Changed files according to review

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JordanPlayz158 2024-06-25 20:29:22 -04:00
parent e94eba34d1
commit 51cef15c2f
2 changed files with 3 additions and 7 deletions

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@ -12,19 +12,16 @@ For everyone else, you will need to download the [Assets](https://github.com/nzp
### Defining a Port ### Defining a Port
You would use the `sv_port_tcp` cvar to specify which port the **WS** server will run on. You would use the `sv_port_tcp` cvar to specify which port the **WS** server will run on.
### Protocol Name ### Protocol Name
`NZP-REBOOT-WEB` `com_protocolname` = `NZP-REBOOT-WEB`
The dedicated server runs a websocket server, you will need to type explicitly `connect ws://ip:port` into your console on an HTTP (**not S**) page of the web client otherwise the browser will block the connection. The dedicated server runs a websocket server, you will need to type explicitly `connect ws://ip:port` into your console on an HTTP (**not S**) page of the web client otherwise the browser will block the connection.
## Desktop/Native ## Desktop/Native
### Defining a Port ### Defining a Port
**Request for Clarification**: What protocol does it use over UDP? Based on CVars, I saw the `sv_protocol` accepts ONLY the value CSQC which is Client Side QuakeC but that doesn't make sense for a dedicated server? Does it?
You would use the `sv_port` cvar to specify which port the **UDP** server will run on. You would use the `sv_port` cvar to specify which port the **UDP** server will run on.
### Protocol Name ### Protocol Name
`NZP-REBOOT` `com_protocolname` = `NZP-REBOOT`
### Custom Tick Rates ### Custom Tick Rates
`sv_mintic` is how frequently (in seconds) physics frames are calculated. The default value is 0.045, every 45 milliseconds, it calculates the physics. Be careful with raising this value too high as the more times per second the physics are calculated, the more packets are sent out and can be very bandwidth intensive, this becomes more apparent at higher rounds. With that being said though, 0.045 may be too high/slow and can lead to some physics issues such as zombies getting stuck on the ground/terrain, unable to climb stairs (observed on NDU), etc. `sv_mintic` is how frequently (in seconds) physics frames are calculated. The default value is 0.045, every 45 milliseconds, it calculates the physics. Be careful with raising this value too high as the more times per second the physics are calculated, the more packets are sent out and can be very bandwidth intensive, this becomes more apparent at higher rounds. With that being said though, 0.045 may be too high/slow and can lead to some physics issues such as zombies getting stuck on the ground/terrain, unable to climb stairs (observed on NDU), etc.

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@ -20,12 +20,11 @@ All documentation and media hosted is licensed under CC-BY-SA 4.0, with no exclu
At this current moment, no marked-stable builds of Nazi Zombies: Portable are made available. Instead, nightly builds on all platforms are released via GitHub releases, accessible [here](https://github.com/nzp-team/nzportable/releases/latest). This link will always take you to the latest release, identifiable via the build date in the release title. At this current moment, no marked-stable builds of Nazi Zombies: Portable are made available. Instead, nightly builds on all platforms are released via GitHub releases, accessible [here](https://github.com/nzp-team/nzportable/releases/latest). This link will always take you to the latest release, identifiable via the build date in the release title.
If you wish to setup a Dedicated Server for Nazi Zombies: Portable, [click here](../internal/dedicated-server.md)
## Core Documentation ## Core Documentation
Core documents contain information about Nazi Zombies: Portable's internal design. They are not specifically relevant to custom content creators, though overlap will be present for map features that interact with NZ:P's QuakeC. Core documents contain information about Nazi Zombies: Portable's internal design. They are not specifically relevant to custom content creators, though overlap will be present for map features that interact with NZ:P's QuakeC.
- [Dedicated Server](../internal/dedicated-server.md)
- [Weapon IDs](../internal/weapon-ids.md) - [Weapon IDs](../internal/weapon-ids.md)
## Mapping & Modding Documentation ## Mapping & Modding Documentation