Metaserver?
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Metaserver?
I opend the port for meta thingy but when i looking on the list my ip isn't there :/,how to get on the list?
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Did you updated the settings file?
http://crossfire.real-time.com/metaserv ... index.html
How to make your server show up on the metaserver:
After you installed your server, there is a file called settings in the share folder with the following information:
metaserver_notification off
metaserver_server crossfire.real-time.com
metaserver_host put.your.hostname.here
metaserver_port 13326
metaserver_comment Put a comment here
Update the file with the following:
metaserver_notification on
metaserver_server crossfire.real-time.com
metaserver_host put.your.hostname.here
metaserver_port 13326
metaserver_comment Put a comment here
Be sure to update the host and comment fields with the relevant information
http://crossfire.real-time.com/metaserv ... index.html
How to make your server show up on the metaserver:
After you installed your server, there is a file called settings in the share folder with the following information:
metaserver_notification off
metaserver_server crossfire.real-time.com
metaserver_host put.your.hostname.here
metaserver_port 13326
metaserver_comment Put a comment here
Update the file with the following:
metaserver_notification on
metaserver_server crossfire.real-time.com
metaserver_host put.your.hostname.here
metaserver_port 13326
metaserver_comment Put a comment here
Be sure to update the host and comment fields with the relevant information
"Put another, more succinct way: don't complain, contribute. It's more satisfying in the long run, and it's more constructive."
Eric Meyer
Eric Meyer
And?
And when i am done with this what shall i do then?
metaserver
metaserver_notification onmetaserver_server crossfire.real-time.com
metaserver_host 213.100.96.191
metaserver_port 13326
metaserver_comment Welcome to Crossfire.
metaserver
metaserver_notification onmetaserver_server crossfire.real-time.com
metaserver_host 213.100.96.191
metaserver_port 13326
metaserver_comment Welcome to Crossfire.
Cant get my crossfire server to work!
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- Forum Aficionado
- Posts: 1994
- Joined: Tue Apr 29, 2003 5:55 pm
- Location: Minnesota, USA
- Contact:
Re: And?
Hopefully the web forum skewed the lines on that, since the text should appear as above.crillealv wrote: metaserver_notification on
metaserver_server crossfire.real-time.com
metaserver_host 213.100.96.191
metaserver_port 13326
metaserver_comment Welcome to Crossfire.

With that, do you have any firewalling in place?
If so, this post should help.
http://forum.metalforge.net/viewtopic.php?t=478
Which TCP/UDP port(s) should I open in my firewall to make my crossfire server fully accessable for anyone on the Internet?
Crossfire needs port 13327 open (incoming)
Metaserver needs port 13326 open (outgoing)
Both ports are TCP traffic only
Port 13327 will allow clients to connect to a server, and port 13326 will allow the server to show up in the metaserver list. For getting your server shown on the metaserver list, check the "metaserver_notification" setting in the settings file.
If there's still a problem, please post a followup so we can continue to help.
Thanks!
"Put another, more succinct way: don't complain, contribute. It's more satisfying in the long run, and it's more constructive."
Eric Meyer
Eric Meyer
I made 1 port with start: 13327 and ended with: 13327, then i made a new port and started with: 13326 and ended with: 13326
and this is how the Settings files looks like exactly:
# This file is used various system settings. It removes the need for
# some config.h files. Format is:
# variable<space>value which can have spaces
#
# Lines starting with # are comments.
#
# Some fields may be numeric, other string. The program will skip over
# spaces after the setting.
#
# metaserver values.
# notification on/off controls the notification to the metaserver.
# server and port is the metaserver host and port to connect to.
# comment is sent to the metaserver. It can be specific settings to on
# the server, play behaviour, etc.
# host is the name of this host as we should report it to the metaserver
metaserver_notification onmetaserver_server crossfire.real-time.com
metaserver_host 213.100.96.191
metaserver_port 13326
metaserver_comment Welcome to Crossfire..
# values for the new big worldmap, and weather. Only use if you are using the
# new bigmap.
#
worldmapstartx 100
worldmapstarty 100
worldmaptilesx 30
worldmaptilesy 30
worldmaptilesizex 50
worldmaptilesizey 50
# dynamiclevel sets the level of change on the worldmaps, this should be 0
# unless you are using bigworld maps (or set up the above values properly for your maps)
# and want to run weather. Differnet values increase the amount of dynamism from
# weather to growth to erosion. (see documents for more info).
# If dynamiclevel is not 0, first run of the server will generate the weather maps
# which could be a lengthy process.
dynamiclevel 0
fastclock 0
# item_power_factor is the relation of how the players equipped item_power
# total relates to there overall level. If 1.0, then sum of the characters
# equipped item's item_power can not be greater than their overall level.
# if 2.0, then that sum can not exceed twice the character overall level.
# by setting this to a high enough value, you can effectively disable
# the item_power code.
item_power_factor 1.0
# Sets the output format for the who command. This is what a player will see
# about all the other players on the server when they type 'who' The string
# has escapes that are filled with the relevant values for each character.
# Currently the following escapes are supported:
#
# %N Name of character
# %t title of character
# %T the optional "the " sequence value (appended only if player has no own_title)
# %c count of the player (for dumping/patching)
# %n newline
# %h [Hostile] if character is hostile, nothing otherwise
# %d [WIZ] if character is a dm, nothing otherwise
# %a [AFK] if character is afk, nothing otherwise
# %b [BOT] if character is a bot, nothing otherwise
# %l the level of the character
# %m the map path the character is currently on
# %M the map name of the map the character is currently on
# %r the short region name (as shown by mapinfo)
# %R the formal region title.(as shown by whereami)
# %i player's ip address
# %% a literal %
# %_ a literal underscore
#
# an underscore that is not escaped gives a space (or you can use a real space
# if you prefer)
# who_wiz_format is the same but for those with dm powers
who_format %N %T%t%h%d%b%n[%m]
who_wiz_format %N %T%t%h%d%b%nLevel %l [%m](@%i)(%c)
# See notes for most of these in include/config.h
# dm_mail your_email@addr.here
# Makes death non permanent. If enabled and you die, you lose a bunch of
# exp, a random stat, and go back to starting town.
# If not defined, if you die, you are dead. If an a multiplayer server,
# resurrection may be possible
#
# This option changes the game significantly one way or the other - it makes
# adventuring right at the edge of death something more reasonable to do
# (death still hurts here). On the other hand, it certainly makes the
# game a bit safer and easier.
# not_permadeth true
# define resurrection if you want to let players bring other players
# back to life via some spells. If resurrection is undefined, then a
# death is permanent. NOTE: resurrection (either defined or undefined)
# has no meaning if not_permadeth is true.
resurrection false
# set the following if you wish to allow players to set their title
# and to save it on the disk. There really isn't much reason not
# allow players to set this.
set_title true
# Enables the 'search-item command; a method to find equipment
# in shops. Like set_title, probably no reason to ever disable this.
search_items true
# SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour,
# you have a chance of fumbling your spellcasting with this on. More
# armors/weapons, higher chance of failure. If this is false, then
# you can basically always cast a spell, no matter what you are wearing.
spell_encumbrance true
# spell_failure_effects only has meaning if spell_encumbrance is true.
# What it does, is that when the player fails a spell, various effects
# will happen (player is paralyzed, confused, wonder spell is cast, etc.)
# I disabled it because I think it would make life much too hazardous
# for low level casters. They either need to wear light armor (which
# means that they will get pounded on by monsters), or will get
# confused/paralyzed/other effects often. High level casters would
# be mostly unaffected, since they would be casting spells that are
# below their level.
# Note- it seems that you still get some failure effects even with this
# not defined - most notably when reading scrolls and fail to read
# them properly.
#
spell_failure_effects false
# casting times for spells, if you have this defined then it takes a
# specific amount of time for a spell to go off. You may attack or
# be hit during this time, and this will cause you to lose the spell.
# I commented this out on my copy - I don't like the 'double clutch'
# needed to cast it (first direction key starts casting, the
# next actually puts the spell into effect.) It could perhaps
# be changed so that the initial direction is where it goes, and it
# is cast automatically in that direction (so only 1 key is needed.)
# But this could be undesirable as various things move while you cast it.
# this also slows down the rate you can cast spells considerably.
casting_time false
# Name of the motd file - really no reason to change this.
motd motd
# Calling this real_Wiz is probably not really good. Something like
# mud_wiz might be a better name.
#
# Basically, if real_wiz is set then the WIZ/WAS_WIZ flags for objects
# are not set - instead, wizard created/manipulated objects appear as
# normal objects. This makes the wizard a little more mudlike, since
# manipulated items will be usable by normal players.
real_wiz true
# Set this if you want the temporary maps to be saved and reused across
# crossfire runs. This can be especially useful for single player
# servers, but even holds use for multiplayer servers - you can
# restart a public server, and not have all the maps reset
# The file temp_maps is updated each time a temp map is updated.
# Note that the file used to store this information is stored in
# the LIB directory. Running multiple crossfires with the same LIB
# directory will cause serious problems, simply because in order for
# this to really work, the filename must be constant so the next run
# knows where to find the information.
recycle_tmp_maps false
# spellpoint_level_depend -- Causes the spellpoint cost
# of spells to vary with their power. Spells that become very
# powerful at high level cost more. The damage/time of
# characters increases though.
spellpoint_level_depend true
# This should only be set on private single player servers - basically,
# it lets you wander around with no penalty if you die, but otherwise
# doesn't give any extra powers, like the wiz has. If in explore
# mode, your characters score is not recorded. However, to prevent
# abuses, if in explore mode, no other players can join (as they
# would not be in explore mode, so they could be abused by a player
# in explore mode.
explore_mode false
# Set this to false if you don't want characters to loose a random stat when
# they die - instead, they just get depleted.
# Setting it to true keeps the old behaviour. This can be
# changed at run time via -stat_loss_on_death or +stat_loss_on_death.
stat_loss_on_death false
# This makes repeated stat loss at lower levels more merciful. Basically,
# the more stats you have lost, the less likely that
# you will lose more. Additionally, lower level characters are shown
# a lot more mercy (there are caps on how much of a stat you can lose too).
# On the nasty side, if you are higher level, you can lose multiple stats
# _at_once_ and are shown less mercy when you die. But when you're higher
# level, it is much easier to buy back your stats with potions.
# Turn this on if you want death-based stat loss to be more merciful
# at low levels and more cruel at high levels.
# Only works when stats are depleted rather than lost. This option has
# no effect if you are using genuine stat loss.
balanced_stat_loss false
# This defines how much of a player's experience should be 'permanent' and
# not able to be lost on death. A high value makes multiple frequent deaths
# less devastating, and also ensures that any character will make some
# gradual progress even if they die all of the time. This value is the minimum
# amount of a player's exp that can ever be 'permanent' so setting this to 0
# would allow all exp to be lost, and setting it to 100 would stop exp loss
# entirely (the same effect would be achieved by setting the two
# death_penalty settings below to 0).
permanent_experience_percentage 25
# When a player dies, they lose a proportion of their experience, which is
# defined by the following two values. They will lose either
# death_penalty_percentage% of their experience, or no more than
# death_penalty_levels levels, or half of their non-permenent experience,
# whichever is the least of these. Note that this is calculated per-skill,
# so which method is used could vary for different skills.
death_penalty_percentage 20
death_penalty_levels 3
# This is the penalty to luck that is given to a player who kills another
# player (PK's). The value here is deducted from their luck value, so set this
# high to discourage PK-ing and zero (or negative) to encourage it.
# Range is limited to -100 to 100, since this is the value range that the luck
# stat can be within.
pk_luck_penalty 1
# This allows reduced damage against other players when in
# peaceful mode. The value is the percent of damage done
# compared to normal. This does not change damage done
# by not targeted things like walls, explosions, cone spells, disease, poison...
set_friendly_fire 5
# This deals with armor enchantment.
#
# armor_max_enchant: maximum enchantments an armor will take.
# default: 5
#
# armor_weight_reduction (in percent) and armor_weight_linear control how weight is reduced:
# * when armor_weight_linear is TRUE, armor weight is
# 'base weight - armor enchantment * armor_weight_reduction'
# * when armor_weight_linear is FALSE, armor weight is reduced by armor_weight_reduction %
# per enchantment.
#
# example:
# * with 10 and TRUE, if armor base weight is 100, it'll become:
# 100 -> 90 -> 80 -> 70 -> 60 -> ...
# * with 10 and FALSE, it'll be:
# 100 -> 90 -> 81 -> 73 -> 66 -> ...
#
# Note that the code will enforce a minimum weight of 1, else players can't pick up armor.
#
# default values: 10 and TRUE.
#
# armor_speed_improvement and armor_speed_linear do the same for speed increase.
# default values: 10 and TRUE
#armor_max_enchant 5
#armor_weight_reduction 10
#armor_weight_linear TRUE
#armor_speed_improvement 10
#armor_speed_linear TRUE
# disable stealing from other players, if you wish to enable stealing from other players
# then replace the below with: no_player_stealing FALSE
no_player_stealing TRUE
and this is how the Settings files looks like exactly:
# This file is used various system settings. It removes the need for
# some config.h files. Format is:
# variable<space>value which can have spaces
#
# Lines starting with # are comments.
#
# Some fields may be numeric, other string. The program will skip over
# spaces after the setting.
#
# metaserver values.
# notification on/off controls the notification to the metaserver.
# server and port is the metaserver host and port to connect to.
# comment is sent to the metaserver. It can be specific settings to on
# the server, play behaviour, etc.
# host is the name of this host as we should report it to the metaserver
metaserver_notification onmetaserver_server crossfire.real-time.com
metaserver_host 213.100.96.191
metaserver_port 13326
metaserver_comment Welcome to Crossfire..
# values for the new big worldmap, and weather. Only use if you are using the
# new bigmap.
#
worldmapstartx 100
worldmapstarty 100
worldmaptilesx 30
worldmaptilesy 30
worldmaptilesizex 50
worldmaptilesizey 50
# dynamiclevel sets the level of change on the worldmaps, this should be 0
# unless you are using bigworld maps (or set up the above values properly for your maps)
# and want to run weather. Differnet values increase the amount of dynamism from
# weather to growth to erosion. (see documents for more info).
# If dynamiclevel is not 0, first run of the server will generate the weather maps
# which could be a lengthy process.
dynamiclevel 0
fastclock 0
# item_power_factor is the relation of how the players equipped item_power
# total relates to there overall level. If 1.0, then sum of the characters
# equipped item's item_power can not be greater than their overall level.
# if 2.0, then that sum can not exceed twice the character overall level.
# by setting this to a high enough value, you can effectively disable
# the item_power code.
item_power_factor 1.0
# Sets the output format for the who command. This is what a player will see
# about all the other players on the server when they type 'who' The string
# has escapes that are filled with the relevant values for each character.
# Currently the following escapes are supported:
#
# %N Name of character
# %t title of character
# %T the optional "the " sequence value (appended only if player has no own_title)
# %c count of the player (for dumping/patching)
# %n newline
# %h [Hostile] if character is hostile, nothing otherwise
# %d [WIZ] if character is a dm, nothing otherwise
# %a [AFK] if character is afk, nothing otherwise
# %b [BOT] if character is a bot, nothing otherwise
# %l the level of the character
# %m the map path the character is currently on
# %M the map name of the map the character is currently on
# %r the short region name (as shown by mapinfo)
# %R the formal region title.(as shown by whereami)
# %i player's ip address
# %% a literal %
# %_ a literal underscore
#
# an underscore that is not escaped gives a space (or you can use a real space
# if you prefer)
# who_wiz_format is the same but for those with dm powers
who_format %N %T%t%h%d%b%n[%m]
who_wiz_format %N %T%t%h%d%b%nLevel %l [%m](@%i)(%c)
# See notes for most of these in include/config.h
# dm_mail your_email@addr.here
# Makes death non permanent. If enabled and you die, you lose a bunch of
# exp, a random stat, and go back to starting town.
# If not defined, if you die, you are dead. If an a multiplayer server,
# resurrection may be possible
#
# This option changes the game significantly one way or the other - it makes
# adventuring right at the edge of death something more reasonable to do
# (death still hurts here). On the other hand, it certainly makes the
# game a bit safer and easier.
# not_permadeth true
# define resurrection if you want to let players bring other players
# back to life via some spells. If resurrection is undefined, then a
# death is permanent. NOTE: resurrection (either defined or undefined)
# has no meaning if not_permadeth is true.
resurrection false
# set the following if you wish to allow players to set their title
# and to save it on the disk. There really isn't much reason not
# allow players to set this.
set_title true
# Enables the 'search-item command; a method to find equipment
# in shops. Like set_title, probably no reason to ever disable this.
search_items true
# SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour,
# you have a chance of fumbling your spellcasting with this on. More
# armors/weapons, higher chance of failure. If this is false, then
# you can basically always cast a spell, no matter what you are wearing.
spell_encumbrance true
# spell_failure_effects only has meaning if spell_encumbrance is true.
# What it does, is that when the player fails a spell, various effects
# will happen (player is paralyzed, confused, wonder spell is cast, etc.)
# I disabled it because I think it would make life much too hazardous
# for low level casters. They either need to wear light armor (which
# means that they will get pounded on by monsters), or will get
# confused/paralyzed/other effects often. High level casters would
# be mostly unaffected, since they would be casting spells that are
# below their level.
# Note- it seems that you still get some failure effects even with this
# not defined - most notably when reading scrolls and fail to read
# them properly.
#
spell_failure_effects false
# casting times for spells, if you have this defined then it takes a
# specific amount of time for a spell to go off. You may attack or
# be hit during this time, and this will cause you to lose the spell.
# I commented this out on my copy - I don't like the 'double clutch'
# needed to cast it (first direction key starts casting, the
# next actually puts the spell into effect.) It could perhaps
# be changed so that the initial direction is where it goes, and it
# is cast automatically in that direction (so only 1 key is needed.)
# But this could be undesirable as various things move while you cast it.
# this also slows down the rate you can cast spells considerably.
casting_time false
# Name of the motd file - really no reason to change this.
motd motd
# Calling this real_Wiz is probably not really good. Something like
# mud_wiz might be a better name.
#
# Basically, if real_wiz is set then the WIZ/WAS_WIZ flags for objects
# are not set - instead, wizard created/manipulated objects appear as
# normal objects. This makes the wizard a little more mudlike, since
# manipulated items will be usable by normal players.
real_wiz true
# Set this if you want the temporary maps to be saved and reused across
# crossfire runs. This can be especially useful for single player
# servers, but even holds use for multiplayer servers - you can
# restart a public server, and not have all the maps reset
# The file temp_maps is updated each time a temp map is updated.
# Note that the file used to store this information is stored in
# the LIB directory. Running multiple crossfires with the same LIB
# directory will cause serious problems, simply because in order for
# this to really work, the filename must be constant so the next run
# knows where to find the information.
recycle_tmp_maps false
# spellpoint_level_depend -- Causes the spellpoint cost
# of spells to vary with their power. Spells that become very
# powerful at high level cost more. The damage/time of
# characters increases though.
spellpoint_level_depend true
# This should only be set on private single player servers - basically,
# it lets you wander around with no penalty if you die, but otherwise
# doesn't give any extra powers, like the wiz has. If in explore
# mode, your characters score is not recorded. However, to prevent
# abuses, if in explore mode, no other players can join (as they
# would not be in explore mode, so they could be abused by a player
# in explore mode.
explore_mode false
# Set this to false if you don't want characters to loose a random stat when
# they die - instead, they just get depleted.
# Setting it to true keeps the old behaviour. This can be
# changed at run time via -stat_loss_on_death or +stat_loss_on_death.
stat_loss_on_death false
# This makes repeated stat loss at lower levels more merciful. Basically,
# the more stats you have lost, the less likely that
# you will lose more. Additionally, lower level characters are shown
# a lot more mercy (there are caps on how much of a stat you can lose too).
# On the nasty side, if you are higher level, you can lose multiple stats
# _at_once_ and are shown less mercy when you die. But when you're higher
# level, it is much easier to buy back your stats with potions.
# Turn this on if you want death-based stat loss to be more merciful
# at low levels and more cruel at high levels.
# Only works when stats are depleted rather than lost. This option has
# no effect if you are using genuine stat loss.
balanced_stat_loss false
# This defines how much of a player's experience should be 'permanent' and
# not able to be lost on death. A high value makes multiple frequent deaths
# less devastating, and also ensures that any character will make some
# gradual progress even if they die all of the time. This value is the minimum
# amount of a player's exp that can ever be 'permanent' so setting this to 0
# would allow all exp to be lost, and setting it to 100 would stop exp loss
# entirely (the same effect would be achieved by setting the two
# death_penalty settings below to 0).
permanent_experience_percentage 25
# When a player dies, they lose a proportion of their experience, which is
# defined by the following two values. They will lose either
# death_penalty_percentage% of their experience, or no more than
# death_penalty_levels levels, or half of their non-permenent experience,
# whichever is the least of these. Note that this is calculated per-skill,
# so which method is used could vary for different skills.
death_penalty_percentage 20
death_penalty_levels 3
# This is the penalty to luck that is given to a player who kills another
# player (PK's). The value here is deducted from their luck value, so set this
# high to discourage PK-ing and zero (or negative) to encourage it.
# Range is limited to -100 to 100, since this is the value range that the luck
# stat can be within.
pk_luck_penalty 1
# This allows reduced damage against other players when in
# peaceful mode. The value is the percent of damage done
# compared to normal. This does not change damage done
# by not targeted things like walls, explosions, cone spells, disease, poison...
set_friendly_fire 5
# This deals with armor enchantment.
#
# armor_max_enchant: maximum enchantments an armor will take.
# default: 5
#
# armor_weight_reduction (in percent) and armor_weight_linear control how weight is reduced:
# * when armor_weight_linear is TRUE, armor weight is
# 'base weight - armor enchantment * armor_weight_reduction'
# * when armor_weight_linear is FALSE, armor weight is reduced by armor_weight_reduction %
# per enchantment.
#
# example:
# * with 10 and TRUE, if armor base weight is 100, it'll become:
# 100 -> 90 -> 80 -> 70 -> 60 -> ...
# * with 10 and FALSE, it'll be:
# 100 -> 90 -> 81 -> 73 -> 66 -> ...
#
# Note that the code will enforce a minimum weight of 1, else players can't pick up armor.
#
# default values: 10 and TRUE.
#
# armor_speed_improvement and armor_speed_linear do the same for speed increase.
# default values: 10 and TRUE
#armor_max_enchant 5
#armor_weight_reduction 10
#armor_weight_linear TRUE
#armor_speed_improvement 10
#armor_speed_linear TRUE
# disable stealing from other players, if you wish to enable stealing from other players
# then replace the below with: no_player_stealing FALSE
no_player_stealing TRUE
Cant get my crossfire server to work!
-
- Forum Aficionado
- Posts: 1994
- Joined: Tue Apr 29, 2003 5:55 pm
- Location: Minnesota, USA
- Contact:
Yes, there's a web based metaserver listing, point a browser at: http://crossfire.real-time.com/metaserver/crillealv wrote:by the way, can i even see on the metalist if my server is online?
It updates every 5 minutes, so you may have to wait a little bit for your server to show up.
After launching a one of the clients - the metaserver list is displayed there.crillealv wrote: and are there any program i need to run?
http://crossfire.real-time.com/clients/index.html
A specific example of the output can be found here,
http://crossfire.real-time.com/guides/c ... ary.html#1
"Put another, more succinct way: don't complain, contribute. It's more satisfying in the long run, and it's more constructive."
Eric Meyer
Eric Meyer
-
- Forum Aficionado
- Posts: 1994
- Joined: Tue Apr 29, 2003 5:55 pm
- Location: Minnesota, USA
- Contact:
I suspect that this is causing a problem. That information should be on two lines, like so:crillealv wrote:
metaserver_notification onmetaserver_server crossfire.real-time.com
metaserver_notification on
metaserver_server crossfire.real-time.com
"Put another, more succinct way: don't complain, contribute. It's more satisfying in the long run, and it's more constructive."
Eric Meyer
Eric Meyer