// 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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