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DWI RULES
Rule #1:
Have fun, This is a game and the purpose of
playing games is to have fun. If you do not wish
to have fun, then you are definitely at the
wrong place.
Rule #2: No Flaming/Cussing, if you have a
problem with another driver do not take it upon
yourself to discipline that person in public. If
you have a complaint save the replay and discuss
the problem with the Admins AFTER the race.
Rule #3: To finish first you must first finish,
over aggressive driving will not be tolerated.
You will be given a verbal warning for the first
offense, docked points for second offense,
suspended for the third and if there is a fourth
you will be banned from the league.
Rule #4: If in fact you do have a complaint
about another driver you will have up to 10
minutes after the race to get with an Admin to
discuss it at which time the Admins will watch
the replay and make their decision in one hours
time. If they cannot come to a majority decision
then there will be no penalty enforced.
Rule #5: No restarts after the green flag drops.
I'm sorry if you get caught up in a crash early
in the race but too many times when a race gets
restarted the guys that made it thru the first
time get the short end of the stick on the
restart.
Rule #6: Do not be late, once qualify begins we
will not restart to let someone in...the
majority of us are adults and should be
responsible enough to show up on time. If you
know before hand that you may be late we will
consider starting later, but you must inform and
admin before qualifying begins.
Rule #7: No jumping the start/restart and by
jumping the start we mean that you cannot lag
back to time the green flag so that you are
running faster than the cars in front of you in
hopes of improving your position on the track.
You may however, pass to the outside once the
green flag has been displayed but if a driver
files a complaint against you it will be
reviewed and if it is found that you jumped the
start you will be docked series points.
Rule #8: No racing back to the caution until 10
laps to go. We will be using the "lucky dog"
rule so once the caution has been displayed hold
your current position. We will do this until
there are 10 or less laps to go. With 10 or less
to go you may race back to the caution flag. In
those last ten laps there will be no "lucky dog"
passes.
Rule #9:
If you fallout of a race and come back in, we
will give you your laps back (depending on
racetrack, for instance, would be almost
impossible to give laps back on road courses)
You will be given all the laps that you lost
back until u are only one lap down. Then, if
there is a caution we will give you that last
lap back, even if you are not the first car one
lap down. Both you and the first car one lap
down will get your lap back. The reason for this
is because although it isn't fair that you
dropped out of the race do to computer issues,
it is equally unfair to put u on the lead lap in
front of another driver.
Rule
#10: If you are at fault for causing a caution
you will be penalized by being sent to the tail
end of the field (drive thru 1 lap before
restart and be at tail of field). If you cause a
caution and fail to drive thru you will lose a
lap on the from the final race results.
Rule
#11: If you "self spin" twice in one race and
each spin brings out a caution you will need to
park it for the night.
Rule #12
: All cars that are at least 1 or more laps down
when yellow flags come out with 10 or less laps
to go will be told to drive thru pits with 1 to
go before green flag so lead laps cars can race
for win without lap cars interference. Rule #14
was added 4/8/06
Rule #13
: TBA |
|
This is a quick get started guide for
N2003 season By papyrus
After loading the game you will need the
1.2.0.1. patch for multiplayer
A 128 mb or higher graphics card really
helps this game 64mb is the bare minimum
Operating Systems:
Windows 98/ME/2000/XP*
* NOTE: Users on 2000 and XP may need to
be logged in to Windows with local
administrator privileges.
Minimum:
Pentium II 450 MHz processor
64 MB of RAM
16 MB Direct3D compatible video card
8X CD-ROM drive
DirectX 9.0 or later
OpenGL* 1.1 or later
Recommended:
Pentium III 800 MHz or higher
128 MB or more of RAM
32 MB or higher Direct3D compatible
video card
DirectSound compatible sound card
DirectInput compatible game controller
56 Kbs modem
DRIVING CONTROLS KEYBOARD SHORTCUTS
ESC - Open ESC menu (Use Arrows and
ENTER to Navigate)
F1 through F9 - Pit Service Controls
(Use Arrows and SPACE to Navigate)
PageUp & PageDown - Change Driving Views
PauseBreak - Pause Game
PrintScreen - Take Screen Shot
F - Toggle Framerate Counter
G - Toggle Gauges in External Driving
Views
H - Display Keyboard Shortcuts
M - Toggle Mirror Detail Level
N - Toggle Car Interior Display in
Mirror
O - Toggle Trackside Object Detail Level
S - Toggle Speed/Gear/Flag Indicator
V - Change Focus to Next Driver (Car
must be stopped)
CTRL+V - Change Focus Back to Player Car
SHIFT+V - Change Focus to Previous
Driver (Car must be stopped)
CTRL+I - Toggle Lap Info Messages
CTRL+L - Check Leader Position
SHIFT+R - Return to Pit
SHIFT+T - View/Reset Tachometer Telltale
F11 - votes yes (issues !yes chat
command in response to multiplayer poll)
F12 - votes no (issues !no chat command
in response to multiplayer poll)

NASCAR® Racing 2003 Season Dedicated
Server
1.0.0.0
Readme File
01/17/03
[ To read this file, select Edit/Word
Wrap from the menu above ]
***********************************************************************
About This Document:
This document contains information about
NASCAR® Racing 2003 Season's Dedicated
Server mode.
***********************************************************************
I. CONFIGURING THE SERVER
II. SERVER ADMINISTRATION
III. NETWORK CONFIGURATION INFORMATION
IV. OTHER INFORMATION
I. CONFIGURING THE SERVER
=========================
STARTING THE SERVER
When running a NASCAR® Racing 2003
Season dedicated server, it is
recommended that the 3D configuration
program be used to select the specially
designed "GDI (For Dedicated MP
Servers)" renderer which should allow
the server to run on most any video
card, and does not require 3D
acceleration. After the game has been
configured, run "C:\Papyrus\NASCAR
Racing 2003 Season\SERVER.EXE" or use
the "Launch Dedicated Server" shortcut
in the NASCAR® Racing 2003 Season
program group on your Start Menu.
DEDICATED SERVER AND SIERRA.COM
By default the NASCAR® Racing 2003
Season's Dedicated Server will attempt
to register itself with sierra.com's
multiplayer service. If you are running
on a LAN or otherwise do not wish to
utilize this feature, you will need to
disable the "to_sierra=1" line in the
[Server] section of CORE.INI. To do this
you would change the zero to a one "to_sierra=0".
CREATING A NEW PLAYER
After running SERVER.EXE you will need
to create a new player for the server.
You can use any name, but for this
exposition, let's call him "Dedicated
Server" Note that whatever multiplayer
.car file this player has selected won't
be available for anyone else, so choose
a car no one wants to drive. Keep this
player selected (don't switch back to
your regular player) and click DONE. The
game will then automatically advance to
the Multiplayer-Host screen.
SELECTING THE SERVER OPTIONS
From the Multiplayer-Host screen if you
have chosen to register the server with
sierra.com you will need to enter the
UserID and Password which will be used
by the server. If you choose not to save
the UserID and Password, you can specify
these values on the command line (see
sections below for more details for
using the command line override
feature).
Once the server has logged into
sierra.com you will be taken to the Host
Race screen where you will select the
network/modem/serial ports on which you
want to allow people to connect to the
server. For the network connections,
also choose the maximum number of
players you want to allow on each, and
for the selected modems/serial ports,
choose the speeds. Fill in all other
info as desired (access and/or boss
passwords, latency limits, etc.). Note
that for sierra.com ratings to be in
effect you must activate one or more of
the Ratings Restrictions options.
SELECTING THE RACE OPTIONS
Selected the server options, hit the
green button to advance to the track
select screen. Here you will select the
race parameters as desired. Note that
the exact same set of race parameters
will be applied to all races run by the
server, so choose them wisely. For
example, if you're going to run fixed
setup races, be sure that a setup with
the selected file name exists at all
tracks that the server will run (we're
getting to that...). You can hit the
green button to advance the server to
the race weekend screen and host the
race, or if you would like to configure
the server to cycle through a loop of
races you may now hit the red button to
exit the track select screen and the
program will automatically back out
through the multiplayer setup screen and
main menu and return you to the desktop.
CONFIGURING THE SERVER TO CYCLE THROUGH
TRACKS
Once the server has returned you to the
desktop, using Notepad (or another
plain-text editor (not Microsoft Word)),
edit the Players\Server__Dedicated\PLAYER.INI
file (or the directory that corresponds
to whatever you named the player in the
first step). Look for the "Race0=" line
in the "[Dedicated Server]" section of
the file. Add a "race<N>=<track_directory_name>"
entry for each track the server should
cycle through. For example you could
use:
race0=daytona
race1=michigan
race2=taladega
race3=dover
You can go up to race63= If you want the
server to only run through the list of
tracks once (or a few times) and then
exit, change the "Repeat=0" line to
indicate the number of times you want to
cycle through them (Repeat=0 means cycle
through them forever). Save the
PLAYER.INI file, and exit Notepad. While
you're editing the PLAYER.INI you can
also adjust any settings you may have
missed in the previous steps.
When you launch the dedicated server
again the game will automatically
advance through the main menu, the
multiplayer host, and the track select
screens, and begin running the first
race in the list. When the race is
complete, NASCAR will wait for three
minutes to give people time to chat
about the race, save standings and
replays, etc., and then leave the race
and start the next one in the list. Or,
if you cancel the race, it will go to
the next race immediately.
USING THE LEFT SHIFT KEY TO CANCEL A
RACE
Holding down the left shift key prevents
the server from automatically running
the next race in sequence. To keep the
dedicated server from advancing to the
next race, hold the left shift key down
when canceling a race on the race
weekend screen, and keep the left shift
key depressed until the track select
screen finishes displaying. This left
shift key trick only works on the server
itself. Clients (even if they are
bosses) cannot keep the server from
cycling to the next race. You can then
hit the red button to shut down the
server.
II. SERVER ADMINISTRATION
=========================
COMMAND LINE OVERRIDE FOR GAME .INI
SETTINGS
When running a dedicated server it can
be desirable to override the game's
default .INI settings. You can override
any of NASCAR® Racing 2003 Season's .INI
file options from the command line. The
command line overrides will not be saved
to the .INI file, so there is no need to
backup the .INI file. The format of a
command line override is as follows...
-ko"numeric_id:section_name:key_name:value"
...where...
numeric_id is the ID of the .INI file
that contains the value to be
overridden. The mapping is as follows:
0 = CORE.INI,
10 = APP.INI
20 = PLAYER.INI
40 = TRACK.INI
50 = ADDRESS.INI
section_name is the name of the section
within the .INI file in which the key
exists. [Server], for example. The
brackets ([, and ]) should not be
specified.
key_name is the name of the key.
to_sierra, for example.
For example, to use a value of 0 for
to_sierra from the [Server] section of
CORE.INI, you would use...
SERVER.exe -ko"0:server:to_sierra:0"
MULTIPLAYER REMOTE ADMINISTRATION
Remote clients can control a NASCAR®
Racing 2003 Season server. There are two
levels of control, a remote ADMIN and a
remote BOSS. An admin of the server has
full control, just as if he was
physically on the server. A boss has
more limited control, and can not shut
down the server or ban drivers.
To allow remote bosses, a special form
for the server password is used. Clients
that connect with the "boss" password
will be able to control the server. The
password format is "[access_pwd][/[boss_pwd]][=f.last_of_boss]"
(neither the brackets, nor the quotes,
should be used, and anything between a
pair of brackets is optional). The
password is not case sensitive. The
meaning of several example server
passwords is given below:
"" - No password specified. Anyone may
connect to the server. Only the server
itself is a boss.
"private" - All clients must enter the
password (private) in order to connect
to the server. Only the server itself is
a boss.
"private/secret" - All clients must
enter the password (private) in order to
connect to the server. Any client that
also knows the boss password (secret),
and gives the password correctly
(private/secret) will also be a boss of
the server. Note that this allows there
to be more than one boss for the server.
Bosses must cooperate with each other!
"private/secret=f.smith" - Same as
above, but any driver whose last name is
"smith", and whose first initial is "f"
will be given boss control over the
server, even if they don't enter the
boss password (secret).
"/quiet" - Anyone may connect to the
server without specifying a password.
Anyone that gives the boss password
(/quiet) will also be a boss.
"/" - This would be interesting! Anyone
can connect to the server without
specifying a password. Everyone that
connects will be a boss.
If you want to setup the server from the
command line to allow remote
administration of the server on a race
by race basis, you could one of the
following examples as your command line:
"C:\Papyrus Nascar Racing 2003
Season\SERVER.exe"
-ko"20:server:password:/remote"
"C:\Papyrus Nascar Racing 2003
Season\SERVER.exe"
-ko"20:server:password:test/remote"
The first example would allow all
clients to connect without the need of
an access password, and anyone
connecting with the boss password
"/remote" would have remote admin
privileges. In the second case all
clients connecting to the server would
need to use the access password "test",
and those connecting with the password
"test/remote" would have remote admin
privileges.
In addition to this boss password, a
more powerful admin password can be
specified. Clients connecting to the
server using the admin password in their
password field will be made admins of
the server. These remote admins will
have full control over the server,
including shutting down the server and
banning players. To set up the server to
allow remote admins, specify an admin
password in the server's PLAYER.INI as
shown below.
[SERVER]
admin_password= ; administrator password
Clients wanting to connect to the server
as a remote admin would need to enter
the admin password in the game's
password field (this would supercede any
access passwords the server may normally
require). For example, if a server was
setup using a normal access password of
"foo" and an admin password of "bar", a
client would only need to specify "bar"
as the password to connect to the server
as an admin.
Clients already connected to a server
can 'log-in' as an admin or a boss by
entering the appropriate password using
the following chat commands:
!admin admin_password - Used to log-in
to the server as an admin, where
"admin_password" is the server's current
admin password.
!boss boss_password - Used to log-in to
the server as a boss, where
"boss_password" is the server's current
boss password.
EJECTING DRIVERS
Any admin or boss (remote or local) may
remove a player from their server by
using the "!eject" command. Ejected
drivers will be able to reconnect once
the server is reset or returns to the
track select screen. The command should
be entered as a chat message. The format
of the command is "!eject player", where
player can either be the "#" symbol
along with the player's car number, or
the players name. For example:
"!eject #12"
"!eject smith"
"!eject j.smith"
"!eject john.smith"
BANNING DRIVERS
Any admin (remote or local) may also ban
a player from their server by using the
"!ban" command. For non-Sierra.com races
this will eject the driver from the race
and prevent them from reconnecting until
the server is reset. For Sierra.com
races, the driver is ejected and
automatically added to the server's
muzzle list which will prevent him from
ever reconnecting. Again the command
should be entered as a chat message. The
format of the command is "!ban player",
where player can either be the "#"
symbol along with the player's car
number, or the player's name. For
example:
"!ban #12"
"!ban smith"
"!ban j.smith"
"!ban john.smith"
ADDITIONAL SERVER ADMINISTRATION
COMMANDS
In addition to ejecting and banning
drivers, server admins and bosses have
several additional administration
commands which they may use to control
their server. These commands are entered
as chat messages, and must be preceded
by an exclamation point as outlined
below:
!list_commands - Returns a complete list
of administration commands.
!list_polls - Returns a complete list of
avaliable polls (see section below for
details)
!do_not_auto_start_next_race -
Temporarily overrides a server running a
series of looped races allowing you to
exit back to the track setup screen and
select a new track and/or race options
(note that the server will resume the
previous loop at the completion of the
race using the newly selected race
options).
!show_password - Returns the server's
current access, boss, and boss username
passwords. The server's password string
will be reported back in the following
format:
"access_pwd/boss_pwd=boss_username"
!show_admin_password - Returns the
server's current admin password
(available to admins only).
!set_password - Used to change the
server's current access password. The
format of the command is "!set_password
access_pwd", where "access_pwd" is the
desired access password for the server.
The server's updated password string
will be reported back in the following
format:
"access_pwd/boss_pwd=boss_username"
!set_admin_password - Used to change the
server's current admin password. The
format of the command is
"!set_admin_password admin_pwd", where
"admin_pwd" is the desired admin
password for the server (available to
admins only).
!set_boss_password - Used to change the
server's current boss password. The
format of the command is
"!set_boss_password boss_pwd", where
"boss_pwd" is the desired boss password
for the server. The server's updated
password string will be reported back in
the following format:
"access_pwd/boss_pwd=boss_username"
(available to admins only).
!set_boss_user - Used to set the
server's current boss username password.
The chat command "!set_boss_user
boss_username" would make a user named
Fred a boss when they connected to the
server. The server's updated password
string will be reported back in the
following format:
"access_pwd/boss_pwd=boss_username"
(available to admins only).
!clear_password - Removes the server's
current access password. The server's
updated password string will be reported
back in the following format:
"access_pwd/boss_pwd=boss_username".
!clear_admin_password - Removes the
server's current admin password
(available to admins only).
!clear_boss_password - Removes the
server's current boss password. The
server's updated password string will be
reported back in the following format:
"access_pwd/boss_pwd=boss_username"
(available to admins only).
!clear_boss_user - Removes the server's
current boss username password. The
server's updated password string will be
reported back in the following format:
"access_pwd/boss_pwd=boss_username"
(available to admins only).
!make_boss - Used to give boss
privileges to a player currently
connected to the server. The format of
the command is "!make_boss player",
where player can either be the "#"
symbol along with the player's car
number, or the player's name.
!make_non_boss - Used to remove boss
privileges from a player currently
connected to the server. The format of
the command is "!make_non_boss player",
where player can either be the "#"
symbol along with the player's car
number, or the player's name.
!yellow - Used to throw a yellow flag
during race sessions. You may not issue
this command during the pace lap, or in
the middle of a caution period. You can,
however, issue it after receiving the
one-to-go signal, thus prolonging a
caution.
!black - Used to issue a black flag
penalty to a user during race sessions.
The format of the command is "!black
player", where player can either be the
"#" symbol along with the player's car
number, or the player's name.
!clear - Used to clear a player's
penalties. The format of the command is
"!clear player", where player can either
be the "#" symbol along with the
player's car number, or the player's
name. This command is and only valid
when the player has a black flag penalty
pending, or is currently serving a black
flag penalty.
!lap+ - Used to give a lap back to a
player during a race. The format of the
command is "!lap+ player", where player
can either be the "#" symbol along with
the player's car number, or the player's
name.
!lap- - Used to take a lap away from a
player during a race. The format of the
command is "!lap- player", where player
can either be the "#" symbol along with
the player's car number, or the player's
name.
!shutdown - Shuts down the server
(available to admins only).
THE POLLING AND VOTE SYSTEM
Multiplayer servers now have the option
of allowing any connected user to call a
poll to allowing them to vote on certain
admin commands. Only one poll is allowed
at a time. A 'yes' vote is automatically
entered for the person initiating a
poll. All other users can vote on the
poll using chat commands "!YES" or
"!NO". Only those users who were
connected to the server at the time the
poll was initiated are allowed to vote.
At the completion of the vote's timer
any non-votes are counted as no votes,
and the final outcome is broadcast to
all users. To prevent hogging the
polling system, a user is not allowed to
initiate a new poll for a short time
after having conducted a poll. The poll
is entered as a chat message "!poll
pole_type player" where player can
either be the "#" symbol along with the
player's car number, or the player's
name. The command "!list_polls" will
return a complete list of avaliable
polls. For example:
!poll eject player [<comment>]
!poll yellow [<comment>]
!poll black player [<comment>]
!poll clear player [<comment>]
!poll lap+ player [<comment>]
!poll lap- player [<comment>]
!poll track track_name
The track poll is used to reset the
current race weekend at a different
track. This is only valid on a dedicated
race server, it is not valid on an open
server. It may not be requested once
qualifying is complete, and the server
will return to its normal cycle of
tracks (though at an indeterminate track
in the cycle) once the requested track
has been run. The format of the command
is "!poll track track_name", but you do
not need to enter the complete track
name. You only need to enter the first
few letters of the name, as it appears
in the track dropdown, so that it is
distinct. For example, entering "!poll
track atl" is fine for "Atlanta". "!poll
track bristol" will choose Bristol, and
"!poll track bristol n" will choose the
night version of Bristol.
By default polling will be enabled on
Open servers, and a simply majority
(greater than 50%) is needed for each
poll pass. Some users may wish to
disable polls on their open servers, or
change the percentage vote needed for a
poll to pass. The following two new
CORE.INI settings have been added for
this:
[SERVER]
poll_pass_percent = 50 ; % of yes votes
*that must be exceeded* for a vote to
pass.
open_server_disable_polling = 0 ; Set to
1 to disable the polling system on open
servers
Two new driving controls have been added
to quickly vote YES or NO in response to
a poll. Note that these hotkeys are only
available while driving in-car:
F11 - votes yes (issues !yes chat
command)
F12 - votes no (issues !no chat command)
HIDING REMOTE BOSS AND ADMIN STATUS
Remote bosses and admins normally show
up in the entry list on the race weekend
screen in a different color than regular
clients. You may now hide this
indication of a remote client's boss or
admin status by editing the following
lines in the server's CORE.INI. Note
that admins are effectively bosses with
additional powers, so enabling the
hide_bosses option will also hide
admins. If you only want to hide admins,
use the hide_admins option instead.
[SERVER]
hide_admins=0 ; Hide who the admins are?
hide_bosses=0 ; Hide who the bosses are?
(hides admins, too)
RUNNING AN OPEN SERVER
NASCAR® Racing 2003 Season allows you to
create a server that can be controlled
by other users to set up their own
races. When run as an 'Open Server', the
game will wait on the race setup screen
and the first client who connects to the
server will automatically be made a
boss. The boss can choose race options
and advance the server to the race
weekend and run the race (see below for
specific limits the server administrator
can enforce). If this boss disconnects
another user connected to the race will
be selected to take over as the new
boss. At the completion of the race
session, the server will disconnect all
clients (including the active boss), and
cycle back to the race setup screen
waiting for the next user to connect and
take control.
The parameters that control an open
server are in the [SERVER] section of
CORE.INI.
- open_server=0
Change the 0 to a 1 to turn this server
into an open server. Note that this is
only takes effect if either dedicated=1
or launch=1 (note that these two values
are automatically set to 1 when
SERVER.EXE is used).
- open_server_boss_idle_limit=N
While at the race setup screen, a user
will only be allowed to be a boss for up
to this number of minutes before their
bossness is revoked and given to some
other user. This is to prevent someone
from connecting to the server, becoming
a boss, walking away, and thus hijacking
the server. If this value is set to 0,
then this feature is disabled.
- open_server_disable_boss_eject=1
Unfortunately some users may try to
abuse their boss privileges by
indiscriminantly ejecting other drivers.
If this value is set to 0 you can allow
bosses to eject other drivers from your
server.
- open_server_disable_cancel_weekend=0
It's entirely possible that the boss of
the server could wreck himself in turn
one on lap one at which point he may
want to cancel the weekend. If this
value is set to 1, then bosses will not
be allowed to cancel the weekend once it
has begun, and instead they will only
have the option to disconnect at which
point a new user will take over as boss.
- open_server_practice_length_limit=N
This specifies the maximum combined
practice/warmup time for the race
weekend (in minutes). The boss will be
given an error message if they try to
change either the practice or warmup
session length such that the sum of the
two is more than this value. Setting
this value to 0 disables this feature
and allows any normal practice and
warmup session lengths to be set.
- open_server_race_percent_limit=N
This specifies the maximum race length
percentage that the boss will be allowed
to set. Setting this value to 0 disables
this feature and allows any normal race
length percentage to be set.
- open_server_restart_limit=N
This specifies the maximum number of
session restarts that the boss will be
allowed to use. Setting this value to 0
disables this feature and does not allow
any session restarts. When restarting
sessions, each session that is in
between the current and desired sessions
counts towards this allowed total. For
example, going from the race session
back to practice would count as 4
session restarts because you would be
restarting the race session plus backing
through three completed sessions (this
is assuming that the warmup session was
enabled).
- open_server_max_latency_limit=N
This specifies the maximum latency a
client can have and still be allowed to
connect to the server. Setting this
value to 0 disables this feature.
- open_server_min_LPI_limit=N
This specifies the minimum Laps Per
Incident (LPI) a client must have to be
allowed to connect to the server. Valid
values range from 1 to 255. Setting this
value to -1 disables this feature. Note
that when setting up a user run server
this option may be grayed out and
disabled if you are using a new
Sierra.com UserID that has an LPI of
zero.
- open_server_max_rating_limit=N
This specifies the maximum Sierra.com
rating from 0 to 10 that a client can
have and still be allowed to connect to
the server. Setting this value to -1
disables this feature. Note that this
value must be used in conjunction with
the open_server_min_rating_limit value
listed below to set a valid min to max
range.
- open_server_min_rating_limit=N
This specifies the minimum Sierra.com
rating from 0 to 10 that a client must
have and still be allowed to connect to
the server. Setting this value to -1
disables this feature. Note that this
value must be used in conjunction with
the open_server_max_rating_limit value
listed above to set a valid min to max
range.
RESERVING NETWORK CONNECTIONS FOR REMOTE
ADMINISTRATORS
Remote administrators (those that enter
the server admin password when trying to
connect) are now allowed to connect to
the server at any time, even if the
starting grid is official. If they
connect after qualifying, they will not
be allowed to race. Hitting the DRIVE
button will cause it to gray out, but
they will not be allowed on track.
Additionally it is now possible to
reserve any number of network
connections for remote admins. These
reserved connections are included in,
not in addition to, the number of
network connections selected on the
server setup screen. You may specify the
number network connections that will be
reserved in the [SERVER] section of the
CORE.INI as shown below.
[SERVER]
num_admin_only_net_conns = 0 ; Number of
network connects reserved for admins
III. NETWORK CONFIGURATION INFORMATION
======================================
MULTIPLAYER BEHIND A FIREWALL OR ROUTER
By default the following UDP ports will
be used by NASCAR® Racing 2003 Season:
32766 for the net_server_port, 32767 for
ping port, and then sequentially
numbered ports for each allowed client
connection (max of 42) starting at
32768.
To run from a machine with a private IP
address behind a Linux firewall, you
need to use a combination of IP
masquerading and IP autoforwarding. The
following rules for the default 42
client port range can be used:
ipfwadm -F -a accept -m -S
a.a.a.a/m.m.m.m -D 0.0.0.0/0
ipautofw -A -r udp 32766 32809 -h
a.a.a.a -v -u
Where a.a.a.a is the address of the
machine behind the firewall, and m.m.m.m
is the netmask. If you run a server
behind the firewall, clients should
connect to the IP address of the
firewall.
If you wish to host a NASCAR® Racing
2003 Season race from behind a router
you will need to forward the default UDP
port range of 32766-32809 from the
router to the internal or LAN IP of the
NASCAR® Racing 2003 Season server.
Linksys users will need to latest
firmware update to allow port ranges to
the forwarded. When connecting, clients
should use the external or WAN IP
address of the router.
If you have a router or firewall and
would like to allow multiple users on
your LAN to connect to the same
multiplayer server, you will need to
have each of the clients behind the
router use a different net_server_port
in their CORE.INI files (one client
would make no changes and use the
default port, while each of the others
would need to specify a unique
net_server_port).
Additionally if you are hosting a server
from behind the router by forwarding the
default UDP port range to the LAN IP of
the server, no clients on your LAN will
be able to connect to multiplayer races
since all of the incoming packets would
be forwarded to your server. If you want
to allow these clients to connect to
races while your server is running, it
would be necessary to forward and
configure the server to use a
non-standard UDP port range (see below
for details).
RUNNING MULTIPLE SERVERS
If you want to run more than one server
on a single machine or from behind a
firewall, you will need to give each of
the servers its own unique port range
for client/server communications, and
also include these port ranges in the
ipautofw rules or router configuration
if applicable. To do this you would
specify a unique net_server_port for
each server, remember to leave room
between each net_server_port settings
for the server's ping port and client
connection ports.
For example, if you were going to allow
20 clients to connect to each of your
two servers you could leave the first
server on the default net_server_port of
32766. You would need to reserve 21
ports for ping and clients, so the next
available port for the second server to
use as it's net_server_port would be
32788.
Using a single installation of the game
you may use the command line override to
start additional instances of the
server, each with their own settings. In
the above example the first server would
be started normally to use the default
settings, and the second instance would
use the following command line option to
set it's net_server_port to 32788:
-ko"0:communications:net_server_port:32788"
For more information see the "Command
Line Override for Game .INI Settings"
section above.
Note that on a LAN, clients will only
see race servers broadcast to the Local
Races table that are using the default
net_server_port. In order to connect to
servers using other net_server_ports,
clients will need to manually enter both
the server's IP address as well as the
port number (in the format
n.n.n.n:port). In the above example, if
the IP address of the server was
192.168.1.2 clients would need to
connect to 192.168.1.2:32788.
IV. OTHER INFORMATION
=====================
AUTOSAVING REPLAYS
You can edit PLAYER.INI and change the
auto_save_replay=0 to =1 in the [SERVER]
section, causing the server to, well,
automatically save the replay (you
better have a lot of free disk space!).
Note that by default the dedicated
server will only allocate 512KB for its
replay buffer, so if you've chosen to
auto-save replays you will also need to
specify a replayMemoryOverride value in
the [REPLAY] section of CORE.INI.
SERVER RACE OVER TIMER
After the checkered flag, the race will
wait for three minutes before advancing
to the next track the loop or returning
to the setup screen. This allows players
to chat after the race or to save the
replay. If you wish to change this
amount of time you may edit the
auto_leave_timeout line the [SERVER]
section of the PLAYER.INI (note that
this value is seconds).
ADDING AI OPPONENTS TO A MULTIPLAYER
RACE
You may only have up to 42 connections
to a multiplayer server for both human
and AI opponents. In order to allow the
addition of AI opponents to the server,
you must first reduce the number of
allowed TCP/IP or IPX connections to
less than 42 human opponents. Once this
is done you will be able to fill out the
field with AI opponents.
PERFORMANCE ISSUES
You are not allowed to drive on a
dedicated server, and no 3D graphics or
sound is generated, so a pretty small
machine should be capable of hosting
fairly large fields.
For each client connecting to the server
using TCP/IP, the server will use at
most about 21K bits per second of
bandwidth. You'll need to experiment to
see how many clients your connection is
actually capable of supporting. It's
probably not worth trying to host more
than 3 clients on a 56K modem (and 3
will probably be dicey). It's probably
not worth trying to host more than, say,
15 to 20 on a cable modem. If you do try
to push the envelope (you wouldn't do
that, would you?) here are some clues
that you've gone too far:
1. The rate at which clients lose their
connection to the server increases
significantly.
2. The latency for many of the clients
increases as new clients connect, or
their quality decreases. You can monitor
this using the Entries table on the Race
Weekend screen. Clients should monitor
their own connection using the
communications meters while on track
(hitting Control-C while in car will
toggle the meters on/off).
3. Clients report more "warping" as yet
more clients connect.
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