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8.0.0 -
SERVER SETUP & ADMINISTRATION
There is a Server
Setup & Administration Forum available for server admins.
If you are running a server and have the time, drop in there
and leave a note about your server [address and so on]... the
more the merrier! Also, we'll answer any technical questions
in there.
8.1.0 - Server Setup [step by step
instructions]
8.1.1 - Step 1: Installation
Windows
Here are the nessesary files:
- Quake3:Arena 1.32 Point Release (Id Software FTP)
- Urban Terror Full Version 3. 0 & 3.1 (Urban Terror Downloads)
- Urban Terror Contest Mappack (Urban Terror Map Depot)
Start out by installing Quake3:Arena
from the retail CD.
Next, run the Quake3:Arena 1.32 Point
Release, making sure to install it in the same directory. Now
start Quake3 to make sure that it's working.
If everything is working properly, run the
Urban Terror 3.0 installation.
Lastly, copy the Contest Mappack into the
q3ut3 directory that will be inside the main Quake3:Arena install
directory. (eg. C:\Program Files\Quake3 Arena\q3ut3\)
Linux
Here are the nessesary files:
- Quake3:Arena 1.32 Point Release (Id
Software FTP)
- Urban Terror Full Version 3.0 & 3.1(Urban Terror Downloads)
- Urban Terror Contest Mappack (Urban Terror Map Depot)
I am assuming from this point on that
you are logged in as the user that you would like to run the
Urban Terror server as (ie. NOT root). I am also assuming that
you have placed the nessesary files into the user account's
home directory.
The first thing you need to do is to
create the directories for the install:
$ cd ~
$ mkdir quake3
$ cd quake3
$ mkdir baseq3
You will now need to copy the pak0.pk3
file from the retail Quake3:Arena CD to the directory you just
created. Be warned, the pak0.pk3 file is about 600 MB so it'll
take a while to copy over.
$ cp /mnt/cdrom/baseq3/pak0.pk3 ~/quake3/baseq3
The next step is to run the point release
file and upgrade the server to 1.32. To do this, simply make
the .run file executable, and then run it:
$ chmod u+x linuxq3apoint-1.32.x86.run
$ ./linuxq3apoint-1.32.x86.run
When asked where your Quake3 installation
is, point it to ~/quake3
If all has gone well up to here, you
should have a fully functioning Q3A install that is patched
to 1.32. To verify that it is working, cd into your quake3/
directory and attempt to start the dedicated server:
$ cd ~/quake3/
$ ./q3ded
You should see some text scroll past.
The very first line should say "Q3 1.32 linux-i386 October 7
2002". If it does not, or if there is an error, then the install
was NOT successful.
Next up is to install Urban Terror. Move
the Urban Terror installation zip file into the "quake3" directory
and unzip it:
$ mv ./urbanterror3.zip ./quake3
$ cd quake3
$ unzip urbanterror3.zip
And lastly, the optional Contest Map
Pack install. Move the mapcontest.zip file into the newly created
"q3ut3" directory under "quake3" and unzip it:
$ mv ~/mapcontest.zip ~/quake3/q3ut3
$ cd ~/quake3/q3ut3
$ unzip mapcontest.zip
8.1.2 - Step 2: Configuration
There are two configuration files that
you need to make changes to before starting the server. The
first and most important is the server config file. This file
contains all the settings for your server. Here are a couple
of example config files:
- Internet
Server
- LAN Server
- Punkbuster
Config
More detailed info on the different configuration
options, such as Gametypes and Master Servers, can be found
in the 8.2.0 - General Info section of this manual. You
can also find out about all the possible game settings in the
8.3.0 - Urban Terror CVARs section.
Once the server configuration is set,
you'll need to set your map rotation. This is done by editing
the mapcycle.txt file. The simplest way of setting up the map
rotation is just to list each map, one line at a time, in the
order you wish. Here is a sample map rotation:
- mapcycle.txt
It is also possible to create more advanced
map rotations. To learn more about this please refer to the
8.2.3 - Map Rotation section of this manual.
8.1.3 - Step 3: Activation
When starting up the server, there are
a few things that you need to add to the command line. The most
important of which are:
+set fs_game q3ut3
+set com_hunkmegs 32
"fs_game" is used to set the game to "q3ut3",
rather than the default "baseq3". "com_hunkmegs" is the amount of
memory that Quake will set aside for running the server. A good
way of determining the amount of hunkmegs needed, is to multiply
the number of maxclients by 2.5 (ie. 20 clients * 2.5 = 50 hunkmegs).
com_hunkmegs must be set in the command line when starting
the server (+set com_hunkmegs 50). The default for Quake
III is 56. This does not need to be changed for Urban Terror. As
a general rule of thumb, you shouldn't set this value too high or
Quake3 will start using virtual memory, which will slow down your
computer a lot.
There are a couple of other settings
that can only be set on the command line during server startup:
+set dedicated 2 (this makes the
server startup as dedicated. Set it to 1 to stop it from reporting
to the master servers)
+exec server.cfg (this will load the settings from the
server config file)
+set net_ip [ip_address] (sets the IP address for the
server, default = same as host computer)
+set net_port [port_number] (sets the port number for
the server, default = 27960)
Here are a couple of example command
lines:
Windows
"C:\Program Files\Quake III Arena\quake.exe"
+set fs_game q3ut3
or
quake3.exe +set fs_game q3ut3 +set dedicated 2 +set net_IP
192.168.0.1 +set net_port 27960 +set com_hunkmegs 56 +exec server.cfg
Linux
./q3ded +set dedicated 2 +set net_IP
192.168.0.1 +set net_port 27960 +set com_hunkmegs 56 +set fs_basepath
./ +set fs_game q3ut3 +set ttycon 0 +exec server.cfg
Optionally you can also create and use
a shell script similar to this, it will restart a crashed server:
#!/bin/bash
while true
do
/path/to/q3ded +set fs_game q3ut3 +set dedicated 2 +set net_port
27960 +set com_hunkmegs 56 +set sv_maxclients 16 +exec server.cfg
echo "server crashed on `date`" > last_crash.txt
done
Save this in a file called "startq3ut.sh", and
place it your home directory. Assuming screen is installed (it
usually is on Linux systems), you can run the script and start
your server with:
$ screen -m -d sh startq3ut.sh
which would start your Urban Terror server already
detached from the current client. You could then log out of
your machine, and come back later on to get back into the console.
To do so, run:
$ screen -r
If you've only got one screened process running.
If you have more than one, run:
$ screen -list
to see all of them, and then choose the one
you want to get back into by using:
$ screen -r pid.host
where pid.host is the line from the "screen
-list" command.
8.2.0 - General
Info
8.2.1 - Urban
Terror Gametypes
Free-For-All
(gametypes 0, 1 and 2)
You are against
everybody and everybody is against you. After a preset number
of minutes the round will end and the winner is the person with
the greatest number of kills. If you are killed you will respawn
at a random location on the map after a short delay.
Team Deathmatch
(gametypes 3)
Your goal is to
accrue kills for your team. After a preset number of minutes
the round will end and the winner is the team with the greatest
number of kills. If you are killed you will respawn at a random
map location after a short delay.
Team Survivor
(gametype 4)
Your goal is to
annihilate the opposing team. The round ends when all the members
of one team are killed, the team left standing is awarded a
point. If you are killed you cannot respawn until the next round.
Follow the Leader
(gametype 5)
At the beginning
of each round the server selects one person on your team as
a leader. The leader is designated by a red or blue helmet.
A flag also spawns with your team. Your goal is to score as
many points as you can. Points are awarded as follows:
-
If your leader
touches the enemy flag: 5 points
-
If you kill
the other team, with your leader still alive: 3 points
-
If you kill
the other team, but your leader is dead: 1 point
Only the leader
can get points from touching the enemy flag. The round ends
when a leader on a team touches an enemy flag, or either team
is killed. If you are killed you cannot respawn until the end
of a round.
Capture &
Hold (gametype 6)
Numerous flags
are positioned around the map. When you walk over them, they
get changed to your team's color (red or blue). Every minute
your team scores a point for each flag of your team's color.
Your goal is to have as many flags a possible at each scoring
time. If you get killed, you can respawn after a brief delay.
Capture The
Flag (gametype 7)
Each team has a
home base which holds a flag. The team's goal is to get their
flag from the enemy base and bring it back to their base. You
must prevent the enemy from doing the same. If you are killed
you must wait a short time before coming back into the game.
Points are awarded as follows:
-
Flag capture
bonus = 15 ... what you personally get for a capture
-
Team capture
bonus = 10 ... what your team gets for capture
-
Returning the
flag = 1 ... what you get for returning the flag
-
Killing enemy
flag carrier= 1 ... what you get for fragging enemy flag
carrier
-
Flag carrier
protection Bonus = 1 ... bonus for fraggin someone who has
recently hurt your flag carrier
-
Defending your
flag = 2 ... bonus for fraggin someone while either your
target is near your flag
-
Preventing
a capture = 1 ... for killing someone who almost capped
Bomb & Defuse (gametype 8)
The Red Team is always
the offensive team, who attempts to plant the bomb in one of two
bomb spots. The Blue Team defends the bomb spots, either trying
to kill the entire team or to defuse the bomb once it has been planted.
The attacking team has the full round time limit to plant the bomb.
Once the bomb has been planted, the clock will stop which will result
the bomb exploding or the defending team defusing the explosive.
The offensive team scores a point by either detenating the bomb
or killing the defending team. The defensive team will receive a
point for defusing the bomb or preventing the bomb from being planted
by killing the attacking team.
8.2.2 - Master
Servers
You need to add
a list of master servers to the master server list in the server
config file. By default sv_master1 is set to the Id master server.
You are able to add up five master servers in total.
set sv_master1
"master3.idsoftware.com"
set sv_master2 "master.urbanterror.net"
set sv_master3 "master0.gamespy.com:28900"
set sv_master4 "q3master.barrysworld.com:27950"
8.2.3 - Map
Rotation
Map rotations in
Urban Terror have been redone to make them easier. Now, instead
of having strange commands in your server.cfg, Urban Terror
loads maps and sets information from a simple text file.
By default, the
map rotation file is called mapcycle.txt. This file must be
placed in the q3ut3 folder of the server. You can change the
name of the map rotation file by setting the g_mapcycle cvar
to the name of the alternate file. For example, to use a map
rotation file called mymaps.txt, you'd go to the console and
type:
/g_mapcycle
" mymaps.txt"
The map rotation
file is a basic text file (you can use MS Notepad, BBEdit, vi,
etc to create it). In its most simple form, the file is just
a list of maps, one map to a line. When the last map is finished,
the first map in the file is loaded and the process repeats.
So, for example, a mapcycle.txt that looks like this:
ut_ricochet
ut_swim
ut_uptown
Would load up ricochet,
then swim, then uptown, and then start again.
You can also use
the map rotation file to set any server cvar. The format for
this is:
[mapname]
{
[cvar] [value]
[cvar] [value]
...
}
[cvar] is the name
of any Urban Terror server cvar (eg: g_gametype) and the value
is the value you want it set to. In the following example, the
first example has been extended to set cvars on ut_uptown:
ut_ricochet
ut_swim
ut_uptown
{
g_gametype 6
g_friendlyfire 1
g_maxteamkills 0
}
8.3.0 - Urban Terror CVARs
First off, a CVAR is a value you can
set in the console. To check the value of a CVAR you type the
CVAR's name into the console with a slash in front of it. The
console will then tell you the value that the CVAR has been
set to. To set a CVAR, you simply type the name of the CVAR
[with a leading /] and then the value you want to set it to,
for example, /cg_drawgun 1. Urban Terror has added a
number of new CVARs. You don't need to use them, but people
who like to tweak the game may want to find out about them.
8.3.1 - Client Cvars
Client cvars can be changed by anyone,
but they only affect what happens on your computer - you cannot
affect what other people see or hear by changing client cvars.
To change a cvar, go to the console (press the ~ key) and type
a slash (/) followed by the name of the cvar, followed by the
value you want to set it to. For example: /cg_maxFragments
16 This cvar would set the cg_maxFragments cvar to "16".
You can enter the name of the cvar without a value to see what
it is presently set to.
| CVAR |
Default |
Description |
| cg_antilag |
1 |
Recommended
to remain at '1', as it helps to predict weapons. This
cvar determines whether your aim is effected by ping.
Example, a 300 ping would require you to lead your shot
by 300ms. |
| cg_autoRadio |
0 |
Toggles
a 'Fire in the hole' message that is played globally.
If set to '1' the message will be heard. |
| cg_chatHeight |
4 |
Number
of lines of chat text that you see. Longer lines means
you'll be able to follow a conversation longer, but it
will clutter up your screen more. Less lines makes it
harder to read discussions when it's busy. Most people
drop to the console (press ~ key) if a big conversation
is happening. |
| cg_chatTime |
4000
(4 seconds) |
Number
of milliseconds that a chat messages stays on the screen
before it goes. |
| cg_drawHands |
1 |
If
set to 1, you'll see hands holding the weapon in first
person (normal) view. If set to 0, the hands won't be
shown. Turning off hands can produce a small performance
boost. |
| cg_crosshairFriendRGB |
1
0 0 1 |
Color
of your crosshair when it is placed over a teammate. |
| cg_crosshairRGB |
1
1 1 1 |
Color
of your crosshair. |
| cg_drawHands |
1 |
If
set to 1, you'll see your hands and weapon on screen.. |
| cg_drawTeamOverlay |
0 |
If
set to 1, you'll see hands holding the weapon in first
person (normal) view. If set to 0, the hands won't be
shown. Turning off hands can produce a small performance
boost. |
| cg_fov |
90 |
Your
default field of vision. This variable is limited between
90-110. |
| cg_gunCorrectFOV |
1 |
If
set to 1, fixes the perspective on the in-view weapon
so it doesn't look so distorted. Normally you'll want
this on. |
| cg_gunSize |
0 |
If
set to 1, makes the size of the in-view weapon smaller
for people who prefer it that way. |
| cg_mapAlpha |
.6 |
Changes
the transparancy of the mini-map on the screen. |
| cg_mapArrowScale |
1 |
Changes
the size of your player arrow on the mini-map. |
| cg_mapPos |
0 |
If
set to 0, the mini-map is not represented. The mini-map
can be moved counter-clockwise around the HUD using 1-9
for the different positions. |
| cg_mapSize |
128 |
Changes
the size of the mini-map on the screen. |
| cg_mapToggle |
1 |
Toggles
the mini-map on and off. |
| cg_markTotaltime |
10000
(10 seconds) |
Number
of milliseconds that a mark, like a bullet hole will stay
on a surface before it disappears. The more marks you
have the slower the game gets, so setting this value high
is only useful if you have a fair bit of grunt on your
system. Recommended to leave at 10000. |
| cg_maxFragments |
32 |
Determines
the maximum number of fragments a breakable object will
break into. The map sets this value for each breakable
object, so if you have maxFragments set at 32 and the
map only asked for 16, then you'll still only see 16. |
| cg_maxPrecip |
128 |
Maximum
number of drops of rain, or flakes of snow you will see
on maps that have it. Normally a map will define the maximum
amount of drops, but the effects can impact on performance
a great deal. Cutting back on maxPrecip can make a big
difference. You can even turn off weather effects altogether
with cg_maxPrecip 0, if it is slowing you down too much. |
| cg_msgHeight |
4 |
As
cg_chatHeight, but for messages (for example, console
messages, server messages and hit locations) |
| cg_msgTime |
4000 |
As
cg_chatTime, but for messages (for example, console messages,
server messages and hit locations) |
| cg_radar |
1 |
Enables
the radar screen in specific game modes. |
| cg_radarRange |
2000 |
Changes
the radar in units the radar can detect. |
| cg_scopeRGB |
0.9
0 0 0.65 |
Default
color of the scope when zoomed in |
| cg_scopeFriendRGB |
0
0 0 0.8 |
Default
color of the scope when your crosshair is over a teammate. |
| cg_sfxBrassTime |
2500
(2.5 seconds) |
Number
if milliseconds that brass (ejected shells) stay lying
around on the ground. A lot of shells can cause a performance
hit. If you have a beefy system then you can extend this
time so ejected shells remain on the ground much longer. |
| cg_sfxBreathing |
1 |
If
set to 1, allows you to hear heavy breathing when a player
is exhausted. Set this to 0 if you find the sound distracting.
Note that others will still hear you breathing if you
turn it off. |
| cg_sfxMuzzleFlash |
1 |
If
set to 0, the muzzle flash from weapons won't be shown.
Please note this is not a cheat. You only turn them off
in your view: you will not be able to see other people's
muzzle flashes, but they'll still see yours. |
| cg_sfxParticle |
1 |
If
set to 0, will turn off all particle effects except hit
effects. This can be used to reduce the frame rate impact
caused by particle effects, which can potentially become
large if there is a lot of action going on. |
| cg_sfxParticleSmoke |
1 |
If
set to 0, turns off smoke effects associated with some
particle effects, including blood clouds caused by player
hits. Setting this to 0 can improve frame rate a small
amount. |
| cg_sfxShowDamage |
1 |
If
set to any number other than 0, will use damage skins
on models when a player gets hit. Setting this to zero
will save a small amount of memory. By default damage
skins are on. |
| cg_sfxSurfaceImpacts |
1 |
If
set to one, shows bullet impact effects on hitting surfaces.
There may be a small performance boost to be gained from
turning this off, but it needs to be balanced against
the difficulty of seeing where shots are hitting. |
| cg_sfxTeamBands |
1 |
If
set to 0, removes the arm bands and leg bands from players
in team games. Note, this will only affect what you see;
others will still see you wearing arm bands and leg bands.
This is included so people who don't like the arm bands
and leg bands don't have to see them. |
| cg_sfxZoomedWeapon |
0 |
Controls
whether you see your weapon in first person view when
zoomed or not. Usually zooming changes the perspective
of near things a great deal, so by default the in-view
weapon is removed from your view when you are zoomed.
Some people may prefer it on. |
| cg_showBulletHits |
1 |
If
set to 1, prints messages about where you were hit and
where you hit others. Some people find these messages
distracting, and prefer them to be turned off. Set cg_showBulletHits
to 0 to turn them off. |
| cg_spectatorShoutcaster |
0 |
If
set to 1, will display player name, weapon and health
in team color above the player model in spectator mode
only. |
| cg_standardChat |
0 |
Urban
Terror separates chat messages from other messages in
the main view. If you prefer not to have them separated
(ie: the normal Quake 3 way) then set this to 1. |
| com_blood |
1 |
If
set to 0, then no blood or damage skins will be displayed
when a gamer is shot, nor will heads be blown off. |
8.3.2 - Server
Cvars
Server cvars can
only be changed by people with access to a server. Generally,
if you are playing in an online game your console commands will
have no affect on the server cvars. The only time you need to
worry about server cvars is if you are running a server or playing
a single-player game against bots. For a description of all
the Quake3:Arena CVARs see Command Keen's Quake 3 Console Page.
| CVAR |
Default |
Description |
| bigtext
<text> |
|
Writes
text on every client's screen |
| slap
<clientNum/player> |
|
This
slaps a player around while in game, it also removes approximately
5 health. |
| g_allowChat |
2 |
If
set to 0, globally bans people from being able to chat.
If set to 1, it stops people from being able to chat to
the other team, and if set to 2 (the default) removes
any chat restrictions. |
| g_bulletPredictionThreshold |
5 |
In
Urban Terror, bullet impacts can be predicted by the server
so the client sees the effect of their hit immediately.
A side effect of this is the potential for low ping players
to be hit after they have ducked behind a wall. The code
accomodates this problem by ignoring some hits if it is
determined that the low ping player would have been behind
a wall when the high ping player fired. This cvar sets
the distance a player needs to have travelled (in map
units) before the wall check is done. Smaller values can
impact server performance, while larger values may result
in players behind hit after they have ducked behind cover.
In general, this cvar should not be modified. Admins should
only change this value if they REALLY know what they are
doing. |
| g_captureScoreTime |
60 |
Number
of seconds that scores are calculated on a the capture
and hold game type. For example, at the default of 60,
the scores for each team will be incremented every minute. |
| g_enablePrecip |
0 |
Set
to 1 to enable rain, and 2 to enable snow. Works in conjunction
with g_precipAmount. This will usually be set by a map,
but has been left open so people can see the effects on
maps not specifically designed for them. |
| g_failedVoteTime |
5 |
Number
of minutes before a vote will fail. |
| g_flagReturnTime |
30 |
The
numer in second before an unclaimed flag is returned to
the base automatically. |
| g_followEnemy |
1 |
If
set to 1, prevents players from following people on the
opposite team. If set to 0, players can follow members
of both teams. |
| g_followForced |
0 |
If
set to 1, players will not be allowed to go into ghost
modes when they are spectating. Servers should set this
to 1 if there is concern about players using spectators
as a way to spy on players in the game. It is off by default. |
| g_gravity |
800 |
Sets
the gravity level on. The lower the setting, the lower
the gravity. |
| g_knockback |
1000 |
The
knockback from a weapon, the higher the number, the greater
the knockback force. |
| g_maintainTeam |
1 |
If
set to 1, will allow players to automatically be placed
on their old team after a map rotation or restart. Most
of the time this should be set to 1, although some servers
may prefer to force players to reselect their teams after
a rotation or game restart. |
| g_mapCycle |
mapcycle.txt |
This
cvar should be set to the name of a text file in the /q3ut3
folder on the server that will be used to read map rotation
information from. See elsewhere in the manual for more
information about the format of the map cycle file. |
| g_maxteamkills |
4 |
Maximum
number of team kills allowed before a player is auto-kicked.
Only has an effect if g_friendlyfire is set to 1. Server
admins may choose to knock this value up higher if they
find people are being kicked too regularly. |
| g_precipAmount |
0 |
Set
to any number up to 1024 that will determine how many
drops or flakes a player sees falling. Only works if g_enablePrecip
is set. Players can cap this on their systems using cg_maxPrecip.
This will usually be set by a map, but has been left open
so people can see the effects on maps not specifically
designed for them. |
| g_refClient |
- |
Read
only variable used internally by Urban Terror code. Cannot
be changed from console. |
| g_referee |
0 |
If
set to 1 enables the referee function on the server. If
you don't want to enable the referee function on your
server, set this to 0. It defaults to no referee support. |
| g_refNoBan |
0 |
If
set to 1, prevents referees from being allowed to ban
players from the server. Because referees can ban players
for up to 3 hours, the feature can be abused by untrustworthy
referees. This should be set to 1 if a number of people
are likely to have access to the referee password. |
| g_refPass |
none |
This
is the password that referees use to login. Set g_refPass
to a string value to set the referee password to be used
by the reflogin command. Please note that although referees
have less power than players with rcon, they can still
do a lot of harm to other players. Changing passwords
regularly is strongly advised. |
| g_removeBodyTime |
5 |
Number
of seconds to wait before a fallen body sinks into the
ground and is removed from the field of combat. Setting
this high should only be done in survivor games, because
a large number of dead bodies will eventually bring player's
performance down. |
| g_respawnDelay |
0 |
How
many seconds people have to wait to respawn after being
killed in non-survivor type games. This is mainly in place
to encourage players to be more careful about being killed
in respawn type games (like free for all). Admins should
be careful setting this too high as players will get bored
if they have to wait too long (even 10 seconds is a long
time in Urban Terror) |
| g_respawnProtection |
3 |
Number
of seconds that a player should be invulnerable for after
they have respawned. This has been added to make spawn
camping more difficult, because players can still fire
but cannot be damaged. It should also stop TK'ers lobbing
grenades at the start of a round and wiping out the entire
team. |
| g_survivor |
1 |
Is
set to 1 by the server for survivor (last-man standing)
gameplay types. This is used internally by Urban Terror
code and cannot be changed from the console. |
| g_survivorRule |
0 |
Default
setting is 0, which is the Beta 2.3 style of scoring.
If there are any players standing at the end of the round,
it is a draw and no points are awarded. If set to 1, the
end of the round will record a point to the team with
the most gamers remaining. |
| g_survivorRoundDelay |
5 |
Number
of seconds between rounds in survivor (last-man standing)
gameplay types. This pause is useful so players have a
moment to recognise the round has ended, see who won,
and to prepare for a new one. |
| g_survivorRoundTime |
5 |
Number
of minutes a survivor round should last before the server
calls a draw. Normally this value should be set to 5 or
lower so that dead players don't have to wait too long
before the next round. |
| g_teamKillsForgetTime |
60 |
The
number in minutes a player will be banned before being
forgiven and allowed back onto the server for killing
teammates. |
| g_warmup |
0 |
Sets
the number in seconds for warmup before a round begins. |
8.3.3 - Modified
server cvars
g_friendlyfire
- Setting g_friendlyfire to 2 enables friendly fire but disables
automatic kicking of offenders. Normally you would set g_friendlyfire
to 2 for closed LAN games or during matches.
8.4.0 - Remote Control (Rcon)
"Rcon" is short for remote control; it
allows you to make changes to the server and gives you access
to administrative commands when you're connected to a remote
server. To use the rcon, you first need to enter the password
by typing:
/rconpassword [yourpassword]
After you have enter the rconpassword
you can access all the rcon capabilities, by typing:
/rcon [command]
8.4.1 - Kicking a player from the
server
There are two ways to do this. The first
is to kick them using their player name:
/rcon kick [playername]
The second is to use their user number
on the server:
/rcon status (this is to get a
list of players and their user numbers)
/rcon clientkick [usernumber]
8.4.2 - Restarting the server using
Rcon
While you can't actually restart the
server, you can reload the server.cfg, which amounts to about
the same thing.
/rcon exec server.cfg
8.4.3 - Baning an IP
The first thing that you have to do before
banning anyone is to add this line to the server.cfg file:
set filterBan 1
Now you can add an IP to the ban list
by typing at the console:
/rcon addIP [ip_address] (you
can also use IP masks)
To remove an IP from the list:
/rcon removeIP [ip_address]
To list the IPs currently banned:
/rcon g_banIPs
See the section on new commands above
for extensions added to banning functions in Urban Terror.
8.5.0 - Referees
Referees are an experimental feature
that has been added to help server admins manage their servers.
This feature will expand and be modified as more servers start
running beta 2 and admins start giving feedback about what needs
to be implemented.
The referee is like a less powerful version
of rcon: you can set a password and give it out to trusted players.
Unlike rcon, the referee has limited control over how they can
affect the server. It gives them the ability to do things like
mute annoying players, kick them and even ban them from the
server for up to 3 hours.
All referee commands start with the ref
command. The basic referee command looks something like this:
ref {refcommand} [{parameters} ...]
Referee commands can only be used by
a client who has logged on as a referee using the reflogin command
with a valid password. If a password has not been set, or if
the server has disabled the referee function, no one will be
able to login as a referee.
8.5.1 - Enabling referees on a server
To enable a referee, a server admin first
needs to set the referee password:
/g_refpass "password"
Then set whether the referee can ban
people:
Finally enable
referees:
/g_referee 1
Be very careful
with allowing referees to ban players on your server, unless
you can trust them to use the power with responsibility. Otherwise,
you might find angry players boycotting your server!
8.5.2 - Logging
on as a referee
To login as a referee
you need to ask the server administrator for the referee password.
Once you have it, you can login by pulling down the Quake III
console and typing:
/reflogin "password"
If you enter the
password correctly and the server is set up to allow referees,
then you will receive a message telling you that you have successfully
logged in. Once logged in you can use all the referee commands.
These commands and their effects are listed below.
8.5.3 - Referee
commands
| Command |
Usage |
Description |
| Kick |
ref
kick player [reason] |
Kicks
a player from the server but does not ban them. You can
enter either a player name or a client number (use the
status command to see client numbers), so you can either
do: /ref kick playername or /ref kick 5. You can also
give an optional reason that the player was banned. |
| Mute |
ref
mute player seconds |
Mutes
a player for some number of seconds. Useful to shut up
trolls. The player can be either a player name or a client
number. |
| Forceteam |
ref
forceteam player red|blue|spectator|free |
Forces
a player onto a team or into spectator mode. The player
can be either a player name or a client number. Use "free"
as the team name to ask the server to place them onto
the team with the least players. |
| Ban |
ref
ban player minutes |
Bans
a player from the server. After using this on a player,
the player cannot rejoin the server for a specified number
of minutes. The player can be either a player name or
a client number. Using this command, a referee can ban
a player for up to 3 hours (180 minutes). |
| Resign |
ref
resign |
Use
this to make yourself a normal player again. You are also
automatically un-refereed if you disconnect from the server |
| Help |
ref
help |
Prints
out brief information about ref commands and what they
do. |
8.6.0 - Server Troubleshooting
8.6.1 - Why can't I get Urban Terror
to run under Linux?
To get an Urban Terror server running
properly, you need to add this to this command line when starting
the server:
+set vm_game 2 +set vm_ui 2 +set vm_cgame
2
8.6.2 - Why is the hostname and other
settings not showing up properly?
There is a file that Quake3 uses to store
default settings called q3config.cfg. For some reason, with
the lastest Point Release, Id has set things up so that this
file is the very last thing loaded when starting a server and
changing maps. The problem with this is that the settings contained
within this file will override some of your settings in the
server.cfg file. There are two ways to fix this. The first will
work if you plan to run only one server on the computer that
you are working with. Just delete the q3config.cfg file and
let Quake recreate it with your server.cfg settings as the default.
The second way is to clear the contents of q3config.cfg, so
that it is an empty file, and then make it read only (Linux-
chmod 444 q3config.cfg, Windows - right click/properties/select
read only).
NOTE - If you do this, you must
exec a server.cfg file when starting the server or the server
will crash, due to not having any default settings to load.
8.6.3 - Why does the server try to
give connecting clients files they don't need?
It is recommended that allowing clients
to download files be turned off. If not, when players connect,
they will automatically begin to download the necessary files
in order to play on that server. You can turn off allow downloads
through the menus by:
-
1. Loading
up Urban Terror
-
2. Clicking
on "Settings"
-
3. Clicking
on "Options"
-
4. Finding
the autodownloads setting and turning it off.
It can also be
done in the clients.cfg file:
seta cl_allowDownload
"0"
8.7.0 - Resources
- Id Software
FTP
- Urban
Terror Downloads
- Urban
Terror Map Depot
- GameAdmins.com
- Command Keen's Quake 3 Console Page
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