Inside3D!
     

NetQuake Server Features

 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Engine Programming
View previous topic :: View next topic  
Author Message
Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Tue Dec 22, 2009 12:14 pm    Post subject: NetQuake Server Features Reply with quote

NetQuake has experienced over the years a lot of disruptive players.

I just want to dump a list of the "defenses" against these individuals and a list of possible future improvements.

I thought this might make an interesting read ...

ProQuake 3.50 set
------------------------
rcon - Remotely enter commands
(bug fixes and/or limiters related to the network code)

ProQuake 4 set
--------------------
sv_ipmasking - mask the ip address without use of qccx. Avoids player flooding each other. Quakeworld doesn't show an ip at all, but in NQ at least the ip address limits anonymity -- but you don't want players having the full ip address.

pq_connectmute - number of seconds before a player can speak when connecting to a server. Defaults to 3 seconds. This allows a mod to run against the ban file. Believe it or not, someone figured out how to connect and spam, connect and spam, connect and spam during the 1 second before the ban file checked him.

sv_cullentities - The anti-wallhack from FTE. 1 = players only (default). 2 = everything. 0 = off. Need to review most recent ideas in the anti-wallhack thread to try to reduce cpu usage and maybe in the future to optionally add certain other entities like beams, explosions to the mix.

host_sleep - Defaults to off. Lowers cpu usage of a server. DarkPlaces uses this by default.

"ProQrack"
---------------
Grenade bounce fix from DarkPlaces.
sv_defaultmap - if a map is not on the server, default to a different map instead of crashing the server.

ProQuake 4 future versions
-----------------------------
sv_progs - ability to specify the progs to run. From DarkPlaces. This is going to be important.

sv_gamedir - possibly a server friendly gamedir change option. Since NQ doesn't support gamedir on the client side (even though all modern clients do --- with FitzQuake being a bit different calling it "game" instead of "gamedir"), I'm not sure this is a wise idea. Sounds like an invitation for server operators to foobar things.

Wanted features in future
----------------------------------

MVDSV proxy penetration - Supposedly has a way to penetrate proxies. Would help against nuisance types.
Frik_File - Not so hard to add. Needed as a non-QCCX way to use the ban file.
sv_whitelist - Not sure how this would work, but give special priviledges to whitelisted players.
sv_chat_filter - Ability to scrub out certain words.
sv_chat_log - Ability to send certain chat to a log file to more easily get ideas of who is causing problems.
Multi-View Demo capability. Not the QW format, but make a NQ format. The concept seems easy enough in theory.
Account systems? LordHavoc had this idea and the combination of unique ids and passwords plus a whitelist seems eventually productive with CURL.
sv_anonymous. Everyone's name is unknown. Sounds the ideal "zero administration" server. Go there, play and practice. Maybe round pings off to increments of 100 as well.
sv_chat_allowed. If no, there just isn't any talking allowed. Again, great for a practice or FFA server. Or maybe allow it during the first 2 minutes of a map to allow pandering for map votes.
sv_require_map. If someone connects without the map, they have 60 seconds to stay connected. They don't get to hang around and whine. ProQuake 4 and Qrack have CURL download, anyway.


More or less, the problems in NQ have revolved more about social issues and human interaction. Servers requiring less administration and/or easier administration.

R00k has long been big on the idea of using FTEQW as a server. I've long been big on using FTEQCC to compile mods at a minimum without needing QCCX for weird stuff like ban files.

Also:

R00k thinks pq_teamscores and client version stuff should be turned into a proper extension.

Other ideas: universal ban file via curl. RQuake's ability to have deathmatch entities in single player (can be useful). Frik_file should be able to solve the idea of a server knowing what maps are available.

(And really ... clients need to wipe server aliases like Quakeworld clients do on map change.)
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Engine Programming All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group