Server settings
- conf.json - is a configuration file which allows you manage your server easily.
Settings
The following table will explain the use of the following settings:
Setting | Default value | Description | |
---|---|---|---|
announce | false | Announce to the master server so people can see you in their server browser. | |
bind | 127.0.0.1 | The IP to listen to. | |
gamemode | Freeroam | The server's gamemode. List of valid gamemodes | |
encryption(deprecated) | true | Setting is deprecated because it is always enabled and can not be disabled. | |
maxplayers | 100 | Maximum number of players your server will hold. | |
name | RAGE:MP Unofficial server | Server name that will be displayed to the master server. Use [] for tags. Eg. "Beast [Serious Roleplay]" | |
stream-distance | 500.0 | The distance on the X,Y plane which server entities will stream in for connected players. | |
port | 22005 | The port that the server will use. The server uses both UDP and TCP protocols. The port after that one (port + 1, so 22006 by default) will be used for the HTTP server that hosts the client packages for the clients to download from. | |
disallow-multiple-connections-per-ip | false | Allows (false) or disallows (true) multiple players to connect from the same IP address | |
limit-time-of-connections-per-ip | 0 | Maximum time a player can try to reconnect before getting timeout | |
url | Website URL. Must be a valid URL. Truncated to 20 characters in RAGE:MP Master List Web (shows fine in RAGE:MP client). | ||
language | us | Server's language (needs to be a string, example: "language": "us" will display the United States flag on your server's name) | |
sync-rate | 40 | This number indicates the interval, in milliseconds, that the server has to synchronize its entities. 40 = 40ms | |
resource-scan-thread-limit | Indicates the maximum number of threads used for resource scanning | ||
max-ping | Maximum Ping accepted for the server | ||
min-fps | Minimum FPS required for the server | ||
max-packet-loss | Maximum Packet loss accepted in the server | ||
allow-cef-debugging | Whether the client can (true) or not (false) debug the server's CEF pages | ||
enable-nodejs | true | Enables NodeJS serverside | |
csharp | disabled | If your server will be using the C# bridge plugin set it to true, else don't add this line | |
enable-http-security(note¹) | false | When set to true, enables an extra security layer to avoid the server being flooded by fake HTTP requests | |
voice-chat | boolean true / false | ||
allow-voice-chat-input | (only available via registry at the moment); default value: 1 | ||
voice-chat-sample-rate | allowed values are 8000, 16000, 24000, 48000 | ||
fastdl-host | String URL, this parameter specifies the external URL from which clients will be able to download needed clientside packages. Otherwise they will download them directly from the server. | ||
server-side-weapons-only-mode | true | boolean true / false, if it's set to true, only weapons that are given from server side will be synced (available with RAGE 1.1+) | |
api-threading-debugging | false | If set to true, it'll report every single usage of the API out of proper thread. Use it only for debugging since it adds some CPU overhead. (available with RAGE 1.1+) | |
fqdn | string, e.g. "fqdn": "game-srv.rage.mp". Thanks to this option your players won't notice any server IP change, including the re-utilisation of downloaded packages. | ||
resources-compression-level | 1 | Use 0 for local server, or a higher value for bandwidth optimisation. -9 for fast compression (available with RAGE 1.1+) | |
node-commandline-flags | e.g. "node-commandline-flags": "--inspect" (available with RAGE 1.1+) | ||
synchronization-extrapolation-multiplier | 0.0 | enables vehicle synchronization prediction disabling possible latency offset (available with RAGE 1.1+, enabled by default with 1.0 value in 0.3.7) | |
http-threads | 50 | Specifies how many concurrent connections will be handled at the same time, the rest will be queued (Increasing this number will increase bandwidth usage) | |
trigger-compression-logging | false | Log compression rates of all outgoing client event triggers with the dictionary the server has been initialized with (available with RAGE 1.1+) | |
trigger-compression-training | false | Dictionary training, takes data from all of your triggers and flushes it to the file specified at "trigger-compression-dictionary" at every 20th trigger. TIP: You can train it without joining using "mp.players.call" (available with RAGE 1.1+) | |
trigger-compression-dictionary | File to load/save compression dictionary (available with RAGE 1.1+) | ||
create-fastdl-snapshot | false | Generates client packages files to a folder to be downloadable and used with FastDL | |
disable-client-packages-ram-cache | false | Doesn't cache resources in memory (for only un-encrypted files with DISABLE_ENCRYPTION_LIST file) and instead streams it from storage | |
client-packages-shared-folder | Enables you to use the same client resources across different servers (i guess) (FQDN must be a subdomain of shared folder name, e.g. foo.domain.com, bar.domain.com => domain.com) |
Sample file
This is an example of conf.json:
{
"announce": false,
"bind": "127.0.0.1",
"gamemode": "freeroam",
"name": "RAGE:MP Unofficial server [Tag]",
"maxplayers": 100,
"port": 22005,
"stream-distance": 500.0
}
Notes
note¹: at least with Rage 1.1, setting this parameter to true causes missing download of resources from the launcher. The client needs to connect a second time to see the resources downloaded during previous connection. Suggestion is to keep it false.