Server Configuration
From Obsidian Conflict Wiki
server.cfg
//Main Dedicated Server Configuration File - server.cfg //Connection ip "localhost" //The IP you are hosting the server on. port "27015" //The Port you are hosting the server on. rcon_password "" //Rcon Password that you want to use. Leave empty to disable. //Networking net_compresspackets "1" //Should the Game Compress Packets? net_compresspacket_minsize "64" //At what size should we start compressing them? (note: Too low value can cause bigger Packets) net_compressvoice "1" //Compress Voice? (note: Sadly, this is 360 only. Would be useful on Unix/Linux Servers) net_maxcleartime "4" //How many seconds can Source wait for the next Packets to be sent? (note: Higher values can increase Ping) net_maxfilesize "2" //Until what size should Spray Images be uploaded? (note: sv_allowupload 0 disables uploads) net_maxfragments "1260" //Haven't found a use for this yet. net_maxroutable "1260" //See above. net_queued_packet_thread "1" //Leave this at 1 or it will Lag horribly when theres more than 3 players. net_splitpacket_maxrate "32767" //Maximum Bytes/Second until splitting packets. net_splitrate "1024" //How many fragments of the Packet should be created? //Multiplayer Settings mp_allowcrosshair "1" //Allow Crosshair. mp_allowironsights "1" //Allow Ironsights. mp_allowspectators "1" //Allow Spectators. mp_allowsprint "1" //Allow Sprinting. mp_autocrosshair "1" //Automatically update Crosshair. //mp_bunnyhop "2" //"Bunnyhop mode. 0 = off, 1 = ep2 style (max speed enforced), 2 = unlimited hop speed." mp_chattime "1" //Amount of time your Players are allowed to Chat after Game Over is triggered. mp_fadetoblack "0" //Fade Players view to black on death. //mp_falldamage "1" //0 = 10 Damage, 1 = Realistic, 2 = Disable mp_flashlight "1" //Allow Flashlight mp_footsteps "1" //Leave Footsteps and sounds. mp_forcecamera "2" //Haven't found a use for this yet. Same Settings as in CS:S? //mp_forcerespawn "0" //Force players to spawn? mp_friendlyfire "0" //Friendly Fire? mp_mapvotepercentage "51" //Percentage needed for mapvote to succeed //mp_playercollide "1" //Do Players collide with each other? mp_respawnwavetime "10" //Time between respawns. mp_teams_unbalance_limit "1" //Maximum Playercount a team can have over another. //mp_timelimit "45" //Map Timelimit mp_waitingforplayers_time "0" //Time to wait for players on a new map mp_weaponstay "0" //Keep weapons alive even when picked up? (note: This prevents gaining ammo from weapons for some reason.) //Server Settings sv_allow_color_correction "1" //Allow or disallow clients to use color correction on this server. sv_allow_voice_from_file "0" //Allow or disallow clients from using voice_inputfromfile on this server. sv_allow_wait_command "0" //Allow or disallow the wait command on clients connected to this server. sv_allowdownload "1" //Allow clients to download using the Server if FastDL file isnt present? sv_allowgaussjump "1" //Allow gauss jump sv_allownegativescore "1" //Allow a players score to drop below zero? sv_allowocmapvote "0" //Allow Obsidian Conflict Map Vote? sv_allowupload "1" //Allow clients to upload Sprays and other things? sv_alltalk "0" //Players can hear everyone, no matter what team? sv_autojump "0" //Automatically jump? sv_autoladderdismount "1" //Automatically dismount from ladders when you reach the end (don't have to +USE)? sv_autosave "1" //Autosave Gamestate to temporary file? (note: doesn't seem to have effect on gameplay) sv_cacheencodedents "1" //Optimize encode Table? sv_changeleveldelay "1" //Seconds until a trigger_changelevel can be used. sv_cheats "0" //Allow cheats? sv_client_cmdrate_difference "1" //cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an sv_client_max_interp_ratio "5" //This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). sv_client_min_interp_ratio "1" //This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).
Continuing this very soon. ---Michael Dirks- 17:51, 13 November 2010 (UTC)