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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

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