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authorGeckoEidechse <gecko.eidechse+git@pm.me>2021-12-24 12:53:53 +0100
committerGeckoEidechse <gecko.eidechse+git@pm.me>2021-12-24 12:53:53 +0100
commit4ff214be3cf0a3e272efb833563089f5b43963c9 (patch)
tree93a91be3bfe1bf3f494ea1b3d5ecc757730daede
parent6d7c9ada050ce65c4950cc91584f0077ce90485a (diff)
downloadNorthstarWiki-4ff214be3cf0a3e272efb833563089f5b43963c9.tar.gz
NorthstarWiki-4ff214be3cf0a3e272efb833563089f5b43963c9.zip
Format values in table
Formating variable name and default value as inline code increases readability
-rw-r--r--Hosting-a-Server.md34
1 files changed, 17 insertions, 17 deletions
diff --git a/Hosting-a-Server.md b/Hosting-a-Server.md
index c2256c3..b38cb49 100644
--- a/Hosting-a-Server.md
+++ b/Hosting-a-Server.md
@@ -20,20 +20,20 @@ Whether you're running a listen or dedicated server, you'll generally want to me
Below are a series of variables and commands you can use for server configuration:
| Name | Description | Default Value |
| ---- | ----------- | ------------- |
-| ns_server_name | Your server's name on the server browser | "Unnamed Northstar Server" |
-| ns_server_desc | Your server's description on the server browser |"Default server description" |
-| ns_server_password | The password required to join your server, can be bypassed if clients directly connect and you are using insecure auth | "" |
-| ns_report_server_to_masterserver | Whether your server should report itself to the masterserver, for use in auth and the serverbrowser | 1 |
-| ns_report_sp_server_to_masterserver | Whether your server should report itself to the masterserver if started on a singleplayer map, for use in auth and the serverbrowser | 0 |
-| ns_auth_allow_insecure | Allows clients to join your server without authenticating with the masterserver, currently required to allow clients to connect directly to your IP, rather than through the server browser | 0 |
-| ns_erase_auth_info | Whether your server should erase authentication information after it is used, this is useful for development but should normally be kept at 1 | 1 |
-| ns_player_auth_port | The port used for the server's local authentication server, this is the TCP port we forwarded earlier | 8081 |
-| everything_unlocked | Whether all items, weapons, etc should be unlocked on the server | 1 |
-| ns_should_return_to_lobby | Whether the server should return to private match lobby after completing a game, if 0, this will go to the next map/mode in the playlist | 1 |
-| ns_should_log_unknown_clientcommands | Whether unknown clientcommands should be printed in the console, worth disabling if they get on your nerves | 1 |
-| net_chan_limit_mode | If 0, don't limit the netchannel processing time individual clients are allowed. If 1, kick clients that go over the limit. If 2, log clients that go over the limit in console | 2 |
-| net_chan_limit_msec_per_sec | The number of milliseconds of server netchan processing time clients can use per second before triggering the response set in net_chan_limit_mode | 30 |
-| base_tickinterval_mp | The delay between each tick ran on the server, your tickrate will be 1 divided by this value | 0.016666667 |
-| sv_updaterate_mp | The maximum number of times per second your server will send information to connected players, if a player's cl_updaterate_mp value is lower than this, their rate will be limited to it | 20 |
-| sv_max_snapshots_multiplayer | The number of snapshots stored locally for use in replays, this should be set to sv_updaterate_mp * 15 | 300 |
-| host_skip_client_dll_crc | Whether the server should allow clients with modified client.dll files to connect, these are used for visor colour edit mods | 1 | \ No newline at end of file
+| `ns_server_name` | Your server's name on the server browser | `"Unnamed Northstar Server"` |
+| `ns_server_desc` | Your server's description on the server browser | `"Default server description"` |
+| `ns_server_password` | The password required to join your server, can be bypassed if clients directly connect and you are using insecure auth | `""` |
+| `ns_report_server_to_masterserver` | Whether your server should report itself to the masterserver, for use in auth and the serverbrowser | `1` |
+| `ns_report_sp_server_to_masterserver` | Whether your server should report itself to the masterserver if started on a singleplayer map, for use in auth and the serverbrowser | `0` |
+| `ns_auth_allow_insecure` | Allows clients to join your server without authenticating with the masterserver, currently required to allow clients to connect directly to your IP, rather than through the server browser | `0` |
+| `ns_erase_auth_info` | Whether your server should erase authentication information after it is used, this is useful for development but should normally be kept at 1 | `1` |
+| `ns_player_auth_port` | The port used for the server's local authentication server, this is the TCP port we forwarded earlier | `8081` |
+| `everything_unlocked` | Whether all items, weapons, etc should be unlocked on the server | `1` |
+| `ns_should_return_to_lobby` | Whether the server should return to private match lobby after completing a game, if 0, this will go to the next map/mode in the playlist | `1` |
+| `ns_should_log_unknown_clientcommands` | Whether unknown clientcommands should be printed in the console, worth disabling if they get on your nerves | `1` |
+| `net_chan_limit_mode` | If 0, don't limit the netchannel processing time individual clients are allowed. If 1, kick clients that go over the limit. If 2, log clients that go over the limit in console | `2` |
+| `net_chan_limit_msec_per_sec` | The number of milliseconds of server netchan processing time clients can use per second before triggering the response set in net_chan_limit_mode | `30` |
+| `base_tickinterval_mp` | The delay between each tick ran on the server, your tickrate will be 1 divided by this value | `0.016666667` |
+| `sv_updaterate_mp` | The maximum number of times per second your server will send information to connected players, if a player's cl_updaterate_mp value is lower than this, their rate will be limited to it | `20` |
+| `sv_max_snapshots_multiplayer` | The number of snapshots stored locally for use in replays, this should be set to sv_updaterate_mp * 15 | `300` |
+| `host_skip_client_dll_crc` | Whether the server should allow clients with modified client.dll files to connect, these are used for visor colour edit mods | `1` |