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I. System Requirements
II. Setting up your Server
III. Running a Server
IV. The SCMD System
V. SCMD Commands
VI. Console commands
VII. Advanced Server Customizations
VIII. Custom Content
IX. Limiting Bandwidth
X. Recommended Player Limits
XI. Dedicated Servers and incompatible video cards
XII. PunkBuster
XIII. End-User License Agreement (EULA)

F.E.A.R. Standalone Server
Readme File
March 30, 2006


About This Document:

This document contains information about setting up and running the
F.E.A.R. Standalone Server application as well as important
information for multiplayer hosts. Please be sure to read the readme.txt
file included on your CD before attempting to run a dedicated server.



I. System Requirements
II. Setting up your Server
III. Running a Server
IV. The SCMD System
V. SCMD Commands
VI. Console commands
VII. Advanced Server Customizations
VIII. Custom Content
IX. Limiting Bandwidth
X. Recommended Player Limits
XI. Dedicated Servers and incompatible video cards
XII. PunkBuster
XIII. End-User License Agreement (EULA)

I. System Requirements

The following items are required to run a F.E.A.R. dedicated

1. A broadband Internet connection or LAN connection*
2. A system that meets or exceeds the minimum system requirements for the
game as described in the readme.txt file.

NOTE: It is possible to run a dedicated server on a machine with a video
card that does not meet the requirements for the full game. Please see
the section near the bottom of this document entitled «Dedicated servers
and incompatible video cards» for details.

*Clients may have trouble connecting to servers behind certain firewalls
or NATs.

II. Setting up your Server

To set up a server, just follow these steps:

1. Launch the game application (FEAR.exe)
2. Select «Multiplayer» from the main game menu.
3. Select «Host» from the multiplayer menu.
4. Set up the game type, server name, options, and map rotation.
5. Set your network port, or use the default port of 27888.
6. For the Dedicated Server option, select Yes.
7. Click Launch.

The game application will now close, and the standalone server application
will start. Once your server is running, clients can search for and join it
in the same way they would a normal host.

Once your server has been configured and launched through the game interface
for the first time, you can run your server again at any time by double
-clicking the «FearServer.exe» file in your F.E.A.R. installation folder.

If you wish to make any changes to the server setup, you’ll need to launch
the game application again and change your settings through the host game

NOTE: Server options can be saved off in separate configuration files
through the Load/Save options section of the host menu. If you have more
than one server options file saved, you will be prompted to select the one
you wish to use each time you launch the dedicated server application.

If you are running your server from a batch file or the command line and
you want to specify which profile to use, add «-optionsfile (optionfilename)» to
the command. So, for instance, if your server option file is called «config1»
then add this line to your batch file:

FEARServer.exe -optionsfile config1

The -optionsfile switch will also recognize a full path as an argument. For
example, to use the configuration file «c:\fear\myoptions.txt», use the following

FEARServer.exe -optionsfile c:\fear\myoptions.txt

By default, the server looks in the following directory for configuration files
and other user content:

C:\Documents and Settings\All Users\Shared Documents\Monolith Productions

This is known as the «user directory». It is possible to change the user
directory for the server by specifying the «-userdirectory (path)» command line
option. For example, to launch the dedicated server with a user directory of
«c:\fear\user», use the following command:

FEARServer.exe -userdirectory c:\fear\user

This directory behaves exactly like the default user directory, meaning that
the server will look for files in the same subdirectories as those in the default
user directory. For example, to use a server options file in the directory
specified by the -userdirectory option, you must create a «ServerOptions»
subdirectory and place any options files there. Note that several subdirectories
will be automatically created beneath the user directory.

NOTE: If you wish to run more than one dedicated server on the same computer,
you must specify unique port numbers for each.

III. Running your Server

When the server starts running there are five tabs across the top and a
button at the bottom.

STOP SERVER: This will shut down the server.


SERVER NAME: This is the name of your server as seen by players when
they are searching for servers to join.

VERSION: The game version the server is running on.

MOD: The mod used by the game server.

GAME TYPE: Displays the game mode that the server is currently
running, such as Deathmatch or Demolition.

MAP: The current map.

SERVER CONFIG: The current server profile.

RUNNING TIME: The time elapsed since the server was launched.

TIME IN LEVEL: The time elapsed since the current round started.

PEAK PLAYERS: This shows the highest number of players that were on
your server at one time.

TOTAL PLAYERS: This shows the total number of players that have joined
your server since it was last launched.

UNIQUE PLAYERS: The number of unique names that have joined during since
the server launched.

AVERAGE PING: The average ping of the players currently connected to
your server.


This is a summary all the game settings used when the server launched.
You may change some of these settings while your server is running, but
options that are greyed out can only be changed through the game
interface before the server is launched.

This section is also where the Server Message and Briefing Override
messages can be set.


This window shows a list of levels in the order in which they will be
loaded by the server. The current level is indicated with a black dot
to the left of its name.

Next level: Ends the current level and immediately loads the next.

Select level: Ends the current level and immediately loads the
highlighted level. Double clicking on the map name
will have the same effect.


PLAYERS: This section provides information about the players that
are currently connected to the server, including their
player name, ping, kills, deaths, score, and the time elapsed
since they began playing.

BOOT PLAYER: Clicking this button will disconnect the player whose
name is currently highlighted. To highlight a player
name, just click on it.


This shows a scrolling display of the server’s internal commands and status.
Player chat, connections, disconnections, and other text is also displayed

You can use the console to enter commands to control and maintain your
server. Please see the SCMD and advanced commands sections below for more
information on this topic.


The SCMD interface is used to execute server side commands through a text
based console. SCMD sends commands to the server to control settings from
the hosting client, a remote client or the standalone server. It offers a
generalized user interface that works on all three of these entry points.
On a hosted or remote client, commands are entered through the chat
interface. On the Stand-alone server, commands are entered through the
console interface.

To use SCMD, just follow these steps:

1. Before launching your server (either hosted or dedicated), set the
«Allow SCMD» option to «Yes» and then specify a password.
2. Launch the server.
3. Type SCMD and press <Enter> on the command line of your dedicated
server, or in the chat interface on a host or client to see a list of
available commands. You will need to scroll up to see the entire list.
4. Log in to the system by typing SCMD followed by the password that you
specified in the host options.

Once you have successfully logged in, you can then use any of the other
SCMD commands. Note that only one host or client can be logged into the
system at once. The format for all SCMD commands is:

SCMD command [arg1] […]

Example: You are logged into SCMD through a client connected to a
dedicated server, and one of the other players becomes abusive. With SCMD,
you can boot the player through your client like this:

Type «SCMD listclients». This will display text similar to the following:

Client List format: clientid) [name][ping][ip]
0) [Smiley][0][]
1) [Cheater][80][123.456.789.012]
2) [Player0][120][321.654.987.210]

From here, you can type «SCMD bootname Cheater», or «SCMD bootid 1» to
remove the problem player from the server.

Then, if the player logs in again and continues to cause trouble, you can
ban the user from the server by using the «banuser» command. For example,
to ban the user «Cheater» from the list above, type «SCMD banuser 1».

In addition to user banning, IP address banning is also supported. This
is done by adding entries to the following IP banning file:

C:\Documents and Settings\All Users\Shared Documents\Monolith Productions

To add a banned IP address to the list, edit the file and add the address
to the end, on its own line. The game server must be restarted for this
change to take effect. Note that IP address banning is not as effective as
user banning. Banning an IP address may actually ban many players from the
server if they share a common network router. In addition, the same user
can potentially access the server from different IP addresses, so it may
be possible for the user to reconnect with a different address. In most
cases, the «SCMD banuser» command described previously is preferable to
banning by IP address.

For a full list of commands, please see the section below.


Following is the list of commands currently supported by SCMD:

Command Parameter Description
HELP List all available SCMD commands.
LOGIN <password> Logs in as SCMD Administrator.
LOGOUT Logs out as SCMD Administrator.
LISTCLIENTS Displays list of clients.
LISTMAPS List all current maps.
NEXTMAP Go to next map in the map list.
NEXTROUND Go to next round for this level.
SETMAP <map_index> Advances to map_index.
BOOTNAME <playername> Boots client by player name.
BOOTID <clientid> Boots client by client id.
BANUSER <clientid> Bans a user by client id.
UNBANUSER <banid> Removes a user ban by banid.
LISTUSERBANS Lists all currently banned users.
LISTGAMEOPTIONS Lists game options.
SHOWGAMEOPTION <optionid> Shows details on a game option.
SETGAMEOPTION <optionid> <value> Sets game option by optionid.

Please note that when using SCMD from a remote client, changes made to game
options will not be visible with the listgameoptions or showgameoption


Advanced commands can only be entered via the dedicated server command line
and not through the SCMD interface.

Command Description
Say Allows the server operator to chat with players.
Chat text must be contained within quotes.

BandWidthTargetServer Target bits per second to send over the network
layer. This MUST be set correctly to avoid send
overflow. For a detailed explanation of how to use
this feature, please see the section of this
document titled «Limiting Bandwidth».

VII. Advanced Server Customizations

Server operators can customize the F.E.A.R. multiplayer experience on a
server by editing the following file:

C:\Documents and Settings\All Users\Shared Documents\Monolith Productions

This file contains a large number of entries that are used to control the
behavior of many game elements, such as:

– Weapon damage, accuracy, and movement penalties
– Armor, medkits, and SlowMo pickups
– Health and armor refill stations
– Initial health and armor values
– Gravity and falling damage
– Movement speeds
– Scoring for all game modes
– Server limits for proximity mines and remotes

For example, the following entry in the MPCustomizations.txt file allows
the damage of the Pistol to be customized:

; Specifies the amount of Instantaneous damage done by this type of ammo.
; Float min=0.0 (Single value)

The first line is a description of the entry. Next is the type and range
of the value (if applicable), as well as a specification of whether the
entry deals with a single value or multiple values. The last line is the
actual entry itself, which consists of the entry name, an equal sign, and
the default value of the entry. Note that the last line is preceded by a
semi-colon character, which indicates that it is a comment and will not be
used by the game. To change this entry, the semi-colon must be removed
from the last line, and the value changed to the new value. For example,
to increase the pistol damage to 30, the example above would be changed to:

; Specifies the amount of Instantaneous damage done by this type of ammo.
; Float min=0.0 (Single value)

It is recommended that an unmodified copy of the MPCustomizations.txt file
is kept as backup in case it is necessary to start over.

Once all of the changes are made, save the file and start a hosted or
dedicated server. The MPCustomizations.txt file will automatically be read
by the server and applied when it starts. In addition, clients will see a
«wrench» icon next to the server in the server browser, which indicates
that it is using customized values.

It is also possible to specify a customizations file on the command line
when starting the dedicated server using the «-mpcustomizations» switch.
For example, the following command line will start a dedicated server
which will use a customizations file named «MyCustomizations.txt»:

fearserver.exe -mpcustomizations MyCustomizations.txt

If no path is provided, as in the example above, the server will look for
the customizations file in the FEAR user directory, as described in the
beginning of this section. However, the server will also recognize a full
path in this option if one is specified, for example:

fearserver.exe -mpcustomizations c:\fear\MyCustomizations.txt

To prevent the server from using a customizations file, specify «none» as
the argument to the -mpcustomizations switch.

NOTE: Customizing a server as described above is an advanced feature that
may not produce the expected results in all situations. Some values for
server customizations may result in unexpected gameplay behavior if set

VIII. Custom Content

In addition to the server customizations described in the previous section,
custom content such as maps, sounds, skins, and textures can be created and
added to a F.E.A.R. server. This type of custom content will be
automatically downloaded to clients when they connect to the server.

Custom content is installed on the server and delivered to clients as an
«archive». An archive is a packed file created with the F.E.A.R. ArchiveEdit
tool, and contains a directory structure as well as content files. F.E.A.R.
runs with multiple archives, which are combined together at load time to
appear as a single directory structure and set of files.

To use a custom archive on the server, it must be added to the server’s
archive configuration file. By default, the server uses the Default.archcfg
file located in the main installation directory. To add the archive, edit
this file and add the name of the archive to the end of the list. The name
can include a full or relative path to the location of the archive, or just
the name if it resides in the main installation directory.

When a game server is started, it will automatically load all of the archives
specified in its archive configuration file. If one of these archives
contains a custom map, for example, that map will then be available for
selection in the server’s map list.

One important feature of F.E.A.R. archives is the concept of archive
layering. Layering means that any files found by the game in an archive will
override those files that appear earlier in the list of archives installed
on the server. For example, consider an archive that contains a sound file
named «guns\Snd\Shotgun\fire.wav». This file will hide any files of the same
name which reside in archives that are loaded prior to this one in the
server’s configuration file. This provides a convenient mechanism for
customizing server content by simply «overriding» files that already
exist in the game with new files that share the same name.

Before clients will be able to successfully download content from the
server, the server’s content download settings must be specified. There are
two forms of supported content transfer in F.E.A.R.:

1) Server native content download. In this form of content transfer, the
game server itself transfers the archive files to any connecting clients that
do not already have the files.

2) HTTP download. This method of content transfer uses one or more external
web (HTTP) server URLs to serve content files to connecting clients, and can
usually provide greater transfer speeds than server native content download.
For more information on HTTP servers, please consult the appropriate system

By default, the server does not allow any transfers. There are two ways to
change this:

1) Start the F.E.A.R. client, select Multiplayer, click Host, then select
Custom content. Change the Allow Content Download setting to Yes, and
configure download rates as desired. It is recommended that the download
rate not exceed 5000-7000 bytes/second. Note that the higher the allowed
download rate, the higher the load placed on the server. If gameplay
degrades while content transfers are in progress with the server, consider
lowering the allowed transfer rate.

2) Edit the server options file, which allows configuration of native
transfers as described above as well as HTTP redirect transfers. To
configure HTTP redirects, add the URL of each HTTP server, separated by
commas, to the «RedirectURLs» option in the ServerSettings section. Note
that each URL must include the «http://» prefix. The server options file
resides in the following directory:

C:\Documents and Settings\All Users\Shared Documents\Monolith Productions

To reduce transfer times on files, F.E.A.R. supports compression on both
the server native transfers and HTTP transfers. If a server is started
with custom content and is configured to allow native transfers, it will
store pre-compressed archives which will be used for transfers to connecting
clients. The server stores the pre-compressed archives in the following

C:\Documents and Settings\All Users\Shared Documents\Monolith Productions

HTTP servers can serve compressed content by enabling HTTP Compression.
Configuring HTTP Compression varies from server to server, so it may be
necessary to consult the web server’s documentation on this feature. Note
that HTTP Compression is not required by the F.E.A.R. client, however, as it
will automatically handle both compressed and uncompressed HTTP transfers.

When a client initially connects to a server, it will receive a list of all
of the custom archives installed on the server. It will also receive the
list of HTTP redirects, if any, and the server’s transfer settings. If the
client is missing any of the server’s archives, it will attempt to retrieve
them first from the HTTP servers, in the order specified by the server,
and then from the server itself if the server allows content transfers.
Note that the client is capable of retrieving any archive from any of the
available sources – it is not necessary for all of the archives to be
available from one source.

For example, consider a server that is configured in the following manner:

– 3 custom archives:

– Archive1 (custom maps)
– Archive2 (custom sounds)
– Archive3 (custom textures)

– 2 HTTP redirect URLs:

– WebServer1 (Archive1)
– WebServer2 (Archive2)

– Server content download enabled

A client that connects to this server for the first time will need to retrieve
all three of the server’s custom archives. Assuming that the client is configured
to allow content transfer and HTTP redirects, the following sequence of events
will occur:

1) The client attempts to retrieve Archive1 from WebServer1. This succeeds since
WebServer1 has Archive1 available.

2) The client attempts to retrieve Archive2 from WebServer1. Since WebServer1
does not have this file, the client will move on to WebServer2. WebServer2 does
have Archive2 available, so the client transfers Archive2 from WebServer2.

3) The client attempts to retrieve Archive3 from WebServer1. WebServer1 does not
have this file, so the client attempts to retrieve it from WebServer2. This file
is not available on WebServer2, so the client attempts to retrieve it from the
game server itself. Since the game server has content download enabled, the client
will then proceed to retrieve Archive3 from the game server.

Once the client has successfully retrieved all of the server’s custom content, it
will join the game. Subsequent connections by the same client will not require
any content transfers, assuming that none of the server’s archives have changed.

The client stores downloaded archives in the following directory:

C:\Documents and Settings\All Users\Shared Documents\Monolith Productions

To quickly remove all custom content from a client machine, simply delete this
directory. The content will be transferred again as needed when the client
connects to a game server.

IX. Limiting Bandwidth

F.E.A.R. allows server operators to limit the amount of data that’s being sent to
players on high bandwidth connections. When used correctly, this feature can greatly
improve performance.

You can adjust your bandwidth limit in the host options screen before launching your
server via the bandwidth or custom bandwidth options.

The preset values available to you are as follows:

Preset Max bandwidth
—— ————-
DSL (low) 128kbps
DSL (High) 256kbps
Cable 256kbps
T1 1500kbps
T3 10000kbps

Note that kbps in the table above stands for kilobits per second.

When you first set up your server, you should set this option to match as closely as
possible with the upstream bandwidth rating of your Internet connection. This
information can be obtained from your ISP. If none of the available options are
suitable for your connection, use the custom bandwidth setting to enter the correct

Dedicated server operators can fine-tune this setting in the console while the server
is actually running. To do this, just type «BandWidthTargetServer» and the value you
wish to use in the console, and then press <Enter>. Values entered must be in bits
per second, not kilobits per second. For instance, if you wanted to change the
maximum upstream bandwidth to 128kbps, the bandwidthtargetserver variable should
be changed to 128 x 1024, which equals 131072 bits per second.

The final command in the console would then be:

BandWidthTargetServer 131072

NOTE: It is VERY important that you set this value correctly. Setting the limit
too high may result in very poor performance for players with a high ping. Similarly,
setting it too low may result in choppiness for players with lower ping. You may
want to experiment with different values to find the best setting for your particular

X. Recommended Player Limits

The number of players that your server can realistically handle depends on your
connection speed and your machine specs. Use the table below to determine the
max players you should specify in the host options when setting up your server:

Connection Machine Spec # of Players
56K | Minimum Server (Host) | 2 (including host)
DSL (Low) | Fast Server (Dedicated) | 4
DSL (High)/Cable* | Fast Server (Dedicated) | 4-8
T1 and above | Minimum Server (Dedicated) | 16

* Dependant on upload speed, Cable and DSL connections vary.

XI. Dedicated Servers and incompatible video cards

To run a dedicated server on a machine that does not meet the video card
requirements for the full game, just follow these steps:

1) On a machine that DOES meet the full requirements for the game, set up
all of your levels and options in the host menu and save this configuration with
a name of your choosing. If you wish, you can save off multiple configurations in
this manner.

2) Copy the configuration file(s) to the dedicated server.

3) When you launch the dedicated server application (FEARServer.exe) directly,
you will be prompted for the configuration file that you wish to use.

It’s that simple!

The server configuration files can be found in the following folder:

C:\Documents and Settings\All Users\Shared Documents\Monolith Productions


The Win32 standalone server is configured with PunkBuster disabled by
default. To enable PunkBuster, specify the following option in the
[ServerSettings] section of the server options file:




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9. Limited Warranty. Sierra expressly disclaims any warranty for the Program,
Editor and Manual(s). The Program, Editor and Manual(s) are provided «as is»
without warranty of any kind, either express or implied, including, without limitation,
the implied warranties of merchantability, fitness for a particular purpose, or
noninfringement. The entire risk arising out of use or performance of the Program and
Manual(s) remains with the User; however, Sierra warrants up to and including 90
days from the date of your purchase of the Program that the media containing the
Program shall be free from defects in material and workmanship. In the event that the
media prove to be defective during that time period, and upon presentation to Sierra
of proof of purchase of the defective Program, Sierra will at its option 1) correct any
defect, 2) provide you with a product of equal or lesser value, or 3) refund your
money. Some states do not allow the exclusion or limitation of implied warranties or
liability for incidental damages, so the above limitations may not apply to you.

states do not allow the exclusion or limitation of incidental or consequential damages,
or allow limitations on how long an implied warranty lasts, so the above limitations
may not apply.

11. Equitable Remedies. You hereby agree that Sierra would be irreparably
damaged if the terms of this License Agreement were not specifically enforced, and
therefore you agree that Sierra shall be entitled, without bond, other security, or proof
of damages, to appropriate equitable remedies with respect to breaches of this License
Agreement, in addition to such other remedies as Sierra may otherwise have available
to it under applicable laws. In the event any litigation is brought by either party in
connection with this License Agreement, the prevailing party in such litigation shall
be entitled to recover from the other party all the costs, attorneys’ fees and other
expenses incurred by such prevailing party in the litigation.

12. Limitations on License. Nothing in this License Agreement shall preclude you
from making or authorizing the making of another copy or adaptation of the Program,
provided, however, that (1) such new copy or adaptation is created as an essential step
in your utilization of the Program in accordance with the terms of this License
Agreement and for NO OTHER PURPOSE; or (2) such new copy or adaptation is for
archival purposes ONLY and all archival copies are destroyed in the event of your
Transfer of the Program, the Termination of this Agreement or other circumstances
under which your continued use of the Program ceases to be rightful.

13. Miscellaneous. This License Agreement shall be deemed to have been made
and executed in the State of California, and any dispute arising hereunder shall be
resolved in accordance with the law of California. You agree that any claim asserted
in any legal proceeding by one of the parties against the other shall be commenced
and maintained in any state or federal court located in the State of California, County
of Los Angeles, having subject matter jurisdiction with respect to the dispute between
the parties. This License Agreement may be amended, altered or modified only by an
instrument in writing, specifying such amendment, alteration or modification,
executed by both parties. In the event that any provision of this License Agreement
shall be held by a court or other tribunal of competent jurisdiction to be
unenforceable, such provision will be enforced to the maximum extent permissible,
and the remaining portions of this License Agreement shall remain in full force and
effect. This License Agreement constitutes and contains the entire agreement between
the parties with respect to the subject matter hereof and supersedes any prior oral or
written agreements.

You hereby acknowledge that you have read and understand the foregoing
License Agreement and agree that the action of installing the Program is an
acknowledgment of my agreement to be bound by the terms and conditions of the
License Agreement contained herein. You also acknowledge and agree that this
License Agreement is the complete and exclusive statement of the agreement between
Sierra and yourself and that the License Agreement supersedes any prior or
contemporaneous agreement, either oral or written, and any other communications
between you and Sierra.


(c)2005 Monolith Productions, Inc. All rights reserved.

Published by Vivendi Universal Games, Inc. under license from Monolith Productions, Inc.

F.E.A.R., Vivendi Universal Games and the Vivendi Universal Games logo are trademarks of
Vivendi Universal Games, Inc.

Sierra and the Sierra logo are registered trademarks or trademarks of Sierra Entertainment,
Inc. in the U.S. and/or other countries.

MONOLITH, MONOLITH LOGO, WBIE LOGO, WB SHIELD: TM & © Warner Bros. Entertainment Inc.

GameSpy and the «Powered by GameSpy» design are trademarks of GameSpy Industries, Inc.

ATI, the ATI logo, and other ATI marks are trademarks of ATI Technologies Inc. in the
United States and other countries.

NVIDIA, the NVIDIA Logo, and other NVIDIA marks are trademarks of NVIDIA Corporation in
the United States and other countries.

Uses Havok(TM); (C)Copyright 1999-2002 Inc. (and its Licensors). All Rights
Reserved. See for details.

MPEG Layer-3 audio coding technology licensed from Fraunhofer IIS and Thomson multimedia

Uses Bink Video. Copyright (C)1997-2005 by RAD Game Tools, Inc.

Windows(R) and DirectX are trademarks or registered trademarks of Microsoft Corporation
in the United States and other countries.

Pentium(R) is a registered trademark of Intel Corporation in the United States and other

The ratings icon is a registered trademark of the Entertainment Software Association.

TerraServer images courtesy of the USGS.

All other copyrights and trademarks are the property of their respective owners. All rights



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