New server side Cvars

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icaro440
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New server side Cvars

Post by icaro440 »

hi guys, the game play has changed, so i guess there are also new cvars (server side) which controls these changes. It would be nice to know these new cvars, are these new cvars documented somewhere?

and also I suppose these cvar are obsolete

g_humanBuildPoints
g_alienBuildPoints
g_alienStage3Threshold
g_alienStage2Threshold
g_alienCredits
g_humanStage3Threshold
g_humanStage2Threshold
g_humanCredits
g_humanBuildPoints
g_alienBuildPoints
g_alienStage3Threshold
g_alienStage2Threshold
g_alienCredits
g_humanStage3Threshold
g_humanStage2Threshold
g_humanCredits

right?

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Viech
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Re: New server side Cvars

Post by Viech »

The cvars you listed are indeed obsolete, here are some fresh ones (as currently valid on the gameplay/* branches, all of them should be in Alpha 20 though):

Mining

Code: Select all

g_initialMineRate;
g_initialBuildPoints
g_mineRateHalfLife
g_minimumMineRate

Confidence & Unlockables

Code: Select all

g_debugConfidence
g_confidenceHalfLife
g_confidenceRewardDoubleTime
g_unlockableMinTime
g_confidenceBaseMod
g_confidenceKillMod
g_confidenceBuildMod
g_confidenceDeconMod
g_confidenceDestroyMod

Human building system

Code: Select all

g_powerCompetitionRange
g_powerBaseSupply
g_powerReactorSupply
g_powerReactorRange
g_powerRepeaterSupply
g_powerRepeaterRange
g_powerLevel1Interference
g_powerLevel1Range
g_powerLevel1UpgInterference
g_powerLevel1UpgRange

Bots

Code: Select all

g_bot_buy
g_bot_rifle
g_bot_painsaw
g_bot_shotgun
g_bot_lasgun
g_bot_mdriver
g_bot_chaingun
g_bot_prifle
g_bot_flamer
g_bot_lcannon

g_bot_evolve
g_bot_level1
g_bot_level1upg
g_bot_level2
g_bot_level2upg
g_bot_level3
g_bot_level3upg
g_bot_level4

g_bot_attackStruct
g_bot_roam
g_bot_rush
g_bot_build
g_bot_repair
g_bot_retreat
g_bot_fov
g_bot_chasetime
g_bot_reactiontime
g_bot_infinite_funds
g_bot_numInGroup
g_bot_persistent
g_bot_buildLayout
g_bot_debug

However, cvars change too frequently to maintain a listing just yet.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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icaro440
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Re: New server side Cvars

Post by icaro440 »

Viech wrote:

However, cvars change too frequently to maintain a listing just yet.

oh, I see, then I guess I'll wait for the final version to understand the new game logic and the variables that affect it.

However, in the hypothetical situation in wich we would like to run/host a vanilla server before the final version comes out, we would not have to modify any variables that affect the gameplay, right?

everything would be ok?

Thank you very much Viech.

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Viech
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Re: New server side Cvars

Post by Viech »

icaro440 wrote:

However, in the hypothetical situation in wich we would like to run/host a vanilla server before the final version comes out, we would not have to modify any variables that affect the gameplay, right?

I guess so. Default values are bound to change, too, but as long as you never set them manually they should get updated automatically.

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ViruS
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Re: New server side Cvars

Post by ViruS »

This may sound like a tedious task but...

Can you have seperate cvars for humans and aliens separately, and if possible, continue having these ones that simply auto-set the other seperate ones (i.e. so the server manager doesn't have to tweak both sides simultaneously?)

i.e. Using the old system...
g_stage2threshold = 20 makes
g_alienstage2threshold = 20
g_humanstage2threshold = 20

But, it's possible tweak them seperately:
g_alienstage2threshold 10
g_humanstage2threshold 200 (i.e. useful in Ambush Mod)

Or with our current variable...
g_initialBuildPoints forces g_alieninitialBuildPoints and g_humaninitialBuildPoints to the same value?

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Viech
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Re: New server side Cvars

Post by Viech »

I am strongly against balancing the teams by giving them unlike resource scales for resources that have the same mechancis (which are by now all of them except for the arbitrary personal resource calculation which I'm going to fix at some point). Tremulous did this and I guess it's one of the biggest design flaws it has. If you want to forbid building for one team because you made some scenario map there's a per-team cvar for that. Apart from that keep in mind that team balancing is not up to server owners.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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