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Server.cfg

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  1. #1
    Avatar de Nazo_ep
    Registración
    Jun 2009
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    17

    Server.cfg

    Hola a todos, queria pedir ayuda para crear mi "server.cfg" del mod CPMA, por que he leido cosas de como hacerlo para mil mods pero no para CPMA, y en estos momentos la pagina de www.promode.org esta caida, asi que mejor os pregunto a vosotros a ver si me sabeis poner un buen tuto, gracias

  2. #2
    Avatar de Spirit_of_Error
    Registración
    Oct 2003
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    789
    Ubicación
    Afghanistan

    Re: Server.cfg

    TE ADjunto el txt q trae el mod.
    Éxitos.

    Challenge ProMode Arena
    -----------------------

    WWW: http://www.promode.org
    IRC: #promode on irc.quakenet.org


    Installation:

    Unzip this archive in the root Quake3/ directory, with folders enabled.
    You should have a newly created directory named "cpma" with these files:

    readme.txt - this file
    changelog.txt - a very terse list of additions, changes, and bugfixes
    it is however BY FAR the most important of the docs, so READ IT!
    description.txt - the entry for the mods menu
    z-cpma-pak<version>.pk3
    docs/<various>.txt
    and a few standard configuration dirs (modes, cfg-maps, classes, etc)

    Note: you should NEVER change any of the files installed by CPMA: they
    will almost certainly be overwritten by future releases. If you want
    to customise things like modes, use a different name for your versions.

    Read the docs. There's a lot of useful information in them.
    For quick start advice on player configs, see the end of this file.


    To start up a DEDICATED CPMA server, just type:
    -----------------------------------------------
    quake3 +set dedicated 2 +set com_hunkmegs <n> +set sv_pure 1
    +set fs_game cpma +set vm_game 2 +exec <cfg-name>.cfg

    ----> IF YOU'RE UPGRADING FROM A PREVIOUS VERSION OF CPMA:
    Delete ALL old z-cpma-client-XXX.pk3 files in your server's
    cpma/ directory. Dedicated servers should only have a single
    z-cpma-pakXXX.pk3 file in the cpma/ directory to prevent
    unnecessary .pk3 downloads and confusion (especially on
    Linux/BSD-based servers).

    The value for com_hunkmegs really depends on how many clients you want
    to support and the type of maps you're going to run.
    For 1v1/FFA/TDM/CTF maps, 24-32 should be fine. For multiarena maps
    like MAP-CPMAx and RA3MAPx you'll want to bump it to 48-64.


    To start up a LISTEN CPMA server (where a client and server
    run in the same machine), type:
    -----------------------------------------------------------
    quake3 +set fs_game cpma +set vm_game 2

    Note: You may also need to set sv_pure 0 for the listen server,
    if you experience crashes or Q3 decides to unload the mod
    on map changes: these are known bugs in the Q3 engine.


    ** Linux admins: Replace "quake3" with "q3ded" in the above examples.
    ** Also make sure to add "+set fs_basepath <dir>" that
    ** points to your root Quake3 directory to properly
    ** enable server downloads. Also, add a +set vm_game 2
    ** to the command-line to ensure full compatibility.


    This document was blatantly ripped off from the one Rhea wrote for OSP.



    -----------------------------
    Config Tips - Getting Started
    Swelt, 3 Jan 02
    -----------------------------

    All the info in here is taken from the Client.txt file in the cpma/docs/
    directory. This section is just intended to make getting started that little
    bit easier. Described below are a number of the most commonly used settings and
    commands used by CPMA players. At the end, we'll be putting this into a config
    file... more on this later.

    Models and skins:
    -----------------
    To start, you'll want to choose a model for yourself. As in vQ3, the setting
    is "set model [model]/[skin]". CPMA has a set of special skins for better
    visibility: to use these, choose your skins as "pm" (eg "set model doom/pm").
    If you have chosen to use ProMode skins, you should now choose your colors.
    The setting is "color", and has 4 numbers: [rail core] [head] [shirt] [legs].
    So you could set your rail core to be green (2), head and shirt to be yellow (3)
    and legs to be red (1) with this: "set color 2331".
    Note that you can customise your own model setup in the game using the GUI.
    Press Escape and choose Player Setup. There you can customise your personal
    colors, and see it as they change.

    If you are playing team modes and want all your team mates to be the same color
    as you, use the setting cg_forcecolors 1. cg_forcemodel 1 will force your team
    to use the same model as you.

    Now that your own model and team are decided, you can set up how you want the
    opposing team to appear. The command is cg_EnemyModel model/skin. To make
    the most out of this you should use ProMode skins - fullbright custom colour
    enemies rule! Again, select pm as the skin. You can customise the colour with
    cg_EnemyColors ####

    eg:
    cg_enemymodel keel/pm
    cg_enemycolors iiii

    Bright Green Keel sir? Suits you, sir!


    The HUD (Heads Up Display):
    ---------------------------
    This has a document all to itself these days: docs/HUD.txt


    Weapon Stuff:
    -------------
    There are a few neeto little tweaks to the weapons. Most of these will again be
    familiar to those with OSP experience.

    cg_truelightning [Value 0 - 1]
    Most people find that 0.5 allows them better LG aim on the net. The same code
    has now been used by id in Quake3.

    cg_smokeradius_rl and cg_smokegrowth_rl
    Customise the size of your rocket trails, or simply turn them off. Setting both
    to 0 will completely remove the trail. You can do the same for the grenade trail
    ( _gl rather than _rl).


    Misc. Stuff:
    ------------
    Joining the game. After connecting to a server, the next step depends on the
    game type. For most gametypes, you will initially spawn as a spectator.
    To join the game, either press Escape and select a team or join game.
    For multi arenas (maps with several seperate playing areas) hit escape and
    select Choose Arena. The list of arenas are marked DA for Duel Arena (1v1) or
    CA for Clan Arena. If an arena has CPM in red after the name, this signifies
    that it is using ProMode settings. Once you are in the arena you want to be,
    hit escape again to select a team, or type /team r or /team b to join up.

    CPMA uses specially tweaked prediction code, to offer the best gameplay online.
    There are two settings which were tweaks to vanilla Q3 which can interfere with
    this. In your config, you may find it best to set cg_smoothclients 0 and
    cl_timenudge 0

    Configs:
    --------
    The easiest way to give Quake3 a bunch of config settings is to write a config
    file. This is a simple text file which you can execute within the game to pass
    quake3 all the settings it contains. To create a new config file, create a new
    blank text file and enter a list of settings. Save this file in either the
    baseq3 or cpma directory. This file should end ".cfg". For instance, I would
    create a file called swelt.cfg. To apply the settings in the config, type
    "/exec config" (eg exec swelt) at the console. No need to type the ".cfg" at
    the end. (Note thats swelt.cfg not swelt.cfg.txt - god bless MS)

    For more advice on configs check one of these websites:
    http://www.planetquake.com/thebind/
    http://ucguides.savagehelp.com/Quake...ake3Guide.html
    http://netsites.barrysworld.net/guides/quake3/
    __________________________________________________ _____________________________

    The cpma/cfg directory includes a simplified version of arQon's config,
    which is a good reference for some of the more technical settings: if you don't
    understand what a certain cvar does or you aren't familiar with some of the
    enhanced and new CPMA ones and don't want to look it up, odds are whatever is
    in there is the best setting for it.
    If you're new to CPMA, you should probably use "exec cfg/arqon" FIRST to set up
    some good defaults, then modify those rather than start from scratch.
    No man has ever passed the limit..
    Somewhere lost in time a man searches his destiny, he sees the light.. It is time..
    Walls of shadow must be broken.. . . .

  3. #3
    Avatar de Nazo_ep
    Registración
    Jun 2009
    Mensajes
    17

    Re: Server.cfg

    Citar Mensaje original enviado por BR@iNTUMOUR Ver Mensaje
    TE ADjunto el txt q trae el mod.
    Éxitos.

    Challenge ProMode Arena
    -----------------------

    WWW: http://www.promode.org
    IRC: #promode on irc.quakenet.org


    Installation:

    Unzip this archive in the root Quake3/ directory, with folders enabled.
    You should have a newly created directory named "cpma" with these files:

    readme.txt - this file
    changelog.txt - a very terse list of additions, changes, and bugfixes
    it is however BY FAR the most important of the docs, so READ IT!
    description.txt - the entry for the mods menu
    z-cpma-pak<version>.pk3
    docs/<various>.txt
    and a few standard configuration dirs (modes, cfg-maps, classes, etc)

    Note: you should NEVER change any of the files installed by CPMA: they
    will almost certainly be overwritten by future releases. If you want
    to customise things like modes, use a different name for your versions.

    Read the docs. There's a lot of useful information in them.
    For quick start advice on player configs, see the end of this file.


    To start up a DEDICATED CPMA server, just type:
    -----------------------------------------------
    quake3 +set dedicated 2 +set com_hunkmegs <n> +set sv_pure 1
    +set fs_game cpma +set vm_game 2 +exec <cfg-name>.cfg

    ----> IF YOU'RE UPGRADING FROM A PREVIOUS VERSION OF CPMA:
    Delete ALL old z-cpma-client-XXX.pk3 files in your server's
    cpma/ directory. Dedicated servers should only have a single
    z-cpma-pakXXX.pk3 file in the cpma/ directory to prevent
    unnecessary .pk3 downloads and confusion (especially on
    Linux/BSD-based servers).

    The value for com_hunkmegs really depends on how many clients you want
    to support and the type of maps you're going to run.
    For 1v1/FFA/TDM/CTF maps, 24-32 should be fine. For multiarena maps
    like MAP-CPMAx and RA3MAPx you'll want to bump it to 48-64.


    To start up a LISTEN CPMA server (where a client and server
    run in the same machine), type:
    -----------------------------------------------------------
    quake3 +set fs_game cpma +set vm_game 2

    Note: You may also need to set sv_pure 0 for the listen server,
    if you experience crashes or Q3 decides to unload the mod
    on map changes: these are known bugs in the Q3 engine.


    ** Linux admins: Replace "quake3" with "q3ded" in the above examples.
    ** Also make sure to add "+set fs_basepath <dir>" that
    ** points to your root Quake3 directory to properly
    ** enable server downloads. Also, add a +set vm_game 2
    ** to the command-line to ensure full compatibility.


    This document was blatantly ripped off from the one Rhea wrote for OSP.



    -----------------------------
    Config Tips - Getting Started
    Swelt, 3 Jan 02
    -----------------------------

    All the info in here is taken from the Client.txt file in the cpma/docs/
    directory. This section is just intended to make getting started that little
    bit easier. Described below are a number of the most commonly used settings and
    commands used by CPMA players. At the end, we'll be putting this into a config
    file... more on this later.

    Models and skins:
    -----------------
    To start, you'll want to choose a model for yourself. As in vQ3, the setting
    is "set model [model]/[skin]". CPMA has a set of special skins for better
    visibility: to use these, choose your skins as "pm" (eg "set model doom/pm").
    If you have chosen to use ProMode skins, you should now choose your colors.
    The setting is "color", and has 4 numbers: [rail core] [head] [shirt] [legs].
    So you could set your rail core to be green (2), head and shirt to be yellow (3)
    and legs to be red (1) with this: "set color 2331".
    Note that you can customise your own model setup in the game using the GUI.
    Press Escape and choose Player Setup. There you can customise your personal
    colors, and see it as they change.

    If you are playing team modes and want all your team mates to be the same color
    as you, use the setting cg_forcecolors 1. cg_forcemodel 1 will force your team
    to use the same model as you.

    Now that your own model and team are decided, you can set up how you want the
    opposing team to appear. The command is cg_EnemyModel model/skin. To make
    the most out of this you should use ProMode skins - fullbright custom colour
    enemies rule! Again, select pm as the skin. You can customise the colour with
    cg_EnemyColors ####

    eg:
    cg_enemymodel keel/pm
    cg_enemycolors iiii

    Bright Green Keel sir? Suits you, sir!


    The HUD (Heads Up Display):
    ---------------------------
    This has a document all to itself these days: docs/HUD.txt


    Weapon Stuff:
    -------------
    There are a few neeto little tweaks to the weapons. Most of these will again be
    familiar to those with OSP experience.

    cg_truelightning [Value 0 - 1]
    Most people find that 0.5 allows them better LG aim on the net. The same code
    has now been used by id in Quake3.

    cg_smokeradius_rl and cg_smokegrowth_rl
    Customise the size of your rocket trails, or simply turn them off. Setting both
    to 0 will completely remove the trail. You can do the same for the grenade trail
    ( _gl rather than _rl).


    Misc. Stuff:
    ------------
    Joining the game. After connecting to a server, the next step depends on the
    game type. For most gametypes, you will initially spawn as a spectator.
    To join the game, either press Escape and select a team or join game.
    For multi arenas (maps with several seperate playing areas) hit escape and
    select Choose Arena. The list of arenas are marked DA for Duel Arena (1v1) or
    CA for Clan Arena. If an arena has CPM in red after the name, this signifies
    that it is using ProMode settings. Once you are in the arena you want to be,
    hit escape again to select a team, or type /team r or /team b to join up.

    CPMA uses specially tweaked prediction code, to offer the best gameplay online.
    There are two settings which were tweaks to vanilla Q3 which can interfere with
    this. In your config, you may find it best to set cg_smoothclients 0 and
    cl_timenudge 0

    Configs:
    --------
    The easiest way to give Quake3 a bunch of config settings is to write a config
    file. This is a simple text file which you can execute within the game to pass
    quake3 all the settings it contains. To create a new config file, create a new
    blank text file and enter a list of settings. Save this file in either the
    baseq3 or cpma directory. This file should end ".cfg". For instance, I would
    create a file called swelt.cfg. To apply the settings in the config, type
    "/exec config" (eg exec swelt) at the console. No need to type the ".cfg" at
    the end. (Note thats swelt.cfg not swelt.cfg.txt - god bless MS)

    For more advice on configs check one of these websites:
    http://www.planetquake.com/thebind/
    http://ucguides.savagehelp.com/Quake...ake3Guide.html
    http://netsites.barrysworld.net/guides/quake3/
    __________________________________________________ _____________________________

    The cpma/cfg directory includes a simplified version of arQon's config,
    which is a good reference for some of the more technical settings: if you don't
    understand what a certain cvar does or you aren't familiar with some of the
    enhanced and new CPMA ones and don't want to look it up, odds are whatever is
    in there is the best setting for it.
    If you're new to CPMA, you should probably use "exec cfg/arqon" FIRST to set up
    some good defaults, then modify those rather than start from scratch.

    Vale, si, ya lo he leido, pero que has querido decirme con eso?
    Mi problema es que no se como debe de ser el server.cfg, se como editarlo se como hacer todo, pero no se como "escribirlo" que tengo que escribir en ese server.cfg para poder hacer yo un server dedicado a internet normal y corriente para que podamos entrar a jugar yo y unos colegas.
    Gracias por la ayuda.

  4. #4
    Avatar de Nazo_ep
    Registración
    Jun 2009
    Mensajes
    17

    Re: Server.cfg

    Por favor ayuda, que alguien me explique que parametros poner en el "server.cfg" para que este completo y pueda hacer una partida dedicada a internet!!
    Si no tambien seria una buena idea que si a alguien le funciona su server dedicado a internet, me pasara su propio server.cfg, y yo lo editaba ya a mi gusto!!

  5. #5
    Avatar de Spirit_of_Error
    Registración
    Oct 2003
    Mensajes
    789
    Ubicación
    Afghanistan

    Re: Server.cfg

    ¿Qué es lo q no entiendes de ese texto?
    No man has ever passed the limit..
    Somewhere lost in time a man searches his destiny, he sees the light.. It is time..
    Walls of shadow must be broken.. . . .

  6. #6
    Avatar de Nazo_ep
    Registración
    Jun 2009
    Mensajes
    17

    Re: Server.cfg

    Citar Mensaje original enviado por BR@iNTUMOUR Ver Mensaje
    ¿Qué es lo q no entiendes de ese texto?
    Hay que poner todas las variables ? o solo las que a ti te hagan falta

  7. #7
    Avatar de Spirit_of_Error
    Registración
    Oct 2003
    Mensajes
    789
    Ubicación
    Afghanistan

    Re: Server.cfg

    Sólo las q te hagan falta.
    No man has ever passed the limit..
    Somewhere lost in time a man searches his destiny, he sees the light.. It is time..
    Walls of shadow must be broken.. . . .

  8. #8
    Avatar de Nazo_ep
    Registración
    Jun 2009
    Mensajes
    17

    Re: Server.cfg

    GUAY! Ya lo tengo hecho! y lo mejor es que funciona sin ponerme el "Server Shutdown" despues de algunos arreglos! aunque aun sigue habiendo un problema, por que me pone esto:

    -----------------------------------
    Hitch warning: 803 msec frame time
    Resolving master.quake3arena.com
    master.quake3arena.com resolved to 192.246.40.56:27950
    Sending heartbeat to master.quake3arena.com
    Hitch warning: 930 msec frame time
    -----------------------------------

    Si esa no es mi IP? D:

    (Por cierto me adelanto, tengo el set dedicated 2 en el acceso directo)

  9. #9
    Avatar de Spirit_of_Error
    Registración
    Oct 2003
    Mensajes
    789
    Ubicación
    Afghanistan

    Re: Server.cfg

    Es normal esa ip es master.quake3arena.com, no te preocupes.
    Si tenes el dedicated en 2 si mal no recuerdo tienes q conectarte con otra instancia de quake3 poniendo /connect ip-de-red-de-tu-pc.
    No man has ever passed the limit..
    Somewhere lost in time a man searches his destiny, he sees the light.. It is time..
    Walls of shadow must be broken.. . . .

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