@WretchedDollie
Hi Dollie,
Thank you again for taking the time to answer these questions. I appreciate the clarification, and I want to make sure I am understanding your answers correctly before I ask the remaining dedicated-server questions.
From what you explained, it sounds like:
- The server still pushes gameplay options to connected clients the same way it did before.
- If a client has different local Custom Mode values, those values should only matter in single-player or when that client is hosting a multiplayer game.
- On a dedicated server, the server-side settings should be the values that matter, not the client’s local preset.
- Sandbox options are intended to work the same way server.cfg settings worked in the past.
- Some client-side things, like video settings, are obviously not dictated by the server.
- Documentation and the gg display option are still a work in progress.
If that is correct, that does answer the biggest concern: clients should not be able to bring their own gameplay-affecting Custom Mode values into a dedicated server and override the server.
The remaining questions I have are mostly about visibility, verification, and server-side tooling:
- Will dedicated server owners be able to see the final effective sandbox values somewhere server-side, not only through the in-game sandbox menu?
A. The server has a sandbox_overrides.xml file that you may find interesting. Found in the \Data\Config folder.
- Will those values be exposed through GamePrefs, GameStats, serverconfig, output_log, a dedicated command, gg display, or another server-side source?
A. The best place for reference, for now, as some things are still WIP, is to refer to the server.cfg and sandbox_overrides.xml.
- Will the exported server cfg/code include all gameplay-affecting sandbox values, including newer settings like jump strength, gravity, crouch speed, stamina usage, damage, loot, traders, quests, crafting, progression, vehicle settings, and similar options?
A. Yes, the sandbox code and server.cfg contain the information.
- Will server-side mods/admin tools be able to read those final effective values at runtime, or is that still undecided?
Not my area of expertise, and as stated before, I cannot speak to third-party tools.
- Will there eventually be a clear list showing which 3.0 Custom Mode options are server-owned, which are client-local, and which only apply to single-player or hosted multiplayer?
A. All gameplay settings are going to be dictated by the server or host. No client gameplay settings will override the server. It's meant to function in the same way as before. Client side settings are ONLY going to be things like display options, keybindings, and such.
The reason I am asking is because dedicated PvP admins and anti-cheat tools need to validate against the actual server-owned values. For example, movement checks depend on things like jump strength, gravity, stamina, and crouch speed. Damage checks depend on damage multipliers and block damage values. Economy/progression checks depend on loot, XP, crafting, trader, quest, and progression settings.
So if dedicated servers remain authoritative, that is good news. The next important thing is making sure server owners and modders can verify exactly what values the server is running.
Thank you again for answering. I am just trying to narrow this down to what dedicated server admins need in order to prepare for 3.0 properly.