diff options
author | GeckoEidechse <gecko.eidechse+git@pm.me> | 2021-12-24 12:53:53 +0100 |
---|---|---|
committer | GeckoEidechse <gecko.eidechse+git@pm.me> | 2021-12-24 12:53:53 +0100 |
commit | 4ff214be3cf0a3e272efb833563089f5b43963c9 (patch) | |
tree | 93a91be3bfe1bf3f494ea1b3d5ecc757730daede /Hosting-a-Server.md | |
parent | 6d7c9ada050ce65c4950cc91584f0077ce90485a (diff) | |
download | NorthstarWiki-4ff214be3cf0a3e272efb833563089f5b43963c9.tar.gz NorthstarWiki-4ff214be3cf0a3e272efb833563089f5b43963c9.zip |
Format values in table
Formating variable name and default value as inline code increases
readability
Diffstat (limited to 'Hosting-a-Server.md')
-rw-r--r-- | Hosting-a-Server.md | 34 |
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` | |