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server.cfg
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server.cfg
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////////////////////////////////////////////////////////////////////////////////////////////
// Server.cfg //
////////////////////////////////////////////////////////////////////////////////////////////
// Network
sv_minrate "786432" // Minimalna przepustowość w bajtach/s
sv_maxrate "0" // Maksymalna przepustowość w bajtach/s
sv_mincmdrate "128" // Określa minimalną ilość danych wysyłanych do serwera w ciągu sekundy
sv_maxcmdrate "128" // Określa maksymalną ilość danych wysyłanych do serwera w ciągu sekundy
sv_minupdaterate "128" // Określa minimalną ilość danych odbieranych od serwera w ciągu sekundy
sv_maxupdaterate "128" // Określa maksymalną ilość danych odbieranych od serwera w ciągu sekundy
// Ładowanie tekstur
sv_forcepreload "0" // Wymuszaj żeby nie ładować wszystkich tekstur przed rozpoczęciem meczu
// Spójność plików
sv_consistency "0" // TODO: Whether the server enforces file consistency for critical files
sv_pure "1" // Sprawdza spojność plików serwera z klientem
sv_pure_kick_clients "1" // Wyrzuca graczy, którzy mają uszkodzone, brakujące lub niespójne pliki klienta
// Random Commands
sv_coaching_enabled "1" // Pozwala trenerowi rozmawiac i obserwowac druzyne ze specta
// sv_server_graphic1 "logo.cfg" // TODO:
sv_showimpacts "0" // Nie pokazuj trajektori granatow i śladów po strzałach
// Network performance (Not tested)
fps_max "128" // Frame rate limiter
g_ai_threadedgraphbuild "1" // If true, use experimental threaded node graph building.
g_ragdoll_important_maxcount "1" // TODO:
g_ragdoll_maxcount "1" // TODO:
host_framerate "0" // Set to lock per-frame time elapse.
host_syncfps "0" // Synchronize real render time to host_framerate if possible.
host_threaded_sound "1" // Run the sound on a thread (independent of mix)
host_threaded_sound_simplethread "1" // Run the sound on a simple thread not a jobthread
host_threadmode "2" // Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)
mod_load_anims_async "1" // TODO:
mod_load_mesh_async "1" // TODO:
mod_load_vcollide_async "1" // TODO:
net_compresspackets "0" // Use lz compression on game packets.
net_compresspackets_minsize "1000" // Don't bother compressing packets below this size.
net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only).
net_earliertempents "1" // TODO:
net_maxcleartime "0.001" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
net_minroutable "1000" // Forces larger payloads.
occlusion_test_async "1" // Enable asynchronous occlusion test in another thread; may save some server tick time at the cost of synchronization overhead with the async occlusion query thread
phys_enable_experimental_optimizations "1" // enable some experimental SIMD/VMX128 optimizations in physics and collision
prop_active_gib_limit "1" // TODO:
prop_active_gib_max_fade_time "1" // TODO:
pvs_min_player_distance "1" // Min distance to player at which PVS is used. At closer distances, PVS assumes we can see a shadow or something else from the player, so it's safer to just always be "Visible"
sv_alternateticks "0" // If set, server only simulates entities on even numbered ticks.
sv_client_max_interp_ratio "2" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect.
sv_client_min_interp_ratio "1" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).<br> -1 = let clients set cl_interp_ratio to anything<br> any other value = set minimum value for cl_interp_ratio
sv_competitive_minspec "1" // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
sv_enable_delta_packing "1" // When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, but can be disabled for error checking.
sv_force_transmit_ents "0" // Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).
sv_force_transmit_players "0" // TODO:
sv_max_queries_sec "10" // TODO: This command sets the maximum amount of queries per second that will be responded to from the same IP address.
sv_max_queries_sec_global "500" // TODO: This command sets the maximum amount of queries per second that the server will responsd to.
sv_maxunlag "0.100" // Maximum lag compensation in seconds
sv_multiplayer_maxtempentities "1" // TODO:
sv_occlude_players "1" // TODO:
sv_parallel_packentities "1" // TODO:
sv_parallel_send "0" // Pack and send snapshots in parallel for smoother server tick rate at the expense of spending more CPU.
sv_parallel_sendsnapshot "1" // TODO:
sv_threaded_init "1" // TODO:
sv_turbophysics "0" // Turns on turbo physics
vprof_server_thread "1" // TODO:
say "[Config] File: server.cfg loaded"
echo "[Config] File: server.cfg loaded and print by echo"