Difference between revisions of "Servers/es"
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{{DISPLAYTITLE:Servidores}} | {{DISPLAYTITLE:Servidores}} | ||
− | Al igual que todos los juegos | + | Al igual que todos los juegos de Valve con [[Source Engine/es|motor Source]], ''[[Team Fortress 2/es|Team Fortress 2]]'' tiene un [[w:es:Cliente-servidor|sistema de cliente-servidor]]. El cliente es el jugador que esta jugando a Team Fortress 2 desde su ordenador; mientras que el servidor es el software al que se conecta el jugador. En el mundo hay miles y miles de '''servidores''' de ''Team Fortress 2'' en funcionamiento. |
− | + | Un servidor controla diversos aspectos de la jugabilidad de ''Team Fortress 2''. El servidor responde a las acciones de los jugadores actualizando su ubicación y estado respectivo, por ejemplo, si un jugador dispaara se determina un respuesta específica; si causa daño a un enemigo se genera otra, como mostrar el daño causado. El servidor también controla eventos ajenos a los jugadores, como el tiempo del mapa, comportamiento de [[Sentry Gun/es|armas centinela]], etc. | |
− | == | + | ==Beneficios de tener un servidor dedicado== |
− | + | En vez de unirse a un servidor, los jugadores pueden crear su propio servidor para crear una partida. Esto puede permitir al creador del servidor establecer la rotación del [[map/es|mapa]], determinar cuál será el siguiente y los [[game mode/es|modos de juego]] jugados. Además, se pueden modificar otros ajustes, como la gravedad, el límite de clases, limitaciones [[Highlander/es|Highlander]] y mucho más. También se pueden instalar [[mods/es|modificaciones]] personalizadas para añadir modos de juego alternativos. | |
− | + | == Tipos == | |
− | + | Hay 2 tipos de servidores que se pueden ejecutar en motor Source. | |
− | * | + | |
− | * | + | === Servidor local === |
− | * | + | El servidor local se puede iniciar desde cualquier cliente de TF2. Se puede crear fácilmente con el botón Crear servidor del menú principal. Otros jugadores se pueden conectar, pero consumirá más recursos de hardware al propietario, ya que estará jugando y ejecutando el servidor desde el mismo equipo. Estos pueden ser ideales para eventos y partidas en LAN. |
− | * | + | |
− | * | + | === Servidor dedicado === |
+ | {{see also|Dedicated server configuration/es|l1=Configurar un servidor dedicado}} | ||
+ | |||
+ | Un servidor dedicado es más complejo de ejecutar, se hace de forma independiente y no se necesita Steam ni TF2. Los servidores dedicados permiten que se conecte el número establecido de jugadores, consumiendo recursos del hardware que se encuentra en un [[w:es:Centro de procesamiento de datos|centro de datos]] destinado a eso. De esta manera el rendimiento será más alto y fluido, mejorando la conexión de todos los jugadores. Suelen ejecutarse en los puertos entre 27000 y 27050, principalmente en 27015. | ||
+ | |||
+ | == Requisitos == | ||
+ | Los proveedores de servidores de juego (GSP por sus siglas en inglés, ''Game Server Providers'') usan equipos destinados a ese fin, pero cualquier puede crear un servidor desde un equipo con las características adecuadas: | ||
+ | |||
+ | === Servidor local === | ||
+ | * '''Mac OS X''' 10.5.8, 10.6.3 o superior, que cumpla los requisitos del juego. | ||
+ | * '''Windows''' XP o superior, que cumpla los requisitos del juego. | ||
+ | |||
+ | === Servidor dedicado === | ||
+ | * '''GNU/Linux''' (x86 o amd64) con [[w:es:Glibc|glibc]] 2.3.2 o posterior. | ||
+ | * '''FreeBSD''' (x86 o amd64) compatible con código Linux en el kernel y un sistema base Linux para la recolección de puertos. | ||
+ | * '''Windows''' 2000 o posterior. | ||
+ | |||
+ | == Historial de actualización == | ||
+ | {{trans}} | ||
+ | {{Update history | '''{{Patch name|9|20|2007}}''' | ||
+ | * Se publicó la beta de servidor dedicado para Linux. | ||
+ | |||
+ | '''{{Patch name|9|26|2007}}''' | ||
+ | * The affinity of the main thread is not set explicitly for dedicated servers. This will properly load balance multiple instances of the dedicated server running on a multi-processor machine. The affinity is still set to CPU 1 for clients and listen servers. | ||
+ | * Removed mp_friendlyfire cvar for servers. Team Fortress 2 breaks in a number of ways if this is on. | ||
+ | |||
+ | '''{{Patch name|9|28|2007}}''' | ||
+ | * Fixed rare server crash due to data corruption in networking. | ||
+ | |||
+ | '''{{Patch name|10|2|2007}}''' | ||
+ | * Fixed server crash related to Spy Sappers. | ||
+ | * Extra options added to 'Game' tab in "Create server" menu option. | ||
+ | |||
+ | '''{{Patch name|10|9|2007}}''' | ||
+ | * Improved startup network initialization to catch issues with server firewalls popping up in the background. | ||
+ | |||
+ | '''{{Patch name|10|25|2007}}''' | ||
+ | * Fixed issues on [[Dustbowl]] and [[Hydro]] that could occur when a server emptied in the middle of a round. | ||
+ | * Fixed honeypot server problems. | ||
+ | |||
+ | '''{{Patch name|11|20|2007}}''' | ||
+ | * Added sv_pure to the server, currently defaults to off. Type "sv_pure" in the console to get the full description. | ||
+ | * Added server log entries for: Round_Start, Round_Setup_Begin, Round_Setup_End, Round_Overtime, Round_SuddenDeath, Round_Stalemate, Round_Win, Round_Length, Mini_Round_Selected, Mini_Round_Start, Mini_Round_Win, and Mini_Round_Length. | ||
+ | * Server log entries for Round_Win and level changes will now detail the team scores and player counts. | ||
+ | * Updated server log entries for flag captures to detail the number of captures and the tf_flag_caps_per_round value. | ||
+ | * Fixed Windows dedicated server running in -console mode moves its window to the front instead of the back upon startup. | ||
+ | * Fixed Windows dedicated server bug (in -console mode) where typing anything in the console window was slow and tedious. | ||
+ | * Fixed an error when updating name of 32nd player on server. | ||
+ | |||
+ | '''{{Patch name|12|20|2007}}''' | ||
+ | * Sudden death mode is now a server option (a convar) and defaults to OFF. | ||
+ | * Fixed an rcon/console command that could cause server crashes. | ||
+ | * Fixed a rare crash that can happen when a player being healed leaves the server suddenly. | ||
+ | * Added the ability for servers to have map-specific .cfg files in the cfg folder. | ||
+ | |||
+ | '''{{Patch name|12|31|2007}}''' | ||
+ | * Added player position data to server logging of events (player_death, player_builtobject, teamplay_flag_event, object_destroyed, teamplay_point_captured, teamplay_capture_blocked). | ||
− | = | + | '''{{Patch name|1|7|2008}}''' |
− | + | * Added an option in the Options -> Multiplayer dialog to filter custom game files being downloaded from servers. | |
+ | |||
+ | '''{{Patch name|1|14|2008}}''' | ||
+ | * Added "nextlevel" server cvar. If set to a valid map name, server will change to that map during the next changelevel. | ||
+ | |||
+ | '''{{Patch name|2|14|2008}}''' | ||
+ | * Added server log entry for buildings destroyed by their owner. | ||
+ | * Fixed idle players not being kicked from the server if mp_allowspectators was set to 0. | ||
+ | |||
+ | '''{{Patch name|2|15|2008}}''' | ||
+ | * Game server will now try 32 sequential ports to start up on if they are all originating on the same machine. Previously it would stop at 10. | ||
+ | * Fixed server crash with mp_forcecamera set to 1 (reverted to pre-release behavior). | ||
+ | * Fixed the [[SourceTV]] changes not working unless servers launched with +tv_enable 1 in the command line. | ||
+ | |||
+ | '''{{Patch name|2|28|2008}}''' | ||
+ | * Servers can now specify metatags describing the custom rules they've adopted. | ||
+ | * Added options for servers who want to become custom games: Disable Critical hits (tf_weapon_criticals), eliminate respawn times (mp_disable_respawn_times), and raise maxplayers above 24. | ||
+ | * Made several improvements to server-side stat reporting (not related to individual player stats). | ||
+ | * Fixed "-maxplayers" on the command line not correctly setting the maxplayers value for the server. | ||
+ | |||
+ | '''{{Patch name|3|6|2008}}''' | ||
+ | * Removed sv_alltalk from the list of convars that affect custom server tags. | ||
+ | * Fixed servers with maxplayers <= 24 that are running SourceTV having the "increased_maxplayers" tag added for their server. | ||
+ | |||
+ | '''{{Patch name|3|13|2008}}''' | ||
+ | * Fixed Linux dedicated server map load problems on certain Athlon processors. | ||
+ | |||
+ | '''{{Patch name|3|20|2008}}''' | ||
+ | * Fixed Linux build not handling FCVAR_REPLICATED and FCVAR_NOTIFY cvars correctly. | ||
+ | * Plugged an exploit where the server could send executable code to the client. | ||
+ | * Added mp_stalemate_at_timelimit ConVar for server admin to allow SuddenDeath when mp_timelimit hits on non-Valve maps. | ||
+ | |||
+ | '''{{Patch name|4|1|2008}}''' | ||
+ | * Fixed problem that was preventing some dedicated servers from uploading gamestats. | ||
+ | |||
+ | '''{{Patch name|4|2|2008}}''' | ||
+ | * Fixed Linux dedicated [[server]] crash on map change. | ||
+ | |||
+ | '''{{Patch name|4|30|2008}}''' | ||
+ | * Fixed clients being able to trigger sv_soundscape_printdebuginfo on the server. | ||
+ | * Fixed potential "nuke" exploit in rcon subsystem. | ||
+ | |||
+ | '''{{Patch name|8|4|2008}}''' | ||
+ | * Fixed _resetgamestats command causing server crash. | ||
+ | |||
+ | '''{{Patch name|7|14|2009}}''' | ||
+ | * Improved connection logic to help servers that aren't automatically reconnecting to Steam. | ||
+ | * Fixed setinfo exploit that allowed restricted convars to be set while connected to a server. | ||
+ | * Fixed "sensitivity" ConVar not capping the upper value which sometimes caused a server crash. | ||
+ | |||
+ | '''{{Patch name|5|27|2010}}''' | ||
+ | * Added client/server version check on client connect. | ||
+ | |||
+ | '''{{Patch name|6|11|2010}}''' | ||
+ | * Fixed a case where servers could get stuck in an infinite loop while spawning bots. | ||
+ | |||
+ | '''{{Patch name|7|13|2010}}''' | ||
+ | * Fixed a server crash related to carrying [[buildings]] at round start. | ||
+ | |||
+ | '''{{Patch name|2|14|2011}}''' | ||
+ | * Improved the version mismatch error message received when connecting to a server with a different version than your client. | ||
+ | |||
+ | '''{{Patch name|2|22|2011}}''' | ||
+ | * Fixed a server crash exploit caused by malformed network packets. | ||
+ | |||
+ | '''{{Patch name|2|24|2011}}''' ([[Community Map Pack Update]]) | ||
+ | * Fixed another server crash exploit caused by malformed network packets. | ||
+ | * {{Undocumented}} Fixed trades only displaying one of the items traded to the server. | ||
+ | |||
+ | '''{{Patch name|3|10|2011}}''' ([[Shogun Pack]]) | ||
+ | * Added check to prevent multiplayer servers from transmitting 1 as their maxplayers value to connecting clients. | ||
+ | * Fixed clients being able to use particle exploits on sv_pure servers. | ||
+ | |||
+ | '''{{Patch name|3|15|2011}}''' | ||
+ | * Fixed a server crash caused by using the Half-Zatoichi to hit someone not holding a weapon. | ||
+ | |||
+ | '''{{Patch name|4|15|2011}}''' | ||
+ | * Fixed a server crash caused by the server triggering a nextlevel vote. | ||
+ | |||
+ | '''{{Patch name|4|18|2011}}''' | ||
+ | * Fixed a server crash that could occur if [[TFBots]] were used across map changes. | ||
+ | |||
+ | '''{{Patch name|5|9|2011}}''' | ||
+ | * Replay publishing system will try to do a rename for local HTTP mode but will manually copy and delete the file if the rename fails, which can happen if the source and destination are on different volumes. | ||
+ | * Fixed threading issues on Linux, which was causing major lag spikes. | ||
+ | * Fixed replay data cleanup system, which cleans up stale data at the end of each round. This asynchronous operation can be explicitly invoked by executing a replay_docleanup command on the server. | ||
+ | |||
+ | ''' {{Patch name|5|10|2011}}''' | ||
+ | * [[Replay]] | ||
+ | ** Fixed a server lockup during data cleanup. | ||
+ | |||
+ | '''{{Patch name|5|13|2011}}''' | ||
+ | * Fixed a server crash caused by a mismatched items schema. | ||
+ | |||
+ | '''{{Patch name|5|25|2011}}''' | ||
+ | * Fixed a few server crashes caused by the [[Replay|replay system]]. | ||
+ | * Fixed a server crash caused by the vote system. | ||
+ | |||
+ | '''{{Patch name|6|17|2011}}''' | ||
+ | * Fixed a server crash caused by the [[replay]] system. | ||
+ | * Fixed a server crash caused by [[disguise|disguising]] [[Spy|Spies]]. | ||
+ | * Fixed a server crash on startup caused by writing to the [[console]]. | ||
+ | * Fixed a server crash triggered during entity cleanup. | ||
+ | |||
+ | '''{{Patch name|6|27|2011}}''' | ||
+ | * Added a server console message when a player is sent to the server via the matchmaking system. | ||
+ | |||
+ | '''{{Patch name|7|5|2011}}''' | ||
+ | * Fixed a Linux dedicated server crash in vphysics.so | ||
+ | |||
+ | '''{{Patch name|7|28|2011}}''' | ||
+ | * Fixed a damage calculation in the [[Mantreads]] on Linux server, which could cause a physics crash. | ||
+ | |||
+ | '''{{Patch name|9|2|2011}}''' | ||
+ | * Fixed a server crash exploit caused by invalid player viewangles. | ||
+ | |||
+ | '''{{Patch name|10|17|2011}}''' | ||
+ | *Fixed a server crash that occurred when running both [[SourceTV]] and [[Replay]]. | ||
+ | |||
+ | '''{{Patch name|10|18|2011}}''' | ||
+ | * Fixed a frequent server crash related to packfiles. | ||
+ | |||
+ | '''October 18, 2011 Patch #2''' | ||
+ | * Fixed a server error about unprecached models. | ||
+ | |||
+ | '''{{Patch name|2|2|2012}}''' | ||
+ | * Adjusted error messages on servers when players drop due to [[Steam]] authentication failure to be more clear. | ||
+ | * Additional important server messages now go to the server log instead of just the console. | ||
+ | * Fixed a server crash caused by [[Holiday Punch]] [[critical hit|critical attacks]] on physics objects. | ||
+ | |||
+ | '''{{patch name|2|16|2012}}''' | ||
+ | * Fixed dedicated server not receiving restart requests when updates are released. | ||
+ | |||
+ | '''{{patch name|2|23|2012}}''' | ||
+ | * Fixed {{code|+randommap}} not working correctly on server startup. | ||
+ | * Fixed dedicated server console spew related to the [[Replay]] client and viewangles. | ||
+ | |||
+ | '''{{patch name|3|8|2012}}''' | ||
+ | * Fixed a client crash that could occur when a server used <code>SetCustomModel</code> to change the player model. | ||
+ | |||
+ | '''{{Patch name|5|10|2012}}''' | ||
+ | * Fixed a bug that sometimes prevented servers from reconnecting to the item server after dropping connection. | ||
+ | |||
+ | '''{{Patch name|5|17|2012}}''' | ||
+ | * Added changelevel_next server command which changes to the next map in the map cycle. | ||
+ | |||
+ | '''{{Patch name|6|27|2012}}''' ([[Pyromania Update]]) | ||
+ | * Added ConVars <code>sv_rcon_maxpacketsize</code> and <code>sv_rcon_maxpacketbans</code> to allow server admins to control the maximum RCON packet size and whether or not users get banned for exceeding that limit. The defaults reflect the existing behavior. | ||
+ | * Fixed map triggered annotation events not working on dedicated servers. | ||
+ | * Votes created by a dedicated server no longer trigger a failed vote cooldown. | ||
+ | * Using a Name Tag while in game notifies everyone of the name change. | ||
+ | * {{undocumented}} Servers no longer require a restart during the [[full moon]] period to allow players to equip [[Halloween]] items. | ||
+ | |||
+ | '''{{Patch name|7|2|2012}}''' | ||
+ | * Fixed a problem that allowed spoofed IP addresses to make connections to the game server. | ||
+ | |||
+ | '''{{Patch name|7|10|2012}}''' | ||
+ | * Fixed a client/server crash when re-connecting to the item server. | ||
+ | |||
+ | '''{{Patch name|7|20|2012}} #1''' | ||
+ | * Added <code>sv_namechange_cooldown_seconds</code>, to throttle clients from changing their name too rapidly. (Defaults to 20 seconds) | ||
+ | * Added <code>sv_netspike_on_reliable_snapshot_overflow</code> to selectively enable the automatic dumping of netspike file if a client drops due to "reliable snapshot overflow". (defaults to 0, which disables the debugging) | ||
+ | * Added check to prevent player names from containing color codes. | ||
+ | * Fix a bug that caused gameservers to not properly receive client inventory updates. (Frequent cause of the "The server you are playing on has lost connection to the item server" error message.) | ||
+ | |||
+ | '''{{Patch name|7|23|2012}}''' | ||
+ | * Fixed dedicated servers not being able to set <code>sv_region</code>. | ||
+ | |||
+ | '''{{Patch name|8|3|2012}}''' | ||
+ | * Fix server crash bug caused by setting <code>tf_mm_servermode</code> before map command. | ||
+ | |||
+ | '''{{Patch name|8|17|2012}} #1''' | ||
+ | * Updated the dedicated server to exit when attempting to start a [[Mann vs. Machine (game mode)|Mann vs. Machine]] map with less than 32 maxplayers. | ||
+ | * Fixed <code>mp_timelimit</code> causing Mann vs. Machine mode to not reset properly when the defenders lose. | ||
+ | * Updated the matchmaking ConVar <code>tf_mm_strict</code>. | ||
+ | ** A value of 2 will hide the server from the server browser but will still allow direct connections. | ||
+ | |||
+ | '''August 17, 2012 Patch #2''' | ||
+ | * Fixed a bug where rejected players could leave a "ghost" player that takes up a slot on the server browser. | ||
+ | |||
+ | '''{{Patch name|8|21|2012}}''' | ||
+ | * Fixed a rare server crash when firing [[hitscan]] weapons. | ||
+ | |||
+ | '''{{Patch name|8|23|2012}}''' | ||
+ | * Added a command "<code>kickall</code>" which kicks all connected clients except for replay, HLTV, and the listenserver host if applicable. | ||
+ | |||
+ | '''{{Patch name|9|10|2012}}''' | ||
+ | * Fixed a bug that allowed malicious servers to execute restricted console commands on players. | ||
+ | * Fixed a bug that allowed malicious servers to prevent players from executing console commands. | ||
+ | |||
+ | '''{{Patch name|9|21|2012}} #1''' | ||
+ | * Fixed a server crash related to [[Demoman]] [[bot]] AI. | ||
+ | * Community requests: | ||
+ | ** Add a new server ConVar "<code>tf_avoidteammates_pushaway</code>" to control whether or not teammates push each other away when occupying the same space. | ||
+ | ** Add a new server ConVar "<code>tf_arena_override_team_size</code>" to allow server owners to set the maximum team size in arena mode. | ||
+ | |||
+ | '''September 21, 2012 Patch #2''' | ||
+ | * Fixed bug causing gameservers to report themselves as full to the matchmaking system. | ||
+ | |||
+ | '''{{Patch name|10|9|2012}}''' | ||
+ | * Fixed a server crash that could occur if a [[Spy]] was disguised holding the [[Forajido]]. | ||
+ | |||
+ | '''{{Patch name|10|27|2012}}''' | ||
+ | * Fixed a Linux dedicated server crash related to [[Mann vs. Machine]]. | ||
+ | |||
+ | '''{{Patch name|11|21|2012}}''' | ||
+ | * Fixed a dedicated server hang in bot pathfinding | ||
+ | |||
+ | '''{{Patch name|3|19|2013}}''' | ||
+ | * Fixed a server crash related to game stats. | ||
+ | |||
+ | '''{{Patch name|4|3|2013}}''' | ||
+ | * Prevent game servers from opening the MOTD panel more than once if the player connected through matchmaking or quickplay | ||
+ | * Improved performance of Linux dedicated server binaries | ||
+ | |||
+ | '''{{Patch name|4|18|2013}}''' | ||
+ | * Disabled plug-ins that would allow users to connect to secure game servers even when -insecure is specified on the command line. | ||
+ | * Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the default behavior of their MOTD. | ||
+ | |||
+ | '''{{Patch name|4|19|2014}}''' | ||
+ | * {{undocumented}} Fixed server, client, and engine problems. | ||
− | + | '''{{Patch name|1|9|2015}}''' | |
− | + | * Fixed a dedicated server crash related to invalid client commands. | |
− | + | '''{{Patch name|11|7|2017}}''' | |
− | + | * Fixed a rare client crash related to community server mods. | |
− | + | '''{{Patch name|11|15|2021}}''' | |
− | + | * Fixed servers not being able to load Mann vs. Machine .pop files for workshop maps. | |
− | + | '''{{Patch name|7|25|2023}}''' | |
− | + | * Se añadió {{code|-unrestricted_maxplayers}} para aumentar {{code|maxplayer}} hasta 100 (característica no recomendada).}} | |
− | == | + | == Véase también == |
− | * [[Linux dedicated server/es|Servidor | + | * [[Linux dedicated server/es|Servidor dedicado en Linux]] |
− | * [[Windows dedicated server/es|Servidor | + | * [[Windows dedicated server/es|Servidor dedicado en Windows]] |
+ | * [[List of useful console commands/es|Lista de comandos útiles]] | ||
− | == Enlaces | + | == Enlaces externos == |
− | * {{vdc|Servidores | + | * {{vdc|Source Dedicated Server/es|Servidores dedicados en Source}} |
− | * [https:// | + | * [https://help.steampowered.com/es/faqs/view/0E82-09BC-324C-CB12 Configurando un servidor dedicado para Source en Steam] en la página de soporte de Steam |
− | [[Category:Servers/es | + | [[Category:Servers/es]] |
Latest revision as of 22:00, 15 December 2023
Al igual que todos los juegos de Valve con motor Source, Team Fortress 2 tiene un sistema de cliente-servidor. El cliente es el jugador que esta jugando a Team Fortress 2 desde su ordenador; mientras que el servidor es el software al que se conecta el jugador. En el mundo hay miles y miles de servidores de Team Fortress 2 en funcionamiento.
Un servidor controla diversos aspectos de la jugabilidad de Team Fortress 2. El servidor responde a las acciones de los jugadores actualizando su ubicación y estado respectivo, por ejemplo, si un jugador dispaara se determina un respuesta específica; si causa daño a un enemigo se genera otra, como mostrar el daño causado. El servidor también controla eventos ajenos a los jugadores, como el tiempo del mapa, comportamiento de armas centinela, etc.
Índice
Beneficios de tener un servidor dedicado
En vez de unirse a un servidor, los jugadores pueden crear su propio servidor para crear una partida. Esto puede permitir al creador del servidor establecer la rotación del mapa, determinar cuál será el siguiente y los modos de juego jugados. Además, se pueden modificar otros ajustes, como la gravedad, el límite de clases, limitaciones Highlander y mucho más. También se pueden instalar modificaciones personalizadas para añadir modos de juego alternativos.
Tipos
Hay 2 tipos de servidores que se pueden ejecutar en motor Source.
Servidor local
El servidor local se puede iniciar desde cualquier cliente de TF2. Se puede crear fácilmente con el botón Crear servidor del menú principal. Otros jugadores se pueden conectar, pero consumirá más recursos de hardware al propietario, ya que estará jugando y ejecutando el servidor desde el mismo equipo. Estos pueden ser ideales para eventos y partidas en LAN.
Servidor dedicado
Un servidor dedicado es más complejo de ejecutar, se hace de forma independiente y no se necesita Steam ni TF2. Los servidores dedicados permiten que se conecte el número establecido de jugadores, consumiendo recursos del hardware que se encuentra en un centro de datos destinado a eso. De esta manera el rendimiento será más alto y fluido, mejorando la conexión de todos los jugadores. Suelen ejecutarse en los puertos entre 27000 y 27050, principalmente en 27015.
Requisitos
Los proveedores de servidores de juego (GSP por sus siglas en inglés, Game Server Providers) usan equipos destinados a ese fin, pero cualquier puede crear un servidor desde un equipo con las características adecuadas:
Servidor local
- Mac OS X 10.5.8, 10.6.3 o superior, que cumpla los requisitos del juego.
- Windows XP o superior, que cumpla los requisitos del juego.
Servidor dedicado
- GNU/Linux (x86 o amd64) con glibc 2.3.2 o posterior.
- FreeBSD (x86 o amd64) compatible con código Linux en el kernel y un sistema base Linux para la recolección de puertos.
- Windows 2000 o posterior.
Historial de actualización
Esta página está en proceso de ser traducida al español. Si hablas español, publica una versión traducida en la discusión o comunícate con quienes hayan contribuido a la página (observando el historial de la página). |
Véase también
Enlaces externos
- Servidores dedicados en Source en la Comunidad de Desarrolladores de Valve
- Configurando un servidor dedicado para Source en Steam en la página de soporte de Steam