This page is split up into sections for easier access - if there is anything else you would like to see on this page, let us know.

 

 

Requirements

 


          Running a server can really be a lot of fun, but you must ask yourself one question before doing so, and you must give an honest answer.  "Do I have the mojo to run a server?"  Which, in non-Geronimo terminology, means, "Do I have the hardware and connection to run a good server?"  And you must be honest, because although your own server is fun, it is not fair to the clients (players) if you do not have the hardware or connection necessary for an optimized server.  Here is what Valve says are the three most important factors in running a server (although personally I think the CPU Power and the RAM recommendations should be a bit more rigorous):

High Bandwidth Connection

The most important factor in how well your server will run is how fast your connection to the Internet is. When people connect to your server to play, you have to share that bandwidth with them. At the very minimum you need an ISDN connection (256 kb/s or more). Ideally a server will be running through a DSL or T1 connection. If you run a server and the bandwidth you are providing to the people that connect to you isn't enough, they are going to experience lag because your machine can't send them enough information.

CPU Power

Your computer is going to be doing a lot of work when people connect to it, and the amount of work that it needs to do increases dramatically as more people connect to your game. To be able to service a full game, you are going to want at least a Pentium II 266, but the more CPU power the better.

RAM

RAM is something that you really can never have enough of. Any time your machine doesn't have enough RAM it will start using a swap file, which is much slower. At the minimum you are going to want 64 MB of RAM, but 128 would be ideal.

The Basics

 


          Before you get too ahead of yourself, let's take a minute to set up a couple of things.  Inside your Half-Life directory (which means, assuming you hard drive is the letter C, go to the C:\Sierra\Half-Life directory) you will find the dedicated server program, named hlds.exe.  You need to
make a shortcut to it, so right-click on the hlds.exe icon and choose "Copy".  You will place the shortcut on the desktop so that you can easily access it.  Let's get back to the desktop, right-click on an open area of the desktop and choose "Paste Shortcut".  Now, right-click on the new shortcut located on the desktop and choose "Properties" to open the properties sheet, then make sure that you select the "Shortcut" tab.   With this tab in the forefront, you can see the "Target" field which lists the target path leading back to the hlds.exe.  You can append this target line with commands, which will be executed along with the hlds.exe.  For example, the target line for my shortcut is: "C:\Sierra\Half-Life\hlds.exe -game tfc -port 27016 +maxplayers 10 +map 2fort".  The "-game tfc" sets the mod for my server as TFC.  If you want to run a regular Half-Life Deathmatch or Teamplay game, remove the "-game <modname>" command from the line, and if you want to run a different mod, then insert that mod's name into the "-game <modname>" command.  "-port 27016" sets the server port to 27016 so that I can run a server and play HL as a client from the same machine.  The "+maxplayers 10" sets the maximum number of players allowed in my server to 10, and the "+map 2fort" command runs the map 2fort as the initial map upon server start-up.  And, yes, you must run a map (usually the first one in the mapcycle.txt list) for the server to begin.  The "+maxplayers <number>" and "+map <mapname>" commands can go into the autoexec.cfg instead of the hlds.exe shortcut target line, but because I run the server out of the same directory that I play the game, I place these commands into the target line.  The reasoning behind this is that the autoexec.cfg is executed both when I run a server and when I try and join a game.  If the "+map <mapname>" is in the autoexec.cfg and I try to join a game, the autoexec.cfg starts up map <mapname> and I cannot join the intended server.  Instead, I am standing alone in the map that the autoexec.cfg executed.   Hope that made sense.  Anywho, when you finally run your server, the last basic thing to look for are the words "WON Auth Server" to tell you that you have obtained authorization from WON and you are ready to roll.  If per chance you instead see "WON Server", then this is a message from the WON gods that either you have an outdated version of the server software or possibly a firewall or proxy is hindering your attempts to reach the WON servers.   But basically, it's just not working properly.  As long as you are getting the first off the two messages, then your server is properly sending out heartbeats to the WON master server, and you will be listed in the Half-Life launcher.  Well, you have just taken your first baby step.   This brings us to the next step - modify the config files.

The Configs

 


          When a server runs, it reads from four basic configuration files -
autoexec.cfg, server.cfg, motd.txt, and mapcycle.txt.  For examples of these configs, go to the Files page and check out the possibilities.  The autoexec.cfg is used for commands only, such as "setmaster half-life.east.won.net 27010", "maxplayers 12", "log on", or "map 2fort".   From what I have seen, the setmaster is not a necessity - if there is no "setmaster" command, it will automatically connect to the default WON master.   The "maxplayers <#>" and the "map <mapname>" commands can either go here into the autoexec.cfg, or else into the target line of your hlds.exe shortcut.  The benefit to putting them into your target line is if you run both the server and the client game out of the same directory.  If you do, then when you try to join a game, the autoexec.cfg executes and starts up whatever map is in the command line, and you find yourself standing in an empty map that your autoexec.cfg executed, and you cannot join the original server that you intended to join.  But if you do place the "map <mapname>" command in the autoexec.cfg, then it MUST be the very last line of the file.  The autoexec.cfg executes only once when running a server, when the server is first initialized.  The server.cfg, on the other hand, runs everytime the map changes.  The server.cfg takes advantage of both commands and variables, such as turning off decals, turning on weapons stay, or setting the flags for your multiplayer game.  This is where you set the name of your server, using "hostname <servername>".  The motd.txt file contains the text that people will read when the map changes - information like "Welcome to So and so's server - Have a fraggin' good day!".  Each line of text in the motd.txt will be centered on the client's screen.  To change the amount of time in seconds that these messages are displayed, add the "motd_display_time <#>" line in your server.cfg.  Last is the mapcycle.txt.  All of the maps you want rotated on your server should be placed in this file.  Use the mapname without the ".bsp" extension.  So, to place the map "2fort.bsp" into the mapcycle.txt, simply add "2fort" into the file.  Also, each mapname goes on it's own separate line of text.

          Although these are the four basic config files that a server uses, you can create other configs to run as well.  There are some server manager type programs out there that will create their own config files, so don't be afraid of these files or wonder why they exist as the server manager program runs them in it's own execution.

Beyond The Basics

 


            You are now master of setting up your server and are confident in your basic server and config knowledge, but want to know a bit more.  Well, let's look at some commonly used variables and what they mean.  To toggle the
autoaim feature, which causes the crosshairs to turn red when placed over a player, use "sv_aim 1" to turn it on, or "sv_aim 0" to turn it off.  "pausable 1" allows the clients to pause the server, while "pausable 0" disables this capability.  You can set the maximun player run speed with "sv_maxspeed 500".  The higher the number, the higher the maximum speed.  You can make the server change maps when a time limit is up or when a frag limit is hit.  To set the time limit (in minutes), use "mp_timelimit 30".  Set the frag limit with "mp_fraglimit 100".  These can be used together, so that the map will change if either the time limit or frag limit occurs.   If you want the players to be able to use the silent but deadly tactics, then turn off their footsteps, so they can silently sneak around - "mp_footsteps 0", and "mp_footsteps 1" turns them back on again.  Your server may run many a dark map, so to help your players better get around those dark places, give them the flashlight capability "mp_flashlight 1", or make them suffer and take it away "mp_flashlight 0".  When your players are still in a state of shock from just being killed, give them a second to regain their composure before they respawn "mp_forcerespawn 0", or if you would rather immediately force them back into the action with "mp_forcerespawn 1".  "mp_falldamage 1" creates realistic fall damage, while "mp_falldamage 0" lets the players keep more of their health - good for newbies who back off a ledge because they were in the middle of a firefight and forgot they were standing on a ledge.  Another useful variable is   "mp_weaponstay 1" - this forces weapons to remain in place after one player has picked them up, allowing the next player to be able to immediately grab weapons, instead of waiting seemingly forever to arm themselves.  Of course, "mp_weaponstay 0" turns this off.  If your server seems a bit lagged out, try reducing the number of decals (tags, blood, bullet holes, etc.) allowed to show at one time on your server - the default is "mp_decals 250", but try 250 or 200.

Server & Client On Same Machine

 


            To answer everyone's emails - Yes, you can play HL from the same machine that you run your HL server.  By default, both the HL client and HL server run on ports 27015.  This is why everyone has problems when they first try to play on their own server.  We can take care of this simply by adding a quickie to the shortcut you created for your hlds.exe.  Just add "port -27016", which manually sets the server port to 27016.  Now with the client on port 27015 and the server on port 27016, you are capable of playing on your own server, or at least playing HL from the same machine that you are running your sever  However, keep in mind that anyone else connecting to your server is going to have a good amount of lag because your system resources are being split between the client and server.

Teamplay

 


            The most common mistake made when trying to get your server running in teamplay mode is the "
mp_teamplay" variable.  Many people believe that this should be set to 1 to turn it on, or 0 to turn it off.  This is a very common misconception.  The number used for the variable is the sum of the wanted settings from the following table:

Teamplay on (this should always be set)

1

Teammates take half-damage from direct weaponfire

2

Teammates take no damage from direct weaponfire

4

Teammates take half-damage from explosive weaponfire

8

Teammates take no damage from explosive weaponfire

16

Teammates' armor takes half-damage from direct weaponfire

128

Teammates' armor takes no damage from direct weaponfire

256

Teammates' armor takes half-damage from explosive weaponfire

512

Teammates' armor takes no damage from explosive weaponfire

1024

So, in using "mp_teamplay 21", that turns on teamplay, but teammates take no damage from either direct or explosive weaponfire, because the sum of those three settings equals 21.

          Some mods are by default a teamplay mod, and therefore the "mp_teamplay <#>" variable does not work.  But, usually in these mods, there is the opportunity to add more realism by adding the ability of teammates to shoot each other.  On the other hand, there are TK's (Team Killers) which no one likes - these clients kill teammates to get their weapons, ammo, special powers, etc. - so you can turn off this ability so that teammates cannot harm each other.   To allow the realism, add the variable "mp_friendlyfire 1", and to disallow teammates hurting each other, add "mp_friendlyfire 0" to the server.cfg.

          Another necessary Teamplay cvar is "mp_teamlist <teamname/modelname;teamname/modelname>".  For example, say you wanted a team named The Gordons using the gordon model, and a team named The Zombies using the zombie model, you would use the line "mp_teamlist The Gordons/gordon;The Zombies/zombie".  Many people forget to add the teamnames - no problem, just add those in there and you should be good to go.

Minimum / Maximum Rates

 


          Some server admins dislike having LPB's (Low Ping Bastards) or HPW's (High Ping Whiners) on their servers.  In the past, there was no way to set these options.  But with the introduction of HL server versions 3.0.1.3/4.0.1.3, this issue has been addressed using the two cvars: "
sv_maxrate <#>" and/or "sv_minrate <#>".  This does not disallow people with a rate not within the range specified on your sever from joining, but forces them to use an appropriate rate set by you.

          For example, if you run a large maxplayer server, and do not want cable jockeys stealing all the bandwidth and irritating the HPW's, then you can set the maximum rate allowed on the server to 6000 by using "sv_maxrate 6000".  This will not boot any LPB's from the server, but does force them to a rate of 6000 or below, allowing for a more even spread of the bandwidth between players.

          Similarly, if you wanted to run a server specifically for a handful of LPB's, you can set the minimum rate allowed to around 9000 using "sv_minrate 9000".  This obviously will not kick any HPW's from the server, but it does force their rate to 9000 and above, which will make their game almost unplayable, and maybe they will drop on their own.

          You can also use both in combination with each other.  In playing around with some servers, I found some interesting combinations.  I have a Counter-Strike server running with an 18 maxplayer limit.  It was fascinating playing with these settings and watching how they dramatically affect player's pings.  After a few hours, I found the best combination for this particular server was sv_maxrate 6500 and sv_minrate 2000.  With a server with a larger maxplayer limit, you may want to lower your maxrate to keep the bandwidth reasonable for all the players.  On the other hand, if you run a smaller more personal server for you and a few friends in the neighborhood, you may want to make sv_maxrate 20000 and sv_minrate 9000.  Similarily, if you run a LAN, you may want to skip using the sv_maxrate variable and only set sv_minrate 10000 or above.  Also, if you run a server on a cable connection, you may have already noticed how much cable connections seem to fluctuate.  You may want to set sv_maxrate 8000 and sv_minrate 4000.  Whatever the number for the cable server, keep them closer together to lessen the fluctuating rates.

          **NOTE: I have gotten a bunch of emails (even some flames - sheesh, settle down kids!) about my mention in the last paragraph of how I noticed a change in people's pings when I played around with the settings.  Although these newly introduced settings do limit rates, they CAN affect ping as well.  Prime example: the server I did all of my testing on has an OC3 connection which I can regularly connect to with an average 60 ping - yes, I am an LPB.  For this reason, I have always had my client rate set to 20000.  I began playing with the maxrate on this server and set it to sv_maxrate 6000, at which point my 60 ping shot up to 250, and I was getting major slideshow action.  The server would only allow me to play at a rate of 6000, but my game was pushing to get a rate of 20000.  My ping did not return normal until I manually set my client rate down to 5500.  Then I was back to the ole 60 ping whoopin' up on everyone.  Later I went to another server that had a maxrate of 40000 and my client rate was set to 3500.  My ping was at 190, but after resetting my client rate to around 30000, my ping went back down to 68.  If the difference between the server rate and the client rate settings are too large, then a conflict occurs, and in some cases makes the game unplayable.  You can manually change the client rate, but if your connection does not allow you to match the server allowed rates, then you may choose to drop from the server due to unplayability.  Get it?  Got it??  Good!!!

Rcon

 


          You are probably reading this section right because you have been playing on your own server and came across that situation where you decided it was time to kick another player, or else noticed a variable that you wish you had previously set differently, and are now wondering how to do it from the in-game console.  It is very simple, and some people make it much more difficult than it really is.  The first thing you need to do is add the line "
rcon_password <password>" to your server.cfg found in the directory of the mod you run on your server, with <password> being any password that your imagination can create.  Next, when in the game, hit the   ~  (tilde) key to bring down the in-game console.  Before you can start typing server commands and variable changes, you must take rcon (remote control) of the server.  You do this simply by typing "rcon_password <password>" into the in-game console.  If the password was correct, you now have rcon of the server.  All server commands and variables are typed into the game console just as in the server console, but you must add "rcon" before every command.  If you wanted to kick someone, for instance, you would need to type "rcon kick <playername>" or "rcon kick <userid>", or if you wanted to turn on friendlyfire, then you would type "rcon mp_friendlyfire 1".  When you run more than one server from one machine, then the rcon gets a little tricky.  Multiple servers on one ip address requires the specification of different ports.  So similarly, when rconning a server on an ip, you must specify which server you want to rcon by using "rcon_port <port#>".  By default, the server running on port 27015 will work correctly.  If you have two servers, one on port 27015, and one on port 27016, and you want to rcon the port 16 server, then once in game, you would first type "rcon_password <password>", and then "rcon_port 27016" to properly gain full rcon access of the port 27016 server.  Lastly, if you want to remotely administer your dedicated server when it is full, start your client Half-Life game as normal.  Without getting into a game, just open up the console and start with "rcon_address <ip address>", where <ip address> is the ip addy of your server.   Next use "rcon_password <password>", and again, if you run more than one server on one machine, use the "rcon_port <port#>" command.  Then let loose with your "rcon <commands>".

Kicking / Banning

 


VERSION  3.0.1.3 / 4.0.1.3  AND  ABOVE

          We have all come across those obnoxious people who purposely kill teammates, constantly spam messages or the obnoxious types who do not leave your server when you forgot to make your clan match private.   It is time to kick them.  But first, an important warning:  Do not be the obnoxious server admin who just randomly kicks people for fun or because you are a control freak.  The only thing worse than an obnoxious client, is an obnoxious admin.  Think before you kick - watch you server and people's actions and reactions.   If two people blame each other for something, either kick them both, or keep an eye on them for awhile until you can feel out the situation enough to make a fair assessment.

          Before we get into the kicking and banning, we need to get familiar with how players are identified by the server.  The server assigns each player a "userid" (a number generated by the server) and a "uniqueid" (this number is unique per cd key and is assigned by WON, and will usually be around 10 digits).  To find these id's for a player, type "users" into the console.

Kicking Only

          Obviously, the most common way to kick a player is to simply type "kick <playername>", and *poof*, they are gone.  Unfortunately, this may not always be the quickest way to boot a player, because some clients change their names to horrifically long names, or use characters that HL does not pick up on, hence making their name unusable in the kick command.  When this happens, you can use the other method of kicking by use of "userid" (this one I prefer).

          First type "users" into the server console.  This will list all players and their corresponding "userid".  Find the id number of the player in question, and then type (make note of the spaces, because the spacing must be exact) "kick    #   <userid>" (as in "kick <space> # <space> <userid>", and once again, *poof*, they are gone.

Banning Only

          Kicking a player is only temporary, though.  They can come back into the server immediately if they wanted to...   unless you ban them.  Use the "users" command to find their "uniqueid", and then ban them with "banid <minutes> <uniqueid>", where <minutes> is the number of minutes you want to ban the player from the server.  Use 0 minutes to make the ban permanent.  For example, if you wanted to permanently ban uniqueid 123456789, then you would type "banid 0 123456789".  If you want to make sure that someone is banned permanently even after your server has been restarted, be sure to "writeid" before you quit the server to write the banned uniqueid's to the banned.cfg.  Then, add "exec banned.cfg" to your server.cfg, so whenever you restart your server, it will read the uniqueid's listed in the banned.cfg and continue to ban them.

Kicking And Banning At Same Time

          Sometimes we come across that player that needs to be kicked and banned at the same time, so they do not come back in after being kicked while we are frantically trying to type in the ban commands.  Now, we can do both in one fell swoop.  Type "users" to get the players "uniqueid".  Then use "banid <minutes> <uniqueid> kick".  And *poof* - the player in question has been both kicked and banned.  Again, be sure to "writeid" in the console next, and add "exec banned.cfg" to the server.cfg.

Getting List Of Banned Players

          It is a good idea to keep a list of the users that you have banned permanently from your server.  The easiest way to do this is to "writeid" at the console before you quit the server to write the banned user "uniqueids" to the banned.cfg for.  You can then open up banned.cfg to see who all has been banned.  Also, be sure to add "exec banned.cfg" to your server.cfg so that everytime the map changes or the server restarts, it will reban those uniqueid's. 

Removing Player From Ban

          If you want to remove a player from the banned list, use the "removeid <uniqueid>" in the console.  And be sure to remove it from the server.cfg found in the directory of the mod you use for your serverif you placed it there as well.

 

VERSION  1.0.1.2  AND  BELOW

          We have all come across those obnoxious people who purposely kill teammates, constantly spam messages or the obnoxious types who do not leave your server when you forgot to make your clan match private.   It is time to kick them.  But first, an important warning:  Do not be the obnoxious server admin who just randomly kicks people for fun or because you like being in control.  The only thing worse than an obnoxious client, is an obnoxious admin.  Think before you kick - watch you server and people's actions and reactions.   If two people blame each other for something, either kick them both, or keep an eye on them for awhile until you can feel out the situation enough to make a fair assessment.

Kicking Only

          The most common way to kick a player is to simply type "kick <playername>", and *poof*, they are gone.  Unfortunately, this may not always be the quickest way to boot a player, because some clients change their names to horrifically long names, or use characters that HL does not pick up on, hence making their name unusable in the kick command.  When this happens, you can use the other method of kicking (this one I prefer).  First type "keys" into the server console.  This will list all players with their CD Keys numbers to the left of their name, from 1 to <player max>.  Find the corresponding key number to the player in question, and then type (make note of the spaces, because the spacing must be exact) "kick    #   <key#>" (as in "kick <space> # <space> <key#>", and once again, *poof*, they are gone.

Banning Only

          Kicking a player is only temporary, though.  They can come back into the server immediately if they wanted to...   unless you ban them.  Use the "status" command to find their ip address, and then band them with "addip <minutes> <ipaddress>", where <minutes> is the number of minutes you want to ban the player from the server.  Use 0 minutes to make the ban permanent.  For example, if you wanted to permanently ban ip address 24.95.92.138, then you would type "addip 0 24.95.92.138".  Also, be sure to "writeip" before you quit the server to write the banned ip address to the listip.cfg for later use.  Last, add "filterban 1" to your server.cfg so whenever you restart your server, it will read the ip addresses in the listip.cfg and continue to ban them.  Also, if the person you are trying to ban has a dynamic ip addy, and changes it so they can come back in to keep bugging you, then ban their entire subnet.  Back to our example, if you wanted to ban the entire subnet of the ip address 24.95.92.138, you would type "addip 0 24.95.92".  Notice that the last set of numbers was left completely out.  If you check your "listip.cfg" after you "writeip", you will notice that it shows "addip 0.0 24.95.92.0"  The zero on the end acts as a wild card, and anyone whose ip address falls within that subnet is banned.

Clan Battle Mode

 


          Clan Battle mode is supported by TFC for clan matches.  It keeps tracks of all players joining, disconnecting, scoring, and killing each other.  At the end of the game, it dumps these stats   into the console for the players to see.  To start a server in Clan Battle mode, use "
tfc_clanbattle 1".  When players join a team on a Clan Battle server, that player will be assigned a Battle ID, i.e., Battle ID 101.  This unique number identifies that particular player in the game and is displayed throughout prematch mode as well as when a player respawns after dying in normal Clan Battle mode.  Players need to remember their ID because in the event of getting disconnected, they can use their ID and reconnect to the game where they left off - meaning the game will remember their previous stats and apply them to the player when he/she rejoins.  If a clan or team wanted to substitute a player, then when one player leaves, the second player can join with the same ID as the previous player and continue where the last player left.  To join a server after being disconnected from a game or as a substitute player, open the console and first type "setinfo tf_id <Battle ID>".  Then, type "connect <ip addy>" to get back into the server.  Many clans and teams like to run a practice round to warm up before playing the actual match.  For this, the "tfc_clanbattle_prematch <minutes>" line will allow players to frag each other without achieving any of that level's goals.  Also, it is always a pain when trying to play a private clan match when people in the public keep joining if you are running on a public server.   The server admin can use "tfc_clanbattle_lock 1" to lock the game as soon as the prematch period ends and the real match begins.  The only people who will be able to rejoin the game are those whose Battle ID's match the ID's of people that were disconnected during a match. 

Linux Server

 


          To begin, I am no Linux guru, and to get explicit linux "how to's" for you server admins, I had to enroll the help of another.  So, I would like to take this opportunity to thank Tim "Night-Shade" Fletcher for his Linux wisdom contributions.

          In the event that you have not yet downloaded the latest linux version of the dedicated server, you can download the linux server from Won.net.  The latest version of the server is 3014 (which is used with client version 1013).  The full version is at ftp://ftp.won.net/pub/half-life/server/linux/hlds_l3014.tar.gz, and the update is at ftp://ftp.won.net/pub/half-life/server/linux/hlds_l10103014.tar.gz.  Once you have this downloaded, you need to create a directory for it: "mkdir /usr/games/halflife".  Then you will change into that directory using "cd /usr/games/halflife".  Once there, you will untar the file with "tar xfzv /path/to/hlds_l3014.tar.gz" or "tar xfzv /path/to/hlds_l10103014.tar.gz" depending on which version you downloaded.  Now we need to get the server to access the shared library (libhlwon.so) - this can be accomplished in one of two ways.  The first way (symlinking the libhlwon.so into /usr/lib/) is easier for linux newbies to understand and use, as well as being good for people who want the server up and running fast, and do not care to setup a script to set the environment up first.  While the second way (LD_LIBRARY_PATH variable) is a little more complex, but is more unix complient:

1) Now, for the newbies, instead of copying around a huge lib, you can just link the halflife shared library (libhlwon.so) into a system wide shared library directory (/usr/lib) - this makes upgrades easier since you only need to rerun ldconfig and not recopy the lib.  You will link this by issuing the command "ln -s libhlwon.so /usr/lib/" in the command line in the halflife directory.  *Note: You will have to remove the old lib if you have already copied it into the directory (as per the linuxreadme.txt from Valve) and are trying to link on top of it.  Also, this way does require root access to the machine.  Next, rerun the ldconfig using "/sbin/ldconfig".

2) For the more complex oriented, before the server is started, set the LD_LIBRARY_PATH environment variable to contain the location of the library by running "export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/games/halflife".  This also helps if you do not have root access on the server box that you are using to run your Half-Life server.  A simple script can be made to do this, e.g.:

#!/bin/sh
export LD_LIBRARY_PATH=/path/to/halflife:$LD_LIBRARY_PATH
cd /path/to/halflife
./hlds_l $*

Lastly, it is time to run the server from the halflife directory: "./hlds_l +map undertow +maxplayers 16" (or for a LAN server: "./hlds_l +map undertow +maxplayers 16 +sv_lan 1 -nomaster").  When the server program has finished loading, the words "WON Auth" should appear to tell you that you have obtained authorization from WON and you are ready to roll.  If per chance you instead see "WON Server", then this is a message from the WON gods that either you have an outdated version of the server software or possibly a firewall or proxy is hindering your attempts to reach the WON servers.

For further help in Linux troubleshooting, please read through the Linux portion of the FAQ.

 

 

Spectator Mode

 


          Everybody, admins and players alike, seems to want to know how to use spectator mode.  Unfortunately, spectator mode is inoperable, and from what I understand, it will not be fixed.  There are no plans to ever make spectator mode work.