Quake 3 Server Setup Guide
Quake 3 Server
Last updated 20 March, 2001 09:38 AM -0500
By William 'd0gmA' Gall
This guide will talk you through the setup of a Quake 3 server for LAN parties or Internet play. I will include specific
instructions to setup a Q3 Server on both Red Hat 6.2 and Windows NT
4.0. I acknowledge the fact that Q3 will run on several other Linux distributions
as well as BEOS but for simplicity sake will only cover RedHat 6.2 and NT. This document
does not cover setting up Q3 Demo or Q3Test servers thought I may
consider putting up demo instructions if requested.
This document is a work in progress and will be updated on a
daily basis until it is robust enough to stand on its own. If you have any
questions feel free to ask them over at our Quake 3 admin
forum. If you see any mistakes or know any info that should be
added here please feel free to post a note under suggestions
in the forum.
Table of Contents:
Heads Up - This is where I will put what's
new and any important info such as patch release info.
- Frequently Asked Questions. Start here if you are trying to find
the solution to a problem.
Issues - Know issues with Quake 3 servers
that need fixing or clarifying.
The place to find help with Q3A Server admin issues.
Map/Game Rotation - Find out how to
get your maps or gametypes to rotate.
- How to install a Quake 3 dedicated server in Linux.
- How to install a Quake 3 dedicated server in Windows.
Configuring the Server (server.cfg)
- How to set up config files to configure your quake 3 server.
Starting the Server (Command Line)
- How to start your server from the command line.
Mods - How to install mods on the
Remote Console - How to issue commands
to the server from the quake 3 client.
Server Bots - How to set up and
add bots to dedicated servers (currently only works in Linux without the
Stats Programs - Here are links to the
more popular Player/Server stats programs.
Server Tools - Here are some utilities that will automate the configuration process making it a snap to set up a
Ok not being satisfied with the old forums I have upgraded to W-Agora which
is another freeware forum package but this one looks quite a bit like UBB and
has most of the functions I have been looking for. You will notice that
the latest threads links to the right are missing due to the new forums I am
going to have to code some hooks into the new baord for the latest thread
feature. I hope eveyrone enjoys and uses the new
forums. You can now
register also so you don't have to keep typing your info.
I had a brainstorm last night and have been testing it all day.
Because q3config.cfg gets executed on every map change it has been challenging
to set cvars on servers and get them to stick. The solution I have is
simple. For Team Arena servers make a blank q3config.cfg in your
missionpack dir and then set it to readonly. This allows it to be executed
on every map change however Quake 3 can't write to it and reset any of your
server.cfg cvars. If anyone finds a problem with this please let me know
as it has been working on my servers for the last 10 hours.
A lot of people have been writing about not being able to set their
hostname or other variables and have them stick in 1.27g. The problem is a
bug in 1.27g where the q3config.cfg runs every time you change a map. When
it does it sets everything back to the settings that were saved the last time
you ran the server, therefore discarding any changes made in your server.cfg.
To solve this I have been making my changes to server.cfg and then starting the
server, after the server starts go to the console and exec server.cfg and then
shutdown the server. This will write out all your seta commands to the
q3config.cfg so next time you start the server all your settings will
stick. However this means you have to seta everything or in the case of
things like capturelimit you will have to set it from the console before you
shutdown the server. Hopefully this will be fixed quickly.
Took some time this morning to update several things including the command
list and the Variables
page to include the 1.27g info as well as the Team Arena stuff. Merry
Christmas. I also whipped up a page that has all the Team
Arena mapshots and map roations listed on it for reference which should help
people recognize the different maps.
More Linux madness
Ok thanks to TheRealTimbo over at the Quake
3 World Forums I now have my Linux server up and running TA stuff. The
problem was you need to add +set vm_game 1 to the command line to not use the
dll's but instead use the qvm's. See ya there!!
Linux Binaries Are Here !!!!!
We now have the Linux binaries so lets get busy. I will make
some updates as soon as I get my server up and going and have a few matches of
One Flag. UPDATE: Well I can get my server up and running fine however I
haven't been able to connect to is as I get the couldn't register james/red
bug. If anyone knows a solution to this it would be nice to be able to
test my server out. I haven't had any problems getting on any other
servers however everytime I get on one and check it out its a win32 server so I
am not sure if its a linux patch problem or what.
Good News I received an email from Marty Stratton at id Software
and if all goes well I should be able to start getting some answers for the
questions I haven't been able to answer over the last year like the mystery
cvars and dmflags and so forth.
Server Batch Files
id has released the server batch files that were accidentally left
off of the TA CD. You can download them here.
Usage of the batch files it simply to type the batch filename then +exec and the
maplist you want to use.
Hence for a 1 Flag CTF server running the Terrain maps (This
rocks) you would simply type:
mp_1flag_server.bat +exec terrain_maps.cfg
On the other side of things I have been experiencing several
z_malloc errors on mpterra2. The other two maps run flawlessly and 1 flag
Terrain play simply rocks. If anyone has a fix for this let me know.
Last order is the Linux binaries. Until the Linux binaries
are released us Linux sysops will just have to wait but that will give us time
to upload that 350 mb pak file to our server I guess :)
Team Arena Baby!!!!!!!!!
Ok its here and now you want to set up a Team Arena server. Problem
is, id has failed to provide us once again with clear and concise info
for setting up a server. The dedicated server readme for TA states that
they have included batch files for the 4 different game types as well as map
rotation scripts for Large, small and terrain maps. Half correct the pack file
for TA does contain the map rotation scripts but there are no batch files.
I have however updated the gametype section to reflect the new gametypes
and I have added a small section to command line to
get TA servers up and running.
I will also be working on adding in all the info from the Quake
3 1.27g point release patch into the various pages though if you do see
something I may have missed please feel free to drop me a line as I want this document
as complete as possible. Got suggestions ? Let me know email@example.com
Rocket Arena 3
Ok the first few problems for RA3 are starting to pop up. One big one is
that you have to make sure you set +con hunkmegs 56 on the command line or your
server will quit. I have read on several forums that this is not true yet
have not gotten either a Linux or Win32 server to cycle all the maps without it
set to 56.
Problem #2: Add g_dowarmup 0 to your server.cfg.
Other wise you will have these double countdowns going and when the match starts
it will kick you right back out.
Problem #3: I cannot for the life of me turn off
individual weapons from the in game admin. I am scanning through the dox
right now and will post more on this one later. I know its not a password
problem as I can change maps fine.
Problem #4: The in game browsers pings Lie like hell. My
server returned a 600+ ping for me but when I got on the server my ping was a
happy 99. This is going to deter players from your server so let them all
know the in game browser is not to be trusted.
The long awaited Rocket Arena 3 is finally out and available and I would
post up my notes on setting up the server. Linux folks should copy the
ra310cl_linux.gz file into their quake 3 directory and then use tar-xzvf
ra310cl_linux.gz to unzip it. It will create the arena dir and all subdirs
as it extracts the files. Then all you need to do is unzip the ra310sv.zip
into the arena dir and edit the config files. If anyone has any tips or
questions post over at the Q3A
Forum and I will try to answer them all.
I have had several requests to add a section that included how to set up
mods. It would be quite impossible for me to have a fully comprehensive mod guide
that covered the entire install of mods but this should get you on the right
At a few users request I have added a section on IP
Banning for obnoxious players.
Remote Console or Rcon is a way to allow you to do most
server administration task while connected and playing on your server right from
inside Quake 3 itself. I have added this section due to quite a few
requests from people sending me e-mail.
Point Release 1.16n
Just minutes after the release of the final Point release I mirrored all
files and am now hard at work updating everything to include all the new stuff
so keep an eye out. Here are some brief Linux install
instructions I have also updated the Variables
Zoid on Linux Autodownload
Zoid updated his .plan with the following on Linux Autodownload
note to linux server operators who are putting custom maps on for
autodownloading. The current Linux server binary doesn't check for the file in
the basepath, but in the cdpath. That this means is downloads try to come from
$HOME/.q3a/baseq3/ and will fail (the client ends up with a zero byte file). To
fix this for now, you can force basepath like this on your server:
./q3ded +set fs_basepath `/bin/pwd` +exec blah.cfg
Where `/bin/pwd` will expand to the current directory you are running the server
from. You can also explicitly state the path there if you wish.
This will make autodownloading work correctly on Linux servers. In a future
version, we'll make sure that the server checks both base and cdpath.
I spent a while this morning playing with the autodownload. On the Linux
server you can put the maps in the $HOME/.q3a/baseq3/ dir and the server
will run the maps fine so I am not sure where zoids note above really matters
other than having your maps in a separate place. The autodownload rate is
based off your maxrate so over the lan it takes 10 minutes to grab a 2.5 meg
file which is insane. I wrote Robert Duffy to see if this was correct or
if there was something I should be changing here. This would make a 2.5
meg map a 20 minute download over a 33.6 modem which pretty much makes
autodownload worthless except on very small maps. Even when setting
maxrate to 30000 it takes around 4 minutes. Over a 100mb link that's still
not very promising.
New Variable list
I just noticed that I hadn't put a link to my variable list I have been
working on. Here is a list of the useful
variables for Quake 3 server. Please feel free to e-mail me anything I
might have missed and share the knowledge.
Forum Quick Links
I have added the quick links to news and the latest 5 forum posts to the
right of the guide here so you don't miss any groovy things like the latest UT
Patch release or a smoking hot thread on the forum that you just happen to know
everything about or wanted to know more.
Point Release Beta Readme Info
Here are the changes that effect us server ops from the point release beta:
Voting can change gametype if current map does not support
current game type
possible team uneven measures? (as in L-Fire CTF) Prevent
team join, prevent capture, prevent flag pickup
fixed bot_minplayers, kept loading bots during intermission
added g_needpass serverinfo so remote browsers can determine
if a password is needed
g_teamAutoJoin (default off), sets it so players
automatically join a team on connect
g_teamForceBalance (default off), forces it so that the
spread between the number of players on a team is no more than two. Player
will be disallowed to join a team with two or more players than the other.
added callvote nextmap, and display available callvote
commands if usage is incorrect
added g_needpass serverinfo so remote browsers can determine
if a password is needed
added the ability to set g_password to "none"
which means no password. This makes /rcon g_password none work
Add g_doWarmup to allow warmup countdown timer on all game
modes. This helps out in clan matches, since they can do a restart and get a
fair countdown (as opposed to a random map_restart that is abruptive). This
also gives people with slow load times a fair chance
add g_doWarmup to callvote so people can vote in the warmup
Added IP banning. Similar to Quake2 method. Two new commands
addip _mask_ and removeip _mask_. The ban list is saved in a cvar called
g_banIPs. g_filterBan controls ban direction (default value of non-zero
means everyone is allowed to connect, except thos
If a callvote passes with "map _mapname_", the
game will keep the value of nextmap the same. This allows a player call vote
a map change without upsetting the map rotation
com_hunkMegs now works properly, com_hunkMegs has a minimum
value of 56 for standard gameplay and 1 for a dedicated server connecting to
a pure server works properly, no more kickouts
More on bots
I have seen a whole lot of talk about the new Q3ASC release talking about
the new Automatic bots it adds so I thought I would point out that you can do
that with a regular config using bot_minplayers as you will see in the Server Bots
section. I would also like to say that Q3ASC is a great tool and if you
want a nice easy way to configure and organize several configurations this
program is for you. Grab it over at the Q3ASC
Setting Server Info such as admin e-mail
Many people have asked how they can set server info such as the admin name
and admin e-mail so they will show up in gamespy like on quake 2 servers.
sets - Sets a server defined variable viewable from Gamespy such as
admin E-Mail ect.
usage: sets <variable> <value>
example: sets Admin "William Gall"
example: sets "Admin E-Mail" "firstname.lastname@example.org"
New Command List
I have started a new command
list which I will be working on today to try to get as many commands as
If you have a server and have the sv_pure set to 1 then all clients
that have extra models such as the Dungeon Keeper 2 Horney Model will be kicked
back to the menu upon every map change. I suggest you set it to 0 unless
you are running a clan match of some sort.
Server Bot Warning:
If you have bot_enable set to 1 on Windows dedicated servers the CD
will be required to start the server. This in mind you might want to add:
+set bot_enable 0
to the command line or at least
seta bot_enable 0
in your server.cfg
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This is a list of issues that collectively as a group we have
discovered to be a problem/bug or simply haven't found a solution for yet.
If you know the solution to one of these issues then please let us know.
If you know of an issue you think should be here post a note on the forum.
Autodownload over a LAN uses modem speeds which are to
slow for practical use.
q3config.cfg runs on every map change
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A. Linux Install
Download the latest Linux Dedicated binaries linuxq3apoint-1.17.x86.run
Step 2. Installation.
Create a directory for Quake 3 usually /usr/local/games/quake3 and copy or
upload the pak0.pk3 pack file from your Windows CD to the baseq3 directory.
Then make the 1.17 update executable and then run it like so:
chmod +x linuxq3apoint-1.17.x86.run
Follow the instructions in the installer and your server will be
all ready to configure.
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For the windows installs everything you need is already on
the CD. You should be able to simply create a directory on your hard drive
such as Quake3 and then copy the quake3.exe into it and then make a
quake3\baseq3 dir and copy the pak0.pk3 file into it. You can however do a
normal install from the CD as well.
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The next step is setting up a server.cfg that will configure
your server every time you start it. Quake3 ships with several sample
config files in the pak0.pk3 file.
Here is a list of the configs that ship with
ctf.config - Basic Capture the Flag config.
ffa.config - Free For All config.
gamecyle.config - Map cycle for all Free For All Maps.
teamplay.config - Teamplay Server config.
tourney.config - Tournament Server config.
It is best to simply make your own that
does exactly what you want it to do. Create a file in notepad or vi or whatever
your favorite text editor is and name it server.cfg. Read below for an
explanation of the server variables.
Here is a sample of my
server.cfg for a ctf server.
// Server Config
seta sv_hostname "3DGW's Linux Quake 3 CTF"
seta sv_maxclients 16
seta g_motd "Welcome to 3DGW's Quake 3 CTF Server"
seta g_quadfactor 3
seta g_inactivity 0
seta rconpassword "secret"
set d1 "map q3ctf1 ; set nextmap vstr d2"
set d2 "map q3ctf2 ; set nextmap vstr d3"
set d3 "map q3ctf3 ; set nextmap vstr d4"
set d4 "map q3ctf4 ; set nextmap vstr d1"
The following list are a sample of the basic variables that can be defined
in your server.cfg. For a more complete list look at our Server
capturelimit [number] - The goal score of Capture the
Flag before the winner is declared.
g_gametype [number] - Sets the
0. Free For All
1. Tournament 1 on 1
2. Single Player
3. Team Deathmatch
4. Capture the Flag
5. One Flag CTF
g_motd [message] - Sets the Message of the Day
g_motd "Welcome to my really cool Q3A Server"
fraglimit [number] - Sets the number of frags that must
be reached before the current level will end.
sv_hostname - Name of the server
usage: sv_hostname <Hostname>
seta sv_hostname "My Bad Ass Q3 Server"
sv_maxclients - Sets the maximum clients
allowed on the server
Usage: sv_maxclients <number>
seta sv_maxclients 8
sv_pure [0/1] - This cvar if set on a server, will not
permit the client to load files or pk3 files that do not exist on the server.
This was done to eliminate "Media Hacking".
timelimit [minutes] - Sets the limit in minutes that
the server will run a level before forcing a map change.
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One thing that server admins of Quake and Quake 2 servers had
screamed for since nearly the end of time was map rotation. Quake 3
provides this via the ability to create a variable that holds several
commands. Therefore we get a simple map rotation by defining a variable
that holds the command to start a map and define what the next map is to be
executed. This is more powerful than you think though so with a little
thought and creativity we should see some really cool mods based just off of map
Simple map rotation - this rotates between Q3DM1, Q3DM2, and
Q3DM3 and then back to Q3DM1 to start the cycle over.
set d1 "map q3dm1 ; set nextmap vstr d2"
set d2 "map q3dm2 ; set nextmap vstr d3"
set d3 "map q3dm3 ; set nextmap vstr d1"
You can also define a number of other variables for each map
inside the rotation script such as capturelimit, fraglimit, timelimit, ect.
This rotation runs Q3DM1 and then switches to Capture the Flag for Q3CTF2 and
Q3CTF3 and then goes back to Q3DM1 Deathmatch for a ctf intermission of sorts.
set d1 "fraglimit 15 ; timelimit 10 ; g_gametype 0 ; map
q3dm1 ; set nextmap vstr d2"
set d2 "fraglimit 150 ; timelimit 15 ; g_gametype 4 ; capturelimit 3 ;
map q3ctf2 ; set nextmap vstr d3"
set d3 "fraglimit 150 ; timelimit 15 ; g_gametype 4 ; capturelimit 3 ;
map q3ctf3 ; set nextmap vstr d1"
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The final step is to simply create a shell script to start
your server or a shortcut/batchfile if in windows.
com_hunkmegs [number] - allocates
a certain amount of memory for map and item loading.
The default of 56 is required
for the client but is overkill for a dedicated server, and thus wasting precious
server memory. For general use free
for all, tournament maps, and team deathmatch, a com_hunkmegs setting of 16
is sufficient. Using the included
tournament maps only, a com_hunkmegs setting
of 12 may be used to conserve more
memory. Capture The Flag requires a
minimum com_hunkmegs setting of 26
with the included maps.
quake3.exe +set dedicated 1 +set com_hunkmegs 16
user made or future map releases may require a higher setting.
If you receive an ERROR: Hunk_Alloc failed then try increasing the
com_hunkmegs setting in increments of 2 until the map successfully loads.
dedicated [number] - Tells Quake 3 to start in dedicated
server mode and which mode to use
+set dedicated 1 - Launches a LAN server that will not report to
the master server.
+set dedicated 2 - Launches the server for internet play and
announces its presence to the master servers so it will show up in gamespy
net_ip [IP Address] - Sets which ip address for the Quake
3 server to bind to in case of multihomed servers.
quake3.exe +set dedicated 1 +set net_ip 192.168.0.0
[port] - Sets which port for the server to listen on. Useful for
running multiple servers on the same machine.
quake3.exe +set dedicated 1 +set net_port 27961
To run team Arena you must remember to set the fs_game var so
it knows what dir to look in for the TA pak file by adding the following to your
+set fs_game missionpack
Starting the Server
For linux users it is best to use screen to launch your quake 3 server so you
can log out of the shell. If you use screen to start the server you can hti ctrl
a then ctrl D and it will allow you to log out of the telnet session. You
can later re-claim the screen process by typing screen -r at the command prompt.
screen ./q3ded +set dedicated 2 +exec server.cfg
This should start your server running and execute the server.cfg
and start the q3ctf1 map or whatever map you call at the end of the server.cfg.
Several people have pointed out that you can also use the
./q3ded +set dedicated 2 +map q3dm1 > /dev/null
This will make the server fork off and run as a daemon.
This will allow you to cron the command and make the server start automatically
every time the server reboots.
A third option is the use of a program called Q2GETTY
which you can find out more about from the Q2GETTY
In windows simply make a shortcut or a batch file that calls:
quake3.exe +set dedicated 2 +exec server.cfg
Note: If the Quake3.exe file is in
a directory with long file names such as the default C:\Program Files\Quake III
Arena\Quake3.exe you must put Quotation marks around the path and file name and
put the command line outside of the quotation marks like this:
"C:\Program Files\Quake III Arena\Quake3.exe" +set
dedicated 1 +exec server.cfg
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1. Every time the map changes it kicks some or all of the
players back to the main menu.
This is because the players have extra models or mods
installed and the sv_pure is set to 1 on the server. sv_pure should only
set to 1 if you want to make sure none of the clients have any extra modifications
above what the server has. Set sv_pure to 0 to resolve this.
2. Can I run a dedicated server without the CD?
Yes as long as you are running a dedicated server and bots
aren't enabled on the server. Note Since 1.27g you can run bots without the CD
3. I want to set up a stats program but can't find where my
log files are in Linux.
The log files are put in a hidden directory in the home
directory of the user that the Quake 3 server is running as.
ex. if you created a user called "bob" to run the
server the log file would be in /home/bob/.q3a/baseq3/games.log
4. I constantly see these Hitch warnings like "Hitch
warning: 1748797 msec frame time" whats a hitch warning?
Here is an explanation snipped from the GameAdmin
Since the question "What does the 'Hitch warning: x msec
frame time' message mean on a dedicated server?" keeps coming up here, I
figured it needed a real answer. Quake 3 has a program loop that is constantly
handling game "events". The loop gets an event, handles that event,
gets an event, handles that event, etc. That loop has to execute at a fairly
constant rate for the game play to be smooth. However, since that loop can be
interrupted by other programs running on the computer, or can be delayed when
the game does some time-consuming operation (like loading levels or bots from
disk), there's code in that loop that adjusts for small amounts of time lost
to those interruptions (call the interruptions "hitches"). Longer
hitches cause glitches in game play (you've probably seen those where your
connection to a server goes bad and everything starts jumping around).
When Quake 3 is running as a dedicated server, it warns you (via the console
log) of hitches longer than 500 msec. You'll probably see hitch warnings as
the game loads levels, loads bots, or other time consuming operations. The
hitch warnings can be ignored as long as they are small amounts of time.
However, large hitches will be noticed by the clients (with the extreme case
being a temporary disconnection). (from SysError 119)
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Here you will find info on how to add bots to your dedicated
server. Note: on windows servers the cd is required to have bots running
on it. Weather or not this is a bug or a feature is yet to be known but
the linux server does NOT require the CD to have bots run on it.
1. Set the server to allow bots by setting bot_enable to 1 in
2. add a bot. If done in the server.cfg you should put
this line after a map has been started. The
addbot <name> [skill] [team] [delay]
addbot orbb 4 blue 20
from the remot console you would simply pull down the console
with the ~ key and then type your rconpassword. NOTE: make sure you put
the / before rconpassword or you will essentially send everyone on the server
your servers rconpassword.
/rcon addbot <name> [skill] [team] [delay]
Note: you don't have to type in your /rconpassword every time.
3. To get rid of bots simply kick them. Thanks to Gulf for
pointing this out.
You can also set up Auto bots like Unreal Tournament where the bots
fill a minimum number of players.
bot_minplayers [number] - Sets the number of minimum
slots that will be filled by bots.
usage: bot_minplayers <number>
example: bot_minplayers 4
Note: I believe that this is per team. so for team
games such as ctf setting this to 4 would put 4 bots on each team on an empty
Note: If the server is password protected by setting
g_password bots are unable to join the game. If you want to run a
private server with bots you might want to either use sv_privateClients
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Many programs are available for keeping player stats on your
servers. Here are the player stats of my
server. I am not going to do a section on how to install and setup theses as
each of these stats programs should have adequate instructions on their
pages. If you have or know of a stats program that I don't have listed
here please drop me an e-mail with a link on where I can get more info and I
will add it here. email@example.com
Quake 3 Player Log -
This seems to be down now.
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Here are links to some really great server utilities that you
might want to try to make administration of your Quake 3 server easier by doing
most of the work for you. If you have or know of a program that should be listed
here please let me know. firstname.lastname@example.org
Quake 3 Server Wizard:
This is a nice utility that will allow you to configure your server from a
friendly interface. It allows setting up map rotations and bots as well.
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The linux point release beta is a self extracting zip so simply type:
You may have to chmod +x it as well so it will be
executable. After running the self extracting zip it will talk you right
through the install. It will ask for the path to your quake 3 dir as well
as the binary path. I used /usr/local/games/quake3 for both.
The last thing to note is you will want to change your shell
script that you use to start q3 to use q3ded to start it as opposed to the
linuxq3ded that you used on the command line for the 1.11 release.
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The point release adds the feature to ban certain ip addresses so
you can ban certain ip addresses from playing on your server for whatever
reasons. I would like to first remind you that most players will have
dynamic ip addresses meaning that each time they log into their isp they will
have a different ip address. This means that if your server is good
playing grounds for a certain ip by banning one obnoxious users you may be
banning their whole isp and all their users. Just keep that in mind.
Setting up IP Banning is almost exactly like Quake 2 and
QuakeWorld. First you need to set the g_filterban to 1 in your server.cfg
then to add an ip address you simply need to use the addip
command like so:
Note you can also ban a whole class c network by simply leaving
off the last octet such as:
This would in effect ban everyone that was on the 192.168.0.X
If you want to remove an ip from the banlist you can simply
issue the removeip command like so:
You can also use the g_banips command to show which ip addresses
are currently banned.
"g_banIPs" is:"192.168.0.4 ^7" default:"192.168.0.4 ^7"
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Rcon allows you to remotely control most of your servers features
from the console in quake 3 without all the hassles of getting out of the game
and telneting into your server.
The first step is you need to set a rconpassword on the
server. In your server.cfg you need to have a line that sets the password
seta rconpassword "secret"
This sets your rconpassword to oddly enough, secret.
Now in order to use the remote console you will need to log onto
your Quake 3 server and then bring down the console by hitting the ~ key and
Be sure you have the backslash "\" before the
rconpassword secret or you will essentially tell everyone on the server what the
rconpassword is and I can almost guarantee half of them will start playing with
rcon and quit playing Quake :)
This really should have been fixed so that if anyone typed rcon
anything it wouldn't get broadcast to the server to protect against this very
easy and very simple mistake. You can also set the rconpassword in your
local script which is the way I prefer. Simply create an autoexec.cfg in
your baseq3 directory of your client machine (not the server) and put the same
line you used to set the password on your server:
seta rconpassword "secret"
This will allow you to issue rcon passwords on YOUR server
without ever having to issue the rconpassword command leaving yourself open to
forget the \ therefore giving out your server password.
Now that your server and client are all setup to use RCON you can simply
type \rcon and almost all of the server commands available to you.
\rcon vstr d2 - change to second map in my rotation
\rcon addip 192.168.0.4 - ban user from 192.168.0.4
\rcon g_banips - show the ban list
\rcon status - show list of users on the server along with their
client number and ip address
\rcon kick 3 - kick client number 3
As you can see most commands can be used from rcon. Just make
sure for your own protection that you don't send your rcon password out to
everyone on the server or you might get yourself kicked and banned :)
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Most folks are not going to be content with running a regular
Deathmatch Quake 3 server or CTF and are going to want to run mods such as
Rocket Arena, Headhunters, Jailbreak, etc. This section will give you the
basics on installing and setting up mods on your server. I would urge you
to read over the documentation for each mod that you are going to install and
FOLLOW their directions. This is just provided as an illustration.
Mods will require their own subdirectory under the Quake3 dir so typically
you will want to unzip the mod to this location. Voosh
for instance unzips to the Quake III Arena directory, NOTE that you must ensure
that the option to restore paths be used so that files in the Voosh distribution be placed in the correct place. Doing this for
Voosh will put the files in the Quake III Aren\Voosh directory and will stick
the Virtual machine file in the Quake III Arena\Voosh\vm directory.
Next you are going to have to change the command line that you start your
server with. You must set the fs_game variable at the command line and not
in your server.cfg. With this in mind you would simply change the command
line so that it looked something like this:
"C:\Program Files\Quake III Arena\quake3.exe" +set dedicated 1 +set fs_game
Voosh +set com_hunkmegs 16 +exec server.cfg
The same thing would apply to linux which would make your
screen ./q3ded +set dedicated 2 +set fs_game Voosh +set logfile 1 +set com_hunkmegs
16 +exec server.cfg
Most mods will come with their own config file that you can edit to config the
mod to your liking and your server. Others will simply require you make
their own and allow you to include several mod specific commands and variable in
them. What you need in the way of config files really depends on the mod you are
running so you should refer to the mods documentation for specific instructions.
Voosh for instance has two configs that run on every map
change. To install Voosh you will want to make sure the settings in the
Voosh.cfg and the instagib.cfg(if set to instagib) are configured the way you
want them. Then you simply need to create a server.cfg that has the base
configuration stuff such as Hostname, Message of the Day, Fraglimit, Timelimit,
etc. You must also set up your map rotation here as well.
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