Turok 2 - Yakuza Clan
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Server Files/Tipps

To have a dedicated server download this: http://www.filefront.com/846108/t2servers.zip

After you have the server tools you can run your server, but first you need to configure the gm.cfg file.

For Example:


;;; SERVER OPTIONS
;;;

;;; HOSTPORT
;;; The port that the GameManager is listening on.
;;; Values: A port number (it should be between 12880 and 12889 inclusive).
;;; Default: 12888.
HostPort=12880

;;; HOSTNAME
;;; The name of the game server.  This is the name that will show up in
;;; GameSpy as the name of the server.
;;; Values: Any string.
;;; Default: None.
HostName=Server Name

;;; SERVERIP
;;; The IP address of the RTime server.  Typically, this will be the same as
;;; the IP address of the GameManager, so if it is left undefined, the GameManager's
;;; IP address will be used.  However, if the RTime server is running at a
;;; different IP address (e.g., on a different machine), it must be specified here.
;;; Values: An IP address.
;;; Default: None.
;ServerIP=127.0.0.1

;;; SERVERPORT
;;; The port that the RTime server is waiting for connections on.
;;; Values: A port number.
;;; Default: 12800.
;ServerPort=12800

;;; GAMETYPE
;;; The type of game being hosted.
;;; Values: Rok Match, Team Rok Match, CTF, Arena, Team Arena.
GameType=Rok Match

;;; LEVELSET
;;; The level set being used (.LSM file).  The name should NOT include
;;; the extension.  The GameManager will look for the file in the
;;; Data sub-directory of the directory that the GameManager was run from.
;;; For example, if "Levels" is specified then then the actual path to the
;;; level set file will be "data/Levels.lsm" relative to the directory where
;;; the GameManager was run.
;;; Values: A level set file name without the .LSM extension.
;;; Default: None.
LevelSet=Rok Match Levels

;;; LEVELS
;;; A space separated list of levels to play within the level set (in the
;;; order that they should be played).
;;; Values: The value must contain a space separated list of level numbers.
;;; The levels are zero indexed; i.e., the first level is level number 0.
;;; For example, to play the second, first then fourth level, you would specify:
;;; Levels=1 0 3.  If this key is left undefined, all the levels within
;;; the level set will be played in order.  Use the -listlevels command line
;;; parameter to get a list of all the levels in a level set.  For example:
;;; gm_win32.exe -listlevels "Arena Levels.lsm"
;;; Default: Play all levels in order.
Levels=6 9 2 6 9 6 2 17 6 9 6 5 2 7 9 0 3 16 6 9 2 10 5 6 7 3 9

;;; MAXPLAYERS
;;; The maximum number of players that can join a game.
;;; Values: An integer between 2 and 16.
;;; Default: 4.
MaxPlayers=10

;;; NUMTEAMS
;;; The number of teams in a game.
;;; Values: An integer between 2 and 8 (0 = no teams).
;;; Default: 0 (no teams).
NumTeams=0

;;; FRAGLIMIT
;;; The number of frags any player can accrue before a level switch is
;;; automatically forced.  NOTE: this key is not valid in CTF type games.
;;; Values: An integer (0 = no limit).
;;; Default: 10.
FragLimit=20

;;; TIMELIMIT
;;; The amount of time (in minutes) that can elapse before a level switch
;;; is automatically forced.
;;; Values: An integer (0 = no limit).
;;; Default: 5.
TimeLimit=0

;;; POINTLIMIT
;;; The amount of points that a player can accrue before a level switch
;;; is automatically forced.  NOTE: This is only valid for CTF type games.
;;; Values: An integer (0 = no limit).
;;; Default: 5000.
PointLimit=2400

;;; SORTSTATS
;;; Sort stats by frags or by amount of pain inflicted by a player.
;;; Values: Frags or Pain.
;;; Default: Frags.
SortStats=Frags

;;; NOTIFYGAMESPY
;;; Notify GameSpy of this game.  If this is FALSE, then no heartbeats
;;; are sent to the GameSpy Master Servers, otherwise heartbeats are sent
;;; and this game will show up in GameSpy clients.  So, if a "private"
;;; game is desired, set this key to FALSE.
;;; Values: A boolean (TRUE or FALSE).
;;; Default: TRUE.
NotifyGameSpy=TRUE

;;; PASSWORD
;;; The password for a game.  If this key is left undefined, then a password
;;; will not be required to enter the game.
;;; Values: A string.
;;; Default: None.
;Password=secret


;;;
;;; GAME RULES
;;;

;;; HEALTH
;;; If TRUE, health will appear in the levels, otherwise, there will
;;; be no health.
;;; Values: A boolean (TRUE or FALSE). 
;;; Default: TRUE.
Health=FALSE

;;; WEAPONSREMAIN
;;; If TRUE, a weapon remains after someone picks it up, otherwise it
;;; disappears and re-spawns after a waiting period.
;;; Values: A boolean (TRUE or FALSE).
;;; Default: FALSE.
WeaponsRemain=TRUE

;;; FRIENDLYFIREHURTS
;;; If TRUE, friendly fire (i.e., that from teammates) will cause damage,
;;; otherwise friendly fire causes no damage.
;;; Values: A boolean (TRUE or FALSE).
;;; Default: FALSE.
FriendlyFireHurts=FALSE

;;; ENEMIESDROPWEAPONS
;;; If TRUE, a killed player drops their weapon, otherwise, they don't.
;;; Values: A boolean (TRUE or FALSE).
;;; Default: FALSE.
EnemiesDropWeapons=TRUE

;;; ALLCHARACTERSSAME
;;; If TRUE, any special attributes a certain character has are disabled.
;;; This could even out play if players choose a variety of characters.
;;; Values: A boolean (TRUE or FALSE).
;;; Default: FALSE.
AllCharactersSame=TRUE

;;; ARENAMAXAMMO
;;; If TRUE, the weapons in arena modes will start with the maximum
;;; ammunition available, if FALSE, weapons start with the default
;;; initial ammunition.
;;; Values: A boolean (TRUE or FALSE).
;;; Default: FALSE.
ArenaMaxAmmo=TRUE

;;; ARENAWEAPONS
;;; A space separated string containing the numbers of the weapons to be used
;;; If this key is left undefined, all weapons will be used.
;;; Values:
;;;   0 = War Blade (always available)   7 = Plasma Rifle        
;;;   1 = Tek Bow                        8 = Firestorm Cannon  
;;;   2 = Pistol                         9 = Cerebral Bore
;;;   3 = Magnum Pistol                 10 = Grenade Launcher
;;;   4 = Charge Dart Rifle             11 = Scorpion Rocket Launcher
;;;   5 = Shotgun                       12 = Flame Thrower               
;;;   6 = Shredder (Shrapnel Cannon)    13 = Nuke                  
;;;
;;; Default: Use all available weapons.
ArenaWeapons=0 7 13


;;; ARENAHEALTH
;;; A number indicating how much extra health each player starts out with
;;; in arena mode games.
;;; Values: A number between 0 and 100.
;;; Default: 0 (no extra health).
ArenaHealth=0


;;;
;;; TEAM NAMES
;;;

;;; The following strings can be used to customize the names of the teams
;;; in a team oriented game mode.  If left undefined, defaults will be used.
;;; Values: A string (maximum of 20 characters).
TeamName1=Tricksters
TeamName2=Darkslayers
TeamName3=Gunslingers
TeamName4=Warriorgods
TeamName5=VermilionSpirits
TeamName6=FrostLords
TeamName7=HeadHunters
TeamName8=Destroyers


;;;
;;; KILL STRINGS
;;;

;;; Format strings used when a player kills another with a specific weapon.
;;; The first %s is replaced by the killed players name and the second %s
;;; is replaced by the killer's name.  E.g., "KillPistol=%s caught a bullet from %s."
;;; would yield "Bob caught a bullet from Jim." if Jim had just killed Bob
;;; with the Pistol.  Note that a construction like "KillXYZ=%s killed %s." is
;;; doomed since the player killed ALWAYS comes first.  Suicide strings contain
;;; only one %s, and local strings contain no %s.
KillWarBlade=%s have tasted %s's blades.
;KillTekBow=%s was skewered by %s.
;KillPistol=%s caught a bullet from %s.
;KillMagnumPistol=%s took a fatal slug from %s.
;KillChargeDart=%s got a charge out of %s.
;KillShotgun=%s couldn't dodge %s's buckshot.
;KillShredder=%s was blown away by %s's shredder.
KillPlasmaRifle=%s got killed by %s.
;KillFirestormCannon=%s got caught in %s's fire storm.
KillGrenadeLauncher=%s was blown up by %s's grenade.
;KillScorpionRocket=%s was vaporized by %s's rocket.
KillFlameThrower=%s got burned by %s's flamer.
;KillSpeargun=%s got speared by %s.
;KillTorpedo=%s took a ride on %s's torpedo.
KillCerebralBore=%s got a little brain-washing from %s.
KillRaptorClaw=%s was eaten by a Raptor called: %s.
;KillShredderExplosion=%s was in the way of %s's shredder.
;KillGrenadeExplosion=%s tried to run from %s's grenade.
;KillScorpionExplosion=%s got caught in %s's blast zone.
KillNukeExplosion=%s got owned by %s.
;KillDefaultExplosion=%s died in %s's explosion.
;KillTeleport=%s was in %s's teleport zone.
SuicideBullet=%s couldn't stand it anymore, Server message: No cheaters allowed!
SuicideExplosion=%s went boom, Server message: visit http://turok.forumactif.com
;SuicideDrown=%s drowned.
SuicideFall=%s fell down.
;SuicideLava=%s should have worn asbestos boots.
;SuicidePoisonWater=%s came to an untimely end.
;SuicideFlyingDebris=%s got hit by cosmic debris.
SuicideConsole=%s couldn't stand it anymore.
LocalSuicideBullet=You couldn't stand it anymore, Server message: No cheaters allowed!
LocalSuicideExplosion=You went boom, Server message: visit http://turok.forumactif.com
;LocalSuicideDrown=You drowned.
LocalSuicideFall=You fell a long way.
;LocalSuicideLava=You should have worn asbestos boots.
;LocalSuicidePoisonWater=You came to an untimely end.
;LocalSuicideFlyingDebris=You got hit by cosmic debris.
;LocalSuicideConsole=Your wish is granted.


;;;
;;; Miscellaneous (optional) Options
;;;

;;; CPU
;;; The type of CPU/OS the game is running on.
;;; Values: A string identifying the computer.
;;; Default: None.
;CPU=Pentium II 400/Windows NT

;;; CONNECTION
;;; The type of connection the game has.
;;; Values: A string (such as: T3, T1, 56K, etc.)
;;; Default: None.
;Connection=T1

;;; LOCATION
;;; The general location (region) of the GameManager.  This is used
;;; by the GameManager to facilitate speedy updates (generally the
;;; closer geographically, the speedier the connection).
;;; Values:
;;;   0 = Anywhere                      7 = Continental Europe
;;;   1 = Southeast US                  8 = Central Asia, Middle East
;;;   2 = Western US                    9 = Southeast Asia, Pacific
;;;   3 = Midwest US                   10 = Africa
;;;   4 = Northwest US, West Canada    11 = Australia/New Zealand/Pacific
;;;   5 = Northeast US, East Canada    12 = Central, South America
;;;   6 = United Kingdom
;;; Default: Anywhere
;Location=0

;;; WORLDID
;;; This key should only be used if a non-standard host port
;;; is specified (i.e., one not in the range 12880-12889).
;;; It uniquely identifies a game on the Rtime server.
;;; Values: A number between 140 and 149.
;;; Default: 140.
;WorldID=140
SpeedMultiplier=1.38
Password=secret
DamageMultiplier=1.0
 

You can edit the Host port (if you want to start more server then change in each gm.cfg file); Server's name; Game type; Levels set; Levels; Max Players; Number of teams; Teams; Arena weapons; Arena Health

The last 3 line is extra, but if you want to change speed and other, then there you can write after the worldid Speed...

If you want to play Arena with Rok Match levels you need a special gm_win32 file - that can be found on the kBg site.

 
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