// OSP Tourney DM Server Configuration File // ======================================== // rhea@ittc.ukans.edu // 01 Jul 1999 // // Version(2.5) // // // * WARNING * WARNING * WARNING * // ------------------------------- // This file should *NOT* be used as a template for creating your own // server .cfg file. This file is _much_ too large for Quake II to // handle as a set of server commands. It is recommended that you // use some of the sample .cfg scripts contained in the distribution // to use as templates for your custom configurations. If you *MUST* // use this file as a template, you will need to remove ALL comments // contained herein (denoted with "//" at the start of the line). // ------------------------------- // * WARNING * WARNING * WARNING * // // // "dmflags" settings: // // DF_NO_HEALTH 1 // DF_NO_ITEMS 2 // DF_WEAPONS_STAY 4 // DF_NO_FALLING 8 // DF_INSTANT_ITEMS 16 // DF_SAME_LEVEL 32 // DF_SKINTEAMS 64 // DF_MODELTEAMS 128 // DF_NO_FRIENDLY_FIRE 256 // DF_SPAWN_FARTHEST 512 // DF_FORCE_RESPAWN 1024 // DF_NO_ARMOR 2048 // DF_ALLOW_EXIT 4096 // DF_INFINITE_AMMO 8192 // DF_QUAD_DROP 16384 // DF_FIXED_FOV 32768 // // set hostname "OSP Tourney DM" //set rcon_password none set public 0 //setmaster q2master.planetquake.com 206.222.86.244 set dmflags 17428 set deathmatch 1 set maxclients 12 set fraglimit 0 set timelimit 10 // ################################### // VARIOUS SERVER PARAMETERS // ################################### // // camera_depth: // Specifies the default "depth" the camera is positioned behind a // a chased player when a client enters chasecam mode. Only positive // floating point values accepted. Default = 60.0. This value is // changeable by client with forward/reverse keys. // // camera_pitch: // Defines the pitch (up/down) angle the camera is positioned when // viewing the chased player. Ranges for this can be from 0.0 to 45.0. // Default = 15.0. This value is fixed and cannot be changed by clients. // // numgibs: // Specifies the number of gibs thrown from player's who *really* die. // Increasing this number can make for some spectacular deaths, but can // potentially increase lag. Make this number small to make for smoother // (but more boring) play. Default number of thrown gibs is 4 (plus the // player's head). In qualifier rounds, recommend this value to be low // to decrease server lag (set to 0 if a LOT of people.. then only heads // will roll, err, gib). // // nextlevel_click: // Amount of time before a client can click to load next level // (default = 15.0). // // nextlevel_default: // Amount of time before the next level loads automatically (usually // larger than nextlevel_click) (default = 45.0). // // ---> You can use floating point values, which are on the scale of // seconds. A value of "0" means that that either a user cannot // click to load next level (nextlevel_click), or the next level // will not load automatically (nextlevel_default). A value of // "0" will halt the next level load indefinately (same effect as // setting map_halt to 1). // // allow_id: // Specify opponent ID tagging for client: // 0 = ID tagging OFF by default, but can be changed by client // * 1 = ID tagging ON by default, but can be changed by client // 2 = ID tagging OFF, and cannot be changed by client // 3 = ID tagging ON, and cannot be changed by client // // respawn_delay: // Specify an allowable delay (in seconds) between player respawns when // the forced respawn DM flag is enabled. A value of 0 (default) means // to force a respawn immediately (the standard action in regular DM). // // referee_enable: // * 0 = Disable CONNECTING referee clients. // 1 = Allow clients (with proper passwords) to join as referees. // // referee_password: // The password required from clients who are attempting to connect as // referees (default = NULL). // // ffa_hurtself: // 0 = Players cannot hurt themselves in Regular/Qualifier DM modes. // * 1 = Players CAN hurt themselves in Regular/Qualifier DM modes. // // motd_file: // Specifies the Message Of The Day text file to display to players // during the match. // ---> Default is "motd.txt". The maximum size of this text // is 9 rows of text with up to 32 characters in each row. // // fast_respawn : // Item respawn timing based on player counts (regular DM only). // is the percentage of an item's normal respawn time based // on maximum player counts (default = 1.0). // // fast_minpbound : // Specifies the minimum # to use when figuring an item's respawn // time. Either the current player count or this value will be // used, whichever is greater (default = 1). // // fast_maxpbound : // Specifies the maximum # to use when figuring an item's respawn // time. Either the current player count or this value will be // used, whichever is lower. This value is also used as the base // for the item respawn time ratio (default = 20). // // ---> item respawn times are based on the following formula: // // item_respawn_time = normal_respawn_time * // (1.0 - (1.0 - fast_respawn)* (A / B)) // // - A = fast_minpbound or player count, whichever is greater // - B = fast_maxpbound or player count, whichever is lower // // *** NOTE: If you want to just have a constant decrease in item // respawn times regardless of player counts, just set // fast_respawn to something less than 1.0 and make // fast_minpbound and fast_maxpbound set to the same value. // // flood_msgs : // # of messages allowed in a time interval defined in flood_persecond // (default = 4). // // flood_persecond : // Time interval (in sec) for flood_msgs messages to be sent by a // client before they are muzzled (default = 4). // // flood_waitdelay : // Amount of time a player is muzzled if they are flooding // messages (default = 10). // // console_timestamp : // Gives local server info in the console every map changes. // Setting to 0 disables this feature (default = 10). // // player_ban: // * 0 = All players listed in the player_file file will NOT be // allowed to connect to the server. // 1 = ONLY the players listed in the player_file file will be // allowed to connect to the server. // // player_file: // Specifies the file from which to read player names for allow/deny // access to the server (default = "players.txt"). // // bots_autoload: // * 0 = Bots are not automatically loaded into the server at any time. // Bots can only be brought in through a vote. // 1 = Automatically loads *ALL* of the bots specified in the // config file, regardless of whatever setting you // have in the variable. // 2 = Automatically loads bots at the start of each // level. As more real players enter, more bots start to leave. // In 1v1 mode, however, no bots may be automatically loaded at the // start of a map under this option. // 3 = Same as option 2 (above), without the restrictions of the 1v1 mode. // // bots_botfile : // The config file that specifies all possible bots to load from either // autoloading or random bot votes. This file is *necessary* to use // Gladiator bots under Tourney (default name = "botcfg/bots.cfg"). // // bots_minplayers : // Specifies the maximum # of bots plus real players that can be on the // server at a time. If the sum of the (players+1) + bots is greater than // this then the appropriate # of bots will leave until the sum is // equal to . If there are more (real players+1) then , then // no bots will be allowed on the server, unless they are manually voted in // by clients. Hence, the maximum number of bots that can be automatically // active on the server at a time with bots_autoload set to 2 or 3 will be // bots (default = 4). It should be noted here that a single player // entering the game will not force a bot to leave. This allows users to // have bots automatically load up without a vote command and without having // to specify +1 bots_minplayers.... ideal for running locally, where // other real players will probably not be joining. // // bots_noclients: // * 0 = Bots leave if no real clients are connected. // 1 = Bots stay regardless of real client counts. // // bots_warmuptime