Andrey Nazarov skuller@skuller.net
and
Copyright (c) 2019, NVIDIA Corporation. All right reserved.
Quake II RTXPerimental is my 'playing field' and an attempt to improve the engine in various parts where I see fit. This can range from implementing possible scripting language as a game replacement, improving the actual network protocol to support fragmenting, implement an API to deal with skeletal models, etc..
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 client, 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.
Maximum number of entities in client frame. 0 means unlimited. Default value is 128. Some non-standard maps with large open areas may need this value increased. Consider however that default Quake 2 client can only render 128 entities maximum. Other clients may support more.
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).
Server clamps minimum value of rate userinfo parameter to this value.
Default value is 1500 bytes/sec. This parameter can't be greater than
sv_max_rate value or less than 1500 bytes/sec.
Server clamps maximum value of rate userinfo parameter to this value.
Default value is 15000 bytes/sec.
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
gamemapcommand normally - 1 — turn the next
gamemapintomapand reload the game module - 2 — turn the next
gamemapintorecycleand 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
mapand print a warning unless there are pending latched cvars - 1 — handle
mapcommand normally - 2 — turn
mapintogamemapunless 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.
Maximum size of UDP download in bytes. Value of 0 disables the limit. Default value is 8388608 (8 MiB).
MVD stands for "Multi View Demo"
GTV stands for "Game TeleVision"
Removed in Q2RTXP because it's a hell of a thing to maintain, and I see little use in it, it's 2025.
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).
Removed, however:
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.
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 entdumps/_filename_.ent file.
Original map entity string is dumped, even if override is in effect.
See also map_override_paths 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.
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.
-
ipvariable has been renamed tonet_ip. -
portvariable has been renamed tonet_port, andip_hostportandhostportaliases are no longer supported. -
serverrecordanddemomapcommands has been removed in favor ofmvdrecordandmvdplay. -
On Windows,
./release/gamex86.dllpath 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_forcesvgamelibvariable. -
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,
linkcommand syntax has been changed to work with virtual paths constrained to the quake file system. All arguments tolinkare normalized.