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https://github.com/Ayymoss/Plutainer
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"No key" was misleading. CoD4x has no Plutonium-style key, but a public server does need a masterserver token: without one it cannot register, and an unregistered server never appears in the in-game server browser, so in practice nobody finds it. Only players given the address can connect directly. Host migration needs one too. The engine documents the source itself - sv_authtoken is registered with the description "Token to register on masterserver. You can get it from http://cod4master.cod4x.ovh" - and validates it at 32 characters. Both are now in the docs, along with what actually happens when it is absent. Corrected in the README game table, the games at-a-glance table, the quickstart prerequisites, the variable reference, the troubleshooting entry, and both examples. IW4x and T7x really do need nothing and are left as they were. |
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|---|---|---|
| .. | ||
| env.example | ||
| multi-server.yml | ||
| per-game.yml | ||
| README.md | ||
| single-server.yml | ||
| with-iw4madmin.yml | ||
Examples
Copy the one that matches what you're doing, adjust the paths, docker compose up -d.
| File | What it is |
|---|---|
single-server.yml |
One server. Start here |
per-game.yml |
One ready-made service block for every supported game — copy the ones you want |
multi-server.yml |
Several servers sharing one set of game files |
with-iw4madmin.yml |
Servers plus an IW4MAdmin sidecar |
env.example |
Keys and passwords, kept out of the compose file |
The three things you must change
- The gamefiles path —
/opt/game-files/…in every example. Point it at your own copy. PLUTAINER_CONFIG_FILE— must name a config Plutainer seeds for that game (list).- Ports — one server per port. Publish UDP.
Secrets
Put keys and RCON passwords in a .env file next to your compose file, and reference them as ${VARIABLE}:
cp examples/env.example .env
.env is picked up automatically by docker compose. Don't commit it.
New to this?
Read the Quickstart first — it walks through the same thing with explanations.