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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.
30 lines
817 B
Text
30 lines
817 B
Text
# Copy to .env next to your docker-compose.yml. Never commit it.
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#
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# cp examples/env.example .env
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#
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# docker compose reads .env automatically and substitutes ${NAME} in the
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# compose file.
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# Plutonium server keys — one per server, from
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# https://platform.plutonium.pw/serverkeys
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# Required for t4/t5/t6/iw5. T5 in particular will not load a map without a
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# valid one.
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T4MP_KEY=
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T4ZM_KEY=
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T5MP_KEY=
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T5ZM_KEY=
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T6MP_KEY=
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T6ZM_KEY=
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IW5MP_KEY=
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# RCON passwords. Optional, but RCON (and IW4MAdmin) stay disabled without
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# them. Use a different one per server.
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T6MP_RCON=
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T6ZM_RCON=
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IW4X_RCON=
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COD4X_RCON=
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# CoD4x masterserver token, 32 characters, from http://cod4master.cod4x.ovh
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# The server runs without it but never registers with the master, so it does
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# not show up in the in-game server browser.
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COD4X_TOKEN=
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