Only default to sv_listen_nq when running q1.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6293 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2 changed files with 2 additions and 2 deletions
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@ -3985,7 +3985,7 @@ void COM_Gamedir (const char *dir, const struct gamepacks *packagespaths)
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/*quake requires a few settings for compatibility*/
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#define QRPCOMPAT "set cl_cursor_scale 0.2\nset cl_cursor_bias_x 7.5\nset cl_cursor_bias_y 0.8\n"
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#define QUAKESPASMSUCKS "set mod_h2holey_bugged 1\n"
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#define QUAKEOVERRIDES "set v_gammainverted 1\nset cl_download_mapsrc \"https://maps.quakeworld.nu/all/\"\nset con_stayhidden 0\nset allow_download_pakcontents 2\nset allow_download_refpackages 0\nset r_meshpitch -1\nr_sprite_backfacing 1\nset sv_bigcoords \"\"\nmap_autoopenportals 1\n" "sv_port "STRINGIFY(PORT_QWSERVER)" "STRINGIFY(PORT_NQSERVER)"\n" ZFIXHACK EZQUAKECOMPETITIVE QUAKESPASMSUCKS
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#define QUAKEOVERRIDES "set sv_listen_nq 2\n set v_gammainverted 1\nset cl_download_mapsrc \"https://maps.quakeworld.nu/all/\"\nset con_stayhidden 0\nset allow_download_pakcontents 2\nset allow_download_refpackages 0\nset r_meshpitch -1\nr_sprite_backfacing 1\nset sv_bigcoords \"\"\nmap_autoopenportals 1\n" "sv_port "STRINGIFY(PORT_QWSERVER)" "STRINGIFY(PORT_NQSERVER)"\n" ZFIXHACK EZQUAKECOMPETITIVE QUAKESPASMSUCKS
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#define QCFG "//schemes quake qw\n" QUAKEOVERRIDES "set com_parseutf8 0\n" QRPCOMPAT
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#define KEXCFG "//schemes quake_r2\n" QUAKEOVERRIDES "set com_parseutf8 1\nset campaign 0\nset net_enable_dtls 1\nset sv_mintic 0.016666667\nset sv_maxtic $sv_mintic\nset cl_netfps 60\n"
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/*NetQuake reconfiguration, to make certain people feel more at home...*/
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@ -129,7 +129,7 @@ cvar_t sv_public = CVARD("sv_public", "0", "-1: Fully blocks all inbound conne
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cvar_t sv_guidhash = CVARD("sv_guidkey", "", "If set, clients will calculate their GUID values against this string instead of the server's IP address. This allows consistency between multiple servers (for stats tracking), but do NOT treat the client's GUID as something that is secure.");
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cvar_t sv_serverip = CVARD("sv_serverip", "", "Set this cvar to the server's public ip address if the server is behind a firewall and cannot detect its own public address. Providing a port is required if the firewall/nat remaps it, but is otherwise optional.");
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cvar_t sv_listen_qw = CVARAFD("sv_listen_qw", "1", "sv_listen", 0, "Specifies whether normal clients are allowed to connect.");
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cvar_t sv_listen_nq = CVARD("sv_listen_nq", "2", "Allow new (net)quake clients to connect to the server.\n0 = don't let them in.\n1 = allow them in (WARNING: this allows 'qsmurf' DOS attacks).\n2 = accept (net)quake clients by emulating a challenge (as secure as QW/Q2 but does not fully conform to the NQ protocol).\nYou may also need to set net_enable_dtls if you wish for the rerelease's client to connect.");
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cvar_t sv_listen_nq = CVARD("sv_listen_nq", "0", "Allow new (net)quake clients to connect to the server.\n0 = don't let them in.\n1 = allow them in (WARNING: this allows 'qsmurf' DOS attacks).\n2 = accept (net)quake clients by emulating a challenge (as secure as QW/Q2 but does not fully conform to the NQ protocol).\nYou may also need to set net_enable_dtls if you wish for the rerelease's client to connect.");
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cvar_t sv_listen_dp = CVARD("sv_listen_dp", "0", "Allows the server to respond with the DP-specific handshake protocol.\nWarning: this can potentially get confused with quake2, and results in race conditions with both vanilla netquake and quakeworld protocols.\nOn the plus side, DP clients can usually be identified correctly, enabling a model+sound limit boost.");
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#ifdef QWOVERQ3
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cvar_t sv_listen_q3 = CVAR("sv_listen_q3", "0");
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