osp-q3-Variables.txt

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// Custom Server Settings: OSP Tourney DM - Quake3
// -----------------------------------------------
// Version: 1.03
// Date:    23 Feb 2003
// Email:   rhea@OrangeSmoothie.org
// WWW:     http://www.OrangeSmoothie.org
// IRC:     irc.enterthegame.com: #osp
//
//
// Note: Do *not* use this config as a base for your own custom
//       server configs!  Please use one of the other included
//       example configs as a base and refer to this document
//       for information on each option, as needed.
//
// Recommended dedicated server command-line:
//
//    quake3 +set dedicated 2 +set fs_game osp +exec <config>
//

// =========================
//    STARTUP (Reference)
// =========================
// admin_log <logname>
//	Logs additional server information that describes such things
//	as IP addresses of players, attempts to referee status, ref
//	commands issued, etc.  Setting the paramter to null ("") or
//	"none" will disable this logging (the default).
//
// decal_directory <directory>
//	Specifies the directory under the main osp/ directory to
//	look for map decal definitions (default = "decals").
//
// dmflags <df_mask>
//	id's Quake3 options for gameplay (default = 0):
//	
//	df_mask:
//	--------
//	8   - No falling damage
//	16  - Fixed FOV
//	32  - No footsteps
//	64  - Winning team keeps their current armor/health/powerups (FT only)
//    128 - Winning team's frozen players are not thawed on a new round (FT only)
//
// filter_file <filename>
//	Specifies the file to use for server client filters
//	(default = "filters.txt").  Please refer to the
//	Docs/Player-filters-q3.txt file for more information on
//	player filters.
//
// freezetag_latejoin <0|1>
//    Toggles whether players joining a team while a match is in
//    progress will spawn frozen.
//
// freezetag_respawn <1.7-10.0>
//    Specifies the length of time (in seconds) a player must wait
//    before they can respawn after dying from most world events
//    (void, lava, etc.) (default = 3.0, FT-only)
//
// g_spectatorInactivity <value>
//	Specifies the time (in seconds) that a spectator has to sit idle
//	on a server until they are automatically kicked from the server.
//	A value of 0 disables this option (the default).  A value of < 0
//	will prevent any spectators from remaining on the server.
//
// player_file <filename>
//	Specifies a list of playernames who are only allowed to connect
//	to the server (default = "none").  Playernames are to be added
//	to the file specified in this variable.  If this option is used,
//	ONLY players with the names listed can connect to the server.
//	(Note: this option will be enhanced in the future to allow more
//	flexible player allowances/banning).
//
// player_always <name>
//	Specifies starting tag of a playername that allows a player
//	to connect regardless of what follows the tag.  This player
//	can NEVER enter the game, however.  Note: QTV observers with
//	"QTV" starting in their name is hardcoded in the server, so
//	this option allows for QTV and one other allowed forced
//	spectator name tag.
//
// pmove_fixed <0|1>
//      Allows clients to utilize enhanced client sampling (also named
//      the same "pmove_fixed" on the client).
//
// osp_gamename <0|1>
//	Allows OSP to run as "baseq3" for UI server browser filtering.
//	This allows server ops to let clients use the in-game browser
//	and select their server if the client uses the FFA/1v1/etc.
//	filter types.
//		  0 - Shows up as "FFA/1V1/TDM/CTF/???"
//		* 1 - Shows up as "osp"
//	---> Note: To use this properly, you will have to put everything
//	 (configs, subdirectories, etc.) in the baseq3/ directory, copy
//	 the "game" .pk3 in the paks/ directory into the baseq3/
//	 directory and rename it to something like "zzzosp-game099.pk3"
//
// roundlimit <value>
//	Specifies the number of rounds for a team to win to win the
//	overall match in ClanArena mode (default = 7).
//
// server_availmodes <flags>
//      Specifies which internal configurations are available for
//      voting.  Check the Docs/osp-q3-Mode-info.txt for complete
//      info. (Default = 63 - all modes available for voting).
//           <flags>:
//                  1 - FFA
//                  2 - 1V1
//                  4 - FFA (competition)
//                  8 - Team DM
//                 16 - CTF
//                 32 - Clan Arena
//                 64 - FreezeTag w/OSP settings
//                128 - FreezeTag w/vanilla settings
//
// server_cq3 <0|1>
//    Enables/disables alternate CQ3 settings (default = 0 - disabled).
//    ---> More info on these settings can be found in: Docs/osp-q3-CQ3Info.txt
//
// server_customclient <flags>
//	Specifies what custom options can be enabled on the client.
//	(Default = 15)
//		<flags>:
//                  1 - Enable 125Hz sampling. [DEPRECATED, see: pmove_fixed]
//                  2 - Allow cg_truelightning usage.
//                  4 - Custom graphics used with cg_altPlasma and
//                      cg_altLightning is allowed.
//                  8 - Toggles client usage of OSP-based HUD.
//                 16 - Disables the drawing of the match clock.
//                 32 - Disables to clamp on com_maxfps for clients.
//
// server_fastrail <0|1>
//	* 0 - (Promode) Server defaults to 1500 msec railgun switching delay.
//	  1 - (Promode) Server defaults to 1000 msec railgun switching delay.
//
// server_freezetag <0|1|2>
//    * 0 - FreezeTag TDM (FT) mode not in effect
//      1 - FT with OSP settings in effect (must be in g_gametype 3)
//      2 - FT with vanilla settings in effect (must be in g_gametype 3)
//
// server_gfxspecfile <filename>
//      Defines custom graphics to display on the client.  Server
//      also needs to have graphics available for download.  Please
//      see osp/Docs/osp-q3-Server-gfx.txt for complete details.
//      (Default = "none" - Custom server graphics disabled)
//
// server_lgcooldown <0|1>
//	* 0 - (Promode) Server defaults to 0 msec LightningGun switching delay.
//	  1 - (Promode) Server defaults to 200 msec LightningGun switching delay
//	      (100ms if fastrail is enabled).
//
// server_maxpacketsmin <value>
//	Specifies minimum client cl_maxpackets setting (Default = 0,
//	no lower limit on client cl_maxpackets).
//
// server_maxpacketsmax <value>
//	Specifies maximum client cl_maxpackets setting (Default = 0,
//	no upper limit on client cl_maxpackets).
//
// server_motdfile <filename>
//      Defines an external file from which to read MOTD message to
//      display to an OSP-based client.  This file will override
//      any server_motdX variable setting (defined below).
//      (Default = "non" - No MOTD file defined).
//
// server_motdX <string> (X = 1 through 8)
//      Sets the server MOTD.  Each var is used to display a line in the
//      MOTD.  The message is terminated when the first NULL ("") line is
//      encountered.
//
// server_ospauth <value>
//	Custom OSP-based client-side authentication to verify the
//	integrity of a client's cgame module.  This option requires
//	the custom OSP client-side cgame.
//		* 0  - No additional authentication performed on clients.
//		  1  - Clients are verified that they are using an OSP
//		       client-side cgame + enhanced nopbot/.exe hack
//		       detection.
//		  2+ - Clients are only authenticated.
//
// server_promode <0|1>
//	Allows for enabling "ProMode" server settings for any mode of
//	play.  ProMode is a tweak on several basic gameplay features
//	to facilitate a faster style of play.
//		* 0 - Normal Quake3 settings (VQ3)
//		  1 - Promode-style of play  (Promode)
//
//	---> More info on ProMode Quake3 settings can be found at:
//			http://www.challenge-world.com
//
// server_realping <0|1>
//	Specifies whether spectators who are following player's in the
//	game will have their real ping reflected in the scoredboard
//	and remote server queries.
//		* 0 - Copy followed players ping (id default)
//		  1 - Show spec's real ping.
//
// server_record <bitmask>
//	Forces clients to take demos and screenshots of a match.
//	This options requires the custom OSP client-side cgame.
//		<bitmask>:
//		----------
//		* 0 - Client-side records are NOT enforced.
//		  1 - Record Demos
//		  2 - Take end-level screenshot
//		  4 - Include server name in demo name
//		  8 - Include server time for uniqueness
//            16 - Alternate recording style that does:
//                     SERVERNAME-PLAYERNAME-[#]
//                 For both demos and screenshots.  All other bits
//                 will be ignored if this option is set.  The [#]
//                 field will increase on each successful round
//                 played.  It will NOT be incremented if something
//                 like a match is aborted or a new map is loaded.
//
//		  Thus, a server_record value of 7 will: record demos,
//		  take end-level screenshot, and include the servername
//		  in the filename of the demo/screenshot.
// 
//		  A value of 3 will do the same without the server's
//		  name included.
//
//		  ---> Note: A match must be "All players ready" or
//		  forced to start by the referee to invoke this
//		  option on players.  Simply letting the warmup
//		  countdown to match start will NOT invoke the
//		  client-side recordings.  To be safe, just set
//		  "g_doWarmup 1" and "g_warmup 0" to guarantee
//		  for this option to work.
//
// server_thrufloors <0|1>
//	* 0 - Blast damage does NOT radiate through thin surfaces.
//	  1 - Default id Quake3 (version 1.17 and prior)...
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