Server variables: Difference between revisions

fixed wording
m (sv_disallowbots has been removed from zand 3.0, https://bitbucket.org/Torr_Samaho/zandronum/src/dd3c3b57023f64cda84f09ed13e4c03a4ad2b920/docs/zandronum-history.txt?at=ZA_3.0&fileviewer=file-view-default#zandronum-history.txt-154)
(fixed wording)
 
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! scope="row" height="35px" | <b>Zandronum Server Variables</b>
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! scope="row" height="20px" | <b>Updated to:</b> Zandronum 1.1.1 - <b>Revision:</b> 130718-2050
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{| class="wikitable" border="2" width="100%"
{| class="wikitable" border="2" width="100%"
! colspan="3" scope="row" height="35px" | <b>Zandronum Server Variables</b>
|-
! colspan="3" scope="row" height="35px" | <b>Updated to:</b> Zandronum 1.1.1 - <b>Revision:</b> 130718-2050
|-
|-
! Command <!-- Command name -->
! Command <!-- Command name -->
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|0.00390625
|0.00390625
|Defines the control a player has over his direction while in the air. See [[Air Control]] for how this is affected by the <code>Compat_Limited_AirMovement</code> flag.
|Defines the control a player has over his direction while in the air. See [[Air Control]] for how this is affected by the <code>Compat_Limited_AirMovement</code> flag.
|-
|{{LE|sv_allowacsbanfunction}}
|false
|{{Devfeature|3.2|alpha}} Allows mods to ban players using the [[BanFromGame]] ACS function.
|-
|{{LE|sv_allowprivatechat}}
|1
|Determines if clients are allowed to send private messages to each other or the host of the server.
<ol start="0">
<li>Private messaging is disabled.</li>
<li>Players are allowed to privately chat with anyone on the server including the host.</li>
<li>Players are only allowed to privately chat with their teammates. They cannot message the host either.</li>
</ol>
|-
|{{LE|sv_allowvoicechat}}
|1
|{{Devfeature|3.2|alpha}} Controls whether voice chat is enabled. This variable has multiple possible values which control who can voice chat to who:
<ol start="0">
<li>Voice chat is disabled completely.</li>
<li>Everyone can voice chat.</li>
<li>Players can only voice chat with their teammates.</li>
<li>Players and spectators chat separately.</li>
</ol>
|-
|-
|{{LE|sv_artifactreturntime}}
|{{LE|sv_artifactreturntime}}
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|Max. players (64)
|Max. players (64)
|Controls how many players does the voodoo doll cater for. Unassigned dolls are spawned for players 1 to N, where N is the value of this CVar. Dolls for players with a player number bigger than N are not spawned.
|Controls how many players does the voodoo doll cater for. Unassigned dolls are spawned for players 1 to N, where N is the value of this CVar. Dolls for players with a player number bigger than N are not spawned.
|-
|{{LE|sv_country}}
|"automatic"
|Sets the country of the server, which will be presented to server browsers. The value of this variable can be one of:
* an [https://en.wikipedia.org/wiki/ISO_3166-1_alpha-3#Officially_assigned_code_elements ISO 3166-1 alpha-3] country code, for example <tt>GBR</tt> for the United Kingdom, <tt>USA</tt> for the United States
* "automatic", to tell the launcher to use IP geolocation (default)
* or "unknown".
Note that not all servers browsers support this feature and will use IP geolocation instead.
|-
|-
|{{LE|sv_defaultdmflags}}
|{{LE|sv_defaultdmflags}}
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|true
|true
|Enables/Disables the client commands flooding protection and prevents clients from Repeatedly using Commands over and over again. Setting this to false will disable all restrictions on commands and new commands may be used right after the previous ones.
|Enables/Disables the client commands flooding protection and prevents clients from Repeatedly using Commands over and over again. Setting this to false will disable all restrictions on commands and new commands may be used right after the previous ones.
|-
|{{LE|sv_limitnumvotes}}
|true
|Enables the vote flooding protection and prevents clients from voting the same vote over and over again. Setting this to false will disable all restrictions on voting and new votes may be called right after the previous one.
|-
|-
|{{LE|sv_lmscountdowntime}}
|{{LE|sv_lmscountdowntime}}
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|32
|32
|This many players can join the game, the rest are forced to spectate. Compare {{SV_CVar|sv_maxclients|sv_maxclients}}. The same logic for the default also applies.
|This many players can join the game, the rest are forced to spectate. Compare {{SV_CVar|sv_maxclients|sv_maxclients}}. The same logic for the default also applies.
|-
|{{LE|sv_maxproximityrolloffdist}}
|200
|{{Devfeature|3.2|alpha}} Controls the distance at which proximity voice chat is no longer audible.
|-
|-
|{{LE|sv_maxteams}}
|{{LE|sv_maxteams}}
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|true
|true
|The server console window will be minimized and hidden into the system tray. {{smalltext|(Windows only)}}
|The server console window will be minimized and hidden into the system tray. {{smalltext|(Windows only)}}
|-
|{{LE|sv_minproximityrolloffdist}}
|200
|{{Devfeature|3.2|alpha}} Controls the distance at which proximity voice chat will begin rolling off (becoming quieter).
|-
|-
|{{LE|sv_minvoters}}
|{{LE|sv_minvoters}}
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|false
|false
|Disables all votes to change the duel limit.
|Disables all votes to change the duel limit.
|-
|{{LE|sv_noflagvote}}
|true
|Disables all [[DMFlags|DMFlag]] votes.
|-
|-
|{{LE|sv_noforcespecvote}}
|{{LE|sv_noforcespecvote}}
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|false
|false
|Disables all {{zdw2|CCMDs:Debug#map|map}} votes. However, changemap votes may still be called unless {{SV_CVar|sv_nochangemapvote|sv_nochangemapvote}} is set.
|Disables all {{zdw2|CCMDs:Debug#map|map}} votes. However, changemap votes may still be called unless {{SV_CVar|sv_nochangemapvote|sv_nochangemapvote}} is set.
|-
|{{LE|sv_nonextmapvote}}
|false
|Disables all {{zdoomwiki|CCMDs:Debug#nextmap|nextmap}} votes. However, nextsecret votes may still be called unless {{SV_CVar|sv_nonextsecretvote|sv_nonextsecretvote}} is set.
|-
|{{LE|sv_nonextsecretvote}}
|false
|Disables all {{zdoomwiki|CCMDs:Debug#nextsecret|nextsecret}} votes.
|-
|-
|{{LE|sv_nopointlimitvote}}
|{{LE|sv_nopointlimitvote}}
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|30
|30
|How long a player must hold the Hellstone before scoring. The time is measured by seconds.
|How long a player must hold the Hellstone before scoring. The time is measured by seconds.
|-
|{{LE|sv_proximityvoicechat}}
|false
|{{Devfeature|3.2|alpha}} Enables proximity-based voice chat.
|-
|-
|{{LE|sv_pure}}
|{{LE|sv_pure}}
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|""
|""
|Defines a password for RCON access on the server. Clients on the game server may use the send_password command to login to RCON and specialized rcon utility programs can also login to the server and control it remotely. If set to an empty string, RCON is disabled and the server can only be controlled from the server console.
|Defines a password for RCON access on the server. Clients on the game server may use the send_password command to login to RCON and specialized rcon utility programs can also login to the server and control it remotely. If set to an empty string, RCON is disabled and the server can only be controlled from the server console.
|-
|{{LE|sv_respawndelaytime}}
|1
|How long a player must wait (in seconds) after dying before they can respawn. This doesn't apply to players who are spawn telefragged.
|-
|-
|{{LE|sv_showlauncherqueries}}
|{{LE|sv_showlauncherqueries}}
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<li> Auto-aim will only aim at a hostile monster</li>
<li> Auto-aim will only aim at a hostile monster</li>
</ol>
</ol>
|-
|{{LE|sv_smoothplayers}}
|0
|If non-zero, enables the skip correction which tries to smooth the movement of players who are lagging on the server's end through extrapolation. The value represents the number of tics the server will try extrapolating a player, for up to 3 tics maximum.
|-
|-
|{{LE|sv_suddendeath}}
|{{LE|sv_suddendeath}}
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|true
|true
|Instead of processing all commands of a client immediately, they are stored in a "ticbuffer".  During each server tic, the server processes up to two sets of commands in this buffer for each client. This limits players to only executing 2 tics worth of shooting and movement commands per each server tic. This limits how jittery laggy players will be. Because each client's own displayed position is predicted, under any reasonable internet conditions the way a client perceives his own movement will be the same whether this variable is on or off. For all stable releases this variable is forced on. For experimental builds it is changeable.
|Instead of processing all commands of a client immediately, they are stored in a "ticbuffer".  During each server tic, the server processes up to two sets of commands in this buffer for each client. This limits players to only executing 2 tics worth of shooting and movement commands per each server tic. This limits how jittery laggy players will be. Because each client's own displayed position is predicted, under any reasonable internet conditions the way a client perceives his own movement will be the same whether this variable is on or off. For all stable releases this variable is forced on. For experimental builds it is changeable.
|-
|{{LE|sv_votecooldown}}
|5
|Sets the cooldown between votes, in minutes. This stops players from flooding the server with votes. If set to 0, the cooldown is disabled and a vote may be called immediately after a prior one.
|-
|-
|{{LE|sv_website}}
|{{LE|sv_website}}