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Hosting a Crossfire Server
This guide outlines useful information for installing, running and maintaining a crossfire server.
Requirements
Make sure you have the following available to you:
Hardware that can handle hosting a Crossfire server
Any hardware that can run or handle a relatively modern desktop
OS should be adequate
Enough bandwidth
One should estimate 10kbps down (in) and 20kbps up (out) per user (kbps = kilo bits per second)
The above should be consider an absolute minimum as data may be required in bursts (especially for clients downloading images)
An ISP that allows for server hosting
A hostname that is a Fully Qualified Domain Name (FQDN)
Network security to allow remote connections and communication to the metaserver (if a public server).
Installing a Crossfire Server from a Binary
Visit the Crossfire website for the latest binarys here
Compiling a Crossfire Server from source code
Post Deployment
After your server and network is setup and configured, there are additional steps to consider.
The files referenced below are in the installroot/etc/crossfire directory - for example, if you used -prefix=/usr/games on the configure step, these would be in /usr/games/etc/crossfire.
Be sure to update the files in /usr/games/etc/crossfire not those found in your source files (if you follow
this guide for example, /home/<username>/server.svn/):guide server.svn)
Some file changes will take effect immediately, while others require the server to restart before they take effect.
Server Settings
Edit and update the MOTD (Message of the Day) information (filename motd)
Edit and update the Server Rules file (filename rules) to include all appropriate rules (See section Social Management)
Edit and update the Server News file - players like to know about new maps, bug fixes, special events, etc. (filename news)
Look over the settings (filename settings)
The default settings file will work just fine, and is most supported
The file controls many aspects of play - permadeath or not, number of starting stat points, etc.
DM account
/usr/games/crossfire/etc/crossfire/dm_file
Example entries:
master:topsecret:* (name must be master, password is topsecret, allow any host)
*:notelling:* (only matches password)
DM notelling
help command
Guilds
Crossloop
$ cd crossloop_dump/; nohup /usr/games/crossfire/bin/crossloop &
This does not start the crossfire server in case of
OS reboot. Crossfire does not include a script that does this, but generally, it is not hard to write one - just make sure it su's to the appropriate user before running.

- core dumps from crashes
-
Have an automated and remote backup of player files and unique map files in case of hardware failure, data corruption or accident
All crossfire files are text, so generally easy to back up and restore
Since files are text, one can even attempt to repair damaged/corrupted files.
Social Management
General Tips
If you want to attract players and build a community on your server - your server will need to be reliable, which means:
Available on a consistent basis
Available for the long term - at least several months (maybe longer)
Adequate bandwidth for usage and performance
Adequate hardware to handle server load
The catch-22; you need players online to attract and keep new players
Have a trustworthy DM (or two) to help players and address related issues
Become very, very familiar with the DM commands and how to use them
Banishment
If you intend to ban players who exploit bugs, PK other players, disrupt gameplay for others, etc. - say so in the server rules file so if/when something like this happens you can take action and avoid the long “debate” afterwards (filename rules)
There are two approaches to banning problematic player(s) and/or network(s)
Use the ban_file (filename ban_file)
The ban_file can be used to ban certain IP addresses or IP ranges - this may be easier than modifying firewall rules. Note that the check is done at connection time, so would not cause players already connected to get dropped.
This can be done in game while in DM mode (command: banish)
Create firewall rules for the extremely problematic player(s) and/or network(s)