; Tactical Shooter — Default Server Configuration ; Godot ConfigFile format (INI-style). Edit this file to tune server behaviour. ; Load path: config://default_server_config.cfg (res:// path in Godot) ; Override at runtime by placing server_config.cfg next to the binary or via ; the SERVER_CFG environment variable. ; ; Sections marked [*] are defaults used at first run — they are written into ; the working-dir override if one doesn't exist, so the server always has ; a complete config. [server] ; Human-readable server name shown in the browser / scoreboard. server_name="Tactical Shooter Server" ; Short description exposed to the server browser. description="A tactical shooter server running on Godot 4 / ENet" ; Interface to bind to. Use "0.0.0.0" for all interfaces, "127.0.0.1" for local only. bind_ip="0.0.0.0" ; Gameplay port. Default: 34197 (ephemeral range in IANA-ish neighbourhood). port=34197 ; Maximum concurrent players. 2-32 recommended; ENet max is 4095 per host. max_players=16 ; Server password. Empty = no password. Clients must supply this to connect. password="" ; Simulation tick rate in Hz. Must match physics/common/physics_ticks_per_second. ; The GDExtension core runs at this rate. 128 is standard for competitive FPS. tick_rate=128 [game] ; Round time in seconds. 0 = unlimited. 600 = 10 minutes. round_time_seconds=600 ; Warmup period before round start, in seconds. warmup_time_seconds=60 ; Whether teammates can damage each other. friendly_fire=false ; Damage multiplier applied to friendly fire damage (only if friendly_fire=true). ff_damage_multiplier=0.5 ; World gravity (negative = downward). Godot default is -9.8. Competitive FPS ; commonly uses -20 to -25 for snappier feel. gravity=-24.0 ; Respawn delay in seconds after a player dies. respawn_time_seconds=5.0 ; Whether dead players can spectate alive teammates. spectate_enabled=true [movement] ; Movement parameters exposed to the GDExtension SimulationServer. ; These match the config accepted by SimulationServer.set_movement_config(). walk_speed=5.0 sprint_speed=7.0 crouch_speed=2.0 jump_velocity=6.0 acceleration=20.0 air_acceleration=4.0 friction=8.0 [match] ; Rounds needed to win the match. Best-of-N means (2*win_limit-1) max rounds. win_limit=3 ; Match time limit in seconds. 0 = unlimited. time_limit_seconds=0 ; Map rotation mode: "sequence" (cycle in order), "vote" (player vote), "random". map_rotation_mode="sequence" ; Comma-separated list of map scene resources to rotate through. ; Relative to the res://scenes/map/ directory. ; Example: "test_range, warehouse, compound" maps="test_range" [rcon] ; Remote console (admin access while server is running). ; This is wired to the future build:rcon system. Disabled until then. enabled=false ; RCON password — must be non-empty and at least 8 chars when enabled. password="" ; RCON listener port (typically different from game port). port=34198 [logging] ; Log level: "debug", "info", "warn", "error", "fatal". log_level="info" ; Log file path. Empty = stdout only. Relative paths are relative to the binary. log_file="" [teams] ; Number of teams (2 for classic TDM, 4 for FFA squads, etc.). team_count=2 ; Maximum players per team. Total = team_count * players_per_team. players_per_team=8