Andrey Nazarov [email protected]
and
Copyright (c) 2019, NVIDIA Corporation. All right reserved.
Q2RTX is built upon Q2VKPT and Q2PRO source ports of Quake 2 and inherits most of their settings and commands, listed in this manual. It also adds many settings and commands of its own, also listed here. Many of them are primarily intended for renderer development and debugging.
Q2PRO is an enhanced, multiplayer oriented Quake 2 server, compatible with existing Quake 2 ports and licensed under GPLv2. This document provides descriptions of console variables and commands added to or modified by Q2PRO since the original Quake 2 release. Cvars and commands inherited from original Quake 2 are not described here (yet).
Enables IPv6 support. Default value is 1 on systems that support IPv6 and 0 otherwise.
- 0 — disable IPv6, use IPv4 only
- 1 — enable IPv6, but do not listen for incoming IPv6 connections and prefer IPv4 over IPv6 when resolving host names with multiple addresses
- 2 — enable IPv6, listen for incoming IPv6 connections and use normal address resolver priority configured by OS
Specifies network interface address server should listen on for UDP and TCP connections using IPv4. The same interface is also used for outgoing TCP connections (these include MVD/GTV and anticheat connections). Default value is empty, which means listening on all interfaces.
NOTE: There is a limitation preventing anticheat to work correctly on servers
accessible from multiple IP addresses. If you are running the server on multi-ip
system and plan to use anticheat, you need to explicitly bind the server to
one of your network interfaces using the net_ip
cvar, otherwise expect any
kinds of problems.
Specifies network interface address server should listen on for UDP and TCP
connections using IPv6. The same interface is also used for outgoing TCP
connections (these include MVD/GTV connections). Default value is empty,
which means listening on all interfaces. Has no effect unless
net_enable_ipv6
is set to non-zero value.
Specifies port number server should listen on for UDP and TCP connections (using IPv4 or IPv6). Default value is 27910.
On Win32 and Linux, server is able to receive ICMP ‘destination-unreachable’ packets from clients. This enables intelligent detection of crashed clients, allowing the server to quickly re-use their slots. If this behavior is not wanted for some reason, then this variable can be used to turn it off. Default value is 0 (don't ignore ICMP packets).
Specifies maximum server to client packet size clients may request from server. 0 means no hard limit. Default value is conservative 1390 bytes. It is nice to have this variable as close to your network link MTU as possible (accounting for headers). Thus for normal Ethernet MTU of 1500 bytes 1462 can be specified (10 bytes quake header, 8 bytes UDP header, 20 bytes IPv4 header). Higher values may cause IP fragmentation for misconfigured clients which is better to avoid. Please don't change this variable unless you know exactly what you are doing.
Maximum number of simultaneous connections allowed from single IP address (per connection type, TCP and UDP client lists are separate). Setting this variable to 0 disables the limit. Default value is 3.
Specifies how the server should respond to status queries. Default value is 2.
- 0 — do not respond at all
- 1 — respond with server info only
- 2 — respond with server info and player list
Limits the rate at which server responds to status queries. Default value is 15 queries per second.
Rate limiting is implemented as a simple token bucket filter. Full syntax for
specifying rate limits is: <limit>[/<period>[sec|min|hour]][*<burst>]
. Only
the limit
argument is mandatory. Zero limit
means rate is not limited.
Default period is one second. Custom period can be specified after a slash,
with optional sec
, min
, or hour
suffix (default units are seconds).
Default burst value is 5. Custom burst
can be specified after an asterisk.
Burst specifies initial number of extra packets that are permitted even if
they arrive at rate higher than allowed.
Limits the rate of client connection attempts with invalid password. Default value is 1 invalid authentication attempt per second.
Limits the rate at which server responds to invalid rcon commands. Default value is 1 invalid command per second.
Limits the rate at which clients are permitted to change their name. Default value is 5 name changes per minute.
If not empty, allows only authenticated clients to connect. Authenticated
clients are allowed to occupy reserved slots, see below. Clients set their
passwords via password
userinfo variable. Default value is empty (no
password).
TIP: If password protection is needed for a server, it is preferable to use
sv_password
instead of going the game mod way and using password
variable.
The latter will prevent MVD/GTV features from working.
NOTE: If sv_password
is set, then game mod's password
variable must be empty.
Otherwise clients will be unable to connect.
If set to 0, server will skip cinematics even if they exist. Default value is 1.
Number of client slots reserved for clients who know sv_reserved_password
or sv_password
. Must be less than maxclients
value. Default value is 0
(don't reserve slots).
NOTE: If sv_mvd_enable
is non-zero and sv_reserved_slots
is zero,
sv_reserved_slots
is automatically set to one to reserve a slot for dummy MVD
observer.
NOTE: Value of sv_reserved_slots
cvar is subtracted from maxclients
value
visible in the server info.
The password to use for reserved slots. Default value is empty, which means
no one is allowed to occupy reserved slot(s), except of dummy MVD observer.
Clients set their passwords via password
userinfo variable.
Locks the server, preventing new clients from connecting. Default value is 0 (server unlocked).
When enabled, do not enforce any rate limits on clients whose IP is from
private address space (127.x.x.x
, 10.x.x.x
, 192.168.x.x
, 172.16.x.x
).
Default value is 0 (disabled).
Specifies the way client pings are calculated. Default ping calculation
algorithm is very client frame and packet rate dependent, and may give
vastly inaccurate results, depending on client settings. Using improved
algorithm is in fact recommended, it should always give stable results
similar to ones obtained by the ping
command line utility. Default value
is 2.
- 0 — disable ping calculation entirely
- 1 — use default ping calculation algorithm based on averaging
- 2 — use improved algorithm based on minimum round trip times
Maximum time, in seconds, before dropping clients which have passed initial
challenge-response connection stage but have not yet sent any data over
newly established connection. This also applies to MVD/GTV clients in
request processing stage. Helps to avoid attacks flooding server with
zombie clients, combined with sv_iplimit
variable. Default value is 6.
Time, in seconds, before dropping inactive clients. Default value is 0 (don't kick idling clients). Moving, pressing buttons while in game and issuing chat commands counts as activity.
NOTE: Don't set sv_idlekick
too low to avoid kicking clients that are
downloading or otherwise taking long time to enter the game.
When set to an address string, forces new clients to quickly reconnect to this address as an additional proxy protection measure. Default value is empty (do not enforce reconnection).
When server becomes full, redirects new clients to the specified address. Default value is empty (don't redirect).
Specifies the URL clients should use for HTTP downloading. URL must begin
with a http://
prefix and end with a trailing slash. Default value is
empty (no download URL).
Broadcast player name changes to everyone. You should probably enable this unless game mod already shows name changes. Default value is 0 (don't show).
Enables automatic removal of clients that abuse the server with requests
for too many nodelta
(uncompressed) frames, hogging network resources.
Default value is 1 (don't remove clients), since this may sometimes
legitimately happen on very poor client connections.
Controls whether client command strings are processed by the game mod even when the client is not fully spawned in game. Originally, Quake 2 server forwarded all commands to the game mod even for connecting clients, but this is known to cause problems with some (broken) mods that don't perform their own client state checks. Default value is 0 (ignore commands unless fully connected).
Include uptime
key/value pair in server info. Default value is 0.
- 0 — do not display uptime at all
- 1 — display uptime in compact format
- 2 — display uptime in verbose format
Enable partial client name matching for certain console commands like
kick
and stuff
. Default value is 0 (use original matching algorithm).
Temporary variable useful for automatically upgrading the server at the next map change. Default value is 0.
- 0 — handle
gamemap
command normally - 1 — turn the next
gamemap
intomap
and reload the game module - 2 — turn the next
gamemap
intorecycle
and reload entire server
WARNING: Be sure to read recycle
command description below before enabling sv_recycle
.
Controls the map
command behavior. map
is often mistakingly used by
server operators to change maps instead of the more lightweight gamemap
.
Thus, this variable exists to prevent misuse of map
. Default value is 0.
- 0 — disallow
map
and print a warning unless there are pending latched cvars - 1 — handle
map
command normally - 2 — turn
map
intogamemap
unless there are pending latched cvars
Specifies command to be executed each time server finishes loading a new map. Default value is empty.
Specifies native server frame rate. Only used when game mod advertises support for variable server FPS. Specified rate should be a multiple of 10 (maximum rate is 60). Default value is 10 frames per second. Only clients that support Q2PRO protocol will be able to take advantage of higher FPS. Other clients will receive updates at default rate of 10 packets per second.
These variables control legacy server UDP downloads.
Globally allows or disallows server UDP downloads. Remaining variables listed below are effective only when downloads are globally enabled. Default value is 0.
- 0 — downloads are disabled
- 1 — downloads are enabled
Enables downloading of files from ‘maps/’ subdirectory. Default value is 1.
- 0 — map downloads are disabled
- 1 — map downloads are enabled for physical files and disabled for files from packs
- 2 — map downloads are enabled for all files
Enables downloading of files from models/
and sprites/
subdirectories.
Default value is 1.
Enables downloading of files from sound/
subdirectory. Default value is 1.
Enables downloading of files from pics/
subdirectory. Default value is 1.
Enables downloading of files from players/
subdirectory. Default value is 1.
Enables downloading of files from textures/
and env/
subdirectories.
Default value is 1.
Enables downloading of files from any subdirectory other than those listed above. Default value is 0.
MVD stands for "Multi View Demo"
GTV stands for "Game TeleVision"
Q2PRO server can run in either MVD/GTV server
or client
mode. Server
mode
is just a regular game server mode. In this mode, server functions as a primary
source of MVD data, which can be either locally recorded to disk in form of a
demo file, or sent to GTV clients over the network. Client
mode is more
special. In this mode, game mod is not run and server acts as a GTV relay
node,
reading MVD data from local demo files, receiving live data from remote GTV
servers, or both at the same time. MVD data is then served to regular Quake 2
clients (spectators).
As a convention, cvars related to server mode have sv_mvd_
prefix. Cvars related
to client mode have mvd_
prefix (see the next section).
Enables MVD/GTV server functionality. Default value is 0.
- 0 — MVD server is disabled
- 1 — local MVD recording is allowed
- 2 — local MVD recording and remote GTV connections are allowed
Total number of MVD/GTV client slots on the server. Default value is 8.
If not empty, allows only authenticated MVD/GTV clients to connect. Default value is empty (any neutral host can connect).
NOTE: Password check only applies to MVD/GTV clients that are neither
whitelisted nor blacklisted (see addgtvhost
and addgtvban
commands
description for more information).
Reduce bandwidth usage by filtering on-screen gun updates out of MVD stream. Default value is 1 (filtering enabled).
Reduce bandwidth usage by filtering on-screen blend effects out of MVD stream. Default value is 0 (filtering disabled).
When enabled, MVD/GTV spectators in chasecam mode will not receive any text
messages routed to their chase targets (which are normally on a team), but
will receive messages routed to the dummy MVD observer. Default value is 1
(enabled). This variable is only effective when dummy client is spawned,
see sv_mvd_spawn_dummy
variable description for more information.
Maximum duration, in minutes, of the locally recorded MVD. Default value is 0 (unlimited).
Maximum size, in kB, of the locally recorded MVD. Default value is 0 (unlimited).
Specifies number of map changes local MVD recording is stopped after. Default value is 1. Setting this to 0 disables the limit.
This command is issued on behalf of dummy MVD observer as soon as it enters
the game. Do whatever preparations are needed here to make sure MVD
observer enters an appropriate observing mode, opens the scoreboard, etc.
MVD observer has it's own command buffer and each wait
cycle lasts 100 ms
there. Default value is wait 50; putaway; wait 10; help;
.
This command is issued on behalf of dummy MVD observer each time no layout
updates are detected for more than 9 seconds. Useful for reopening the
scoreboard if the game mod closes it for some reason. MVD observer has
its own command buffer and each wait
cycle lasts 100 ms there. Default
value is putaway; wait 10; help;
.
GTV connections are suspended after this period of time, in minutes, counted from the moment last active player disconnects or becomes inactive. Setting this to zero disables server side suspending entirely. Default value is 5.
Dummy MVD observer is disconnected after this period of time, in minutes, counted from the moment last GTV client disconnects or becomes inactive. Setting this to zero makes dummy client persistent. Default value is 15.
Specifies if dummy MVD observer needs to be spawned. Default value is 1.
- 0 — never spawn dummy client
- 1 — only spawn if game mod advertises support for MVD
- 2 — always spawn dummy client
Default username to use for outgoing GTV connections. Default value is
unnamed
.
Default password to use for outgoing GTV connections. Default value is empty.
Specifies MVD connection timeout value, in seconds. Default value is 90.
GTV connections are suspended after this period of time, in minutes, counted from the last moment of MVD spectator(s) activity. Setting this to zero disables client side suspending entirely. Default value is 5.
Time, in seconds, for MVD channel to buffer data initially. This effectively specifies MVD stream delay seen by observers. Default value is 20.
Maximum inuse percentage of the delay buffer when MVD channel stops
buffering data to prevent overrun, ignoring mvd_wait_delay
value.
Default value is 50.
Specifies default map used for the Waiting Room channel. Default value is
q2dm1
.
Specifies POV info string position on the screen. This should be a valid fragment of the Quake 2 layout script. Default value is "xv 0 yb -64".
Specifies what score
stats field should contain for MVD observers.
This field is externally visible to server browsers. Default value is 0.
- 0 — always zero
- 1 — MVD channel ID spectator is on
- 2 — score of the chase target
Specifies time interval, in seconds, between saving snapshots
in memory
during MVD playback. Snapshots enable backward seeking in demo (see mvdseek
command description), and speed up repeated forward seeks. Setting this
variable to 0 disables snapshotting entirely. Default value is 10.
Enables FPS-independent strafe jumping mode for clients using R1Q2 and Q2PRO protocols. Values higher than 1 will force this mode for all clients, regardless of their protocol version. Default value is 1 (enable strafe jumping hack only for compatible clients).
Makes underwater movement speed equal in all directions for clients using Q2PRO protocol. Values higher than 1 will force this mode for all clients, regardless of their protocol version. Default value is 0 (disabled).
Quake 2 player movement code contains a bug that causes surfacing velocity produced by holding the jump button underwater to be severely limited, comparing to movement in other directions. Even worse, resulting velocity is calculated differently on client and server sides and that causes prediction errors and jerky movement. Q2PRO is able to work around this bug and make player movement speed equal in all directions underwater. However, this fix is disabled by default as it is yet unknown if this can be considered an unfair advantage over non-Q2PRO clients.
On UNIX-like systems, specifies how system console is initialized. Default value is 2 if both stdin and stdout descriptors refer to a TTY, 1 if running a dedicated server and 0 otherwise.
- 0 — don't write anything to stdout and don't read anything from stdin
- 1 — print to stdout and read commands from stdin, but don't assume it is a terminal
- 2 — enable command line editing and colored text output
The following key bindings are available in Windows console and in TTY console when command line editing is enabled:
- HOME, Ctrl+A — move cursor to start of line
- END, Ctrl+E — move cursor to end of line
- Left arrow, Ctrl+B — move cursor one character left
- Right arrow, Ctrl+F — move cursor one character right
- Alt+B — move cursor one word left
- Alt+F — move cursor one word right
- DEL, Ctrl+D — delete character under cursor
- Backspace, Ctrl+H — delete character left of cursor
- Ctrl+W — delete word left of cursor
- Ctrl+U — delete all characters left of cursor
- Ctrl+K — delete all characters right of cursor
- Ctrl+L — erase screen
- Ctrl+C — quit
- Down arrow, Ctrl+N — next line in command history
- Up arrow, Ctrl+P — previous line in command history
- Ctrl+R — reverse search in command history
- Ctrl+S — forward search in command history
- Tab — complete command
In Windows console additional key bindings are supported:
- PGUP — scroll console buffer up
- PGDN — scroll console buffer down
- Ctrl+PGUP — scroll to console top
- Ctrl+PGDN — scroll to console bottom
On UNIX-like systems, specifies if a fatal termination handler is installed. Default value is 1, which means Q2PRO will do some cleanup when it crashes, like restoring terminal settings. However, this will prevent core dump from being generated. To enable core dumps, set this variable to 0.
Specifies the full path to the game library server should attempt to load first, before normal search paths are tried. Useful mainly for debugging or mod development. Default value is empty (use normal search paths).
Specifies if console logging to file is enabled. Default value is 0.
- 0 — logging disabled
- 1 — logging enabled, overwrite previous file
- 2 — logging enabled, append to previous file
NOTE: Log file is not automatically reopened when game directory is changed.
Specifies if log file data is buffered in memory or flushed to disk
immediately. Default value is 0. See setvbuf(3)
manual page for more
details.
- 0 — system default mode (block buffered)
- 1 — line buffered mode
- 2 — unbuffered mode
Specifies base name of the log file. Should not include any extension part
or path components. logs/
prefix and .log
suffix are automatically
appended. Default value is console
.
Specifies the time/date template each line of log file is prefixed with.
Default value is [%Y-%m-%d %H:%M]
. See strftime(3)
manual page for
syntax description. In addition, the first @
character in the template,
if found, is replaced with a single character representing message type
(T — talk, D — developer, W — warning, E — error, N — notice, A — default).
Analogous to logfile_prefix
, but for system console. Additionally,
sequence <?>
, if present at the beginning of prefix, is replaced with
printk()-style severity level based on message type. This is intended for
logging server stdout with systemd(1). Default value is empty (no prefix).
Specifies the directory from which override files with extensions .ent
or
.bsp.override
are loaded. Default value is empty (don't try to override
entity strings). Typical value for this is maps
, but can be customized
per server port.
Override files with .ent
extension allow the entity string of the map being
loaded to be replaced by a custom data supplied by server operator. This makes
it possible to change the layout of entities on the map (thus creating a new
version of the map) without requiring clients to download anything. Entity
string can be dumped from the current map using dumpents
server command and
later changed with a text editor.
Override files with .bsp.override
extension are more complex: they are binary
files that can replace map entity string or checksum. They can also create an
alias for the map. How to create such files is out of scope of this manual
(search the internet for ‘r1q2 map override file generator’).
Attempt to patch miscalculated visibility data for some well-known maps
(q2dm1
, q2dm3
and q2dm8
are patched so far), fixing disappearing walls and
entities. Default value is 1 (enabled).
NOTE: Q2RTX makes further adjustments to the visibility data in order to
make water properly transparent. The adjustments happen in the RTX renderer,
and the patched PVS data is saved into maps/pvs/<mapname>.bin
files so that
the dedicated server could use it too.
Turns all non-fatal errors into fatal errors that cause server process exit. Default value is 0 (disabled).
Development variable that turns all errors into debug breakpoints. Default value is 0 (disabled).
Password for the remote console (rcon). When set to an empty string, rcon is disabled. Default value is empty string.
Disables visibility culling of entities that are transmitted to clients,
which effectively means that clients see the entire map and everything in it.
Q2RTX sets sv_novis
to 1 when there are security cameras in the map.
Default value is 0.
When set to 1, the server will reject any client that does not have "q2rtx" in their userinfo version parameter. Default value is 1.
Path within the gamedir
where save game files should be stored. When hosting
a dedicated server with cooperative mode games, sv_savedir
should be set
to different paths on different instances of the server. Default value is save
,
which maps to baseq2/save
when playing the base game.
Switch for flare gun, which is a custom weapon added in Q2RTX. Default value is 2.
- 0 — no flare gun
- 1 — spawn with the flare gun
- 2 — spawn with the flare gun and some grenades for it
Show information about connected clients. Optional mode argument may be provided to show different kind of information.
t(ime)
: show connection timesd(ownload)
: show current downloadsl(ag)
: show connection quality statisticsp(rotocol)
: show network protocol informationv(ersion)
: show client executable versions
Stuff the given raw text into command buffer of the client identified by userid.
Stuff the given raw text into command buffers of all connected clients.
Stuff a command to query value of console variable into command buffer of the client identified by userid. Result of the query is printed in server console once a reply is received. More than one variable can be specified on command line.
Dumps the entity string of current map into ‘maps/filename.ent’ file. See
also map_override_path
variable description.
Send passive_connect
packet to the client at specified address and
port. This is useful if the server is behind NAT or firewall and can not
accept remote connections. Remote client must support passive connections
(R1Q2 and Q2PRO clients do), must be in passive connection mode and the
specified port must be reachable. See passive
[[client]] command for
more details.
Adds specified address to the ban list. Specify mask to ban entire subnetwork. If specified, comment will be printed to banned user(s) when they attempt to connect.
Deletes exactly matching address/mask pair from the ban list. You can also specify numeric id of the address/mask pair to delete, or use special keyword all to clear the entire list.
Displays all address/mask pairs added to the ban list along with their IDs, last access times and comments.
Kick the client identified by userid and add his IP address to the ban list (with a default mask of 32).
Adds specified address to the blackhole list. Specify mask to blackhole entire subnetwork. All connectionless packets from blackholed hosts will be silently ignored.
Deletes exactly matching address/mask pair from the blackhole list. You can also specify numeric id of the address/mask pair to delete, or use special keyword all to clear the entire list.
Displays all address/mask pairs added to the blackhole list along with their IDs, last access times and comments.
Adds command to be automatically stuffed to every client as they initially connect or each time they begin on a new map.
Deletes command identified by the numeric id from the specified list. You can also specify all to clear the whole stuffcmd list.
Enumerates all registered commands in the specified stuffcmd list.
Prevents client command otherwise unknown to the server from being interpreted by the game mod, and takes the specified action instead. For print and stuff actions comment argument is mandatory, and should contain data to print and stuff, respectively. Default action is ignore. Commands are matched in a case-insensitive way.
Deletes command identified by numeric id or by name from the list of filtered commands. You can also specify all to clear the whole filtercmd list.
Enumerates all filtered commands along with appropriate actions and comments.
List master server hostnames, resolved IP addresses and last acknowledge times.
Exit the server, sending disconnect
message to clients. Optional reason
string may be provided instead of the default ‘Server quit’ message.
This command is equivalent to quit
, with an exception that reconnect
message is sent to clients instead of disconnect
. Useful for quickly
upgrading the server binary without losing clients, assuming the server
process will be automatically restarted by an external shell script right
after it exits.
Start local MVD recording into demos/_filename_.mvd2
.
-h
or--help
: display help message-z
or--compress
: compress file with gzip
Stop local MVD recording.
Execute the given text on behalf of dummy MVD observer.
Adds specified address to the white list of trusted MVD/GTV hosts allowed to connect to this server without password. Specify mask to allow entire subnetwork.
Deletes exactly matching address/mask pair from the white list of trusted MVD/GTV hosts. You can also specify numeric id of the address/mask pair to delete, or use special keyword all to clear the entire list.
Displays all address/mask pairs added to the white list of trusted MVD/GTV hosts along with their IDs.
NOTE: White list of MVD/GTV hosts takes precedence over black list. Whitelisted
hosts are not required to know sv_mvd_password
even if it is set.
Adds specified address to the black list of banned MVD/GTV hosts disallowed to connect to this server. Specify mask to ban entire subnetwork.
Deletes exactly matching address/mask pair from the black list of banned MVD/GTV hosts. You can also specify numeric id of the address/mask pair to delete, or use special keyword all to clear the entire list.
Displays all address/mask pairs added to the black list of banned MVD/GTV hosts along with their IDs.
MVD/GTV client command interface operates with channel
and connection
objects. Typically, there is one-to-one correspondence between them, but this
is not always the case. Connection is a persistent handle to the remote GTV
server, while MVD channel, which represents a world state seen by the
observers, has a shorter lifetime. Channels are automatically created
once there is some data available on the connection and destroyed once
connection is suspended by server and all buffered data have been read. A demo
playback channel is special in a way that is does not have a parent connection.
Both connections and channels can be identified by their name or by unique
ID number seen in the output of mvdservers
and mvdchannels
commands.
Channels inherit names and IDs from their parent connections.
Create connection to the GTV server at the given address. If port is omitted, default server port 27910 is used.
-h
or--help
: display help message-n
or--name=<string>
: specify channel name as string, default isnetX
-u
or--user=<string>
: specify username as string, default is to use value ofmvd_username
cvar-p
or--pass=<string>
: specify password as string, default is to use value ofmvd_password
cvar
Destroy the specified GTV server connection (if there is an associated MVD channel, any buffered data is replayed to spectators, then MVD channel is destroyed). There is no need to specify connection if there is only one active connection.
Destroy the specified MVD channel (any parent GTV connection is also destroyed). There is no need to specify channel if there is only one active channel.
Begins MVD playback from the file identified by filename by creating a new MVD channel. This command does not require file extension to be specified and supports filename autocompletion on TAB. Loads file from ‘demos/’ unless slash is prepended to filename, otherwise loads from the root of quake file system. Multiple filenames can be specified to create a playlist.
-h
or--help
: display help message-l
or--loop=<number>
: replay number of times (0 means forever, replays once by default)-n
or--name=<string>
: specify channel name as string, default isdemX
-r
or--replace=<channel>
: replace existing channel playlist with new entries, don't create a new channel
Seeks the given amount of time during MVD playback on the specified
channel. Prepend with +
to seek forward relative to current position,
prepend with -
to seek backward relative to current position. Without
prefix, seeks to an absolute position within the MVD file, counted from the
last map change. See below for timespec syntax description. Initial
forward seek may be slow, so be patient. For multi-map recordings, it is
not possible to return to the previous map by seeking. Seeking during demo
recording is not yet supported.
Absolute or relative MVD time can be specified in one of the following formats:
.FF
, whereFF
are framesSS
, whereSS
are secondsSS.FF
, whereSS
are seconds,FF
are framesMM:SS
, whereMM
are minutes,SS
are secondsMM:SS.FF
, whereMM
are minutes,SS
are seconds,FF
are frames
Start MVD recording on the specified channel into demos/_filename_.mvd2
.
There is no need to specify channel if there is only one active channel.
-h
or--help
: display help message-z
or--compress
: compress file with gzip
TIP: With Q2PRO it is possible to record a demo while playing back another one.
Stop MVD recording on the specified channel. There is no need to specify channel if there is only one active channel.
As you have probably noticed, the same mvdrecord
and mvdstop
commands
introduced in the previous section are used here. This is possible since Q2PRO
server may be either in the MVD/GTV server or client mode, but not both at the
same time.
Put the server into MVD/GTV mode, creating the Waiting Room channel. This command performs a full server restart. Done automatically as soon as the first GTV connection is established or local MVD file is replayed.
List all MVD channels (there may be none, if all GTV connections are suspended). Optional mode argument may be provided to show different kind of information.
r(ecordings)
: show MVD recording status
List all GTV connections.
Q2PRO server tries to be compatible with other Quake 2 ports, including original Quake 2 release. Compatibility, however, is defined in terms of full file format and network protocol compatibility. Q2PRO is not meant to be a direct replacement of your regular Quake 2 server. Some features are implemented differently in Q2PRO, some may be not implemented at all. You may need to review your config and adapt it for Q2PRO. This section tries to document most of these incompatibilities so that when something doesn't work as it used to be you know where to look. The following list may be incomplete.
-
ip
variable has been renamed tonet_ip
. -
port
variable has been renamed tonet_port
, andip_hostport
andhostport
aliases are no longer supported. -
serverrecord
anddemomap
commands has been removed in favor ofmvdrecord
andmvdplay
. -
On Windows,
./release/gamex86.dll
path will not be tried by default when loading the game DLL. If you need this for loading some sort of a game mod proxy, usesys_forcegamelib
variable. -
Q2PRO works only with virtual paths constrained to the quake file system. All paths are normalized before use so that it is impossible to go past virtual filesystem root using
../
components. This means commands like these are equivalent and all reference the same file:exec ../global.cfg
,exec /global.cfg
,exec global.cfg
. If you have any config files in your Quake 2 directory root, you should consider moving them intobaseq2/
to make them accessible. -
Likewise,
link
command syntax has been changed to work with virtual paths constrained to the quake file system. All arguments tolink
are normalized.