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Tweaking quake 3 server side.


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MonoXide






Friday, February 18 2005, 09:39:43 #22012     Tweaking quake 3 server side.


Hey. I'm looking for any command variables that can increase performance on a dedicated server that is being rented from a server provider. This is a hypothetical situation at the moment as the server doesn't even exist yet, but any dos and don'ts would be greatly appreciated.
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|DRC| Wartex






Friday, February 18 2005, 10:20:45 #22013     


Sigh. http://instafrag.com/forum/viewforum.php?f=26

1)
sets sv_fps 40 (This is a must-have! This will make pings in scoreboard go higher, but real in-game pings will be 25 ms less than with default "sv_fps 20". Scoreboard pings are WRONG! The only way to find out your hardware ping is by pinging from Windows! And make sure it's "sets" and not "set" in your config, so that people could see it from ASE/Gamespy and adjust their snaps.)

2)
Depending on mod, cap lower limit of maxpackets to 63 (server_maxpacketsmin in CPMA, not sure about OSP, if it's not there, use PunkBuster "pb_sv_cvar cl_maxpackets IN 63 125). cl_maxpackets 30 is for dial up, and it's year 2005 outside.
Tell all noobs to set snaps to 40, and cl_maxpackets to 63 or 125. Anything lower than 63 is same as 30, anything between 63 and 125 is same as 63. People should only use the intermediate values, like 75 or 100 if they are on DSL and are choking outbound connection.

3)
sv_maxrate 0 - if you have custom maps.
sv_maxrate 15000 if this is a public server (8000 if your hoster is bitchy about traffic), 25000 if private.

4)
sv_allowdownload 1 (Never put this to 0 it's lame!)

5)
sv_floodprotect 1 (Will reduce the size of logfiles and prvent chat spamming, which lags everyone)

6)
pmove_fixed 1 (Will prevent warping for people on slow machines)

7)
pb_sv_cvar rate OUT 0 6999
No one should play with rate 3000, minimum outbound connection for a 2+ player server WILL require 5-6 KB/s outbound.

8) DO NOT take "automatic" PB screenshots. It will lag shit out of everyone.

9) DO add stuff like r_picmip to PB cvar list. People set this to 5 or 9 and play with blurry textures, you will have no chance of hiding somewhere when you are a green blob on a solid brown background for them.
PB_sv_cvar r_picmip IN 0 3

10)
PB_sv_cvar r_intensity IN 0 1
This will prevent people from setting texture brightness too high, making map (but not players) solid white. If someone starts bitching about too dark monitor, tell them they can do it via Windows display settings (any modern video card has this built in). There should be no reason to set this above 1.

11)
PB_sv_cvar r_lightmap IN 0
When people have lightmap lighting (r_vertexlight 0), this will cause map be solid white, while entities (players, ammo, weapons) remain normal color. It's innocent when you have vertext light on (r_vertexlight 1), but is not necessary because it's effect can be gained via brightness or r_overbrightbits.
Some people say it's a lot easier to see with vertex light - don't buy that bullshit.
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MonoXide






Friday, February 18 2005, 12:36:10 #22018     


badass, thanks. Sorry I should have checked there.
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