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  • ...ngle server cluster. This is achieved by running multiple instances of the server in multiple processes, each with their own port numbers. The initial server acts as a login server, which communicates with the various nodes.
    7 KB (1,171 words) - 19:09, 1 November 2017

Page text matches

  • ...ly, the Internet). There is the QuakeWorld client (v2.30), the QuakeWorld server (v2.30), and the GLQuakeWorld client (v2.30).
    4 KB (578 words) - 07:00, 9 April 2008
  • The [https://discord.gg/A4r6ECK/ Quake Mapping Discord] is a moderated server dedicated to mapping for Quake. It is a non-public community based on the p
    878 bytes (137 words) - 16:13, 1 January 2022
  • ...moddb.com/games/quake/tutorials/quake-c-server-and-client-controls Quake C Server and Client Controls by numbersix] ...e-c-create-and-use-custom-server-variables Quake C - Create and Use Custom Server Variables by numbersix]
    14 KB (2,091 words) - 16:20, 2 August 2023
  • ...the [ftp://ftp.idsoftware.com/idstuff/source/q1source.zip id Software FTP server]. Lots of forks have been created, you can find some at [[Engines]]
    2 KB (283 words) - 01:32, 22 December 2017
  • * Entity leak in player drowning bubbles can lead to server crash in deathmatch/coop if a lot of players drown
    6 KB (1,084 words) - 22:34, 17 February 2022
  • 25 KB (2,513 words) - 07:28, 4 November 2022
  • * MVDSV(Multiview demo server) http://mvdsv.sourceforge.net/ * ZQuake dedicated QW server http://zquake.frag.ru
    4 KB (456 words) - 10:38, 17 November 2009
  • **_parse - server command parsing *sv_ - server files (physics, collision detection, movement)
    6 KB (974 words) - 12:29, 25 July 2023
  • ...ds the client's colors, as set by the [[color]] command. It is sent to the server on signon, and should never be set directly by the user. Use the [[color]]
    595 bytes (84 words) - 16:46, 2 May 2015
  • ...his cvar directly is not recommended, as it will not send an update to the server and everyone else will not see your new name until you reconnect or the lev
    412 bytes (61 words) - 00:36, 31 October 2007
  • ...consecutive packets sent out by the server to the client on a [[dedicated server]]. This variable is not used on single player or listen servers. ...or players using modems to connect to the Internet. It is recommended that server administrators set this variable to 0.1 in order to limit the number of out
    823 bytes (124 words) - 16:22, 29 March 2013
  • Server-side variable. When the game time equals the timelimit variable the match is ended and the server goes to the intermission screen displaying the final scores. A value of 0 m
    447 bytes (63 words) - 17:12, 2 May 2015
  • Server-side variable, players determine the team they are on by pants color.
    298 bytes (35 words) - 16:22, 29 March 2013
  • Server-side variable. ...rver reaches the fraglimit value he wins that map and that game ends. If a server admin doesn't want to use a fraglimit he can set it to 0. The game will the
    380 bytes (57 words) - 01:15, 2 November 2007
  • QuakeC code is normally run only on the server as a progs.dat file. Engines which support the EXT_CSQC extension run Quake ...t models and draw extra things on models (even with only one entity on the server).
    12 KB (1,964 words) - 15:24, 16 February 2011
  • float servercommandframe; //clientframe echoed off the server .float entnum; // *** the ent number as on the server
    11 KB (1,239 words) - 02:32, 25 March 2013
  • Searches the server entity list beginning at ''start'', looking for an entity that has entity.'
    1 KB (159 words) - 18:00, 23 February 2008
  • Broadcast a message to all players on the current server.
    511 bytes (70 words) - 21:04, 23 February 2008
  • ...or the -listen or -dedicated options are used or the engine is a dedicated server (uses startmap_dm). These allow a mod or game to specify their own map inst
    544 bytes (94 words) - 15:06, 28 February 2008
  • This prevents server from sending entity to client (forced invisible, even if it would have been
    191 bytes (31 words) - 15:16, 28 February 2008
  • ...make sense to international users, it is not advisable to use these as the server and clients may be in different countries.
    2 KB (359 words) - 02:17, 25 March 2013
  • Adds a new console cvar to the server console (in singleplayer this is the player's console), the cvar exists unt
    305 bytes (47 words) - 02:09, 25 March 2013
  • bprint("Can not add bot, server full.\
    2 KB (268 words) - 02:10, 25 March 2013
  • ...s of times per frame if there are many customized entities on a 64+ player server.
    2 KB (309 words) - 02:21, 25 March 2013
  • Causes the server to immediately drop the client, more reliable than stuffcmd(clent, "disconn
    257 bytes (33 words) - 02:21, 25 March 2013
  • This function is called whenever an entity on the server has no spawn function, and therefore has no defined QC behavior.
    362 bytes (55 words) - 02:21, 25 March 2013
  • This is a port of particle effect features from clientside QC [[EXT_CSQC]] to server QC, as these effects are potentially useful to all games even if they do no Warning: server must have same order of effects in effectinfo.txt as client does or the num
    874 bytes (133 words) - 02:22, 25 March 2013
  • Sets the time scale of the server, mainly intended for use in singleplayer by the player, however potentially
    344 bytes (49 words) - 02:23, 25 March 2013
  • Provides QC the ability to completely control server interpretation of client commands ("say" and "color" for example, clientcom ...rseClientCOmmand. This function will then receive all commands sent to the server using the 'cmd' command on the client side. self is the client entity which
    2 KB (264 words) - 14:44, 8 July 2010
  • .entity cursor_trace_ent; // Entity the cursor is pointing at (server forces this to ...this puts a clientside mouse pointer on the screen and feeds input to the server for the QuakeC to use as it sees fit.
    1 KB (228 words) - 14:09, 29 February 2008
  • ===Client-server model=== ...operate on a client-server model. Depending on the engine, the client and server can be in the same file, or can be separate.
    9 KB (1,453 words) - 17:01, 5 March 2024
  • * PROGS are in DLL form divided into cl_dll (for client-side) and dll (for server-side), and as such, require Microsoft Visual C++ 6 to compile.
    2 KB (288 words) - 01:03, 21 June 2023
  • ...twice as fast as the Nailgun, but that many entities would have choked the server ([[Team Fortress]] nailguns fire even fewer, more damaging nails). The diff
    1 KB (161 words) - 21:36, 4 January 2023
  • Executes a command on the server. These should always end with a '''\n''' character in order to execute prop :The command the server should run.
    462 bytes (70 words) - 14:52, 1 August 2023
  • ...ograms. Players would only get the client and would use it to connect to a server on some other machine, usually one elsewhere on the Internet. ...eWorld 2.33-0005 test release (December 21, 1998), a Win32-only client and server which addressed denial-of-service vulnerabilities, fixed a few minor bugs,
    3 KB (490 words) - 22:45, 23 March 2021
  • Server list constants
    5 KB (665 words) - 12:22, 16 May 2008
  • ...till be useful, for example if you wish to dump entities straight to a web server for inspection there, in the event of an error.
    2 KB (259 words) - 02:10, 25 March 2013
  • ...xtend limits or add capabilities. When a client connects to a server, the server informs the client which protocol is being used, and the client will either
    6 KB (839 words) - 23:44, 27 June 2019
  • ...ol). LAN play is highly affected by ping & latency between the clients and server. This was greatly improved in the QuakeWorld engine.
    2 KB (394 words) - 02:23, 3 December 2023
  • == Client/Server ==
    6 KB (530 words) - 12:59, 19 January 2014
  • ...d can be hard-coded in the bsp file or set dynamically by [[QuakeC]]. The server will support hard-coded values from the bsp even if the [[progs.dat]] was n ...smitted seperately from the client entity alpha, but for now the Fitzquake server uses the client entity's .alpha field for both. There is currently no way
    10 KB (1,647 words) - 11:57, 3 December 2009
  • # RCON support (remote server console) # Ability to stay connected to a ProQuake server without maps and models.
    4 KB (679 words) - 14:08, 10 November 2021
  • ...al textures and new builtins), rather than user-features (such as a better server browser in the menu, nicer particle effects and an FPS counter).
    9 KB (1,206 words) - 07:29, 4 November 2022
  • // This advanced server system uses a global to determine if the game state is valid
    604 bytes (84 words) - 12:06, 31 July 2023
  • ...be spawned at map load or their sounds and models precached elsewhere (the server itself, another entity type, etc.).
    536 bytes (75 words) - 12:32, 31 July 2023
  • ...This function determines the what the entity does automatically after the server starts, or to be more precise, after the amount of time set in its mandator
    11 KB (1,869 words) - 17:27, 7 April 2013
  • { // restart the entire server called when a player connects to a server
    32 KB (3,955 words) - 12:11, 29 March 2013
  • // spawnparms are used to encode information about clients across server // a server. sets parms so they can be
    17 KB (2,133 words) - 12:22, 29 March 2013
  • ...ended for people who want to host an online server or a local area network server (LAN.)
    397 bytes (72 words) - 16:52, 10 October 2017
  • ...es the plugins, FTEQW supports a series of advanced features for players & server admins. * [[Voice chat in FTEQW | Voice chat]]: Server & private XMPP based voice chat.
    983 bytes (131 words) - 08:17, 9 April 2022
  • == Server Usage == ...that this is not normally needed unless you're using a separate/dedicated server.
    5 KB (759 words) - 18:49, 1 November 2017
  • ...a built in editor. If you set developer and hit a breakpoint, a dedicated server will simply print out the source code of each line which is executed, in a ...ays how many additional clients should be used. If you're running a listen server, this is the only cvar you 'need' to set.
    13 KB (2,070 words) - 06:47, 13 September 2023
  • ...ngle server cluster. This is achieved by running multiple instances of the server in multiple processes, each with their own port numbers. The initial server acts as a login server, which communicates with the various nodes.
    7 KB (1,171 words) - 19:09, 1 November 2017
  • * IRC: chat on any IRC server right in the game
    1 KB (219 words) - 09:27, 24 March 2021
  • // its pak0 can be downloaded from sock's public server ...is a private directory that will not be reported to clients nor appear in server browsers. This is typically used on fte-specific game directories, so that
    11 KB (1,823 words) - 20:14, 1 November 2017
  • ...n options to the user. Key bindings, for instance. Mods could also involve server admin componants via the use of KRIMZON_SV_PARSECLIENTCOMMAND (or equivelen
    5 KB (733 words) - 20:21, 1 November 2017
  • ...quakeworld servers without complaint. Thus FTE no longer mandates that the server explicitly allows it.
    2 KB (377 words) - 20:25, 1 November 2017
  • '''On the server:''' ...lt broker and attempts to start a webrtc connection with whichever browser-server that registered itself with that name.
    5 KB (854 words) - 17:32, 2 November 2017
  • The reader is expected to have an understanding of Server Side QuakeC (SSQC) basics (entities, globals, functions, prototypes, fields ...server simultaneously (for example, demos are simply a capture of all the server->client packets).
    48 KB (7,842 words) - 17:21, 3 November 2017
  • ...ncludes two options for voice-chat, one relaying the chat through the game server and one establishing a private (P2P?) connection through the XMPP plugin. === Server based ===
    1 KB (181 words) - 18:04, 22 November 2017
  • Posted by Sajt on Sep 25th, 2004 - Basic Server Side Coding
    4 KB (667 words) - 23:02, 26 March 2018
  • Posted by numbersix on Jun 14th, 2014 - Intermediate Server Side Coding ...ingleplayer and the player hosting a "-listen" server [ not a "-dedicated" server ] this will always be entity 1.)
    6 KB (1,043 words) - 01:49, 27 March 2018
  • The above will then send a 'linkclicked' client command to the server when clicked. |connect||Invokes 'connect VALUE' when clicked, to easily connect to a server.
    9 KB (1,480 words) - 08:35, 16 September 2018
  • ...th the term 'client' referring to the shared collection of all seats). The server's logic makes little distinction, and the ssqc has little awareness of the This means that the following server extensions may NOT compatible (they will act only in the context of the fir
    4 KB (674 words) - 09:23, 16 September 2018
  • :The total number of physics frames the server has processed. :If <code>TRUE</code>, the server is changing levels and players should not be considered fully disconnected.
    11 KB (1,743 words) - 11:13, 2 August 2023
  • ==== Multi-player / server changes ==== * Player-names with spaces were listed as "unconnected" on the server.
    7 KB (1,251 words) - 11:11, 19 April 2019
  • JksonBlkson also hosts a Discord server, where most if not all polls regarding BloodShot and RooM 2 development tak https://discord.gg/xujAuV9RR9 - RZZIO's server
    2 KB (388 words) - 19:03, 6 February 2021
  • ...mode, network communication is emulated using memory buffers. This client server design is described further here: xxx.
    8 KB (1,351 words) - 08:54, 21 December 2021
  • :The command a client is sending to the server. This is used for changing weapons and certain cheats. Only one impulse can
    21 KB (3,261 words) - 11:05, 2 August 2023
  • ...o actual affect on whether or not the entity is considered a client by the server.
    3 KB (484 words) - 19:56, 30 July 2023
  • .... This is often used to denote that a server command has started, but some server commands also expect a byte as an argument. :The server command to run or the argument. Can be [0, 255] as whole numbers only. Any
    1 KB (216 words) - 16:23, 1 August 2023
  • Writes a signed byte to the current network message. This is used for server commands that expect signed byte arguments.
    1 KB (183 words) - 16:28, 1 August 2023
  • Writes a short to the current network message. This is used for server commands that expect short arguments.
    901 bytes (147 words) - 16:32, 1 August 2023
  • Writes a long to the current network message. This is used for server commands that expect long arguments.
    1 KB (165 words) - 16:37, 1 August 2023
  • Writes a single map coordinate value to the current network message. Server commands normally expect three of these sequentially to mark the x, y, and
    1 KB (188 words) - 16:40, 1 August 2023
  • Writes a single angle value to the current network message. Server commands normally expect three of these sequentially to mark the pitch, yaw
    1 KB (169 words) - 16:43, 1 August 2023
  • Writes a string to the current network message. This is used for server commands that expect string arguments.
    931 bytes (148 words) - 16:45, 1 August 2023
  • ...s the index for an entity to the current network message. This is used for server commands that expect entity arguments.
    907 bytes (143 words) - 16:49, 1 August 2023
  • // This function checks if the server is ready to go to the next map
    455 bytes (62 words) - 17:37, 1 August 2023
  • For overarching gameplay logic that the server manages, globals can work well. In this case these are functions where only
    12 KB (1,990 words) - 19:54, 2 August 2023
  • "messagemode" sends the message to everyone on the server. "messagemode2" in contrast only sends to clients on the same team.
    180 bytes (29 words) - 22:27, 14 March 2024
  • ...same team. "messagemode" in contrast sends the message to everyone on the server.
    185 bytes (30 words) - 22:26, 14 March 2024