4 KiB
Multiplayer Servers
In general running a Yamagi Quake II server is the same as running a Vanilla Quake2 server, so the old guides should still apply.
One thing to keep in mind is that the server must be restarted at least every 49 days, because the Quake II network protocol represents the interal time as a 32 bit integer and after 49 days that integer overflows, leading to all kinds of trouble.
This problem has always existed in Quake II and is not fixable (at least not without breaking compatibility with the existing network protocol), but back in Win9x days this was less of a problem because Windows crashed frequently anyways and Win9x had the same bug and crashed after 49 days or so...
Apart from this, we'll only document changes/additions here.
Security considerations
Quake II was released in 1997 into a world where security didn't matter. The most important thing when connecting to random servers is: Quake II allows the server to do anything on the client! The server may execute any console command, it may overwrite any cvar, download any file to your computer and given the rather fragile state of the command parsers chances are high that there are remote code execution vulnerabilities. Only connect to trustworthy servers!
HTTP Downloads
Like r1q2 and some other Quake II source ports, we allow downloading game data for multiplayer via HTTP. This is a lot faster than the Quake II internal protocol that was used in the original client and Yamagi Quake II up to version 7.30.
As a client you don't have to do anything, just use a Yamagi Quake II version newer than 7.30 and if you build it yourself don't disable cURL support.
For servers the following must be done:
Put the game data on a http server
The directory structure on the server must be the same as in the game,
so if you want to provide maps/foo.bsp
and your server base path is
http://example.com/q2data/
, then you must put that map into
http://example.com/q2data/maps/foo.bsp
.
You can either just put the raw .bsp (and files the bsp needs, textures,
modes and so on) on your HTTP server, or you can upload a whole .pak
or .pk3
that contains the needed data. If you're using a .pak
or
.pk3
you need a file list that's hosted on your http server.
Map specific file lists
One way is to have one file list for each map that's running on your
server. If your server is rotating between maps/foo.bsp
and
maps/bar.bsp
, you'd have http://example.com/q2data/maps/foo.filelist
and http://example.com/q2data/maps/bar.filelist
.
A file list is a plain text file that lists one file path per line that's to be downloaded. Those paths are relative to the server base path and must not begin with a slash!
So if maps/bar.bsp
needs bar.pak
and textures.pak
, your
http://example.com/q2data/maps/bar.filelist
would look like:
bar.pak
textures.pak
Global File List
Instead of map-specific file lists, you could have one global file list. All those files are downloaded when someone connects to your server, regardless of the currently running map.
This global file list must be at your server base path and must be
called .filelist
.
So in our example http://example.com/q2data/.filelist
could look like:
bar.pak
foo.pak
textures.pak
or
maps/bar.bsp
maps/foo.bsp
textures/my_tex.wal
Configure the Quake II server to tell clients about the HTTP server
All you have to do is to set the sv_downloadserver
CVar to your server
base path, so in our example you could start your dedicated server with
q2ded +set sv_downloadserver http://example.com/q2data/
(+ your other
options).
This CVar will be set to connecting Multiplayer Clients and if they support HTTP downloading they will try to load missing game data from that server.
Map rotation
Map rotations are configured through the sv_maplist
CVar added with
Quake II patch 3.15. The map list must be enclosed in quotation marks
and all maps must exist. Start the game with the first map.
For example: q2ded +set sv_maplist '"q2dm1 q2dm2 q2dm3"' +map q2dm1