Files
DarkflameServer/resources/masterconfig.ini
Aaron Kimbrell abf1cc1d80 feat: UGC server that makes and serves player models' meshes and icons
A new server (dUgcServer, started by master with enable_ugc_server=1) that
takes unprocessed ugc and ugc_modular_build rows from the database and makes
what the client downloads with UGCUSE3DSERVICES: an optimized NIF (hidden
faces removed, ambient occlusion baked into vertex colors) and a 128px DDS
icon for player models, rendered by a software rasterizer from the client's
LDD brick primitives, and icons for cars and rockets assembled from their
modules per ModularBuildComponent/ModuleComponent. It serves them, with the
models' LXFML, over HTTP in the client's UGCC<dc>/3DOPTIMIZED and
IMAGE128DDS layout with .gz and .checksum files, and keeps its folder under
a size cap.

Processing state lives in ugc.is_optimized plus new processed_at,
process_attempts and process_error columns (and the same on
ugc_modular_build). ServiceType::UGC is appended. NifFile moves to dCommon
and records named node transforms for the modules' attach points.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:57 -05:00

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INI

# The internal ip of the master server
master_ip=localhost
# Port number
master_server_port=2000
# The port number to start world servers on. Will be incremented for each world
world_port_start=3000
# 0 or 1, should autostart auth, chat, and char servers
prestart_servers=1
master_password=3.25DARKFLAME1
# Enable the web dashboard (0 = disabled, 1 = enabled)
# Dashboard settings are configured in dashboardconfig.ini
enable_dashboard=0
# Start the UGC server, which makes and serves the meshes and icons of what players build (0 = disabled, 1 = enabled)
# Its settings are in ugcconfig.ini; see docs/UgcServer.md for the client's boot.cfg settings
enable_ugc_server=0