running a server

Info on Quake 3 and VOGON servers - live status of all Q3 servers

running a server

Postby TARGET » Wed Jun 08, 2011 22:12 UTC

is there a list of all VOGON server settings and what each settind does, ive been using 1.666
TARGET
 
Posts: 27
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Re: running a server

Postby dyn » Wed Jun 08, 2011 22:23 UTC

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dyn
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Posts: 3847
Joined: Mon Apr 14, 2008 07:50 UTC
Favorite map: q3dm8
Server: FFA
Website: https://vogonhq.com

Re: running a server

Postby TARGET » Sat Jun 11, 2011 02:59 UTC

thanks but this is what i was looking for

Code: Select all
QUICK START
================================================================
Under Windows double-click any of the following:
vogon-FFA
vogon-FFA2
vogon-FFA3
vogon-CTF
vogon-InstaCTF
vogon-InstaKill
vogon-TDM
vogon-1vs1
vogon-Single (then select Singleplayer and desired map)

If you are running ioquake3 you may need to rename ioq3 executable to quake3.exe.
Rename .cmd files to .bat, if you are still using win9x/me for some obscure reason.

You can start any config manually by entering:
/exec vogon_1vs1
/exec vogon_ctf
/exec vogon_ffa
/exec vogon_ffa2
/exec vogon_ffa3
/exec vogon_instactf
/exec vogon_instakill
/exec vogon_single
/exec vogon_tdm
/exec vogon

Or you can create your own shortcuts, with exec at the end, like this:
quake3 +set fs_game vogon +set cl_punkbuster 0 +set ui_cdkeychecked 1 +set sv_pure 0 +set vm_game 2 +set sv_maxclients 64 +exec vogon_ffa.cfg

Note: sv_pure 0 is recommended for local games and listen servers, q3 has issues with mods in pure mode when not running as dedicated server.

In-game you can use following quick commands to change settings:
/r <sec> [ seconds to map restart, 0-120 ], /r 0 - instant reload
/rl [ reloads current map, resets any countdown ]
/f [ fraglimit, 1-1000 ]
/t [ timelimit, 1-100 ]
/c [ capturelimit, 1-100 ]
/bmp <num> [ bot_minplayers / bots per team, 0-64 ]
/k <clientnum> [ clientkick, 0-63 ]
/s [ list of commands and status of some cvars important for teamplay ]
/wp [ weapon status / commands ( wpreset and wpclear ) ]


Check sample configs inside /vogon dir. Feel free to experiment with different settings. Reset everything to default by issuing:
/exec vogon.cfg
Or by starting vogon-reset_config.cmd which deletes q3config.cfg from vogon dir.

RUNNING YOUR OWN DEDICATED SERVER
================================================================
Start 'vogon-dedicated_server' or look inside and then check server.cfg and other configs for different game modes, which you can use.
You may want to keep all settings in single server.cfg or maybe motd and server settings in server.cfg and different game modes in other files.
Then you can simply do /rcon exec <somecfg> to switch to desired game type, without resetting main server settings.
If you plan to use /load command (see below) then put different configs, which can include map rotations, into 1-100.cfg files.

For pure servers, it's best to remove vogon/description.pk3 file (Q3 needs it to show mod in Mods menu).


VOGON CVARS
================================================================
vg_altFire 1 - enables alternate fire for RL/GL/Rail/BFGRail which can be toggled with +button6 or /af client command
vg_alwaysGib 0 - always gib players on death
vg_armorMax 666 - max armor
vg_armorRegen 0 - armor regen amount per second
vg_armorStart 200 - starting armor
vg_autoFragLimit 0 - sets fraglimit and capturelimit based on number of players, 1 - vogon style, 2 - dynamic
vg_battlesuitDrop 0 - drop this powerup on death
vg_battlesuitStart 0 - start with this powerup after each respawn
vg_battlesuitStartTime 10 - starting powerup time in seconds
vg_bfg 2 - number of bfg projectiles, can be 0-3
vg_bfgAmmo 50 - starting/max ammo
vg_bfgDelay 768 - firing delay in ms
vg_bfgJump 0.4 - weapon power factor for weapon jumping [float]
vg_bfgKB 1.0 - weapon knockback factor [float]
vg_bfgPower 400 - weapon power for direct hit
vg_bfgRail 0 - fires Rail with bfg, or without, when vg_bfg is 0
vg_bfgSD 300 - splash damage
vg_bfgSpeed 4500 - projectile speed
vg_bfgSR 100 - splash radius
vg_botCrouch 0 - prevents bots from crouching, 1 enables it
vg_botPower 0.8 - bot power, 0 = bots can''t damage anything, 1.0 = normal weapon power [float]
vg_botSilent 1 - prevents bot chat, use it with bot_nochat 1 for best results
vg_botTaunt 0 - prevents bot taunting, 1 enables it
vg_campAmmo 4 - ammo to subtract from camping player per round
vg_campDetect 160 - movement distance for camp detection ( in game units )
vg_campTime 0 - time in ms for camp detect, ie. 1500 = 1.5s, 0 = disable camp detection completely
vg_chatInterval 1 - time in seconds between player talk
vg_clPulse 1 - pulsating effect for players, 0 - off, 1 - red / regen, 2 - white / quad + battlesuit ( best ), 3 - battlesuit, 4 - white glow
vg_codes - access codes for trusted members, in format "xx|yy|zz" ( more info below ) [string]
vg_cute - list of IPs or names from players with power removed, in format "xx|yy|zz" ( more info below ) [string]
vg_filter - list of words which are censored in chat or player names, in format "xx|yy|zz" ( more info below ) [string]
vg_flagReturnTime 15 - seconds for dropped flag to return to the base
vg_flagTime 60 - seconds to destroy flag and flag carrier ( prevents camping ), set it to 0 to disable timer, or to -1 for instant death :)
vg_flightDrop 0 - drop this powerup on death
vg_flightStart 0 - start with this powerup after each respawn
vg_flightStartTime 60 - starting powerup time in seconds
vg_fragFlags 0 - just for fun, player drops red flag when killed ( all game modes )
vg_fragPowerups 1 - transfer powerups of killed player to attacker
vg_fragPowerupsTime 21 - time in seconds for transfered powerups
vg_glAmmo 100 - starting/max ammo
vg_glBounce 0 - bouncing grenades
vg_glBounceFast 1 - bouncing grenades speed, 1 - fast, 0 - normal speed
vg_glDelay 416 - firing delay in ms
vg_glFuse 660 - time to detonate grenade
vg_glJump 1.0 - weapon power factor for weapon jumping [float]
vg_glKB 1.0 - weapon knockback factor [float]
vg_glPower 488 - weapon power for direct hit
vg_glSD 340 - splash damage
vg_glSpeed 1200 - projectile speed
vg_glSR 180 - splash radius
vg_glSticky 1000 - sticky grenades, when 1 they explode after vg_glFuse time, when 100 or more ( ms ) they explode after vg_glSticky value with altFire, 0 = off
vg_gravityFactor 1.0 - change default gravity by this factor, ie. 0.5 = 50%, 1.4 = 140%, 1.0 = normal gravity [float]
vg_gtAmmo -1 - starting/max ammo, -1 = unlimited ( Gauntlet )
vg_gtDelay 416 - firing delay in ms
vg_gtKB 1.0 - weapon knockback factor [float]
vg_gtPower 500 - weapon power for direct hit
vg_hasteDrop 0 - drop this powerup on death
vg_hasteStart 1 - start with this powerup after each respawn
vg_hasteStartTime 666 - starting powerup time in seconds
vg_healthMax 200 - max health
vg_healthRegen 50 - health regen amount per second
vg_healthStart 200 - starting health
vg_hook 0 - offhand hook, 1 enables it, activates with +button5, cannot co-exist with ex_hook ( weapon 10 )
vg_hookAmmo -1 - starting/max ammo, -1 = unlimited ( also applies to weapon 10 ex_hook )
vg_hookDamageTime 40 - damage delay in ms when attached to someone ( vg_hook only )
vg_hookDelay 416 - firing delay in ms ( also applies to weapon 10 ex_hook )
vg_hookFireSpeed 5000 - hook/projectile speed ( also applies to weapon 10 ex_hook )
vg_hookPower 500 - hook damage when attached to someone ( also applies to weapon 10 ex_hook )
vg_hookPullSpeed 3000 - hook pull speed ( also applies to weapon 10 ex_hook )
vg_hookTime 0 - time in ms before hook is auto-detached, ie. 10000 = 10 seconds, min value is 500 ( 0.5 sec )
vg_invisClients 0 - enables special invisible mode for admins
vg_invisClientsNum 44022 - rate required to enter invisible mode ( more info below )
vg_invisDrop 0 - drop this powerup on death
vg_invisStart 0 - start with this powerup after each respawn
vg_invisStartTime 60 - starting powerup time in seconds
vg_ipLimit 3 - maximum connections from single IP
vg_itAmmo 0 - enables ammo items
vg_itAmmoFactor 1 - multiply ammo ( items ), ie. 2 means you get 20 shells per box instead of 10
vg_itArmor 0 - enables armor items
vg_itArmorFactor 1 - multiply armor ( items )
vg_itHealth 0 - enables ammo items
vg_itHealthFactor 1 - multiply health ( items )
vg_itHoldables 1 - enable holdable items, MedKit and Teleport
vg_itPowerups 1 - enable powerups
vg_itReturnTime 30 - seconds to return dropped items
vg_itWeapons 0 - enable weapons ( items )
vg_itWeaponsFactor 1 - multiply ammo received from weapon items
vg_jumpVelocity 400 - jumping height, q3 default is 270
vg_kbMax 150 - max knockback from splash damage etc., not for weapon jumping
vg_lgAmmo 200 - starting/max ammo
vg_lgDelay 96 - firing delay in ms
vg_lgDischarge 1 - discharge lightning gun underwater
vg_lgExplosion 1 - produces explosion on enemy
vg_lgKB 1.0 - weapon knockback factor [float]
vg_lgPower 121 - weapon power for direct hit
vg_lgSD 11 - splash damage ( vg_lgExplosion must be 1 )
vg_lgSR 44 - splash radius ( vg_lgExplosion must be 1 )
vg_lms 0 - simple "Last Man Standing" micro-mod for FFA, 1 - last man alive wins, 2 - deathmatch where players get -1 for each death
vg_mapCycle 1 - enables map cycler
vg_mapList - list of maps for FFA and other non-team games, in format "xx|yy|zz" [string]
vg_mapListCTF - list of maps for CTF [string]
vg_mapListSmall - list of smaller maps for FFA, for games with vg_mapListSmallNum or less players [string]
vg_mapListSmallNum 8 - if there is this many or less non-spectator clients, load maps from vg_mapListSmall ie. 8 means small maps will be active for 1-8 players [string]
vg_mapListTDM - list of maps for TDM, VOGON mod makes all maps compatible with TDM ( not possible in original Q3 )
vg_mgAmmo 300 - starting/max ammo
vg_mgDelay 44 - firing delay in ms
vg_mgKB 0.4 - weapon knockback factor, low because each bullet has its own knockback [float]
vg_mgPower 88 - weapon power for direct hit
vg_mgSpread 150 - machinegun spread ( clients always see same spread )
vg_motd - motd/welcome text, use % for newlines, color codes are ^0 - ^7 [string]
vg_motdRepeat 2 - repeat motd this many times
vg_motdTime 12 - motd time in seconds, from map start
vg_mute - list of IPs or names from muted players, in format "xx|yy|zz" ( more info below ) [string]
vg_muteLite - list of IPs or names from partially muted players, in format "xx|yy|zz" ( more info below ) [string]
vg_nameChangeInterval 10 - name change interval in seconds
vg_noExit 0 - prevents map exit, good for tournaments where you need to discuss next map etc.
vg_pgAmmo 200 - starting/max ammo
vg_pgBounce 0 - bouncing plasma
vg_pgBounceTime 1200 - bouncing plasma time
vg_pgDelay 88 - firing delay in ms
vg_pgJump 1.6 - weapon power factor for weapon jumping [float]
vg_pgKB 0.6 - weapon knockback factor [float]
vg_pgPower 200 - weapon power for direct hit
vg_pgSD 64 - splash damage
vg_pgSpeed 3001 - projectile speed
vg_pgSR 64 - splash radius
vg_pickPowerups 1 - set to 0 to prevent players from picking up powerups they already have
vg_pickPowerupsTime 21 - powerup time in seconds for all powerups players pick up, and also for MedKit Regen
vg_playerClip 0 - when enabled it allows players to clip through invisible map obstacles with +button6 activated
vg_playerSprites 0 - draws player "excellent award" sprites above players
vg_playerTaunt 1 - player taunting allowed, 0 - disables taunting except for intermission, good for taunt spam ( clients can also use cg_noTaunt 1 )
vg_pwDropMaxTime 21 - dropped powerup max time, ie. if quad had 30 seconds it will be 21 on pickup
vg_pwDropMinTime 11 - dropped powerup min time, ie. if quad had 5 seconds it will be 11 on pickup
vg_quadDrop 0 - drop this powerup on death
vg_quadStart 0 - start with this powerup after each respawn, if more than 1 enables silent respawn quad in ms, ie. vg_quadStart 5000 = 5 seconds quad
vg_quadStartTime 60 - starting powerup time in seconds
vg_railExplosion 1 - explosion at the rail target, for Railgun and BFGRail
vg_randomText 0 - instant argument resolver :), replaces text and numbers with random ones
vg_realRail 0 - pass-through rail, 1 enables it, for Railgun and BFGRail, it can be toggled with altFire
vg_regenAmount 50 - health and armor regen amount per second with REGEN powerup
vg_regenDrop 0 - drop this powerup on death
vg_regenStart 0 - start with this powerup after each respawn
vg_regenStartTime 60 - starting powerup time in seconds
vg_reset 0 - time interval to execute commands set in 'vgreset' variable, 0 disables it  ( more info below )
vg_rewardPoints 8 - how many kills in a row for reward powerups, 0 = OFF ( vg_fragPowerups must be 1 )
vg_rewardTime 31 - duration in seconds before player is killed with splash damage, similar to Teleport explosion, each kill extends this time for 1 sec
vg_rgAmmo 50 - starting/max ammo
vg_rgDelay 688 - firing delay in ms
vg_rgKB 1.0 - weapon knockback factor [float]
vg_rgPower 2000 - weapon power for direct hit
vg_rgSD 444 - splash damage
vg_rgSR 180 - splash radius
vg_rjMax 200 - max knockback for rocket/weapon jumping
vg_rjPower 1.0 - knockback factor for rocket/weapon jumping [float]
vg_rlAmmo 100 - starting/max ammo
vg_rlDelay 416 - firing delay in ms
vg_rlFuse 188 - time in ms before altFire rockets are detonated ( with small random amount added )
vg_rlJump 1.0 - weapon power factor for weapon jumping [float]
vg_rlKB 1.0 - weapon knockback factor [float]
vg_rlPower 555 - weapon power for direct hit
vg_rlSD 360 - splash damage
vg_rlSpeed 2200 - projectile speed
vg_rlSR 180 - splash radius
vg_selfDamage 0 - no self damage, 1 turns on self-damage
vg_sgAmmo 100 - starting/max ammo
vg_sgCount 20 - number of shotgun pellets
vg_sgDelay 300 - firing delay in ms
vg_sgKB 0.42 - weapon knockback factor, low because each pellet has its own knockback [float]
vg_sgPower 44 - weapon power for direct hit per pellet
vg_sgSpread 330 - shotgun spread ( clients always see same spread )
vg_silentChat 0 - when 1 it disables chat sound/beep
vg_spamPower 0 - when enabled it helps players with higher ping by giving a bit more power to "spam" weapons
vg_spawnLaunch 1 - launch players in the air on spawn, effectively moves them away from spawn points ( vg_teleport must be 1 )
vg_spawnProtectPercent 90 - how much to protect respawned players, 90% means only 10% damage, 100 = impossible to damage
vg_spawnProtectTime 1.2 - time in seconds for spawn protection, max 20 sec [float]
vg_specLock 0 - forces all players to spectator mode, kicks all bots, good for tournaments when attention is required, has priority over vg_teamLock
vg_specMax 64 - maximum number of spectators allowed, ie. 4 = max 4 spectators ( vg_lms 1 sets this to 64 )( use g_maxGameClients to limit players )
vg_teamLock 0 - locks teams, prevents spectator talk to players and cross-team chat ( unless warmup or intermission time ), good for tournaments, auto-unlocked at map end
vg_teamPowerups 0 - give powerups ( except FLIGHT, and INVIS in team games ) to team members, best for CTF and TDM, in FFA entire team means all players
vg_teleport 1 - enables void-teleport, very useful for space maps
vg_teleportExplode 1 - Teleport item will explode upon activation with big radius damage, when 2 it will also kill activator, 0 = normal boring teleport
vg_teleportStart 0 - how many times players spawn with Teleport from map start for 1 minute, ie. 3 gives 3 Teleports if map time is under 1 min
vg_unlimitedAmmo 0 - figure it out
vg_vgPower 0 - vgPower mode where players get more speed and power for each map played
vg_vgPowerMax 22 - max vgPower player can get, after this player gets skill 5 death icon next to the player name
vg_voteMax 2 - maximum number of votes or team votes per player ( g_allowVote must be 1 )
vg_worldDamage 1 - player receives damage from lava, slime, water etc., 0 disables this damage, player still can be crushed
vg_wpAmmoFactor 1 - multiply ammo for all weapons by this amount ie. 2 = 2x ammo for all weapons
vg_wpAmmoRegen 1 - enables ammo regeneration
vg_wpAmmoRegenScale 2 - ammo regeneration speed, based on firing speed for each weapon, 1 - same as fire rate, 2 - 2x slower, etc.
vg_wpDrop 0 - drop weapons ( items )
vg_wpPower 1.0 - multiply power for all weapons by this amount ie. 1.666 = 1.666x power for all weapons [float]
vg_wpSpeedFactor 100 - adjust firing delay for all weapons, 100 = 100% ( normal ), 200 = 200% delay ( slower ), 50 = 50% delay ( 2x faster ), etc.
193 cvars total :)

CVAR notes:
[float] = cvar accepts fractional values, ie. 0.1, 1.0, 1.5, 0.001
[string] = cvar is a string, ie. "Welcome!", "pass1|pass2|pass3", "password" ( Q3 limits string cvars to 256 characters )
Most cvars are archived, if you want your defaults it's best to set them in your ( server ) config.
Use /map_restart 0 or /r 0 ( locally ) or /rcon r 0 when you require fast map restart, some cvars required that.
Use /reset to reset cvar to default value, ie. /reset vg_mapList, or /rcon reset vg_mapList for servers.
Use /toggle to toggle cvar value, ie. /toggle vg_worldDamage, or /rcon reset vg_worldDamage for servers.
Use TAB completion, ie. type vg_hook and press <TAB key>, you will get all vg_hook* commands.
Use rcon say to say something as console, ie. /rcon say hi all!.
Adjust weapon jumping by vg_(weapon)jump cvars rather than changing g_knockback or gravity, so splash knockback is not affected.
g_teamautojoin and g_teamforcebalance are both 1 by default - set them to 0 for tournaments ( teamLock and specLock override autojoin )
g_speed 320 -> 400, g_quadfactor 3 -> 2.4, increase g_speed to 520 if Haste is not enabled
renamed cheat commands: give -> xgive, god -> xgod, notarget -> xnotarget, noclip -> xnoclip

EXCESSIVE CVARS
ex_quadstart 0 - start with quad on map start, if vg_quadStart is not enabled
ex_joust 0 - with 1 you can fly by pressing space ( jump ) key, with 2 you get more air control
ex_quadfly 0 - fly with quad ( same as ex_joust 1 )
ex_instant - instant switch weapons
ex_gauntlet 1 - enables specific weapon
ex_machinegun 1 - enables specific weapon
ex_shotgun 1 - enables specific weapon
ex_grenade 1 - enables specific weapon
ex_rocket 1 - enables specific weapon
ex_lightning 1 - enables specific weapon
ex_rail 1 - enables specific weapon
ex_plasma 1 - enables specific weapon
ex_bfg 1 - enables specific weapon
ex_hook 1 - enables specific weapon


DEFAULT MAPS
================================================================
vg_mapList "q3dm1|q3tourney1|q3dm2|pro-q3tourney2|q3dm3|q3tourney3|q3dm4|pro-q3tourney4|q3dm5|q3tourney5|q3dm6|q3dm7|q3dm8|q3dm9|q3dm10|q3dm11|q3dm12|q3dm13|q3dm14|q3dm15|q3dm16|q3dm17|q3dm18|q3dm19|q3tourney6|q3ctf1|q3ctf2"
vg_mapListSmall "q3dm1|q3dm2|q3dm3|q3dm4|q3dm5|q3tourney1|pro-q3tourney2|q3tourney3|pro-q3tourney4|q3tourney5|q3dm16|q3dm17|q3dm19|q3tourney6"
vg_mapListCTF "q3ctf1|q3ctf2|q3ctf3|q3ctf4|q3tourney6_ctf"
vg_mapListTDM "pro-q3dm6|pro-q3dm13|q3dm7|q3dm8|q3dm9|q3dm10|q3dm11|q3dm12|q3dm13|q3dm14|q3dm15|q3dm16|q3dm17|q3dm18|q3dm19"
( VOGON mod makes all maps compatible with TDM )
Note:
Q3 has max cvar length limit of 256 characters. Use external map rotation script for big lists.
If mapcycle is enabled and map list is empty, current map will be restarted.


GAMEPLAY NOTES
================================================================
- when FLIGHT + QUAD are active you can't pick other powerups except Haste
- when FLIGHT + QUAD are transferred you drop all other powerups except Haste
- MedKit ( holdable item ) sets H/A to max values and gives you Regen
- Handicap is always OFF no matter what players set up in Q3
- after map change, when in FFA, spectators are forced to play
- inactive non-bot clients are moved to spectators rather than kicked when g_inactivity is enabled, unless teams are locked or spectator slots taken
- with bot_minplayers bots are added only after 0:10, giving time for players to reconnect, bot_chat and taunting is turned off
- bot_minplayers won't add or remove bots when vg_specLock or vg_teamLock are active
- sticky grenades are shootable
- Rail can frag 8 players in a row (old was 4)
- chat: single )]}>([{< will be preceded by :, but only if there are no other chars present
- /tell won't report location from other teams or spectators
- range check for vote commands
+ many more small additions and improvements, and even q3 bug fixes


NEW SERVER COMMANDS
================================================================
/rcon tl [ vg_teamLock toggle ]
/rcon sl [ vg_specLock toggle - specLock overrides teamLock ]
/rcon ne [ vg_noExit toggle ]
/rcon r <sec> [ seconds to map restart, 0-120 ]
/rcon rl [ reloads current map, resets any countdown ]
/rcon f [ fraglimit, 1-1000 ]
/rcon t [ timelimit, 1-100 ]
/rcon c [ capturelimit, 1-100 ]
/rcon bmp <num> [ bot_minplayers / bots per team, 0-64 ]
/rcon k <clientnum> [ clientkick, 0-63 ]
/rcon s [ list of commands and status of some cvars important for teamplay ]
/rcon wp [ weapon status / commands ( wpreset and wpclear ) ]
/rcon ft or /rcon forceteam <client> <team>
 [ forces team for given client, teams are r = red, b = blue, s = spectator, f = free ( in FFA mode ) ]
  /rcon ft 2 s - send client 2 to spectators
  /rcon ft 11 r - send client 11 to red team
/rcon capturelimit 5  [ use /rcon c ]
/rcon timelimit 10    [ use /rcon t ]
/rcon fraglimit 32    [ use /rcon f ]

Info about lock commands ( use tl / sl to save typing )
/rcon vg_specLock - forces ALL to SPEC mode, has priority over vg_teamlock and max spectators setting
/rcon vg_specMax - maximum number of spectators allowed, put 0 to prevent spectating, 4 is recommended
/rcon vg_teamLock - locks teams, including spectators and they can't talk to players
/rcon vg_specLock and vg_teamLock are not affected by map changes or gametype, they work for FFA, 1vs1 and team games
/rcon vg_noExit - prevents map exit after map is over, very good for tournaments, so you can organize before loading next map


MOTD
================================================================
Set vg_motd cvar for big centerprint motd, which is shown at map start:
set vg_motd "%^5Welcome to VOGON!%%%%%%%%%%%%%%%%%%"
Color codes are accepted. Use percent sign '%' for newlines.

Second motd is console motd. It is inside file motd-console.cfg and it will be read and shown at each map or team change.
One sample motd-console.cfg is provided in /vogon dir, so you can edit that.
To disable console motd simply rename or remove/delete motd-console.cfg file.


NEW CLIENT COMMANDS AND SPECIAL ACCESS
================================================================
First you need to add password or passwords to vg_codes CVAR, then you set your vgcode locally as client, so server will recognize you.
You must use pipe character "|" as separator. As admin you should put something like this to main server config:
set vg_codes "pass1|pass2|pass3|pass4" ( as many as you need, ideally one for each trusted member )
Then you need to set up your code client-side, best way to do it is via command line, something like this:
"C:\Program Files\Quake III Arena\quake3.exe" +setu vgcode YOURCODE +connect yourserver.com/ip
If you are administrator then you may also specify rcon password at same time:
quake3 +set cl_punkbuster 0 +setu vgcode YOURCODE +seta rconpassword RC0NPASSWoRD +connect vogon.vg

/load 1-100 - loads config named 1.cfg ... 100.cfg, each server should use 1.cfg as primary, and others for different game modes or settings

/kab - kick allbots
/bmp - bot_minplayers 1-64, or without argument to list current bot_minplayers value ( listen servers have problems with more than 27-32 bots, always use real dedicated if you want over 30 players )
/mab - mutes all bots ( just like /kab which kicks all bots )
/smap <mapname> - loads map preserving map rotation cycle, ie. /smap q3dm0 would load map q3dm0 and then continue with normal rotation, /smap without argument lists all possible q3 maps

/t or /tell - works without vgpass and it's good for telling someone something, example: /t 2 hi - sends 'hi' to client 2
/tell or /t will list all clients with client numbers used for tell command

/kik - lists players which can be kicked, including bots
/kik x - kicks client number x, if client reconnects they will be able to play normally

/ki - lists players which can be kicked with weapon power removed, including bots
/ki x - kicks client number x, if client reconnects they will have no weapon power, cannot pick up powerups or items, and cannot use hook. If you kick bots with this commands, they will just leave the server and nothing about them will be affected, so you can safely use it for bots as well
/kr - lists players which can be un-kicked ( weapon power restored )
/kr x - restores weapon power for given client, sends them to spectator mode ( this is required because engine removes this stuff on team change, info change or reconnects )
/kl - lists kicked, also can be used to remove old IP manually with /kr <ip> ( useful when client is not around )

/mu - lists players which can be muted
/mu x - mutes client
/mr - lists players for unmute, everyone except bots
/mr x - removes mute from given client, can accept IP as well, ie. /mr a.b.c ( useful when client is not around )
/ml - lists muted players

New mute command:
vg_muteLite - like mute but just for intermission and first 20 sec of each map, saying "gg" is possible. Manual add/remove by admin only, format as usual "xx|yy|zz".


MUTING VIA RCON ( use /mu /mr /ml instead )
================================================================
To mute someone you can use
/rcon amute <string>
/rcon lmute - lists mutes
/rcon rmute - removes mute string
In case you make a mistake, press up arrow and replace /amute with /rmute and bad string will be removed.


ADDING CHEATERS VIA RCON ( use /ki /kr /kl instead )
================================================================
To remove weapons from some cheater use:
/rcon acute <string>
/rcon lcute - lists cutes
/rcon rcute - removes cute string

Same rules as for mute. Player can talk, just weapons are removed. Do this only to players who cheat. Don't do it to players who you only suspect of cheating.

Note about mute and cute:
IPs and names for mute and cute are substrings, so you specify just a portion of IP or name to add someone on the list.
Make sure you won't use string which can affect multiple players by accident, always be specific, for IP try to add 3 numbers.
Few examples:
player1 111.222.33.44 - /rcon acute ayer1 OR /rcon acute 111.222.33
VOGON-5 200.100.12.30 - /rcon amute 200.100.12. ( note the "." we specify to avoid muting someone with 200.100.12x IP )
^1PLAYER 12.12.12.122 - /rcon amute ^1PLAY ( note the color code )

Administrator can also edit vg_mute and vg_cute strings directly and save them to main server config.


WORD/NICKNAME CENSOR VIA VG_FILTER
================================================================
Simply put words and parts of nicknames you want censored to vg_filter cvar, for example:
set vg_filter "secret123|partofpassword|44022|fuck|shit"
This command is also useful to prevent admins from revealing passwords by accident. Just put part of password the the filter list and it will be censored.
With nicknames censored player will be renamed to VOGON-(num), with dash(-) in red color.
Filtered chat/tell is echoed back to sender, but not shown to other players.


EXECUTING COMMANDS WITH VG_RESET
================================================================
This may come handy, but be careful what you do with it. First you need to put desired action into vgreset variable:
/set vgreset "say hi"
Then you need to specify time in seconds by setting value to vg_reset cvar, for example: vg_reset 10.
After this is done server will execute stuff from 'vgreset' every 10 seconds, in our example above it would say 'hi' every 10 sec.
Use this to send alerts, or for anything else. Best is to use rcon, also server ignores repeated chats from clients.
Few examples:
/set vgreset "say ^1SERVER RESTART!! ^7Reconnect to myserverip/address"
/set vgreset "exec 1.cfg"
/set vgreset "addbot doom"


CONNECTING TO SERVER IN INVISIBLE MODE
================================================================
set /rate to 44022 and reconnect - this number you can change by setting vg_invisClientsNum cvar
Shortcut would be: quake3.exe ... +set rate 44022

You can use this handy script to switch without manually changing rates:
bind ' "vstr invis"
seta invis "vstr invis1"
seta invis1 "disconnect;rate 44022;name ^3Ms.^6Gauntlet;reconnect;set invis vstr invis0"
seta invis0 "disconnect;rate 64000;name VOGON^2-^71;reconnect;set invis vstr invis1"
( then press ' to switch, or any other key you defined, VOGON-1 name on reconnect will be replaced by VOGON-(first available number) )

Make sure vg_invisClients is set to 1, and it is best to set vg_invisClientsNum/rate to values in range permitted by server.
Invisible clients only can talk by using /tell or /t. When teamlock is on they cannot talk to other teams.
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Re: running a server

Postby dyn » Sat Jun 11, 2011 03:50 UTC

Yes, and the first post in the thread i linked to says to check the readme for info about cvars/commands (stuff you pasted above).
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Re: running a server

Postby TARGET » Sat Jun 18, 2011 19:56 UTC

lol somehow missed it head up my ass or something anyway very nice mod :)
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Re: running a server

Postby dyn » Mon Jun 20, 2011 04:40 UTC

Thanks! :)

Mod is optimized for speed and very stable. We use it on our servers, and i can't remember a single crash from any final version. Even when developing it most stuff was stable, few times i used incorrect settings inside the mod itself, just to see how far it can go.
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Re: running a server

Postby TARGET » Wed Jun 22, 2011 01:37 UTC

ive got 2 things i cant figure out .i keep getting error in console that says weapon number out of range.also the bots on most maps stand in one spot until someone shoots at them.i saw something about this in this forum last week but damn if i can find it now.any help would be appreciated my head is killing me :dead3: lol
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Re: running a server

Postby dyn » Wed Jun 22, 2011 05:40 UTC

That's normal when bot wants to use a weapon which is not there/enabled. Also Q3 bots are funny, they need items, or players around in order to move. It's also like that in normal q3. Mod removes weapons and items by default. If you want bots to move around all the time either add more of them, or more players, or enable items/weapons.
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Re: running a server

Postby TARGET » Wed Jun 22, 2011 11:35 UTC

ok servers up and running,i come from a instaunlagged background and always loved the 1v1 rail only w/rail jump servers so thats how i set this one up.i increased the speed just a little turned on the rail explosion but you still have to get a direct hit for a kill,splash damage is just for distraction.also a few other vogon tweaks.man whats so great about this mod is how easy you made the server commands like /f 18 changes the fraglimit to 18.also adding weapons or taking them out is a breeze,i dont need a calculator to set them up lol. ive run a few different servers noghost 1.16n , bma , instaunlagged 1.1-1.2 ,reactance iu , nemesis ,i never cared for e+ i hate that double jumping.anyway i think a lot of players shy away from vogon cause they cant handle the speed but man as you well know it can be configured anyway you want it.vogon gets my vote for best q3 mod hands down :)
anyway here is ip if you want to give it a try 64.234.22.88:27960 server is located in Waco,Texas USA. if anyone has xfire add me g0dhat3sm3 .i know quite a few people who are still into Quake III
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Re: running a server

Postby dyn » Wed Jun 22, 2011 17:47 UTC

Thanks man! :)

Glad to hear you find mod useful. I added your server on vogon.vg server status page, Q3 only is @ http://vogon.vg/q3.php, and main page is http://vogon.vg/.

Yes, those commands were added to make things easier and to enable admin to quickly change important settings, which can be great for tournaments. For weapons i used cvars, and pretty much all settings are accessed by mod directly in-memory (hash-table), without any special function calls, which makes it very fast. For weapons and other settings you can also try, if you didn't already, commands like /wp to see which are enabled and other commands listed under 'new server commands'.
Code: Select all
(skip 'rcon' part if you type directly in console)
NEW SERVER COMMANDS
================================================================
/rcon tl [ vg_teamLock toggle ]
/rcon sl [ vg_specLock toggle - specLock overrides teamLock ]
/rcon ne [ vg_noExit toggle ]
/rcon r <sec> [ seconds to map restart, 0-120 ]
/rcon rl [ reloads current map, resets any countdown ]
/rcon f [ fraglimit, 1-1000 ]
/rcon t [ timelimit, 1-100 ]
/rcon c [ capturelimit, 1-100 ]
/rcon bmp <num> [ bot_minplayers / bots per team, 0-64 ]
/rcon k <clientnum> [ clientkick, 0-63 ]
/rcon s [ list of commands and status of some cvars important for teamplay ]
/rcon wp [ weapon status / commands ( wpreset and wpclear ) ]
/rcon ft or /rcon forceteam <client> <team>
 [ forces team for given client, teams are r = red, b = blue, s = spectator, f = free ( in FFA mode ) ]
  /rcon ft 2 s - send client 2 to spectators
  /rcon ft 11 r - send client 11 to red team
/rcon capturelimit 5  [ use /rcon c ]
/rcon timelimit 10    [ use /rcon t ]
/rcon fraglimit 32    [ use /rcon f ]

Info about lock commands ( use tl / sl to save typing )
/rcon vg_specLock - forces ALL to SPEC mode, has priority over vg_teamlock and max spectators setting
/rcon vg_specMax - maximum number of spectators allowed, put 0 to prevent spectating, 4 is recommended
/rcon vg_teamLock - locks teams, including spectators and they can't talk to players
/rcon vg_specLock and vg_teamLock are not affected by map changes or gametype, they work for FFA, 1vs1 and team games
/rcon vg_noExit - prevents map exit after map is over, very good for tournaments, so you can organize before loading next map



Other mods i don't really know that well, i only used original Excessive, which is also nice and i liked it a lot. E+, which i used back in 2004 for a few weeks, i didn't like much, because it was bloated and i think it crashed 2 or 3 times and also it appeared like someone got rcon. It's a bit of mystery, logs didn't say much, but then i found something which looked like a password inside e+ qvm file. I asked on their forum and got no answer. Perhaps it was nothing, but i didn't like the fact it is closed-source, bloated, and a bit unstable. They most probably improved few things since then, but i never bothered to check. Other mods we never used for our servers.

At that time i decided i will make my own mod and optimize it for speed and stability, something which can handle lots of fast action on small maps. At first it was very simple, just bare essentials to support our kind of gameplay, later i added cvars and commands and ported it to ioquake3.

Mod on itself introduces no extra traffic, but since action is faster there is more game data produced and sent to clients. Typically recommended rate of 25000 is just something id Software suggested back in 1999. For our servers we set maxrate above 40000 and recommend to people to use rates above 40000 as well. Q3 compresses it, so rate of 40000 can be more than 60k once decompressed. This is more or less only for spikes, or when more people play on smaller maps, normally rates are much lower.
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Re: running a server

Postby TARGET » Fri Jun 24, 2011 06:07 UTC

ok someone trys to join server but they dont have map pack. is there anyway to have a message pop up that gives them a link to the maps. as it is they just connect then disconnect not really knowing why they cant join server
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Re: running a server

Postby dyn » Fri Jun 24, 2011 09:11 UTC

No, however ioquake3 may offer some solutions for faster map download, but only for ioq3 clients. Quake 3 really was not designed to handle maps very well, it always wants to download ALL of them before joining which is stupid, and also it does this very slowly over UDP, so you get 16-20k/s download speeds, even if your server is on a dedicated 100mbit. Why they couldn't fix this is a mystery. Even games based on Quake 2 had fast TCP loading speed, for example Kingpin. This is why we used map pack, originally i wanted to use separate maps and then add few new maps now and then, but thanks to this fucking useless retarded map loading system from hell, this makes it impractical.
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Re: running a server

Postby TARGET » Sun Jun 26, 2011 06:45 UTC

cant figure out setting to make bodies disappear the instant a player dies;
no corpses laying around
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Re: running a server

Postby dyn » Sun Jun 26, 2011 16:06 UTC

It's fixed 5sec, g_client.c function CopyToBodyQue:
Code: Select all
body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
body->r.contents = CONTENTS_CORPSE;
body->r.ownerNum = ent->s.number;

body->nextthink = level.time + 5000;
body->think = BodySink;

body->die = body_die;


'level.time + 5000' means it ends in 5000ms (5 seconds) from that moment on.
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Re: running a server

Postby dyn » Mon Jun 27, 2011 08:11 UTC

set vg_alwaysGib 1 -- players always gib on death, this will remove player model instantly
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Re: running a server

Postby TARGET » Mon Jun 27, 2011 17:25 UTC

THANKS :DD
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