicate where the bullet went for damage calculation purposes. If you hear a blood impact sound and see a blood particle emitter spawn, that does not necessarily mean the bullet dealt damage to your opponent. This is because spread is calculated independently on the server and for each client, but only the server's spread matters for damage calculation purposes.
  • You can shoot through any grating with bullet weapons in multiplayer with 100% penetration. Even if you see and hear the bullet hit a "solid" looking part of a grating texture, that bullet still went through the grating and dealt damage.
  • Bullet ricochets do not deal any damage in multiplayer. Even if you see and hear the bullet ricochet, ricocheted shots do not deal damage to players.

Gametypes

  • Deathmatch (DM) - Standard free-for-all arena deathmatch. Each frag adds 1 to the individual player score, and each suicide subtracts 1.
  • Team Deathmatch (TDM or TeamDM) - Standard arena deathmatch, but with two teams rather than free-for-all. Each frag adds 1 to the individual player score and team score. Each suicide subtracts 1 from the individual player score, but not the team score. Winning team is determined by team score, when either the frag or time limit is reached.
NOTE: Team-specific respawn points are respected in Team Deathmatch if the server is running Dash Faction or Pure Faction. If the server is running an official version, team flags on respawn points are ignored and each player's spawn point is determined randomly as in normal Deathmatch.
  • Capture the Flag (CTF) - Standard arena capture the flag. Each frag, flag return, or flag capture adds 1 to the individual player score. Each suicide subtracts 1. Each flag capture adds 1 to the team score. Winning team is determined by team score, when either the capture or time limit is reached.
    • Rail-Only CTF - Normal CTF, but the only available weapon is the Rail Driver. Though not literally implemented in the game as a gametype distinct from normal CTF, Rail-Only CTF has become a very popular "gametype" within the online community.
  • Deathrun (RUN) - Though not literally implemented in the game as a gametype distinct from DM, deathrun/run maps have become an extremely popular "gametype" within the online community. "Run maps" are race or obstacle course maps where the goal is normally to have fun with friends and race to the end of the course.

Pickups/Powerups

Red Faction (1) Items

Health: Medical Kit - First Aid Kit - Super Health

Armor: Suit Repair - Miner Envirosuit - Super Armor

Powerups: Damage Amplifier - Invulnerability

Weapons: Weapon Pickups - Ammo Pickups

Weapons

Red Faction (1) Weapons

Close Combat: Control Baton - Flame Thrower - Riot Shield

Semi-Auto: 12mm Pistol - Shotgun - Sniper Rifle - Precision Rifle

Heavy: Rail Driver - Heavy Machine Gun - Assault Rifle - Submachine Gun

Explosive: Remote Charge - Grenade - Rocket Launcher - Fusion Rocket Launcher

Maps

Characters

Voting

  • When in a Dash Faction dedicated server server, the following commands can be entered via chat, allowing players to vote to perform actions like changing the map or kicking a player.
  • If you host a dedicated server, see Dash Faction Enhanced Dedicated Server Config for specifics on how to configure voting options available to your players.
  • Only one question can be active at any given time. Unless customized by the server host, each vote will last for 60 seconds.
vote y 
  • If a vote is on-going, enter this command to vote for it.
vote n 
  • If a vote is on-going, enter this command to vote against it.
vote rest 
  • Start a vote to restart the current map.
vote next 
  • Start a vote to change to the next map in the server's rotation.
vote prev 
  • Start a vote to change to the previous map in the server's rotation.
vote ext 
  • Start a vote to extend the current map by 5 minutes.
vote kick <player name> 
  • Start a vote to kick the named player.
vote map <map name> 
  • Start a vote to change immediately to the named map. (maps must be named by their .rfl filename)

Useful Settings