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en:games:star_trek_-_voyager_eliteforce [2019-09-26-22-51]
7saturn [Web links]
en:games:star_trek_-_voyager_eliteforce [2020-06-14-14-03] (current)
7saturn [Troubleshooting]
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-====== Star Trek Voyager Eliteforce ======+====== Star TrekVoyager - Elite Force ====== 
 +<block classes right info> 
 +{{ :en:games:ef1_cover.jpg?nolink |}} 
 +**Multiplayer Information** 
 +  * Internet play: yes 
 +  * LAN play: yes 
 +  * Lobby search: yes 
 +  * Direct IP: yes 
 +  * Play via [[GameRanger]]: No 
 +  * [[Coop]]: yes 
 +  * Singleplayer Campaign: yes 
 +  * Hotseat: no 
 +</block>
 ===== Downloads ===== ===== Downloads =====
   * [[https://www.moddb.com/games/star-trek-voyager-elite-force/addons/map-package-for-ef-classic-mobile-infanterie|Mappack for Mobile Infanterie]]   * [[https://www.moddb.com/games/star-trek-voyager-elite-force/addons/map-package-for-ef-classic-mobile-infanterie|Mappack for Mobile Infanterie]]
-  * [[https://maps.mobile-infanterie.de/|Maps for Mobile Infanterie]] (map-repo for direct and curl downloads) +  * [[https://maps.mobile-infanterie.de/|Maps for Mobile Infanterie]] (map-repo for direct and cURL downloads) 
-  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_39_win32_x86_2019-05-12.7z|Lilium Voyager Version 1.39, Win32, x86]] +  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_win32_x86_2020-06-01.7z|Lilium Voyager Version 1.40, Win32, x86]] 
-  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_39_win32_x64_2019-05-12.7z|Lilium Voyager Version 1.39, Win32, x64]] +  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_win32_x64_2020-06-01.7z|Lilium Voyager Version 1.40, Win32, x64]] 
-  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_39_linux_x86_2019-05-12.7z|Lilium Voyager Version 1.39, Linux, x86]] +  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_linux_x86_2020-06-01.7z|Lilium Voyager Version 1.40, Linux, x86]] 
-  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_39_linux_x64_2019-05-12.7z|Lilium Voyager Version 1.39, Linux, x64]] +  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_linux_x64_2020-06-01.7z|Lilium Voyager Version 1.40, Linux, x64]] 
-  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_39_macos_x64_2019-05-12.7z|Lilium Voyager Version 1.39, MacOS, x64]] +  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_macos_x64_2019-12-30.7z|Lilium Voyager Version 1.40, MacOS, x64]] 
-  * <del>[[http://thilo.kickchat.com/efport-progress/bin|Elite Force - Patch 1.38 (Thilo)]]</del> (went offline)+  * [[https://www.moddb.com/mods/ioef|ioEF 1.37 (Thilo's Elite Force Patch)]] 
 +  * [[https://stvef.org/cmod.php|cMod]]
   * [[http://beer-garden.n5net.com/downloads/?lid=65|Elite Force - installer incl. version 1.2]]   * [[http://beer-garden.n5net.com/downloads/?lid=65|Elite Force - installer incl. version 1.2]]
   * [[http://gamefront.online/files/12895/stvefLinuxDedicated.zip|Elite Force - Linux Dedicated Server 0.28]] (original version)   * [[http://gamefront.online/files/12895/stvefLinuxDedicated.zip|Elite Force - Linux Dedicated Server 0.28]] (original version)
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   * [[https://last-outpost.net/forum/index.php/topic,9647.0.html|EF at The Last Outpost]]   * [[https://last-outpost.net/forum/index.php/topic,9647.0.html|EF at The Last Outpost]]
 ===== Game Info ===== ===== Game Info =====
-Star Trek Voyager Elite Force is a beautiful first person shooter, thematically located in the Star Trek Voyager universe. It was developed by [[http://www.ravensoft.com/games/star-trek-voyager-elite-force/view-game/|Ravensoft]], published by [[https://www.activision.com/home|Activision]] in September 2000. The game was released for Windows, Linux, MacOS and even Playstation 2. The regular multiplayer game modes are:+Star Trek Voyager Eliteforce is a beautiful first person shooter, thematically located in the Star Trek Voyager universe. It was developed by [[Raven Software]], published by [[Activision]] on 20th of September 2000. The game was released for Windows, Linux, MacOS and even Playstation 2. The regular multiplayer game modes are:
   * Capture the Flag (CTF)   * Capture the Flag (CTF)
   * Tournament (1 on 1)   * Tournament (1 on 1)
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   * Team Deathmatch (TDM)   * Team Deathmatch (TDM)
 With the addon or version 1.2 of the game, further modes of the multiplayer were added to the basic game: With the addon or version 1.2 of the game, further modes of the multiplayer were added to the basic game:
-  * Elimination: Players fragged for the rest of the round (much like [[Counter-Strike]]). +  * Elimination: Players fragged are out for the rest of the round (much like [[Counter-Strike]]). 
-  * Specialties: Each player plays a specific class that has specific advantages and disadvantages. There are no items on the maps. The infiltrator, for example, always has [[#speedboots]], but only the [[#Phaser]]. His special ability is to [[#emergency transporter|transport]] away, once. Or the technician has an [[#Arc Welder]] and a force field at his disposal. There are the following six classes:+  * Specialties: Each player plays a specific class that has specific advantages and disadvantages. There are no items on the maps. The infiltrator, for example, always has [[star_trek_-_voyager_elite_force_weapons_and_items#Speedboots]], but only the [[star_trek_-_voyager_elite_force_weapons_and_items#Phaser]]. His special ability is to [[star_trek_-_voyager_elite_force_weapons_and_items#emergency transporter|transport]] away, once. Or the technician has an [[star_trek_-_voyager_elite_force_weapons_and_items#Arc Welder]] and a force field at his disposal. There are the following six classes:
     * Infiltrator     * Infiltrator
     * Sniper     * Sniper
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 There are also a number of Mods: There are also a number of Mods:
-  * Pinball: The aim of the game is to shoot the opponent out of the map, not to kill him by regular fragging. +  * Pinball: The goal of the game is to shoot the opponent out of the map, not to kill him by regular fragging.
  
 Here is a first impression of the game's gameplay (multiplayer on Internet server): Here is a first impression of the game's gameplay (multiplayer on Internet server):
  
-  * https://www.youtube.com/watch?v=UdH14lRiaKc +  * [[https://www.youtube.com/watch?v=UdH14lRiaKc|DM]] 
-  * https://www.youtube.com/watch?v=905qj7DFWHo+  * [[https://www.youtube.com/watch?v=905qj7DFWHo|CTF]] 
 +  * [[https://www.youtube.com/watch?v=rjuuhqwWFKo&list=PL7GvZV4nKhES9syV5vj9iglfyFKyv6Jfv|Let's Play of the campaign]]
  
-The game is based on the [[Quake 3 Arena]] engine, which means that many of the things said here also apply to Quake 3 Arena. It also works the other way around. The game itself is divided into the single player and the "Holomatch", i.e. the multiplayer. Everything that is written here applies primarily to the Holomatch. However, most of the commands and settings can be applied to both equally, or have an effect on both (e.g. the [[#Adjust brightness|brightness settings]]).+The game is based on the [[Quake 3 Arena]] engine, which means that many of the things said here also apply to Quake 3 Arena. It also works the other way around. The game itself is divided into the single player and the "Holomatch", i.e. the multiplayer. Everything that is written here applies primarily to the Holomatch. However, most of the commands and settings can be applied to both equally, or have an effect on both (e.g. the [[star_trek_-_voyager_elite_force_settings#Adjust brightness|brightness settings]]).
  
 The game was released by Activision on September 14, 2000, but after some disputes with Paramount (represented by Viacom) they returned the license for Star Trek games in general. For this reason, Eliteforce and the other Star Trek games from Activision are no longer retailed. Therefore the game is not available at [[https://www.gog.com/|GOG]] or other retailers. Thus, only the used trade remains, e.g. via [[https://www.ebay.com|eBay]] or [[https://www.amazon.com|Amazon Market Place]]. The game was released by Activision on September 14, 2000, but after some disputes with Paramount (represented by Viacom) they returned the license for Star Trek games in general. For this reason, Eliteforce and the other Star Trek games from Activision are no longer retailed. Therefore the game is not available at [[https://www.gog.com/|GOG]] or other retailers. Thus, only the used trade remains, e.g. via [[https://www.ebay.com|eBay]] or [[https://www.amazon.com|Amazon Market Place]].
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   * Internet multiplayer requires at least a 28.8 kbit/s modem   * Internet multiplayer requires at least a 28.8 kbit/s modem
 ===== Versions ===== ===== Versions =====
-There are different versions of EF. The lowest version shipped is 0.28. Currently, the latest official version is 1.2 and the last unofficial one (via [[#Lilium Voyager]]) is 1.39. To find out your version for sure, you can simply start a solo or multi match. As soon as the server is running, press ''ESC'' and click on ''Server Data''. The version will then be displayed in the list of variables. (There is also an indication in the main menu, which can be overwritten by certain ''*.pk3'' files, so you cannot rely on it.)+There are different versions of EF. The lowest version shipped is 0.28. Currently, the latest official version is 1.2 and the last unofficial one (via [[#Lilium Voyager]]) is 1.40 resp. 1.05 ([[#cMod]]). To find out your version for sure, you can simply start a solo or multi match. As soon as the server is running, press ''ESC'' and click on **Server Data**. The version will then be displayed in the list of variables. (There is also an indication in the main menu, which can be overwritten by certain ''*.pk3'' files, so you cannot rely on it.)
  
 Known versions are: Known versions are:
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 |  1.39 x86  |  24  |  26  | ''Lilium Voyager HM 1.39_GIT_23b94816-2019-05-12 win_mingw-x86 May 12 2019'' | Current version of Lilium Voyager, based on ioQuake 3, maintained by a certain [[zack@cloemail.com|Zack "zturtleman" Middleton]]. The version segment ''_GIT_23b94816-2019-05-12 [...] May 12 2019'' may look different depending on git revision status and compile date. | |  1.39 x86  |  24  |  26  | ''Lilium Voyager HM 1.39_GIT_23b94816-2019-05-12 win_mingw-x86 May 12 2019'' | Current version of Lilium Voyager, based on ioQuake 3, maintained by a certain [[zack@cloemail.com|Zack "zturtleman" Middleton]]. The version segment ''_GIT_23b94816-2019-05-12 [...] May 12 2019'' may look different depending on git revision status and compile date. |
 |  1.39 x86 x64  |  24  |  26  | ''Lilium Voyager HM 1.39_GIT_23b94816-2019-05-12 win_mingw64-x86_64 May 12 2019'' | Current version of Lilium Voyager, based on ioQuake 3, maintained by a certain [[zack@cloemail.com|Zack "zturtleman" Middleton]]. The version segment ''_GIT_23b94816-2019-05-12 [...] May 12 2019'' may look different depending on git revision status and compile date. | |  1.39 x86 x64  |  24  |  26  | ''Lilium Voyager HM 1.39_GIT_23b94816-2019-05-12 win_mingw64-x86_64 May 12 2019'' | Current version of Lilium Voyager, based on ioQuake 3, maintained by a certain [[zack@cloemail.com|Zack "zturtleman" Middleton]]. The version segment ''_GIT_23b94816-2019-05-12 [...] May 12 2019'' may look different depending on git revision status and compile date. |
 +|  1.05 x86 x64  |  24  |  26  | ''ioEF:cMod HM v1.05 linux-x86_64 May 25 2019'' | Current stable version of cMod, based on ioQuake 3, maintained by a certain [[chomenor@gmail.com|Noah "Chomenor" Metzger]]. The platform identification (''linux'') may of course be different for Windows of MacOS. |
  
 * This is the version number (''protocol''), which must be the same for server and client. * This is the version number (''protocol''), which must be the same for server and client.
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 First of all, you need to get the game to work. Nowadays this can' t be taken for granted, even though the game itself runs quite reliably. There are some requirements to be met: The Quake 3 engine and the whole game is based on OpenGL, which means that you should have OpenGL installed with your graphics drivers. So if you only use the standard Windows drivers, you might find that the game refuses to start because OpenGL is not found. This is usually solved by the latest drivers from the graphics card manufacturer, which should include this. If necessary, you can also try the OpenGL drivers included on the CD (only for Windows). You have to start the file ''glsetup.117.exe'' in the directory ''\Setup\GlSetup'' on the EF installation CD. But this doesn't work for everyone, so better search for your own graphics card drivers right away. The manufacturers usually help out. CD keys are actually automatically integrated by the installer during the game, so they are not requested. But if there should be problems with it for any reason, you should note down or save your key beforehand. Otherwise you have to reinstall/copy. Dedicated servers do not query the key and do not check if they are free on the Internet. So you can actually take any key as long as it is genuine. First of all, you need to get the game to work. Nowadays this can' t be taken for granted, even though the game itself runs quite reliably. There are some requirements to be met: The Quake 3 engine and the whole game is based on OpenGL, which means that you should have OpenGL installed with your graphics drivers. So if you only use the standard Windows drivers, you might find that the game refuses to start because OpenGL is not found. This is usually solved by the latest drivers from the graphics card manufacturer, which should include this. If necessary, you can also try the OpenGL drivers included on the CD (only for Windows). You have to start the file ''glsetup.117.exe'' in the directory ''\Setup\GlSetup'' on the EF installation CD. But this doesn't work for everyone, so better search for your own graphics card drivers right away. The manufacturers usually help out. CD keys are actually automatically integrated by the installer during the game, so they are not requested. But if there should be problems with it for any reason, you should note down or save your key beforehand. Otherwise you have to reinstall/copy. Dedicated servers do not query the key and do not check if they are free on the Internet. So you can actually take any key as long as it is genuine.
  
-The game itself requires a few files from the CD. The key file ''efq3.key'', the archive file(s) ''pak0.pk3'' (and possibly ''pak1.pk3'' and ''pak2.pk3'' for version 1.2) in the ''BaseEF'' folder, as well as the files ''stvoy.exe'' and ''stvoyHM.exe'' in the root directory are required by the CD. On some systems the DLLs ''FFC10.dll'', ''efuix86.dll'', ''efgamex86.dll'' and ''binkw32.dll'' are also required for the single player in the root directory. For the expansion pack the files ''pak3.pk3'' and ''expefq3.key'' are added. If you want, add [[#Thilo's Binaries]] or [[#Lilium Voyager]] as well. The ''*.pk3'' files belong into the ''baseEF'' subdirectory of the EF installation, the rest into the root directory. With Thilo's binaries or Lilium Voyager these files could also be located in the corresponding directory of the home folder. Since they are assumed to be the same for all players on the same computer, nevertheless it makes sense to store them in the game directory. The ''*.key'' or ''*.dll'' files and the binaries (''*.exe'') belong in the root directory of EF. For Thilo's binaries and Lilium Voyager please see the corresponding sections below.+The game itself requires a few files from the CD. The key file ''efq3.key'', the archive file(s) ''pak0.pk3'' (and possibly ''pak1.pk3'' and ''pak2.pk3'' for version 1.2) in the ''baseEF'' folder, as well as the files ''stvoy.exe'' and ''stvoyHM.exe'' in the root directory are required by the CD. On some systems the DLLs ''FFC10.dll'', ''efuix86.dll'', ''efgamex86.dll'' and ''binkw32.dll'' are also required for the single player in the root directory. For the expansion pack the files ''pak3.pk3'' and ''expefq3.key'' are added. If you want, add [[#ioEF]] or [[#Lilium Voyager]] as well. The ''*.pk3'' files belong into the ''baseEF'' subdirectory of the EF installation, the rest into the root directory. With ioEF or Lilium Voyager these files could also be located in the corresponding directory of the home folder. Since they are assumed to be the same for all players on the same computer, nevertheless it makes sense to store them in the game directory. The ''*.key'' or ''*.dll'' files and the binaries (''*.exe'') belong in the root directory of EF. For ioEF and Lilium Voyager please see the corresponding sections below.
  
 In times of Win64 and third-party patches, classic installation is not always as easy. So here is a short summary on how to get EF installed via the installer: In times of Win64 and third-party patches, classic installation is not always as easy. So here is a short summary on how to get EF installed via the installer:
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       - Open Task Manager       - Open Task Manager
       - Extend the Installer Launcher Task with the arrow on the left.       - Extend the Installer Launcher Task with the arrow on the left.
-      - Right click on one of the sub-items, and then select ''Go to details''+      - Right click on one of the sub-items, and then select **Go to details**
-      - Right-click on the marked process again and select ''Analyze queue''.+      - Right-click on the marked process again and select **Analyze queue**.
       - There is always a process that stops the installer process. This process must be stopped.       - There is always a process that stops the installer process. This process must be stopped.
-      - If nothing happens with the first selected installer process, you can try the same with the other two processes. If there is nothing left, the installer should simply continue to run([[http://unityone.wikia.com/wiki/Star_Trek:_Voyager_-_Elite_Force#Issues_with_the_Game.3F|Source]])+      - If nothing happens with the first selected installer process, you can try the same with the other two processes. If there is nothing left, the installer should simply continue to run[(http://unityone.wikia.com/wiki/Star_Trek:_Voyager_-_Elite_Force#Issues_with_the_Game.3F)].
     * Alternatively, you can manually copy EF from the CDs. You need the files ''pak0.pk3'' to ''pak3.pk3'' (depending on version and use of the expansion pack). These should be copied to a folder named ''baseEF''. One level above should be the files ''FFC10.dll'', ''efuix86.dll'', ''efgamex86.dll'' ''binkw32.dll'', ''stvoy.exe'' and ''stvoyHM.exe'', with which the single player or multiplayer is started, and the CD keys ''efq3.key'' or ''expefq3.key''. The files are stored on the CDs in the folder ''Setup''.     * Alternatively, you can manually copy EF from the CDs. You need the files ''pak0.pk3'' to ''pak3.pk3'' (depending on version and use of the expansion pack). These should be copied to a folder named ''baseEF''. One level above should be the files ''FFC10.dll'', ''efuix86.dll'', ''efgamex86.dll'' ''binkw32.dll'', ''stvoy.exe'' and ''stvoyHM.exe'', with which the single player or multiplayer is started, and the CD keys ''efq3.key'' or ''expefq3.key''. The files are stored on the CDs in the folder ''Setup''.
   * Linux   * Linux
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 With the 1.38 patch (based on the ioquake3 engine) a multiplayer crack is no longer necessary, as the CD query routine is already removed. The patch is not from the manufacturer of EF, but of private origin, but fixes some bugs and security holes. Additionally there are some new game modes. But I think it's worth it just because of the missing CD check. :-) The 1.38 patch is not necessary to join games, even 1.2 versions can play on 1.38 servers. But also the other way around. The same is true for Lilium Voyager. With the 1.38 patch (based on the ioquake3 engine) a multiplayer crack is no longer necessary, as the CD query routine is already removed. The patch is not from the manufacturer of EF, but of private origin, but fixes some bugs and security holes. Additionally there are some new game modes. But I think it's worth it just because of the missing CD check. :-) The 1.38 patch is not necessary to join games, even 1.2 versions can play on 1.38 servers. But also the other way around. The same is true for Lilium Voyager.
-==== Problems with CD-Keys ====+==== Problems with CD Keys ====
 === CD key too short === === CD key too short ===
-There were apparently some CDs with a CD key that was wrongly too short with only 17 characters integrated. In these cases, it helps to append a ''0'' in case EF asks for it. If another one has already been entered, open the file ''efq3.key'' in the ''BaseEF'' folder of the EF installation and add ''0'' as the 18th character.+There were apparently some CDs with a CD key that was wrongly too short with only 17 characters integrated. In these cases, it helps to append a ''0'' in case EF asks for it. If another one has already been entered, open the file ''efq3.key'' in the ''baseEF'' folder of the EF installation and add ''0'' as the 18th character.
 === No CD key included, despite query === === No CD key included, despite query ===
 If you install the EF version from the "Star Trek: Action Pack", this query will appear. You can cancel the dialog here, because the installer installs the CD-Key afterwards. If you install the EF version from the "Star Trek: Action Pack", this query will appear. You can cancel the dialog here, because the installer installs the CD-Key afterwards.
 ==== Hunk_Alloc failed ==== ==== Hunk_Alloc failed ====
-This error occurs when Elite Force does not have enough memory available, or vice versa, too many maps, models and other extensions are loaded. EF does not use all available RAM by default. You can raise the limit yourself: Either you type ''/seta com_hunkmegs x'' into the console, with x as the amount of memory you want EF to use. Or put ''seta com_hunkmegs x'' in the config. Alternatively you can of course clean up your EF folder and remove maps & Co. you no longer need. However, it is also sufficient to move the less frequently used ''*.pk3'' files to another folder that EF does not access (e.g. create a subfolder ''Backup'').+This error occurs when Elite Force does not have enough memory available, or vice versa, too many maps, models and other extensions are loaded. EF does not use all available RAM by default. You can raise the limit yourself: Either you type ''/seta com_hunkmegs x'' into the console, with ''x'' as the amount of memory you want EF to use. Or put ''seta com_hunkmegs x'' in the config. Alternatively you can of course clean up your EF folder and remove maps & stuff you no longer need. However, it is also sufficient to move the less frequently used ''*.pk3'' files to another folder that EF does not access (e.g. create a subfolder ''Backup'').
 ==== Graphics Problems with ATI/AMD Graphics Cards on New Systems ==== ==== Graphics Problems with ATI/AMD Graphics Cards on New Systems ====
 The OpenGL implementation of AMD graphics cards often causes problems with old games. There is apparently a workaround that is described [[https://fdossena.com/?p=stvef/i.md|here]]. The OpenGL implementation of AMD graphics cards often causes problems with old games. There is apparently a workaround that is described [[https://fdossena.com/?p=stvef/i.md|here]].
-==== Location of the config files ==== +===== Troubleshooting ===== 
-Even though it may be a bit confusing at the beginning, there is not only one place where the settings for the game are stored. With a standard installation from CD, without mods or newer versions than 1.2, the files are located under ''baseEF'' in the EF games folder or in the corresponding folders of the mods in the games directory. For the mod Pinball for example, instead of the subfolder ''baseEF'' this is the folder ''pinball''. With the binaries of Thilo or Lilium Voyager things look different again. Because here (as it should have been for the original version of Raven) the files are stored in the user directory. This has the advantage that every user can have his own configuration and installed mods, maps, models, etc. and no user needs write access to the game directory+  * Reboot your Computer and try again 
-==== Thilo'Binaries ==== +  * Remove all Mods/Maps/Skins and try again 
-After the Quake 3 engine became open source, some people started patching Quake 3 and adding features. A certain Thilo Schulz also used this opportunity to write patches based on it for EF. (Today it's better to use [[#Lilium Voyager]] right away, simply because that's where the work that Thilo has invested, continues.) A brief outline of practical changes:+  * Remove/rename your config file (see sections [[#Location of the config files/mods/maps]] and [[#Name of the Configuration Files]]) 
 +  * Rename the game executable to quake3 or quake3.exe 
 +  * Make sure you have the latest Graphics Drivers installed 
 +  * Un-Install and install the Game again in a different Folder 
 +  * Enable Vertical Sync/V-Sync/Monitor Sync in Video/Advanced Settings 
 +  * Disable Antialiasing in Video/Advanced Settings 
 +  * Disable OpenGL Extensions in Video/Advanced Settings 
 +  * [For Laptops] Change the Powersaving Options of your Graphics in the Energy Options of Windows 
 +  * Change the Powersaving Options of your Processor in the Energy Options of Windows 
 + 
 +Your CPU should not go under 75% to provide a smooth gaming experience
 +===== Replacement Binaries/Newer Versions of EF ===== 
 +After the Quake 3 engine became open source, some people started patching Quake 3 and adding features. A certain Thilo Schulz also used this opportunity to write patches based on it for EF. 
 + A brief outline of practical changes: 
   * EF also for Linux   * EF also for Linux
-  * Gamma (image too dark) bug fixed +  * Gamma bug (image too dark) fixed 
-  * Map downloads can now also be downloaded from the client via curl (significant acceleration)+  * Map downloads can now also be downloaded from the client via cURL (significant acceleration)
   * Settings are now in the user folder, not in the game folder (so each player have his own settings on the PC)   * Settings are now in the user folder, not in the game folder (so each player have his own settings on the PC)
-  * With "ALT"TAByou can switch from the game. +  * With ''ALT'' ''TAB'' you can switch from the game to some other application and back
-See also [[#pak92.pk3]].+  * Even back then already some security bugs were known and fixed. See also [[https://www.cvedetails.com/vulnerability-list/vendor_id-111/product_id-766/Id-Software-Quake-3-Arena.html]] and [[https://www.cvedetails.com/vulnerability-list/vendor_id-111/product_id-4759/version_id-20745/Id-Software-Quake-3-Engine-.html]]. So al least **for a server operator it is strongly recommended not to use the original EF 1.2 version** as it includes some well known security issues. 
 +==== ioEF ==== 
 +So to say the very first incarnation of ioQuake3 based EF versions. It already contained many improvements but is not maintained any more today. Today it's better to use [[#Lilium Voyager]] or [[#cMod]] right away, simply because that's where the work that Thilo has invested, is being continued but more recent problems are fixed as well. See also [[#pak92.pk3]]
 + 
 +[[http://beer-garden.n5net.com/2011/02/09/interview-thilo-schulz-ef-1-37-patch-author-ioq3-maintainer/|Here]] is also a short interview with Thilo.
  
-Under Linux the configs are in ''$HOME/.stvef/baseEF'' (or the corresponding mod directories). Under Windows 7 they are located under ''%appdata%\STVEF\baseEF'' or the corresponding mod folders. Depending on the Windows version (e.g. XP may be located elsewhere in the user directory), but the name ''STVEF'' should be found. In addition to the mod data, maps and models can also be found hereHoweverthe directory exists only after first start of EF 1.34 or higher.+The mod in version 1.37 can still be found on [[https://www.moddb.com/mods/ioef|ModDB]]although there was newer version 1.38 as a release candidate available at one time.
 ==== Lilium Voyager ==== ==== Lilium Voyager ====
-=== What's that? === +Since Thilo has stopped maintaining his EF patches at some point, there are no newer versions of him than the 1.38 RC 1. And even this one is no longer to be found on his former pages. His work is continued by Zack Middleton in the form of the project "Lilium Voyager". It has the advantage, that many security bugs are fixed (especially interesting, if you are running an internet server) and adds some new features, including accelerated map downloads and [[#IPv6]] connectivity
-Since Thilo has stopped maintaining his EF patches at some point, there are no newer versions of him than the 1.38 RC 1. And even this one is no longer to be found on his former pages. His work is continued by Zack Middleton in the form of the project "Lilium Voyager"+=== Where to get compiled binaries ===
-=== Where to get ===+
 The source files can be found [[https://github.com/zturtleman/lilium-voyager|here]]. You can also find them precompiled in the [[#Downloads]] above. The source files can be found [[https://github.com/zturtleman/lilium-voyager|here]]. You can also find them precompiled in the [[#Downloads]] above.
-=== Where do my settings go? === +=== Building Lilium Voyager === 
-The settings on the three major systems, Windows, Linux and MacOS, are stored here: +As written above, only the source files are published. You have to compile the executables ("binaries") yourself. How this works for Quake 3 and derived games (32 and 64 bit, different platforms) is described in article [[Building Lilium Voyager]]. 
-  * Linux: ''~/.local/share/lilium-voyager/baseEF'', +==== cMod ==== 
-  * Windows: ''%appdata%\Lilium Voyager\baseEF'' +There is another variation of EF based on ioQuake3 source, the cMod. At this point, some more information should be added here. The original resources can be found [[https://stvef.org/cmod.php|here]]. According to the maintainer of the project, Noah "Chomenor" Metzger, the goal is not so much in a conservative direction as is with Lilium Voyager. So there are more experimental features included. 
-  * MacOS: ''~/Library/Application Support/Lilium Voyager/baseEF'' + 
-or in the corresponding mod folders. +Especially arguable is the decision to once again save config and downloaded files to the game's folder. Original ioQuake3 was patched to store this kind of data inside the home folder of the user under which it is runThis of course also goes for running serversThis makes totally sense in terms of security and multi user usability. However the original EF was based on an earlier version of ID Tech's engine, which stored all this data inside the game folder as well. At least under Windows 7 and above, both ways can be combined by placing EF's folder inside the ''Programs (x86)'' folder and not giving writing access to the game's folderwhich in turn will make Windows treat EF as legacy softwareThus, making all saves being stored in the home folder again. But this is not the goal of this change. 
-=== Building it yourself === +==== vitaVoyager ==== 
-As written above, only the source files are published. You have to compile the executables ("binaries") yourself. How this works for Quake 3 and derived games (32 and 64 bit, different platforms) is well described on the subpages of [[http://wiki.ioquake3.org/Building_ioquake3|this page]]. Please note that the description is for ioQuake3, i.e. the git links are not for Lilium Voyagerbut for ioQuake3For the source files of Lilium Voyager please use [[https://github.com/zturtleman/lilium-voyager|these sources]]. For cross-compiling from Linux to Windows MingW is necessary. A bold ''sudo apt-get install mingw-w64'' may be necessary beforehand (for Debian & derived distributions...)+Apparently there is also a fork of Lilium Voyager for the [[https://en.wikipedia.org/wiki/PlayStation_Vita|Playstation Vita]]. Up to this point, there is not much information to go on, except for the source of this information: [[https://wololo.net/talk/viewtopic.php?t=49863#p424868]]
-===== Graphic settings ===== +===== Location of the config files/mods/maps ===== 
-There is not much to say about the individual graphic settings in ''graphic data''. The effects should be known. However, the brightness control described in the next section can be found in ''Graphic data II'', if something needs to be readjusted. +==== Standard Location ==== 
-==== Adjust brightness ==== +Even though it may be a bit confusing in the beginning, there is not only one place where the settings for the game are stored. With a standard installation from CD, without mods or newer versions than 1.2, the files are located under ''baseEF'' in the EF games folder or in the corresponding folders of the mods in the games directory. For the mod Pinball for example, instead of the subfolder ''baseEF'' this is the folder ''pinball''The worst case scenario here is an NTFS file system which prevents the game from saving the settings at all. With the binaries of ioEF or Lilium Voyager things look different again. Because here (as it should have been for the original version of Raventhe files are stored in the user directory. This has the advantage that every user can have his own configuration and installed modsmaps, models, etc. and no user needs write access to the game directoryThe following list considers the main mod, ''baseEF'' to be the target of the savings. For other mod names change the ''baseEF'' part into the name of the folder the mod requires. 
-EF has so its problems with the gamma value with the original binaries under NT systems (thus everything starting from Win2000/XP upward). This means that the game is usually much too dark, no matter what you have set during installation or in the menu with the sliderThis can be changed as follows: +^ OS ^ EF 1.2 and older ^ Lilium Voyager ^ cMod ^ ioEF ^ 
-  - Open the file ''efconfig.cfg'' in the directory ''BaseEF'' of the EF installation, +| Windows up to Win Vista | Game folder | ''%appdata%\Lilium Voyager\baseEF'' | Game folder | ''%appdata%\STVEF\baseEF''
-  - search for the line ''r_ignorehwgamma <nowiki>"X"</nowiki>'' and set ''X'' to ''0'', +| Windows from Win 7 on | ''%UserProfile%\AppData\Local\VirtualStore\<nowiki><name of your EF game folder></nowiki>\'' (only when stored in folders ''Program Files'' or ''Program files (x86)'' of your Windows drive) | ''%appdata%\Lilium Voyager\baseEF'' | Game folder | ''%appdata%\STVEF\baseEF'' | 
-  search for the line ''r_overBrightBits <nowiki>"X"</nowiki>'' and set ''X'' to ''0''+| Linux | untested (requires Wine) | ''~/.local/share/lilium-voyager/baseEF'' | Game folder | ''~/.stvef/''''baseEF'' 
-Then it is actually too brightBut rather too bright and one can see something than too dark and one can't see anythingThe above also applies to the file ''hmconfig.cfg'', which provides the effect for the multiplayerFor Thilo's binaries or Lilium Voyager this setting is not necessarybecause the slider does exactly what it is supposed to do.+| MacOS | untested | ''~/Library/Application Support/Lilium Voyager/baseEF'' | Game folder | ''~/Library/Application Support/STVEF/baseEF''
 +==== Custom location ==== 
 +On ioQuake derived versions (Lilium Voyager, cMod, ioEF) there is also the possibility to explicitly tell the game, where to look for and place player's data. This is done by setting the variable ''fs_homepath'' during server or client startFor example 
 + 
 +''./liliumvoyhm.x86_64 +set fs_homepath ~/my_ef_folder'' 
 + 
 +makes the game look for data in the folder ''my_ef_folder'' in the current user's home folder (for Linux systems). This way it is possible, to kind of have multiple EF installations separately, e. g. with different (incompatible) mods active while actually having it installed just once. Files present inside the games installation folder, e. g. ''*.pk3'' files, are always found as well. So for running different mods with the same installation it is advisable, to strictly separate the configurations and mod files in different folders, while having only the basic game with only its original files inside the installation folder. 
 +===== Name of the Configuration Files ===== 
 +^ EF Variation ^ Holomatch Config ^ Singleplayer Config ^ 
 +| Vanilla | hmconfig.cfg | efconfig.cfg | 
 +| ioEF | hmconfig.cfg | - | 
 +| Lilium Voyager | hmconfig.cfg | - | 
 +| cMod | cmod.cfg | - | 
 +==== cMod Config File Renamed ==== 
 +cMod tries to behave in a similar fashion as original EF 1.2, meaning, it stores the config and downloaded files in the game folder. It does //not// store the config in the ''baseEF'' folder and the configuration file is called ''cmod.cfg''. So depending on the circumstances, it might also be, that this file is saved in another location, as is described for Standard EF from Win 7 on. 
 + 
 +===== IPv6 ===== 
 +If you are hosting a match on a computer with IPv6 address, the game also waits for connections via your IPv6 stack, when using [[#Lilium Voyager]]. If a player decides to connect to that server via IPv6, he has to enter the address in the fashion ''[block1:block2:...:blockn]'' into the specify server fields. Notice the brackets around, they are required. The ''::'' abbreviations are also allowed. 
 +===== Settings ===== 
 +For this informationsee the article [[Star Trek - Voyager – Elite Force Settings|Star Trek: Voyager – Elite Force Settings]].
  
-The [[https://obsproject.com/de|Open Broadcaster Software]] (OBS) is also affected from this bug, even when using [[#Lilium Voyager]]. This has the following effect: Ingame, the brightness looks just fine, while recordings look rather dark. When using the ''r_ignorehwgamma <nowiki>"X"</nowiki>'' variable setting, the video looks brighter as well. 
-==== Use other resolutions ==== 
-EF is based on the [[Quake 3 Arena]] engine. So you can use the [[Q3A graphics hack]] to play EF in HD or with **wide screen resolutions**. The two relevant config files are ''efconfig.cfg'' (for the single player) and ''hmconfig.cfg'' (for the multiplayer), see also section [[#Location of the config files]]. For mods (e.g. pinball) the config stored in the mod folder may also have to be modified. 
-===== User name and other settings ===== 
-==== Set User name ==== 
-A bad habit that also occurs on the net is that players forget to enter their name before playing multiplayer games. This can be very funny when 3 players with the name ''Redshirt'' are in the list at once. So it's best to change it immediately, so you won't forget that either. To do this, go to ''Configure'' -> ''Player'' in EF and there you can choose the name and model of the character you want to use. 
-==== Colored Nicknames ==== 
-You can also use colors in the nick by prefixing it with a ''^'' with a digit. All following characters will then be displayed in the corresponding color. The color assignment is as follows: 
-^ Code ^ Color ^ 
-| <nowiki>^</nowiki>1 | Red | 
-| <nowiki>^</nowiki>2 | Green | 
-| <nowiki>^</nowiki>3 | Yellow | 
-| <nowiki>^</nowiki>4 | Blue | 
-| <nowiki>^</nowiki>5 | Cyan | 
-| <nowiki>^</nowiki>6 | Pink | 
-| <nowiki>^</nowiki>7 | White | 
-| <nowiki>^</nowiki>8 | Black | 
-==== Overlong nicks ==== 
-By default, the length of the nick in EF is limited by the input field. But if you edit the ''hmconfig.cfg'' manually (line with ''seta name <nowiki>"..."</nowiki>''), longer nicks are also possible. 
-==== Handicap ==== 
-The option ''Handicap'' is only interesting for very good players as it reduces the shields, health and weapon damage values to the set percentage value (incl. upper limits). A handicap of 50 means that you only have 50 health points each time you spawn, not 100 as usual, and a maximum of 100 (with a slow drop back to 50). This has the same effect on the shields. The normal value times the handicap : 100 is always assumed as the basis, that means [[#Emergency Hypospray]]s also charge only to the handicap value, the [[#Booster Hypospray]]s, yellow medical bag, as well as shields charge as usual to a value of maximum 200, but this value decreases again and again slowly to the handicap value (unless you have enemy contact, then mostly faster... :-)). As said before, it's more for good players who don't want to spoil the game experience for everyone else. 
-===== Game options ===== 
-Here are some graphic settings of the game, which are very important: 
-  * ''Reflections of light'': Very classic graphic setting 
-  * ''Scoring marks'': It's funny on walls, but it's just a gimmick. 
-  * ''Dynamic Lights'': Very classic graphic setting 
-  * ''Target info'': is the opponent's name shown when I aim at him, or not? 
-  * ''Synchronize Pictures'': If ''on'', all opponents have the same model you use. 
-  * ''Team Overlays'': Displays the health and shields of your team mates at the desired location 
-  * ''Autom. Download'': Should missing maps, models or mods be automatically downloaded from the server? 
-  * ''Simple Objects'': Are items like weapons or ammunition 3D objects or just 2D bitmaps (looks really bad in 2D)? 
-  * ''Text'': Can be ''German'', ''English'' and ''French''. 
-  * ''Dialogues'': Can be ''English'' or ''German''. 
-===== Controls ===== 
-The "controls" may also require adjustment. An important feature of a good shooting game is that you can adapt the controls to your own needs, as in EF. 
-  * ''weapons'': fits quite well from the start 
-  * ''Attack/Looking around'' is very important, because here you can set small things like ''Alt. Attack'' on the right mouse button. But this is a matter of taste. 
-  * ''Comments'': It's a way to knock out chat messages. You should already have one, because the console is unwieldy. 
-  * ''Mouse/Joystick'' is quite important for people with a gamepad, because you can adjust the sensitivity. But it's rarely used. 
-  * ''Further options'': Not very important unless you want to sneak (''Always running'' turned ''off''). 
 ===== HUD ===== ===== HUD =====
 In principle, the HUD displays all relevant information. The standard view (without configuration changes like Net-Graph & Co.) looks like this: In principle, the HUD displays all relevant information. The standard view (without configuration changes like Net-Graph & Co.) looks like this:
 {{ :games:ef_hud.jpg?direct |}} {{ :games:ef_hud.jpg?direct |}}
 The individual elements are as follows: The individual elements are as follows:
-    - Carryable item, see also [[#Ultritium Mine]] ff.,+    - Carryable item, see also [[star_trek_-_voyager_elite_force_weapons_and_items#Ultritium Mine]] ff.,
     - Space for active items, several items may be displayed here at the same time,     - Space for active items, several items may be displayed here at the same time,
-    - an active item, see also [[#Passively used items]] ff.,+    - an active item, see also [[star_trek_-_voyager_elite_force_weapons_and_items#Passively used items]] ff.,
     - Remaining time until the item directly to the right loses its effect,     - Remaining time until the item directly to the right loses its effect,
     - Score, here you can find kills, deaths or flag captures,     - Score, here you can find kills, deaths or flag captures,
-    - Remaining ammunition, does not necessarily reflect the remaining number of shots, see also [[#Weapons]],+    - Remaining ammunition, does not necessarily reflect the remaining number of shots, see also [[star_trek_-_voyager_elite_force_weapons_and_items#Weapons]],
     - Health-Bar, can range from 0 (dead) to 300 (slowly reduced to 100),     - Health-Bar, can range from 0 (dead) to 300 (slowly reduced to 100),
     - Shields (can range from 0 (none) to 200 (will be slowly reduced to 100),     - Shields (can range from 0 (none) to 200 (will be slowly reduced to 100),
Line 237: Line 247:
     - Chat area, where voice messages and server messages are displayed.     - Chat area, where voice messages and server messages are displayed.
 ===== Weapons and Items ===== ===== Weapons and Items =====
-There is a set of standard weapons in Elite Force and a handful of hidden weapons (some of which can be used in mods or with cheats). Here is an overview: +See article [[Star Trek - Voyager – Elite Force Weapons and Items|Star TrekVoyager – Elite Force Weapons and Items]] on this subject.
-==== Weapons ==== +
-Virtually all weapons have two different fire modes. The normal mode is on the left mouse button, the alternative on ALT. The latter is usually put on the right mouse button by every player. Some fire modes differ considerably, others only differ in fire power and rate (and ammo consumption). Weapons can be switched by default with the scroll wheel and their number buttons. Weapons with surface damage (Splash-Damage) can also harm you. The respawn time of the weapons themselves is determined by the server. The respawn time of the ammunition is 40 seconds. The damage can be changed by a damage factor on the server side (e.g. 2 means twice as much damage) and by influencing the double damage factor (e.g. can also be four times instead of twice). +
-=== Phaser === +
-{{:games:ef1_phaser.png?nolink&200 |}}The phaser is the minimum equipment. It has relatively little firepower, but its ammunition recharges itself. Therefore there is no ammunition item for it. The alternative mode causes more damage, but also drains the energy faster. At great distances it is largely useless because it is far too inaccurate. Medium and short distances are no problem. +
-  * Starting ammunition50 +
-  * Maximum ammunition: 50 +
-  * Ammunition cost primary mode: 1 +
-  * Ammo cost secondary mode: 1 +
-  * Ammunition item contains: 0 (there is none, weapon recharges by itself) +
-  * Key: ''1'' +
-=== Phaser Compression Rifle === +
-{{:games:compression_rifle.png?nolink&200 |}}{{ :games:compression_rifle_munition.png?nolink&75|}}The compression rifle deals considerably more damage, especially in alternative (sniper) mode. The latter becomes the only mode in disintegration mode. Especially in sniper mode you can still hit quite well at long distances. In the campaign, the rifle also has the ability to cause no noise in sniper mode. +
-  * Starting ammunition: 32 +
-  * Maximum ammunition: 128 +
-  * Ammunition cost primary mode: 1 +
-  * Ammo cost secondary mode: 8 +
-  * Ammunition item contains: 32 +
-  * Key: ''2'' +
-=== I-Mod === +
-{{:games:ef1_umod.png?nolink&200 |}}{{ :games:ef1_umod_ammo.png?nolink&50|}}The I-Mod is, so to speak, the sister weapon of the compression rifle, with the difference that it is the only one that ignores the shields (including portable force fields!), i.e. strikes directly at the health instead of first reducing the shields. All other weapons first reduce the shields to zero and only after that  subtract health. As with the compression rifle, the alternative mode is much stronger, but also costs more energy. +
-  * Starting ammunition: 15 +
-  * Maximum ammunition: 60 +
-  * Ammunition cost primary mode: 1 +
-  * Ammo cost secondary mode: 3 +
-  * Ammunition item contains: 15 +
-  * Key: ''3'' +
-=== Scavenger Rifle === +
-{{:games:ef1_scavenger.png?nolink&200 |}}{{ :games:ef1_scavanger_munition.png?nolink&60|}}The Scavenger Rifle is best compared to a submachine gun (scatters strongly, comparatively slow spread of the bullets), which shoots ballistically in the alternative mode plasma bursts (grenade launcher, does not bounce). The grenade launcher reaches medium ranges at most. The primary mode scatters strongly especially at longer distances, the secondary mode has splash damage. +
-  * Starting ammunition: 30 +
-  * Maximum ammunition: 100 +
-  * Ammunition cost primary mode: 1 +
-  * Ammo cost secondary mode: 5 +
-  * Ammunition item contains: 30 +
-  * Key: ''4'' +
-=== Stasis weapon === +
-{{:games:ef1_stasis.png?nolink&152 |}}{{ :games:ef1_statsis_munition.png?nolink&60|}}Most similar to a shotgun in primary fire mode. At short range it is very effective, at long range not, because the fired vortices are relatively slow. In alternate mode, it fires five spreading beams, similar to the compression rifle or the U-Mod. The middle one hits as well as the I-Mod. +
-  * Starting ammunition: 15 +
-  * Maximum ammunition: 50 +
-  * Ammunition cost primary mode: 1 +
-  * Ammo cost secondary mode: 1 +
-  * Ammunition item contains: 15 +
-  * Key: ''5'' +
-=== Compound Grenade Launcher === +
-{{:games:ef1_granatwerfer.png?nolink&200 |}}{{ :games:ef1_granatwerfer_munition.png?nolink&75|}}The grenade launcher is named just right. The primary mode shoots ballistic grenades that also bounce off walls and other obstacles. The alternative mode is similar, except that the grenade doesn't bounce off walls and other obstacles, but remains a mine on the obstacle. However, it triggers after a short moment. The trajectory is flatter but straighter than in primary mode. The range is relatively limited. In Specialties mode the mines remain permanently active and are equipped with a laser. If the laser beam is crossed by a player, the mine triggers. This allows to effectively trap a room. The line of fire is straight. Mines can also trigger each other if they are placed too close to each other. The splash damage of both modes can also hit you. The grenade launcher is not automatically used when you pick it up. +
-  * Starting ammunition: 10 +
-  * Maximum ammunition: 30 +
-  * Ammunition cost primary mode: 1 +
-  * Ammo cost secondary mode: 1 +
-  * Ammunition item contains: 10 +
-  * Key: ''6'' +
-=== Tetryon Pulse Disruptor === +
-{{:games:ef1_tetryon.png?nolink&200 |}}{{ :games:ef1_tetryon_munition.png?nolink&75|}}The Tetryon Pulse Disruptor is most comparable to a machine gun in primary fire mode. High firepower, beam fire, but some dispersion. On long distances you hit very badly with it. The alternative mode is especially interesting when the target is around the corner, because the fired bullets bounce several times, similar to the grenades of the grenade launcher, only without the effects of gravity. But the fire rate is much higher. +
-  * Starting ammunition: 40 +
-  * Maximum ammunition: 120 +
-  * Ammunition cost primary mode: 1 +
-  * Ammo cost secondary mode: 2 +
-  * Ammunition item contains: 40 +
-  * Key: ''7'' +
-=== Photon Burst === +
-{{:games:ef1_photon.png?nolink&200 |}}{{ :games:ef1_photon_munition.png?nolink&75|}}This weapon corresponds to the classic rocket launchers found in [[Quake 3 Arena]] or [[Unreal Tournament 2004]]. The primary mode fires a torpedo, with relatively much damage and relatively high airspeed. Splash Damage is extremely high. The alternate mode is similar. The torpedo has more firepower, pursues its target with limited agility, but spreads slower. In both cases a dodge is still relatively well possible. The weapon is not selected automatically when you pick it up. +
-  * Starting ammunition: 6 +
-  * Maximum ammunition: 20 +
-  * Ammunition cost primary mode: 1 +
-  * Ammo cost secondary mode: 2 +
-  * Ammunition item contains: 6 +
-  * Key: ''8'' +
-=== Arc Welder === +
-{{:games:ef1_bogenschweisser.png?nolink&200 |}}{{ :games:ef1_bogenschweisser_munition.png?nolink&75|}}The arc welder fires a lightning bolt, with relatively high damage, so to speak. The alternate mode shoots a kind of ball lightning that deals high damage and has a larger cross section. At medium to long distances, the weapon is not very accurate. +
-  * Starting ammunition: 40 +
-  * Maximum ammunition: 120 +
-  * Ammunition cost primary mode: 1 +
-  * Ammo cost secondary mode: 5 +
-  * Ammunition item contains: 40 +
-  * Key: ''9'' +
-=== Assimilator === +
-{{:games:ef1_assimilator.png?nolink&100 |}}The assimilator is only available in assimilation mode for Borg players. Both modes assimilate the opponent. It is a pure melee weapon, without ammunition or cost. It is activated by pressing the ''1'' key. +
-=== Borg Weapon === +
-{{:games:ef1_borgwaffe.png?nolink&100 |}}The Borg weapon is used in the campaign by the Borg, in multiplayer only by Mods. The assimilation mod uses it for the Borg team. The primary mode fires small plasma balls, similar to the [[#Scavenger Rifle]], the secondary mode fires a kind of lightning bolt. +
-  * Starting ammunition: 100 +
-  * Maximum ammunition: 100 +
-  * Ammunition cost primary mode: 1 +
-  * Ammo cost secondary mode: 1 +
-  * Ammunition item contains: 0 (Weapon recharges by itself, there are no ammunition items) +
-  * Key: ''2'' +
-==== Other items used actively ==== +
-=== Tricorder === +
-The Tricorder is only available with the Expansion Pack. With the primary mode you can scan objects. The alternative mode shows a radar. +
-  * Key: ''t''+
-=== Hypospray === +
-The Hypospray as a usable item is a healing item in the Specialties mod, which can be used by players with the role of Medic on other players. The difference in healing for alternate and primary modes is the amount of health boost for the recipient. +
-  * Starting ammunition: 50 for primary healing and 30 for secondary healing. +
-  * Ammunition cost primary mode: 1 +
-  * Ammo cost secondary mode: 1 +
-  * Ammunition item contains: 0 (there's no ammunition for it) +
-  * Key: ''h'' +
-=== Ultritium Mine === +
-{{:games:ef1_ultritium.png?nolink&50 |}}The counterpart to the Redeemer of [[Unreal Tournament]] is a small explosive charge, which you first have to lay, and which you can then detonate remotely. But it can, like the Redeemer, be destroyed beforehand by the enemy without exploding. The Splash-Damage is very high and in a larger radius the mine will move the players on the map. +
-  * Respawn time: 1 minute +
-=== Portable force field === +
-{{:games:ef1_forcefield.png?nolink&50 |}}Force fields can only be crossed by players of the own team (if available). They remain in place for one minute. In [[Elite Force Pinball Mod|Pinball Mod]], the effect is changed so that nobody is allowed to touch the force field, otherwise they die immediately. The force field can be destroyed by weapons prematurely. A single photon torpedo with [[#Quantum Weapon Enhancer|double damage]], for example, destroys it instantly. +
-  * Duration: 25 seconds +
-  * Respawn time: 1 minute +
-=== Emergency transporter === +
-{{:games:ef1_transporter.png?nolink&50 |}}The emergency transporter beams the player to a random spawn point on the map. In CTF mode it also drops the flag. +
-  * Respawn time: 1 minute +
-=== Med kit === +
-{{:games:ef1_healthpack.png?nolink&50 |}}Restores the player's health to 100. If he is already at 100, he gets 25 more. +
-  * Respawn time: 1 minute +
-==== Passively used items ==== +
-There are various items that give you bonuses or special abilities. Some of them have a temporary effect. If you lose those, the person who collects the item will continue with the same countdown where the previous owner left off. +
-=== Quantum Weapon Enhancer === +
-{{:games:ef1_doubledamage.png?nolink&50 |}}A classic double damage booster. The usual standard value is doubling the damage effect for the wearer, but this can be adjusted with cvars. +
-  * Duration: 30 seconds +
-  * Respawn time: 2 minutes +
-=== Seeker Drone === +
-{{:games:ef1_seeker.png?nolink&50 |}}Fires at nearby enemies once every second. +
-  * Duration: 30 seconds +
-  * Respawn time: 2 minutes +
-=== Jetpack === +
-{{:games:ef1_jetpack.png?nolink&50 |}}The jetpack lets the player fly freely. Jumping acts as flying upwards, ducking as flying downwards. Otherwise the normal direction keys and the mouse are used. +
-  * Duration: 30 seconds +
-  * Respawn time: 2 minutes +
-=== Speedboots === +
-{{:games:ef1_speedboots.png?nolink&30 |}}Make the wearer twice as fast, not only when running but also at the fire rate. +
-  * Duration: 30 seconds +
-  * Respawn time: 2 minutes +
-=== Cloaking field === +
-{{:games:ef1_tarnfeld.png?nolink&50 |}}Makes the player almost invisible. +
-  * Duration: 20 seconds +
-  * Respawn time: 2 minutes +
-=== Metaphasic Shields === +
-{{:games:ef1_metaphasischer_schild.png?nolink&75 |}}Makes the player invulnerable. +
-  * Duration: 20 seconds +
-  * Respawn time: 2 minutes +
-=== Nano-regenerative shield === +
-{{:games:ef1_nanoreg.png?nolink&50 |}}Recharge the player's health in steps of 5 per second. +
-  * Duration: 30 seconds +
-  * Respawn time: 2 minutes +
-=== Emergency Hypospray === +
-{{:games:ef1_hypo.png?nolink&20 |}}The emergency hypospray charges up to 25 health at a time, but is capped at 100 total health. If one already has 100 health, it is not even taken up. +
-  * Respawn time: 30 seconds +
-=== Booster Hypospray === +
-{{:games:ef1_nothypo.png?nolink&20 |}}The boosert hypospray recharges 5 health, up to a maximum value of 200 (for action heroes 300). Once the maximum value is reached, it is not taken. However, since (with the exception of action heroes) your health will automatically decrease by one per second, you'll almost immediately take one again. +
-  * Respawn time: 30 seconds +
-=== Small shields === +
-{{:games:ef1_ruestung_klein.png?nolink&20 |}} Charges five shields to a maximum of 200. +
-  * Respawn time: 20 seconds +
-=== shield armor dark === +
-{{:games:ef1_ruestung_mittel.png?nolink&75 |}}Charges 50 shields to a maximum of 200. +
-  * Respawn time: 20 seconds +
-=== Shield armor bright === +
-{{:games:ef1_ruestung_gross.png?nolink&75 |}}Charges 100 shields to a maximum of 200. +
-  * Respawn time: 20 seconds +
-==== Shield damage vs. health damage ==== +
-All weapons cause damage, that's trivial. But not all weapons always cause the same type of damage. Apart from the obvious difference between area damage from grenades and Co. and targeted weapons, there's a small detail difference with the [[#I-Mod]] which ignores shields completely (even portable force fields!). In general: First the shields are reduced. Only then the health is attacked. Shield damage looks like this from the attacker's point of view: +
- +
-{{:games:ef1_shield_damage.gif?nolink|}} +
- +
-You can see the impact cloud of the rifle and the movement effect on the player model, but not more. From the attacked player's point of view it looks like this+
- +
-{{:games:ef1_shield_damage_numbers.gif?nolink|}} +
- +
-When the rifle hits 18 shields are taken off, but the health is not affected. This also applies to area damage if it does not use up all the shields: +
- +
-{{:games:ef1_grenade_damage_numbers.gif?nolink|}} +
- +
-The damage to the shields here is 78. However, the weapon does not yet affect the health. Only with 0 shields the health is reduced. From the attacker's point of view this is how it looks (I-Mod ignores shields): +
- +
-{{:games:ef1_health_damage.gif?nolink|}} +
- +
-You can clearly see the bright sparkle effects in addition to the other effects. From the attacked person's point of view it looks like this: +
- +
-{{:games:ef1_health_damage_numbers.gif?nolink|}} +
- +
-The I-Mod does 23 damage to health, while the shields are not affected at all. However, you can also tell from the glittering weapon model that you are taking health damage yourself, without any value display at all. With shields you don't see any of this. The transition can be seen particularly well with the phaser, since it deals relatively little/slow damage: +
- +
-{{:games:ef1_phaser_damage.gif?nolink|}} +
- +
-Or the values: +
- +
-{{:games:ef1_phaser_damage_numbers.gif?nolink|}} +
- +
-First the remaining shields are used up, then the health. Especially for weapons with a lot of damage (or with a [[#Quantum Weapon Enhancer]] active) it can happen that you remove the shields with a single hit and cause health damage. The animation then corresponds directly to the health damage.+
 ===== Recommendations/Achievements ===== ===== Recommendations/Achievements =====
-In EF there are various achievements that can be accomplished. Some of these are already displayed during the game, others are only announced at the end of the match. Here is a complete list of these achievements: +See article [[Star Trek Voyager – Elite Force Recommendations and Achievements|Star TrekVoyager – Elite Force Recommendations and Achievements]] on this subject
-==== During the match ==== +===== Maps, Mods and Models ===== 
-^  Symbol  ^  Title  ^  Description +As with all popular games that allow modding, EF offers maps, mods, or models (player skins) created by private individuals. Basically the same applies to all three: Download from the provider, //read the Readme// and act accordingly. If there is no readme or no installation instructions, copy the ''*.pk3'' files into the ''baseEF'' directory of the EF installation. All maps and models, but also most mods, are created as ''*.pk3'' files. A ''*.pk3'' file is basically nothing more than a renamed ''*.zip'' file containing all the data needed to run the map, model, or mod. A few maps need the expansion pack for EF, because otherwise needed textures are missing or the map won't work. After you have copied the files into the proper folders, you should be able to select the maps or models directly in the game. A few maps are an exception, because they are only accessible with the command ''/map <mapname>'' (not in the selection menu). ''<mapname>'' is of course the name of the map you want to load. (This is because there is no map description included. This would be an ''*.arena'' file in the folder ''scripts'', which describes (among other things) which game types are playable with it.) Often you can only tell if mods are used in the game when weapon skins are changed or something similar occurs.
-| {{ :games:ef_erster_treffer.png?nolink |}} | First Strike | Who takes the first frag | +
-| {{ :games:ef_beeindruckend.png?nolink |}} | Impressive | With the [#I-Mod] or the [#Phase Compression Rifle] two hits with the alternative mode (sniper) in a row or simultaneously. | +
-| {{ :games:ef_exzellent.png?nolink |}} | Excellent | Two frags within a very short time. | +
-| {{ :games:ef_ass.png?nolink |}} | Ace | 5 frags without being fragged yourself. | +
-| {{ :games:ef_experte.png?nolink |}} | Expert | 10 frags without being fragged yourself. | +
-| {{ :games:ef_meister.png?nolink |}} | Master | 15 frags without being fragged yourself. | +
-| {{ :games:ef_champion.png?nolink |}} | Champion | 20 frags without being fragged yourself. | +
-|   Denied | An opponent grabs an item //directly// before you reach it. | +
-==== After the match ==== +
-^  Symbol  ^  Title  ^  Description +
-| {{ :games:ef_effizienz.png?nolink |}} | Efficiency | 50% accuracy during the match | +
-| {{ :games:ef_scharfschuetze.png?nolink |}} | Sharpshooter | At least five times "Excellent"+
-| {{ :games:ef_weisse_weste.png?nolink |}} | Untouchable | Not being fragged a single time | +
-| {{ :games:ef_logistiker.png?nolink |}} | Logistics | Collect a lot of items | +
-| {{ :games:ef_taktiker.png?nolink |}} | Tactician | Achieve at least one frag with every available weapon | +
-| {{ :games:ef_sprengstoffexperte.png?nolink |}} | Demolitionist | A lot of explosive weapons frags. | +
-==== After CTF matches ==== +
-^  Symbol  ^  Title  ^  Description +
-| {{ :games:ef_mvp.png?nolink |}} | MVP ("Most valuable Player") | The player who scored the most points for the team. | +
-| {{ :games:ef_verteidiger.png?nolink |}} | Defender | The one who shot down the opponent most often when carrying his own flag. | +
-| {{ :games:ef_abfaenger.png?nolink |}} | Interceptor | The player who returned his own flag the most. | +
-| {{ :games:ef_krieger.png?nolink |}} | Warrior | The player with the most frags. | +
-| {{ :games:ef_traeger.png?nolink |}} | Carrier | The one who delivered the enemies flag most often. | +
-| {{ :games:ef_tapferkeit.png?nolink |}} | Bravery | The player most frequently fragged. | +
-==== Section 31 ==== +
-{{:games:ef1_section31.png?nolink| }}There is, based on existing graphics and sounds, another recommendation, namely "Section 31". However, this is designed in the code in such a way that it can never be displayed. Based on the commented lines [[https://github.com/UberGames/RPG-X2/blob/e0b5334b3547e864c61fb7bd0fdde7ec8791a961/game/g_log.c|here]] (function ''CalculateSection31Award'') it probably requires the following things at the same time: +
-  * At least 75% accuracy, +
-  * Untouchable, +
-  * Champion and +
-  * Sharpshooter+
-===== Maps, mods and models ===== +
-As with all popular games that make it possible, EF also offers maps, mods, or models (player skins) created by private individuals. Basically the same applies to all three: Download from the provider, //read the Readme// and act accordingly. If there is no readme or no installation instructions, copy the ''*.pk3'' files into the ''baseEF'' directory of the EF installation. All maps and models, but also most mods, are created as ''*.pk3'' files. A ''*.pk3'' file is basically nothing more than a renamed ''*.zip'' file containing all the data needed to run the map, model, or mod. A few maps need the expansion pack for EF, because otherwise needed textures are missing or the map won't work. After you have copied the files into the proper folders, you should be able to select the maps or models directly in the game. A few maps are an exception, because they are only accessible with the command ''/map <mapname>'' (not in the selection menu). ''<mapname>'' is of course the name of the map you want to load. (This is because there is no map description included. This would be an ''*.arena'' file in the folder ''scripts'', which describes (among other things) which game types are playable with it.) Often you can only tell if mods are used in the game when weapon skins are changed or something similar occurs.+
 ==== Mods ==== ==== Mods ====
-Mods can enrich the gaming experience considerably, e.g. the pinball mod (the opponent must be shot out of the playing field instead of being fragged). However, some have the problem that the original game can no longer be played. Mods are not to be mistaken for modes, which are built in by default, e.g. the disintegration mode (only [[#Phaser compression rifle]], always on alternative fire mode, but unlimited ammo). Here are some videos about mods for EF 1:+Mods can enrich the gaming experience considerably, e.g. the pinball mod (the opponent must be shot out of the playing field instead of being fragged). However, some have the problem that the original game can no longer be played. Mods are not to be mistaken for modes, which are built in by default, e.g. the disintegration mode (only [[star_trek_-_voyager_elite_force_weapons_and_items#Phaser compression rifle]], always on alternative fire mode, but unlimited ammo). Here are some videos about mods for EF 1:
   * [[https://www.youtube.com/watch?v=OwTN5ylN7dE&index=1&list=PLsuchTlhr9YwVzy_WWqMREMf_u4bOdazd|Let's Play Star Trek: Enterprise - Regeneration]]   * [[https://www.youtube.com/watch?v=OwTN5ylN7dE&index=1&list=PLsuchTlhr9YwVzy_WWqMREMf_u4bOdazd|Let's Play Star Trek: Enterprise - Regeneration]]
   * [[https://www.youtube.com/watch?v=u_ZH_XSqNwY|Asteria Update and Video Testing]]   * [[https://www.youtube.com/watch?v=u_ZH_XSqNwY|Asteria Update and Video Testing]]
Line 469: Line 264:
   * [[http://www.moddb.com/mods/elite-force-graphic-overhaul-project|Elite Force: Graphic Overhaul Project]], New graphics for EF   * [[http://www.moddb.com/mods/elite-force-graphic-overhaul-project|Elite Force: Graphic Overhaul Project]], New graphics for EF
  
-Several mods are still used today permanently running on many servers. Below are some of them:+You can activate mods either with the console of from the menu: 
 + 
 +When in the main menu, click on ''Mods'', and you get a list of mods you can activate: 
 + 
 +{{ :en:games:ef1_mod_selection.png?nolink&600 |}} 
 + 
 +Simply select the mod to be activated and click on **Load mod**. The default Mod is **Elite force : Holomatch**. Activating a mod from the console works by adding ''+set fs_game <modname>'' to the execution command. 
 + 
 +Several mods are still used todayrunning permanently on many servers. Below are a few of them:
   * [[https://www.gamefront.com/games/elite-force/file/ef-admin|EFAdmin]]   * [[https://www.gamefront.com/games/elite-force/file/ef-admin|EFAdmin]]
   * [[https://www.gamefront.com/games/elite-force/file/gladiator-arena|Gladiator Arena]]   * [[https://www.gamefront.com/games/elite-force/file/gladiator-arena|Gladiator Arena]]
-  * SuperFFA+  * [[http://beer-garden.n5net.com/downloads/?lid=210|SuperFFA]]
   * [[https://www.gamefront.com/games/elite-force/file/tos-weapons-mod-2|TOS Weapons II]] (tw2)   * [[https://www.gamefront.com/games/elite-force/file/tos-weapons-mod-2|TOS Weapons II]] (tw2)
   * vv-CTF   * vv-CTF
Line 487: Line 290:
 In principle, models are skins for the character, weapons or even new crosshairs. But models have a drawback: If the server doesn't have them as well, the client switches to the standard model. So (after some tests with EF 1.2) you don't become invisible or something similar. If the server also has the model, it will be downloaded from the clients anyway and will be available for everyone. In principle, models are skins for the character, weapons or even new crosshairs. But models have a drawback: If the server doesn't have them as well, the client switches to the standard model. So (after some tests with EF 1.2) you don't become invisible or something similar. If the server also has the model, it will be downloaded from the clients anyway and will be available for everyone.
 ==== Maps ==== ==== Maps ====
-The least problematic are maps. It is only important that everyone plays the same version and that additional ''*.pk3'' files required by a map are present, too. Most of the time you will only find the latest version of a map anyway, or the older ones are marked as such. When choosing the maps for a dedicated server, it is important that as many people as possible have the maps (or not too many custom maps are needed), or can get them quickly (e.g. a put map pak on an FTP, because the standard download via EF simply takes really long, see also [[#Accelerating Map Downloads]]) and that the maps are not all too computation-intensive. Especially on older computers, oversized or over-detailed maps can stutter, which is not very good for a fast game like EF. On current systems, however, this is no longer an issue.+See article [[Star Trek - Voyager – Elite Force Maps|Star Trek: Voyager – Elite Force Maps]] on this subject.
  
-It is enjoyable when a map is not played for too long. Each player has one or the other map on which he/she will not get anywhere. Therefore the limits (time, capture, kills) should be chosen carefully and with consideration of active modes and mods. Rough guidelines are 30 kills/5 captures, 15-20 minutes time limit. Then there won't be anything like 100 kills 10 death or so. On some maps, for example, the one with the arc welder is simply almost unbeatable. So it's no fun to experience 100 kills first hand. Also it should be a quite varied selection of maps. First CTF and then DM on the same map is boring. 
- 
-Suitability for certain modes or game types should also be considered. Disintegration, for example, plays better on larger maps than on smaller ones. The number of players should also be considered. On a huge map with few players there is no fun, on a crowded map there is also no fun. However, the former can be compensated by filling the map with bots. 
- 
-The command to call maps (''/map <nowiki><mapname></nowiki>'') is applicable to //all// maps, but is only really necessary for a few. It is important that the name of the ''*.pk3'' file in the ''maps'' folder of the ''*.pk3'' file is used instead of the name of the ''*.pk3'' file. With this name maps are also invoked for map cycles of a dedicated server. However, this means that the ''*.pk3'' file can also have a completely different name than the actual map (e.g. ''pak0.pk3'' from the base installation contains a variety of maps, not just one). When in doubt, check it first. It helps to name the ''*.pk3'' the same way as the ''*.bsp''. (If it doesn't contain multiple maps.) The case doesn't matter when calling this command. 
- 
-It may also be important whether a map can be played with bots (i.e. has waypoints). This can be recognized by the fact whether in the folder ''maps'' of the ''*.pk3'' there is also an ''*.aas'' file with the name of the map. If this is not the case, bots cannot play on the map. 
-=== Standard Maps === 
-As in most games, Eliteforce comes with a set of maps that everyone who has installed the game will have. In a broader sense, it can be considered standard maps if you take the Expansion Pack's maps into consideration. Many have them, but not necessarily everyone. Here is a list of the maps that come shipped with EF (in the ''pak0.pk3''): 
-^ Level Screenshot ^  Mapname  ^  Game Types  ^   Recommended number of players  ^  Rec. Frag Limit  ^ 
-|  {{:games:ef_ctf_and1.jpg?nolink&200|}}  | ctf_and1 |  CTF, TDM, FFA  |  10  |  -  | 
-|  {{:games:ef_ctf_kln1.jpg?nolink&200|}}  | ctf_kln1 |  CTF, TDM, FFA  |  10  |  -  | 
-|  {{:games:ef_ctf_kln2.jpg?nolink&200|}}  | ctf_kln2 |  CTF, TDM, FFA  |  12  |  -  | 
-|  {{:games:ef_ctf_voy1.jpg?nolink&200|}}  | ctf_voy1 |  CTF, TDM, FFA  |  8  |  10  | 
-|  {{:games:ef_ctf_voy2.jpg?nolink&200|}}  | ctf_voy2 |  CTF, TDM, FFA  |  8  |  15  | 
-|  {{:games:ef_hm_borg1.jpg?nolink&200|}}  | hm_borg1 |  TDM, FFA  |  6  |  10  | 
-|  {{:games:ef_hm_borg2.jpg?nolink&200|}}  | hm_borg2 |  TDM, FFA  |  8  |  20  | 
-|  {{:games:ef_hm_borg3.jpg?nolink&200|}}  | hm_borg3 |  TDM, FFA  |  12  |  25  | 
-|  {{:games:ef_hm_cam.jpg?nolink&200|}}  | hm_cam |  TDM, FFA  |  6  |  20  | 
-|  {{:games:ef_hm_dn1.jpg?nolink&200|}}  | hm_dn1 |  TDM, FFA  |  12  |  15  | 
-|  {{:games:ef_hm_dn2.jpg?nolink&200|}}  | hm_dn2 |  TDM, FFA  |  16  |  20  | 
-|  {{:games:ef_hm_for1.jpg?nolink&200|}}  | hm_for1 |  TDM, FFA  |  8  |  10  | 
-|  {{:games:ef_hm_kln1.jpg?nolink&200|}}  | hm_kln1 |  TDM, FFA  |  6  |  10  | 
-|  {{:games:ef_hm_noon.jpg?nolink&200|}}  | hm_noon |  TDM, FFA  |  4  |  10  | 
-|  {{:games:ef_hm_scav1.jpg?nolink&200|}}  | hm_scav1 |  TDM, FFA  |  8  |  15  | 
-|  {{:games:ef_hm_voy1.jpg?nolink&200|}}  | hm_voy1 |  TDM, FFA  |  12  |  15  | 
-|  {{:games:ef_hm_voy2.jpg?nolink&200|}}  | hm_voy2 |  TDM, FFA  |  8  |  10  | 
-=== Expansion Pack Maps === 
-The following maps are regularly included in the Expansion Pack (in the ''pak3.pk3''): 
-^ Level Screenshot ^  Mapname  ^  Game Types  ^   Recommended number of players  ^  Rec. Frag Limit  ^ 
-|  {{:games:ef_ctf_breach.jpg?nolink&200|}}  | ctf_breach |  CTF, TDM, FFA  |  12  |  20  | 
-|  {{:games:ef_ctf_dn1.jpg?nolink&200|}}  | ctf_dn1 |  CTF, TDM, FFA  |  8  |  15  | 
-|  {{:games:ef_ctf_for1.jpg?nolink&200|}}  | ctf_for1 |  CTF, TDM, FFA  |  12  |  15  | 
-|  {{:games:ef_ctf_neptune.jpg?nolink&200|}}  | ctf_neptune |  CTF, TDM, FFA  |  6  |  10  | 
-|  {{:games:ef_ctf_oldwest.jpg?nolink&200|}}  | ctf_oldwest |  CTF, TDM, FFA  |  6  |  15  | 
-|  {{:games:ef_ctf_reservoir.jpg?nolink&200|}}  | ctf_reservoir |  CTF, TDM, FFA  |  8  |  15  | 
-|  {{:games:ef_ctf_singularity.jpg?nolink&200|}}  | ctf_singularity |  CTF, TDM, FFA  |  8  |  20  | 
-|  {{:games:ef_ctf_spyglass2.jpg?nolink&200|}}  | ctf_spyglass2 |  CTF, TDM, FFA  |  8  |  10  | 
-|  {{:games:ef_ctf_stasis.jpg?nolink&200|}}  | ctf_stasis |  CTF, TDM, FFA  |  4  |  10  | 
-|  {{:games:ef_hm_altar.jpg?nolink&200|}}  | hm_altar |  TDM, FFA  |  8  |  10  | 
-|  {{:games:ef_hm_blastradius.jpg?nolink&200|}}  | hm_blastradius |  TDM, FFA  |  8  |  15  | 
-|  {{:games:ef_hm_borgattack.jpg?nolink&200|}}  | hm_borgattack |  TDM, FFA  |  8  |  20  | 
-|  {{:games:ef_hm_for2.jpg?nolink&200|}}  | hm_for2 |  TDM, FFA  |  10  |  15  | 
-|  {{:games:ef_hm_raven.jpg?nolink&200|}}  | hm_raven |  TDM, FFA  |  4  |  10  | 
-|  {{:games:ef_hm_temple.jpg?nolink&200|}}  | hm_temple |  TDM, FFA  |  8  |  25  | 
-|  {{:games:ef_hm_voy3.jpg?nolink&200|}}  | hm_voy3 |  TDM, FFA  |  6  |  20  | 
-=== Elite Force Player Maps === 
-There are some additional maps on the Expansion Pack CD. They are called "Elite Force Player Maps", and are located as installer ''EliteForcePlayerMapsGM.exe'' in the directory ''Setup/PlayerMaps''. This installer places only the file ''playermaps.pk3'' in the ''BaseEF'' folder. This ''*.pk3'' contains the following maps: 
-^ Level Screenshot ^  Mapname  ^  Game Types  ^   Recommended number of players  ^  Rec. Frag Limit  ^ 
-|  {{:games:ef_borg210.jpg?nolink&200|}}  | borg210 |  TDM, FFA    8  |  20  | 
-|  {{:games:ef_ctf_ambushv2.jpg?nolink&200|}}  | ctf_ambushv2 |  CTF, TDM, FFA  |  8  |  25  | 
-|  {{:games:ctf_thebunkerv2.jpg?nolink&200|}}  | ctf_thebunkerv2 |  CTF, TDM, FFA  |  6  |  20  | 
-|  {{:games:ef_hm_209.jpg?nolink&200|}}  | hm_209 |  TDM, FFA  |  -  |  30  | 
-|  {{:games:ef_shipwrecked.jpg?nolink&200|}}  | shipwrecked |  TDM, FFA  |  8  |  10  | 
-=== Bonus Holomatch Map Pack === 
-There is a handful more maps created by Raven Software that were not shipped on the CDs. They were only available via the Internet, as map pak or single maps. They are available as files ''ctf_geothermal.pk3'', ''ctf_spyglass.pk3'' and ''stvef_mappack.zip''. ( For example [[http://eliteforce.gamebub.com/ef_maps_extra_1.php| here]] and [[https://www.fileplanet.com/50718/50000/fileinfo/Elite-Force-Bonus-Holomatch-Map-Pack|here]].) In ''stvef_mappack.zip'' you can find the actual map file ''raven_trekmaps1.pk3''. It contains the three maps ''ctf_canyon'', ''ctf_space'' and ''hm_dn3''. 
-^ Level Screenshot ^  Mapname  ^  Game Types  ^   Recommended number of players  ^  Rec. Frag Limit  ^ 
-|  {{:games:ef_ctf_canyon.jpg?nolink&200|}}  | ctf_canyon |  CTF, TDM, FFA  |  10  |  20  | 
-|  {{:games:ef1_ctf_geothermal.jpg?nolink&200|}}  | ctf_geothermal |  CTF, TDM, FFA  |  10  |  20  | 
-|  {{:games:ef_ctf_space.jpg?nolink&200|}}  | ctf_space |  CTF, TDM, FFA  |  6  |  20  | 
-|  {{:games:ef1_ctf_spyglass.jpg?nolink&200|}}  | ctf_spyglass |  CTF, TDM, FFA  |  6  |  20  | 
-|  {{:games:ef_hm_dn3.jpg?nolink&200|}}  | hm_dn3 |  TDM, FFA  |  6  |  20  | 
-=== Map creation === 
-Somebody else should write something about the actual creation of the maps. Nevertheless, here are some of the information I've come across. First of all the format of the map files: As mentioned above, these are basically ''*.zip'' files that contain textures and map geometry as well as bot data and possibly additional sounds. 
-== Bots == 
-Maps don't have native bot support. You can easily find out if they support them by looking into the ''*.pk3'' folder ''maps''. (If this is not available, the ''*.pk3'' is not a map file, but either a support file (e.g. with additional textures or sounds) or a model or bot.) If it contains an ''*.aas'' file with the same name as the actual map (''*.bsp''), somebody went to the trouble of giving the map bot support. In principle, this can also be retrofitted. Therefore you have to convert the ''*.bsp'' file from the ''*.pk3'' with [[https://github.com/bnoordhuis/bspc|BSPC]] into a ''*.aas''. A command line looks like this: 
-<code> 
-bspc -bsp2aas <pk3-file>/maps/bspfile.bsp 
-</code> 
-The file obtained can then be copied back into the ''*.pk3'' folder ''maps''. There are a number of other BSPC functions that are not explained here. For Windows, there is a [[https://www.fileplanet.com/archive/p-55172/BSPC-GUI-v0-05|BSPC GUI]] to make your work easier. Most of the time, however, on maps that don't have bot support, not only was the mapper too lazy to do it, but there are technical problems preventing them from retrofitting the waypoints. But you can still try it if you're not sure. 
 ===== Abbreviations ===== ===== Abbreviations =====
 The following abbreviations might be interesting: The following abbreviations might be interesting:
Line 566: Line 299:
   * PIN = Pinball   * PIN = Pinball
   * DESI = Desintegration (everyone has only sniper rifle which can only fire in sniper mode)   * DESI = Desintegration (everyone has only sniper rifle which can only fire in sniper mode)
 +===== Voting System =====
 +EF does, just like Quake 3 does, utilize a voting system, which allows players to call votes for game type, maps and kicking players. This does however require the server to allow that. Especially when using a map cycle, it is recommended to //not// allow voting, as after a map vote, the map cycle will not continue on its own.
 +
 +To activate voting on the server, set ''g_allowvote'' to ''1'', which is the default.
 +
 +After that, the principle is always the same. ''callvote [command]'' calls for a vote, whereas ''[command]'' can be one of the following list:
 +
 +  * ''map_restart'': either restart the current map without new loading, or (if a previous vote or map cycle set it) load the next map.
 +  * ''nextmap'': Sets the next map. When the current round is finished, the map set by this command will be started.
 +  * ''map [mapname]'': Switches directly to the map given by ''[mapname]''.
 +  * ''kick [playername]'': Asks whether the player with the nick defined by ''[playername]'' should be kicked from the server.
 +  * ''clientkick [number]'': Same as ''kick'', just this time with the players number ''[number]''. To get the number of a player, use ''/serverstatus''.
 +  * ''g_gametype [number]'': Switch the game type, e. g. from DM to CTF. The change will take effect only after a changing the current map. See also section [[#Game Types]] on this subject.
 +
 +All changes will only take effect, when there were more than 50% of the participants voting for yes. In order to vote, you have to use the command ''vote'', followed either by ''yes'' or ''no''. By default, ''vote yes'' is bound to key ''F1'' while ''vote no'' is bound to key ''F2''.
 +
 +If you are playing with no other human players on a server (so alone or only bot players besides you), then votes are always passed. When the score board is shown between maps, votes cannot be called for.
 ===== Screenshots ===== ===== Screenshots =====
 Since some people like to keep statistics on LANs, or just like to have a look at some screenshots afterwards, there is the function either as a menu item when you press ''ESC'' during the game, or much easier, with the ''F11'' key. I always recommend to do this at the end of a map, when the list with the points is presented. This is often most meaningful if you take a closer look. Since some people like to keep statistics on LANs, or just like to have a look at some screenshots afterwards, there is the function either as a menu item when you press ''ESC'' during the game, or much easier, with the ''F11'' key. I always recommend to do this at the end of a map, when the list with the points is presented. This is often most meaningful if you take a closer look.
 ===== Demos ===== ===== Demos =====
-In EF there is also the possibility to create and view demos. Demos are, so to speak, the life version of the stats. Demos can be created with the following console commands (you can reach the console with the ''^''-key in the upper left corner of your keyboard or with ''~'' in ioQuake3 derived versions of EF):+EF also has the ability to record and replay demos. Demos are, so to speak, the life version of the stats. They show you the exact series of evens from the players angle, who recorded that demo. Demos can be created with the following console commands (by default you can reach the console via the ''^''-key in the upper left corner of your keyboard (vanilla EF) or with ''~'' for ioQuake3 derived versions of EF): 
   * Preparation: ''/g_synchronousClients 1''   * Preparation: ''/g_synchronousClients 1''
   * Record demo Demoname: ''/record Demoname''   * Record demo Demoname: ''/record Demoname''
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   * Stop recording: ''/stoprecord''   * Stop recording: ''/stoprecord''
   * Watch Demo ''demoname'': ''/demo demoname''   * Watch Demo ''demoname'': ''/demo demoname''
-The stored demos can be found in the directory ''baseEF\Demos'' of the EF installation (or your home folder, when using ioQuake derived EF versions). You can share them with other players. By the way, there is also a much more convenient way to view demos using the ''Demos'' command in the main menu of the Holomatch. Simply select and off you go.+ 
 +The stored demos can be found in the directory ''baseEF\Demos'' of the EF installation (or your home folder, when using ioQuake derived EF versions). You can share them with other players. 
 + 
 +You can also play stored demos via the corresponding entry in the main menu
 + 
 +{{ :en:games:ef1_demos.png?nolink&600 |}} 
 + 
 +Simply select the desired demo and click on **Engage**.
 ===== Cheats ===== ===== Cheats =====
-These cheats work //only// in single player (no, not even if you only add bots in multiplayer). If you enter them in the multiplayer, they go out as chat messages, which probably causes corresponding reactions by the other players... The cheats can only be used if you activate them. Either you already have ''sv_cheats 1'' in your single player config, or you enter it into the console. Then the following codes work: ''sv_cheats'':+These cheats work //only// in single player (no, not even if you only add bots in multiplayer). If you enter them in the multiplayer, they go out as chat messages, which probably causes corresponding reactions by the other players... The cheats can only be used if you activate them. Either you already have ''sv_cheats 1'' in your single player config, or you enter it into the console. Then the following codes will work:
 ==== Cheat list ==== ==== Cheat list ====
 ^ Cheat ^ Effect ^ ^ Cheat ^ Effect ^
Line 603: Line 361:
 | ''quit'' | End game | | ''quit'' | End game |
 | ''god'' | God mode | | ''god'' | God mode |
-==== items ====+==== Cheat Items ====
 ^ Number ^ Item ^ ^ Number ^ Item ^
 | 1 | Phaser | | 1 | Phaser |
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 | 27 | Paladin weapon | | 27 | Paladin weapon |
 | 28 | All | | 28 | All |
-===== Config parameters ===== +==== Walk Through ==== 
-This list contains frequently used config parameters. Howeverit is certainly not complete. +At this pointa whole walk through of this game would require an entire article by itselfThere are still some websites serving WTs so for now I limit myself to some sources: 
-^  Variable  ^  Meaning/effect +  * [[https://gamefaqs.gamespot.com/pc/339660-star-trek-voyager-elite-force/faqs/22335]] 
-| ''<nowiki>com_zoneMegs "x"</nowiki>'' | Probably(!) the memory in MB EF is allowed to use for items. | +  * [[https://www.ign.com/faqs/2002/star-trek-voyager-elite-force-walkthroughfaq-375293]] 
-| ''<nowiki>com_soundMegs "x"</nowiki>'' | Memory in MB that EF is allowed to use for sounds. | +  * [[https://www.neoseeker.com/eliteforce/faqs/]] 
-| ''<nowiki>com_hunkMegs "x"</nowiki>'' | Working memory in MB that EF is allowed to use as a maximum. System limits such as the 2 GB limit under XP cannot be exceeded! | +===== Config Parameters ===== 
-| ''<nowiki>m_filter "x"</nowiki>'' | Mouse filter, if set to ''1'' instead of ''0'' (default), mouse movements will be more smooth | +===== Variables ===== 
-| ''<nowiki>in_joystick "x"</nowiki>'' | Should a gamepad/joystick be used? (''1''=yes, ''0''=no) | +Variables or "Cvars" are usually set with ''set'' or a derivative thereof by the principle ''set variable <nowiki>"value"</nowiki>''The following variations of ''set'' are available: 
-| ''<nowiki>in_mouse "x"</nowiki>'' | Should a mouse be used as an input device? (''1''=yes, ''0''=no) | +^  ''set'' variation ^  Meaning  ^ 
-| ''<nowiki>g_subtitles "x"</nowiki>'' | Should subtitles be displayed? (''2''=in cinematics, ''1''=yes, ''0''=no) | +| ''set''sets a cvar 
-| ''<nowiki>r_finish "x"</nowiki>'' | Set to ''1'' if laggs occur due to problems with the input devicesThis will make the FPS slightly less, but the timings will be fine again+| ''seta''sets a cvar and marks it as archive (meaning it will be included in the config, in ''hmconfig.cfg'' in the respective mod folders or ''baseEF''
-| ''<nowiki>r_ignorehwgamma "x"</nowiki>'' | If set to ''1'', EF itself controls the gamma values (or you can adjust them from the game), otherwise it is the graphics card (is very useful under XP, because EF often ignores the brightness settings, so with original EF versions you better set it to ''0''). | +| ''sets''sets a cvar marks it as server information 
-| ''<nowiki>cg_autoswitch "x"</nowiki>'' | Should the game automatically switch to weapons that have just been collected? (''1''=yes, ''0''=no) | +| ''sett''sets a cvar marks it as a tool 
-| ''<nowiki>cg_drawAmmoWarning "x"</nowiki>'' | Should there be a warning when the ammunition count is low? (''1''=yes, ''0''=no) | +| ''setu''sets cvar marks it as user information 
-| ''<nowiki>cg_draw2D "x"</nowiki>'' | Should 2D images be used instead of 3D rendered images for items? (''1''=yes, ''0''=no), also affects the HUD | + 
-| ''<nowiki>cg_drawCrosshair "x"</nowiki>'' | Which crosshairs are displayed? (''0''=none, otherwise numbered up to 10) | +''sv_'' at the beginning of a variable name usually stands for server variables, ''cl_'' at the beginning usually stands for client variables
-| ''<nowiki>cg_crosshairSize "x"</nowiki>'' | Size of the crosshairs, 24 is default | + 
-| ''<nowiki>cg_drawCrosshairNames "x"</nowiki>'' | Should the player names be displayed at the crosshairs when both are close? (''1''=yes, ''0''=no) | +See also article [[Star Trek Voyager Elite Force Cvars|Star Trek: Voyager Elite Force Cvars]] on this topic.
-| ''<nowiki>cg_drawFPS "x"</nowiki>'' | Should the current FPS rate be displayed? (''1''=yes, ''0''=no) | +
-| ''<nowiki>cg_drawGun "x"</nowiki>'' | Should the model of the weapon currently in use be drawn? (''1''=yes, ''0''=no) If no, you have a little more overview and the FPS rate increases a little, but which weapon you are currently using, you have to find out another way+
-| ''<nowiki>cg_forceModel "x"</nowiki>'' | Are the same models used for all players in multiplayer?  (''1''=yes, ''0''=no) Has advantages especially when people run around with models you don't have yourselfOtherwise they get random models, or your own model anyways. But it has the disadvantage that you can't distinguish individual players from each other anymore. | +
-| ''<nowiki>cg_marks "x"</nowiki>'' | Should hit marks remain on walls? (''1''=yes, ''0''=no) | +
-| ''<nowiki>cg_shadows "x"</nowiki>'' | Should shadows be displayed? (''2''=volumetric, ''1''=spherical, ''0''=none), see also ''r_stencilbits'', mode ''2'' must be supported by the graphic card | +
-| ''<nowiki>cg_simpleItems "x"</nowiki>'' | Should items be displayed in 3D (''1''=no, ''0''=yes)? 2D looks worse, but increases the FPS | +
-| ''<nowiki>com_FirstTime "x"</nowiki>'' | Has the intro not been played yet? (''1''=yes, ''0''=no, if no, it will be played once after the start of the game) | +
-| ''<nowiki>cg_bobup "0.00x"</nowiki>'' | Determines how strongly the player "oscillates" when walking, ''0'' switches off the oscillation completely+
-| ''<nowiki>cg_bobpitch "0.00x"</nowiki>'' | Determines how strongly the player "swings" when walking, ''0'' switches the sway off completely. | +
-| ''<nowiki>cg_bobroll "0.00x"</nowiki>'' | Determines how strongly the player "wiggles forwards/backwards" when walking, ''0'' switches off the wiggle completely. | +
-| ''<nowiki>cg_runpitch "0.00x"</nowiki>'' | Determines how much the player "swings" when running, ''0'' switches the sway off completely. | +
-| ''<nowiki>cg_runroll "0.00x"</nowiki>'' | Determines how much the player "wiggles forwards/backwards" during the race, ''0'' switches off the wiggle completely | +
-| ''<nowiki>r_allowSoftwareGL "x"</nowiki>'' | Should the game be software rendered? (''1''=yes, ''0''=no), only makes sense if you actually have difficulties with normal rendering | +
-| ''<nowiki>r_clear "x"</nowiki>'' | Should gaps between textures be filled? (''1''=yes, ''0''=no) Looks better, but consumes more computing power. | +
-| ''<nowiki>r_colorbits "x"</nowiki>'' | Color depth, 16 or 32 (bit), see also ''r_depthbits''+
-| ''<nowiki>r_depthbits "x"</nowiki>'' | Similar to ''r_colorbits'', only with 0 bit the setting for the Windows desktop is taken over. | +
-| ''<nowiki>r_detailtextures "x"</nowiki>'' | Should improved textures be used? (''1''=yes, ''0''=no) | +
-| ''<nowiki>r_displayRefresh "x"</nowiki>'' | Screen refresh rate, should be set to the same value as the maximum output of the monitor. On modern LCD monitors, the maximum refresh rate is 60, or 120 for 3D capable monitors. | +
-| ''<nowiki>r_drawSun "x"</nowiki>'' | Should sunlight be rendered? ''1''=yes, ''0''=no, Only applies to maps with sunlight on them. | +
-| ''<nowiki>r_dynamiclight "x"</nowiki>'' | Should dynamic lights be rendered (e.g. shimmering lights from explosions)? ''1''=Yes, ''0''=No | +
-| ''<nowiki>r_ext_compress_textures "x"</nowiki>'' | Should compressed textures be used? ''1''=yes, ''0''=no, switched off looks better, but puts a much heavier load on the system | +
-| ''<nowiki>r_ext_multitexture "x"</nowiki>'' | Should multi-texturing be used (multiple layers of textures simultaneously)?  ''1''=yes, ''0''=no | +
-| ''<nowiki>r_ext_texture_filter_anisotropic "x"</nowiki>'' | Should anisotropic filters be used? ''1''=yes, ''0''=no, you should use it for optical reasons, everything further away will be displayed sharper then | +
-| ''<nowiki>r_fastsky "x"</nowiki>'' | Should sky and portals not be rendered instead of the visually more appealing variant? ''1''=Yes, ''0''=No | +
-| ''<nowiki>r_gamma "x.y"</nowiki>'' | Gamma brightness value, the default value is ''1.0''+
-| ''<nowiki>r_lodbias "x"</nowiki>'' | Model detail level, values between 0 and 2 are allowed, with 2 least detailed, but highest FPS rate. | +
-''<nowiki>r_nocull "x"</nowiki>'' | Should everything be rendered, or only visible parts? ''0''=all, ''1''=visible only | +
-| ''<nowiki>r_nocurves "x"</nowiki>'' | Should curves be rendered? ''1''=yes, ''0''=no, has strong effect on appearance and performance | +
-''<nowiki>r_norefresh "x"</nowiki>'' | Should all screen updates be omitted? ''1''=yes, ''0''=no, should stay at ''0'', otherwise nothing else will happen+
-| ''<nowiki>r_overBrightBits "x"</nowiki>'' | total brightness, ''0'' = no additional brightening, ''1'' is normal | +
-| ''<nowiki> r_mapoverbrightbits</nowiki>'' | brightness of the maps, ''0''=no additional brightening, ''1'' is normal | +
-| ''<nowiki>r_picmip "x"</nowiki>'' | Mipmap level, values from 0 to 4 are allowed, affects image quality, 4=fastest, 0=optically best, but slowest setting | +
-''<nowiki>r_smp "x"</nowiki>'' | Should multiple processors be used? ''1''=yes, ''0''=no | +
-| ''<nowiki>r_stencilbits "x"</nowiki>'' | template buffer, affects volumetric shadows (''cg_shadows''), should be set to ''8'' when used. | +
-| ''<nowiki>r_subdivisions "x"</nowiki>'' | Complexity of curves, ''1'' is the optically best, but slowest value, ''999'' is the fastest, but most angular value +
-| ''<nowiki>r_swapInterval "x"</nowiki>''Vsync, should Game-FPS and actual (vertical) repetition frequency be adjusted? ''1''=yes, ''0''=no, ''0'' is actually only for benchmarks, since more than the physical repetition frequency is not displayed anyway | +
-| ''<nowiki>r_texturebits "x"</nowiki>'' | Should 16 or 32 bit textures be used? | +
-| ''<nowiki>r_textureMode "x"</nowiki>'' | texture mode, can have the values ''GL_NEAREST_MIPMAP_NEAREST'' (worst), ''GL_LINEAR_MIPMAP_NEAREST'' (linear, default), ''GL_NEAREST_MIPMAP_LINEAR'' (bilinear=second best) or ''GL_LINEAR_MIPMAP_LINEAR'' (trilinear=best) | +
-| ''<nowiki>s_a3d_weapons "x"</nowiki>'' | A3D weapon sounds (e.g. reverberation)? ''1''=Yes, ''0''=No | +
-| ''<nowiki>s_enableA3D "x"</nowiki>'' | A3D on? ''1''=Yes, ''0''=No | +
-| ''<nowiki>s_khz "x"</nowiki>'' | Sample rate, 22 or 11 (kHz) | +
-| ''<nowiki>s_loadas8bit "x"</nowiki>'' | Should 8bit samples be used? ''1''=yes, ''0''=no, should usually be off, even if it slightly reduces system performance | +
-| ''<nowiki>s_volume "x"</nowiki>'' | Volume from 0 to 1 | +
-| ''<nowiki>s_musicvolume "x"</nowiki>'' | Music volume from 0 to 1 | +
-| ''<nowiki>s_volumeVoice "x"</nowiki>'' | Voiceover volume from 0 to 1 | +
-| ''<nowiki>s_doppler "x"</nowiki>'' | Doppler effect, from 0 to 10, should normally be left at default value (= not in config or commented out) | +
-| ''<nowiki>s_reflect "x"</nowiki>'' | Audio reflections on? ''1''=yes, ''0'' =no | +
-| ''<nowiki>s_occlude "x"</nowiki>'' | Dampening/environmental influences on the sound? ''1''=yes, ''0'' =no | +
-| ''<nowiki>s_geometry "x"</nowiki>'' | A3D post-processing for geometry influences on? ''1''=yes, ''0'' =no | +
-| ''<nowiki>s_geom_reverb "x"</nowiki>'' | Geometry influenced reverberation? ''1''=yes, ''0'' =no | +
-| ''<nowiki>s_mixahead "x.y"</nowiki>'' | Pre-calculation of sound, the higher, the higher the system load | +
-''<nowiki>s_numpolys "x"</nowiki>'' | Maximum number of A3D polygons used for calculation, the higher, the better the 3D sounds, but the more system load, ''0''=off +
-| ''<nowiki>s_initsound "x"</nowiki>''Should sound be used at all? ''1''=yes, ''0''=no (is not the same as volume at 0!) +
-| ''<nowiki>s_2dvolume "x"</nowiki>''Volume of 2D sound from 0 to 1 +
-| ''<nowiki>cg_lagometer "x"</nowiki>''Should the lagometer/netgraph be displayed? ''1''=yes, ''0''=no | +
-| ''<nowiki>snaps "x"</nowiki>'' | World updates sent to client per second, 30 is good start value, but may need to be adjusted depending on your connection. | +
-| ''<nowiki>rate "x"</nowiki>'' | Data rate in bytes/sec., depends on own connection speed, can help with too high pings if you reduce the value. | +
-| ''<nowiki>com_maxfps "x"</nowiki>'' | Maximum frame rate, you should rather not use it, rather use ''cl_maxpackets''+
-| ''<nowiki>cl_maxpackets "x"</nowiki>'' | packets per second sent to the server, 30 is for V90 modem, for DSL or dedicated lines you can certainly go further up here | +
-''<nowiki>cg_deferPlayers "x"</nowiki>'' | Delay of model shop? ''1''=yes, ''0''=no, delays the reloading of models when other players join, so it's not exactly that moment. The reload will take place at the next spawning. | +
-| ''<nowiki>cl_timenudge "x"</nowiki>'' | Simulate ping lagg, negative values can reduce problems when playing online (-½-use average ping) | +
-| ''<nowiki>cl_packetdup "x"</nowiki>'' | Package duplication, helpful in case of lossbecause packages are sent multiple times | +
-''<nowiki>cg_predictItems "x"</nowiki>'' | item predictions? ''1''=yes, ''0''=no, should be left at ''0'' with good connectivity, because on ''1'' it sometimes results in incorrectly collected items at the client, which were not picked up at all | +
-| ''<nowiki>cl_nodelta "x"</nowiki>'' | Deactivate delta compression? ''1''=yes, ''0''=no, you should always leave if at ''0''+
-| ''<nowiki>net_noipx "x"</nowiki>'' | Should IPX be deactivated? ''1''=yes, ''0''=no, should be ''1'', if you can't use IPX (e.g. Win Vista and newer on 64 bit)| +
-| ''<nowiki>net_noudp "x"</nowiki>'' | Should UDP be deactivated? ''1''=yes, ''0''=no, should always be ''0'', because IPX doesn't work over the Internet anyway. | +
-''<nowiki>cl_allowDownload "x"</nowiki>'' | Should missing maps be downloaded automatically? ''1''=yes, ''0''=no | +
-| ''<nowiki>name "x"</nowiki>'' | Name of the player | +
-| ''<nowiki>model "x"</nowiki>'' | Model/Skin of the player | +
-| ''<nowiki>cg_drawAttacker "x"</nowiki>'' | Should the question be followed by the name of the person who asked the question? ''1''=yes, ''0''=no | +
-| ''<nowiki>cg_drawIcons "x"</nowiki>'' | Should icons for armor, health, and ammo be displayed in the HUD? ''1''=yes, ''0''=no | +
-| ''<nowiki>cg_draw3dIcons "x"</nowiki>'' | 3d-display of items on? ''1''=yes, ''0''=no | +
-| ''<nowiki>cg_gibs "x"</nowiki>'' | Splatter effects, ''1'' = yes, ''0'' = no | +
-| ''<nowiki>com_blood "x"</nowiki>'' | Blood on? ''1'' = yes, ''0'' = no | +
-| ''<nowiki>ui_team_friendly "x"</nowiki>'' | Friendly Fire on? ''1'' = yes, ''0'' = no | +
-| ''<nowiki>ui_ctf_friendly "x"</nowiki>'' | Friendly Fire for CTF? ''1'' = yes, ''0'' = no | +
-| ''<nowiki>cg_drawtimer "x"</nowiki>'' | Show timer ''1'' = yes, ''0'' = no | +
-| ''<nowiki>cg_drawTeamOverlay "x"</nowiki>'' | Should a team overlay be displayed? ''1''=yes, ''0''=no |+
 ===== Commands in the game ==== ===== Commands in the game ====
 +Commands are entered on the in-game console with a ''/'' first. On the server console itself (if you're using the GUI version) you don't need it.
 ^ Command ^ Effect ^ ^ Command ^ Effect ^
 | ''set xyz blah'' | If the variable ''xyz'' is set to the value ''blah'', it can also contain other variables, which can then be used as substitutes, e.g. ''set a foo'' and ''set b <nowiki>"a bar"</nowiki>'' | | ''set xyz blah'' | If the variable ''xyz'' is set to the value ''blah'', it can also contain other variables, which can then be used as substitutes, e.g. ''set a foo'' and ''set b <nowiki>"a bar"</nowiki>'' |
Line 738: Line 419:
 | ''/rconpassword <nowiki>"password"</nowiki>'' | Sets the rcon password //for the client//. Here it is important not to forget the ''/'' at the beginning, because otherwise the rcon password will be trumpeted as a chat message for all players(!). It's best to bind it on one of the keys. | | ''/rconpassword <nowiki>"password"</nowiki>'' | Sets the rcon password //for the client//. Here it is important not to forget the ''/'' at the beginning, because otherwise the rcon password will be trumpeted as a chat message for all players(!). It's best to bind it on one of the keys. |
 | ''/rcon command'' | Issues the ''command'' command on the server if you have previously authenticated yourself with ''rconpassword''. | | ''/rcon command'' | Issues the ''command'' command on the server if you have previously authenticated yourself with ''rconpassword''. |
-===== Commands ===== 
-Commands are entered on the in-game console with a ''/'' first. On the server console itself (if you're using the GUI version) you don't need it. 
-^ Command ^ Effect ^ 
 | ''cmdlist'' | Print list of available commands | | ''cmdlist'' | Print list of available commands |
 | ''cvarlist'' | Output list of available cvars | | ''cvarlist'' | Output list of available cvars |
Line 768: Line 446:
 | ''map_restart'' | Restarts the current map | | ''map_restart'' | Restarts the current map |
 | ''protocol'' | Displays the protocol version of the current server. | | ''protocol'' | Displays the protocol version of the current server. |
-===== Variables ===== 
-Variables are usually set with ''set'' or a derivative thereof by the principle ''set variable <nowiki>"value"</nowiki>''. 
-^  ''set'' variation ^  Meaning  ^ 
-| ''set'' | sets a cvar | 
-| ''seta'' | sets a cvar and marks it as archive (meaning it will be included in the config, in ''hmconfig.cfg'' in the respective mod folders or ''baseEF'') | 
-| ''sets'' | sets a cvar marks it as server information | 
-| ''sett'' | sets a cvar marks it as a tool | 
-| ''setu'' | sets a cvar marks it as user information | 
  
-''sv_'' at the beginning usually stands for server variables, ''cl_'' at the beginning usually stands for client variables. Here is a list of variables with their meanings: +RememberIf you want to use these commands from within config file, you must write protect it, as EF will strip these commands away from the config.
-^ Variable ^ Meaning ^ +
-| ''rconpassword'' | Sets the password for rcon commands //server-sided//+
-| ''rconAddress'' | Variable for address of remote server | +
-| ''sv_hostname'' | Name displayed in the server list and when joining | +
-| ''sv_maxclients'' | Maximum number of clients allowed | +
-| ''sv_maxPing'' | highest permitted ping | +
-| ''sv_minPing'' | smallest permitted ping | +
-| ''sv_allowdownload'' | Are uploads to the clients allowed? ''1''=yes, ''0''=no | +
-| ''sv_pure'' | Do the files at the client have to have the same checksum and file sets as on the server? ''1''=yes, ''0''=no | +
-| ''sv_killserver'' | Are clients able to issue a ''killserver'' command? ''1''=yes, ''0''=no | +
-| ''sv_mapChecksum'' | Should client and server files be compared? ''1''=yes, ''0''=no | +
-| ''sv_nopredict'' | May the client use predictions? ''1''=no, ''0''=yes | +
-| ''sv_privateClients'' | May only clients with password join? ''1''=yes, ''0''=no | +
-| ''sv_privatePassword'' | Password for server access | +
-| ''sv_floodProtection'' | Sets a protection against too many chat messages ''0'' = off, ''1'' = on) | +
-| ''timescale'' | Sets server timescale modifier | +
-| ''sv_reconnectlimit'' | Maximum number of reconnects for clients | +
-| ''sv_serverid'' | Sets a server ID (use is unknown) | +
-| ''sv_showloss'' | Should the loss to the server be displayed? ''1''=yes, ''0''=no | +
-| ''sv_timeout'' | Set server timeout | +
-| ''sv_zombietime'' | Sets the time after which inactive clients (zombies) are kicked. | +
-| ''g_needpass'' | Activates or deactivates the server password (''0''=off, ''1''=an) | +
-| ''logfile'' | ''1'' = logfile is created, ''0'' = no logfile | +
-| ''g_log'' | Sets the name of the log file, will be created automatically in the configuration directory (e. g. ''$Home/.stvef/baseEF'' or ''baseEF'' of the game) | +
-| ''net_port'' | UDP port on which the EF server is to be accessible | +
-| ''g_motd'' | Message of the day (supposedly a file can also be entered here, this is still to be tested) | +
-| ''cl_motd'' | ''0'' deactivates "Message of the day" display (will be shown when loading the map on the client), default is ''1''. | +
-| ''g_allowvote'' | Are votes allowed? ''1''=Yes, ''0'' =No | +
-| ''g_dmgmult'' | Damage multiplier, default is 1. | +
-| ''g_gravity'' | Gravity, default=800 | +
-| ''g_speed'' | Running speed, default=300 | +
-| ''g_forcerespawn'' | Should players be forced back into the game when fragged? ''1''=yes, ''0''=no | +
-| ''timelimit'' | Maximum runtime of a map | +
-| ''fraglimit'' | Frag limit, at which the map ends, applies to all players of a team together in TDM, in assimilation and elimination mode, has no effect on CTF | +
-| ''capturelimit'' | Capture limit at which the map ends, only affects CTF matches | +
-| ''g_gametype'' | Game type, ''0''=FFA, ''1''=1on1, ''2''=Single player, ''3''=Team Holomatch, ''4''=CTF | +
-| ''g_pModActionHero'' | Mode Action Hero, one player is the Hero, has more health, more weapons, but is the preferred only target, because his frag counts 5 points, and the attacker himself becomes the Hero, ''1''=activated, ''0''=deactivated. | +
-| ''g_pModAssimilation'' | Assimilation mode, Starfleet battles Borg. Either you play for Starfleet and try to eliminate the Borg Queenor as Borg Drone/Queen, and assimilate the opposing team to win more drones and finally win the match, ''1'' = activated, ''0'' = deactivated. | +
-| ''g_pModDisintegration'' | Disintegration mode, there is only one weapon that kills immediately, can be combined with ''g_pModElimination'', ''1'' = enabled, ''0'' = disabled. | +
-| ''g_pModElimination'' | Whoever was killed is out until the last player is determined to be the winner, ''1'' = activated, ''0'' = deactivated. | +
-| ''g_pModSpecialties'' | Specialist mode, each player has a class with special abilities and weapons, ''1'' = enabled, ''0'' = disabled. | +
-| ''g_teamforcebalance'' | Should the server automatically balance teams in terms of numbers? ''1''=yes, ''0''=no | +
-| ''g_teamautojoin'' | Should a starting player be automatically assigned to a team? ''1''=yes, ''0''=no | +
-| ''g_friendlyfire'' | Is friendly fire on? ''1''=yes, ''0''=no | +
-| ''g_warmup duration'' | Warmup duration that is not evaluated, specification ''duration'' in seconds, default=5 | +
-| ''g_dowarmup'' | Should the warmup be turned on ''1''=Yes, ''0''=No | +
-| ''g_quadfactor'' | Sets the amplification for "quad damage" to the specified factor. | +
-| ''g_filterban'' | Activate bans | +
-| ''bot_minplayers'' | Minimum number of players //per team// to be filled with bots if necessary | +
-| ''bot_nochat'' | Should bots be prevented from getting chat messages out? ''1''=yes, ''0'' =no | +
-| ''g_holointro'' | Should the holodeck intro be played when joining? ''1''=yes, ''0'' =no | +
-| ''g_weaponrespawn'' | Time in seconds for collected weapons to reappear | +
-| ''sv_allowdownload'' | Is downloading from the server allowed? ''0''=no, ''1''=yes, default, ''2''=?, ''4''=UDP downloads are disabled, ''8''=no client connection interruption during download | +
-| ''cl_allowdownload'' | Are downloads allowed by the client? ''1''=yes, ''0''=no | +
-| ''sv_dlURL'' | Web/FTP address from which maps are to be loaded instead of directly from the server+
-| ''g_knockback'' | Recoil | +
-| ''cg_thirdperson 1/0'' | Activate/deactivate third person mode | +
-| ''cg_thirdpersonrange x'' | Setting the distance to the character | +
-| ''cg_drawtimer 1'' | Display timer for remaining time (without limit the time played so far is displayed) | +
-Variables that are unclear: +
-^ Variable ^ Meaning ^ +
-| ''teamflags'' | team game flag | +
-| ''dmflags'' | deathmatch flags | +
-| ''sv_running'' | server status | +
- +
-  * [[http://www.nickles.de/artikel/html/93.php3|more Quake 3 commands]] +
-  * [[https://github.com/zturtleman/lilium-voyager/blob/master/README-ioq3.md#console|More (new) cvars in conjunction with ioQuake derived EF versions]]+
 ===== Network/Internet Server ===== ===== Network/Internet Server =====
 ==== Network/Net Settings ==== ==== Network/Net Settings ====
-In the menu item ''Sound/Network'' there is a little thing that shows its charms especially in multiplayer: ''Data rate'' should be set to ''LAN/CABLE/xDSL'' so that the game can be played with maximum network performance. By the way, it can also speed up the map download, but you should take care of maps while using original EF before playing (it takes too long in vanilla EF).+Behind the **Configuration** menu item **Sound/Network** you will find the setting **Data rate**: It should be set to **LAN/CABLE/xDSL** so that the game can be played with maximum network performance. By the way, it can also speed up the map download. But while using original EF you should take care of maps before playing (it takes too long to download them with vanilla EF).
  
-If you want a more exact definition, you can also directly adjust the net settings. The default values are already OK for low-end connections such as 56k modems. But in times of broadband connections you can often avoid a lot of laggs by setting the values yourself. The following applies to all values: In case of doubt, it depends on your own Internet connection what values make sense. Iffor example, you overdo it with the ''rate'' or the ''snaps'', it is possible that you are provoking laggs because your own connection is overloaded. Nevertheless, here are a few guideline values that should give good results when bandwidth is not too low:+If you want a more exact definition, you can also directly adjust the net settings in the config, which in general gives you better results in performance. The default values are already OK for low-end connections such as 56k modems. But in times of broadband connections you can often avoid a lot of laggs by setting the values yourself. The following applies to all values: In case of doubt, it depends on your own internet connection which values actually make sense. If for example, you overdo it with the ''rate'' or the ''snaps'', it is possible that you are provoking laggs because your own connection is overloaded. Nevertheless, here are a few guideline values that should give good results when your bandwidth is not too low:
   * ''<nowiki>snaps "40"</nowiki>'': number of times per second the world is updated from server to client. It makes little sense to enter more than the achievable FPS number here. But the upper limit is 125 anyway. The more often the world is updated, the smoother the game is.   * ''<nowiki>snaps "40"</nowiki>'': number of times per second the world is updated from server to client. It makes little sense to enter more than the achievable FPS number here. But the upper limit is 125 anyway. The more often the world is updated, the smoother the game is.
   * ''<nowiki>rate "25000"</nowiki>'': Bandwidth for the game in bytes/sec.. This also affects the speed at which maps can be downloaded. The more, the better. However, it also depends on the server how much it provides.   * ''<nowiki>rate "25000"</nowiki>'': Bandwidth for the game in bytes/sec.. This also affects the speed at which maps can be downloaded. The more, the better. However, it also depends on the server how much it provides.
   * ''<nowiki>cl_maxpackets "60"</nowiki>'': How often per second should the client refresh its status? Again, more than 125 makes no sense and more than the FPS number makes little sense. Especially here you can exaggerate if your upload is not enough to achieve this update rate.   * ''<nowiki>cl_maxpackets "60"</nowiki>'': How often per second should the client refresh its status? Again, more than 125 makes no sense and more than the FPS number makes little sense. Especially here you can exaggerate if your upload is not enough to achieve this update rate.
-  * ''<nowiki>cl_packetdup "1"</nowiki>'': How often should packages be repeated? This is especially useful if you have a connection that is lossy (a lot of loss). Again, don't overdo it if you're not sure that the connection will provide it. Especially in conjunction with the other settings, this can overload the line very quickly, because with each additional repetition the other settings are doubled. But you never get beyond the ''rate''.+  * ''<nowiki>cl_packetdup "1"</nowiki>'': How often should packages be repeated? This is especially useful if you have a connection that is lossy (a lot of loss). Again, don't overdo it if you're not sure that the connection will allow for it. Especially in conjunction with the other settings, this can overload the connection very quickly, because with each additional repetition the other settings are doubled. But you never get beyond the ''rate''[(http://www.moddb.com/mods/excessive/tutorials/client-setup-configuration-faq)]. 
 +==== Join Server ==== 
 +Currently the Mobile Infantrie offers four servers for EF: 
 +^  Address  ^  Name  ^  Description 
 +| ''www.mobile-infanterie.de:27960'' | EF Vanilla @ Mobile Infanterie | Only standard maps and modes/mod, allowes for votes. | 
 +| ''www.mobile-infanterie.de:27961'' | EF Classic @ Mobile Infanterie | No mods, DM/CTF and other modes mixed, no votes allowed. | 
 +| ''www.mobile-infanterie.de:27962'' | EF Pinball @ Mobile Infanterie | Pinball mod, no votes allowed. | 
 +| ''www.mobile-infanterie.de:27963'' | EF Teamelite @ Mobile Infanterie | Team-Elite mod, no votes allowed. | 
 +Joining servers is straightforward. The menu paths are as follows: 
 +  * **Multi Match** -> **Search for server**, or 
 +  * **Multi Match** -> **Specify Server**. 
 +The latter is recommended if you know the IP and port of the machine running an EF server on the LAN and especially if the server is not running on the standard ports 27960 to 27963. Then a server query fails on LAN.
  
-([[http://www.moddb.com/mods/excessive/tutorials/client-setup-configuration-faq|Source]])+{{ :en:games:ef1_specify_server.png?nolink&600 |}}
  
-==== Join Server ==== +Simply enter the IP or domain name and the proper port and hit **Engage**.
-Currently the Mobile Infantrie offers three servers for EF: +
-  * ''www.mobile-infanterie.de:27960'': "EF Vanilla @ Mobile Infanterie", only standard maps and modes/mod, +
-  * ''www.mobile-infanterie.de:27961'': "EF Classic @ Mobile Infanterie", no mods, DM/CTF and other modes mixed, +
-  ''www.mobile-infanterie.de:27962'': "EF Pinball @ Mobile Infanterie", Pinball mod and +
-  ''www.mobile-infanterie.de:27963'': "EF Teamelite @ Mobile Infanterie", Team-Elite mod. +
-Joining servers is straightforward. The menu path is as follows: +
-  ''Multi Match'' -> ''Search for server'', or +
-  ''Multi Match'' -> ''Specify Server''+
-The latter is recommended if you know the IP and port of the machine running an EF server on the LAN and especially if the server is not running on the standard ports 27960 to 27963. Then a server query fails in the LAN.+
  
-On the other hand, there are a few subtleties. Since you can play EF not only on the LAN, but also on the Internet, EF distinguishes between ''Internet1'', ''Internet2'', ..., ''Local'' and ''Favorites''. ''Internet1'' to ''Internetx'' runs via [[#Masterservers]], which fortunately still run in part. Instead of the ingame search you can use the program [[https://www.gamefront.com/games/elite-force/file/pathfinder|Pathfinder]] when searching server for EF.+{{ :en:games:ef1_internet_servers.png?nolink&600 |}}
  
-But for pure LAN servers you have to select ''Local''. EF simply asks all computers in its own subnet whether servers are running on the computers in the network. (See the [[#Local server queries via broadcast]] section for a description of how this works). If you don't get one listed despite a server actually running, you should check the computer with the server for its firewall settings (if there is one). Of course, the firewall must generally allow EF into the network. If the server port is in the above range, EF will find it in the local network. Otherwise it's a network problem and certainly has nothing to do with the game. The favorites should be self-explanatory.+On the other hand, there are a few subtleties. Since you can play EF not only on the LAN, but also on the internet, EF distinguishes between ''Internet1'', ''Internet2'', ..., ''Local'' and ''Favorites''. ''Internet1'' to ''Internetx'' works via [[#Masterservers]], which fortunately still run in part. Instead of the ingame search you can use the program [[https://www.gamefront.com/games/elite-force/file/pathfinder|Pathfinder]] when searching server for EF. 
 + 
 +But for pure LAN servers you have to select ''Local''. EF simply asks all computers in its own subnet whether servers are running on the computers in the network. (See the [[#Local server queries via broadcast]] section for a description on how this works). 
 + 
 +{{ :en:games:ef1_search_for_server.png?nolink&600 |}} 
 + 
 +If you don't get one listed despite a server actually running, you should check the computer with the server for its firewall settings (if there is one). Of course, the firewall must generally allow EF into the network. If the server port is in the above range, EF will find it in the local network. Otherwise it's a network problem and certainly has nothing to do with the game. Also it is important to know, which network card is actually used. EF uses the main network card of your system. If you only have one, that's not a problem. But once you have different network cards in use, or utilize VPN software, that sets up its own virtual network cards, then this can be an issue. See also [[Radmin VPN#Network Card Metric]] on this subject. The favorites should be self-explanatory.
  
 It is still possible to enable/disable filters that facilitate the search: It is still possible to enable/disable filters that facilitate the search:
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   * "Show full" (if yes, servers are also displayed on which there is no more free client slot)   * "Show full" (if yes, servers are also displayed on which there is no more free client slot)
   * "Show Empty" (if yes, servers are also displayed on which there is no player at the moment)   * "Show Empty" (if yes, servers are also displayed on which there is no player at the moment)
-You can also sort the list, but there won't be that many in the LAN.+You can also sort the list, but there won't be that many in the LAN. If you have not received any answers to a request (no servers, although one is running), simply try again with the **Refresh** button.
  
-If you have not received any answers to a request (no servers, although one is running), simply try again with the menu item ''Update''Small detail: If the server search is immediately finished again, but you don't get a game server, at least the query itself was probably answered. Otherwise (master server down) it takes a moment until EF has waited for the timeout. This can help to identify the actual problem. Should you find a game server in the Internet (or LAN) especially good, you can add it to your favorites using the menu function ''Add to favorites''. This may save time because server queries can be omitted. If you click on a running server, the currently played map is displayed in the upper left corner.+Small detail: If the server search is immediately finished (no delay), but you don't get a game server listedprobably at least the query itself was answered. Otherwise (master server down) it takes a moment until the timeout has passed. This can help to identify the actual problem. Should you find a game server in the Internet (or LAN) especially good, you can add it to your favorites using the **Add to favorites** button. This may save time because server queries can be omitted. If you click on a running server, the currently played map is displayed in the upper left corner. The list of favorites looks like this: 
 + 
 +{{ :en:games:ef1_favorites.png?nolink&600 |}}
 ==== Setting up and using servers ==== ==== Setting up and using servers ====
 === Via the GUI === === Via the GUI ===
-Above a lot is written about maps and their selection for servers. Here is a bit more about how to create a game server. Since the solo match (single player) is only a special case of the multi match (multiplayer), there are no separate explanations on that. For a LAN server there are basically two alternatives: Either you open a so-called ''dedicated server'', or you open a so-called ''list server''. There are again two methods for this: Either you use an extra program for it (which usually has better configuration possibilities for dedicated servers), or you use EF itself for it. Since there are many programs for it, I will only explain how to do this with EF itself. After all, everyone has that. But if one of you still wants to use a program for it, I can recommend the [[http://www.lonebullet.com/tools/download-efrunner-full-1-8-3-star-trek-voyager-elite-force-free-1261.htm|EF-Runner]]. But I won't explain it here additionally. It then creates the necessary config files, if necessary for several servers. +Above a lot is written about maps and their selection for servers. Here is a bit more about how to create a game server. Since the solo match (single player) is only a special case of the multi match (multiplayer), there are no separate explanations on that. For a LAN server there are basically two alternatives: Either you open a so-called "dedicated server", or you open a so-called "list server". There are again two methods for the fromer: Either you use an extra program for it (which usually has better configuration possibilities for dedicated servers), or you use EF itself for it. Since there are many programs for it, I will only explain how to do this with EF itself. After all, everyone has that. But if one of you still wants to use a program for it, I can recommend the [[http://www.lonebullet.com/tools/download-efrunner-full-1-8-3-star-trek-voyager-elite-force-free-1261.htm|EF-Runner]]. But I won't explain it here additionally. It then creates the necessary config files, if necessary for several servers. 
-  - The menu path is as follows: ''Multi Match'' -> ''Create Server'' +  - The menu path is as follows: **Multi Match** -> **Create Server** 
-  - Select game type: + 
-    * ''Free for all'' (FFA = DM) +So from this menu: 
-    * ''Team Holomatch'' (TDM) + 
-    * ''Tournament'' (1 on 1) (not necessarily available on the GUI) +{{ :en:games:ef1_multimatch_main.png?nolink&600 |}} 
-    * ''Capture the Flag'' (CTF) + 
-  - Select map (this is the first one, i.e. the one that will be played directly at the beginning) +You end up here: 
-  - Select modes if necessary (Elimination, Specialist, Action Hero, Disintegration, Assimilation). Not all combinations of mode and game type are possible. For example, assimilation requires team deathmatch as game type. + 
-  - Click on ''Continue'' +{{ :en:games:ef1_create_server.png?nolink&600 |}} 
-  - Enter the host name: The others will see it in the list after the server search+ 
-  - In the field ''human'' below ''players''  you may change your own name if you haven't done so yet. (This does not exist, of course, if you start the server as ''dedicated''.)+  - **Select game type**
 +    * **Free for all** (FFA = DM) 
 +    * **Team Holomatch** (TDM) 
 +    * **Tournament** (1 on 1) (not necessarily available on the GUI) 
 +    * **Capture the Flag** (CTF) 
 +  - Select map (this is the first one, i.e. the one that will be played directly at the beginning, and is played over and over until someone successfully calls for a vote for another map
 +  - Select modes if necessary (**Elimination****Specialist****Action Hero****Disintegration****Assimilation**). Not all combinations of mode and game type are possible. For example, assimilation requires team deathmatch as game type. 
 +  - Click on **Continue**. You will enter this menu: 
 + 
 +{{ :en:games:ef1_game_server_options.png?nolink&600 |}} 
 + 
 +  - Enter the **Host name**: The others will see this name in the list when searching for servers
 +  - In the field **Human** below **Players**  you may change your own name if you haven't done so yet. (This does not exist, of course, if you start the server as **Dedicated Server**.)
   - Select how many open slots or how many slots occupied by bots should be available.   - Select how many open slots or how many slots occupied by bots should be available.
-  - ''HC skill'': Level of difficulty of the bots +  - **HC skill**: Level of difficulty of the bots, where **Cadet** is the easiest ranging to **Captain** being the most difficult level. 
-  - Set points and time limit +  - Set **Point Limit** and **Time limit** 
-  - Set extended settings if necessary +  - Define Server: The **Pure Server** option is //not// the dedicated function, but a security function that does the following: If it is on, the server checks whether the client (= player) really has exactly the same files as on the server (''sv_pure'' = ''1''). This means, for example, that a player cannot cheat with modified ''*.pk3'' files. But normally you don't need it on LANs. But that's sometimes the reason why you shouldn't change the original ''*.pk3'' files, or recompress them again, or something like that. The file may not be usable afterwards... 
-  - Define Server: The ''Pure Server'' option is //not// the dedicated function, but a security function that does the following: If it is on, the server checks whether the client (= player) really has exactly the same files as on the server (''sv_pure'' = ''1''). This means, for example, that you cannot cheat with modified ''*.pk3'' files. But normally you don't need it on LANs. There you can see if someone is cheating. But that's sometimes the reason why you shouldn't change the original ''*.pk3'' files, or compress them again, or something like that. The file may not be usable afterwards... Under ''Dedicated Server'' you have three options: +  - Under **Dedicated Server** you have three options: 
-    * ''NO'' (= No dedicated server, so = list server) +    * **NO** (= No dedicated server, so = list server) 
-    * ''LAN'' (only players from the local network may join the server) +    * **LAN** (only players from the local network may join the server) 
-    * ''INTERNET'' (People from the Internet may also join, not recommended on LANs)+    * **INTERNET** (People from the Internet may also join, not recommended on LANs) 
 +  - Set **Advanced** settings if necessary: 
 + 
 +{{ :en:games:ef1_game_server_options_advanced.png?nolink&600 |}} 
 + 
 +  * **Auto join team**: Does the server put a connecting player into a team automatically? 
 +  * **Auto balance**: Does the server rebalance the teams, if a team has more players than the other? 
 +  * **Falling Damage**: Will a player suffer damage, when falling off from a heightened position? 
 +  * **Weapon respawn**: Number of seconds after picked up weapons will reappear on their pick up spot. 
 +  * **Max clients**: The maximum number of players that are allowed to connect to the server at the same time. 
 +  * **Run speed**: How fast players can walk. 
 +  * **Knockback**: How powerful are pushing effects like explosions? 
 +  * **Damage mulitplier**: You can increase the damage dealt by any weapon with this factor. 
 +  * **Minimum players**: If there are not enough human players //per team//, the server automatically fills it wit bots until the number of players has been reached. In teamless modes, the number counts for all players on that server. 
 +  * **Class change timeout**: Number of seconds a player has to wait, until he can change his class in specialties mode. This also counts from the first joining of he match, where you automatically have class assigned. 
 +  * **Adjust item respawn**:  
 +  * **Holodeck intro**: A small intro, that is played just before actually entering the match. 
 +  * **Force player respawn**: Players cannot stay in score screen suspension after being fragged indefiniteley, when turned on. 
 +  * **Respawn invulnerability**: The number of seconds during which a fragged and rejoined player cannot be hit. 
 +  * **Warmup**: Number of seconds a warm up period is applied before the actual match begins. 
 +  * **Blue team group**: Selection of what kind models will be used for blue team's bots. Possible values: 
 +    * **None**, 
 +    * **Female**, 
 +    * **Proton**, 
 +    * **Male**, 
 +    * **Starfleet**, 
 +    * **Borg**, 
 +    * **BorgFemale**, 
 +    * **BorgMale**, 
 +    * **Aliens**, 
 +    * **HazardTeam**, 
 +    * **Klingons** and 
 +    * **Romulans**. 
 +  * **Red team group**: Same as for Blue. 
 +  * **Specialties**: Do players have special classes like sniper or infiltrator? 
 +  * **Desintegration**: One hit instantly kills. 
 +  * **Eliminiation**: Fragged players stay out of the match until another round starts. 
 +  * **Action Hero**: One player get's all weapons of the game and starting ammunition, has a maximum or 300 health, constantly replenished. Fragging the hero makes a player the hero himself and getting 5 points. Normal frags give 1 point. 
 To use a dedicated server on your own computer and play on it parallel, you would have to start another instance of Elite Force to connect to the server. However, since this requires a fast computer, so that it doesn't cause any problems, it is recommended to use a computer that has the service running, or if none at hand, to start a list server. And the dedicated server created in EF has another limitation: You can only run one map at a time (or use voting), unless you know a bit about scripting (but that goes too far here). Programs like the EF-Runner can also create a mapcycle without any problems and this very comfortable. To use a dedicated server on your own computer and play on it parallel, you would have to start another instance of Elite Force to connect to the server. However, since this requires a fast computer, so that it doesn't cause any problems, it is recommended to use a computer that has the service running, or if none at hand, to start a list server. And the dedicated server created in EF has another limitation: You can only run one map at a time (or use voting), unless you know a bit about scripting (but that goes too far here). Programs like the EF-Runner can also create a mapcycle without any problems and this very comfortable.
 === Via Config File === === Via Config File ===
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 status status
 </code> </code>
-A slightly extended config could look like this (click to expand)+A slightly extended config could look like this 
-<spoiler>+++++ (click to expand) |
 <code> <code>
 seta sv_hostname  "your server name" seta sv_hostname  "your server name"
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 sets Connection "your connection here" sets Connection "your connection here"
  
-//Double slashes are used for comments and to keep commands from running. Remove the slashes before a specific to run that command.+//Double slashes are used for comments and to keep commands from running.
 //Default Capture The Flag Server Configuration File //Default Capture The Flag Server Configuration File
  
-//These settings need to be set as they are. You can lower the maxrate, but 8000 is our ceiling+//These settings need to be set as they are. 
 +//You can lower the maxrate, but 8000 is our ceiling
 set bot_enable 0 set bot_enable 0
 set sv_floodprotect 1 set sv_floodprotect 1
-Set g_gametype 4+set g_gametype 4
 set sv_maxRate 8000 set sv_maxRate 8000
 set sv_maxclients 12 set sv_maxclients 12
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 seta sv_floodProtect 1  seta sv_floodProtect 1 
 </code> </code>
-</spoiler> +++++ 
-For a mapcycle, as shown in the second example, you have to define manually which map should be loaded after the current one and at the end the first and this cycle must be started again. You can also set the mode for the current map and other settings that should change when changing maps. This way you can switch between CTF and DM, depending on the map. There is one drawback of this method: You really should turn off the voting system. Otherwise, some player may make the server "take another turn", essentially leaving the map cycle. You can continue it, by issuing ''/rcon vstr name'', to continue with the section named ''name''. But especially on dedicated servers running 24/7, the more elegant way is to turn of voting altogether.+For a mapcycle, as shown in the second example, you have to define manually which map should be loaded after the current one and at restarting the cycle at the end. You can also set the mode for the current map and other settings that should change when changing maps. This way you can switch between CTF and DM, depending on the map. There is one drawback of this method: You really should turn off the voting system. Otherwise, some player may make the server "take another turn", essentially leaving the map cycle. You can continue it, by issuing ''/rcon vstr name'', to continue with the section named ''name''. But especially on dedicated servers running 24/7, the more elegant way is to turn of voting altogether
 + 
 +**Important:** If you use command such as ''vstr'' or ''map'', or in general, all commands other than ''set'' derivatives, you must write protect your config. As EF will overwrite the config after using it, but stripping it of any of these commands, you will end up with pure settings, possibly destroying your work. By default, the EF server will not run any map. You can enter that in the console opening after starting the server. But for dedicated servers this is not recommended. Before you have a map running (''map'' command), the server is not accessible from the outside, so not even rcon access is possible.
  
-In principle, the name for the config doesn't matter. However, when named ''autoexec.cfg'' the config is loaded automatically if you do not specify anything else. The manual specification can look like this: ''"C:\Program Files\Raven\Star Trek Voyager Elite Force\stvoyHM.exe" +seta dedicated 2 +seta sv_pure 0 +exec autoexec.cfg''. This can either be put into a Windows shortcut as a start command (the path in which the program is to be executed must be adapted accordingly), or into the start script. For Linux, the case also looks like this: ''./binaryname +seta dedicated 2 +seta sv_pure 0 +exec autoexec.cfg'' (from the directory where the EF server is located). There is not much more to do with an EF installation under Windows. But if you want to set up a bare server, you don't need all of it. You only need the directory ''BaseEF'' from the CD, which you have to rename to ''baseEF'' under Linux, otherwise the server won't find its files. In addition, there is the ''stvoyHM.exe'', or a corresponding Dedicated Binary, which is //not// in ''baseEF'', but one level higher.+In principle, the name for the config doesn't matter. However, when named ''autoexec.cfg'' the config is loaded automatically. This special config file is used //always//. It might contain default definitions (e. g. having the same rcon password for all servers). The manual specification can look like this: ''"C:\Program Files\Raven\Star Trek Voyager Elite Force\stvoyHM.exe" +seta dedicated 2 +seta sv_pure 0 +exec my_config.cfg''. This command can either be put into a Windows shortcut as a start command (the path in which the program is to be executed must be adapted accordingly), or into the start script. For Linux, the case also looks like this: ''./binaryname +seta dedicated 2 +seta sv_pure 0 +exec autoexec.cfg'' (from the directory where the EF server is located). There is not much more to do with an EF installation under Windows. But if you want to set up a bare server, you don't need all of it. You only need the directory ''BaseEF'' from the CD, which you have to rename to ''baseEF'' under Linux, otherwise the server won't find its files. In addition, there is the ''stvoyHM.exe'', or a corresponding Dedicated Binary, which is //not// in ''baseEF'', but one level higher.
  
-Config files have to be stored in ''baseEF'', even if you want to start the dedicated with active mods (the server generally searches there for its files, including the maps, before it starts). Some Dedicated Servers search under Linux in the folder ''~/.stvef/baseEF''. If you don't want to start a dedicated server with standard EF but with a mod active, you have to pass this to the server at startup, e.g. for pinball by ''+set fs_game pinball +set dedicated 2 +exec pinconfig.cfg''. Besides ''exec'' the other parameters should also be set in a correspondingly started config. For the use of mods the specification ''fs_game'' is absolutely necessary //as start parameter// (therefore not to be set in the config). The name of the mod normally corresponds to the directory in which the mod data is stored. You could say that for standard EF the mod is ''baseEF'' (and doesn't have to be specified separately), because the data is searched for in this directory. Under Windows you don't need to do much more aside from providing the script with a suitable config name if necessary. Under Linux you don't have to do much, just make the dedicated binary executable. For further settings in the config, see the [[#Config Parameters]].+Config files have to be stored in ''baseEF'', even if you want to start the dedicated with active mods (the server generally searches there for its files, including the maps, before it starts). Some dedicated servers search under Linux in the folder ''~/.stvef/baseEF'' resp.  ''~/.local/share/lilium-voyager/baseEF''. If you don't want to start a dedicated server with standard EF but with a mod active, you have to pass this to the server at startup, e.g. for pinball by ''+set fs_game pinball +set dedicated 2 +exec pinconfig.cfg''. Besides ''exec'' the other parameters should also be set in a correspondingly started config. For the use of mods the specification ''fs_game'' is absolutely necessary //as start parameter// (therefore not to be set in the config). The name of the mod normally corresponds to the directory in which the mod data is stored. You could say that for standard EF the mod is ''baseEF'' (but doesn't have to be specified separately), because the data is searched for in this directory. Under Windows you don't need to do much more aside from providing the script with a suitable config name if necessary. Under Linux you don't have to do much, just make the dedicated binary executable. For further settings in the config, see the [[#Config Parameters]].
  
 Here is a brief overview of which game types and which modes belong to which config variables: Here is a brief overview of which game types and which modes belong to which config variables:
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 For EF, if you have created a server yourself, you only need to open port 27960 (UDP) in a firewall (or alternatively the port you have chosen yourself). You shouldn't have to share a specific port to join. However, you have to distinguish between LAN server and Internet server when creating the server. LAN servers are, as the name says, only accessible via LAN, not via the Internet. In principle, you can also run multiple servers by selecting multiple ports. Some ports can be searched automatically by EF, so that even a second server running in parallel does not have to be entered manually in EF. The automatically scanned UDP ports for LAN search are 27960-27963, which of course must also be forwarded if you are behind a firewall or NAT. For EF, if you have created a server yourself, you only need to open port 27960 (UDP) in a firewall (or alternatively the port you have chosen yourself). You shouldn't have to share a specific port to join. However, you have to distinguish between LAN server and Internet server when creating the server. LAN servers are, as the name says, only accessible via LAN, not via the Internet. In principle, you can also run multiple servers by selecting multiple ports. Some ports can be searched automatically by EF, so that even a second server running in parallel does not have to be entered manually in EF. The automatically scanned UDP ports for LAN search are 27960-27963, which of course must also be forwarded if you are behind a firewall or NAT.
 ==== Masterservers ==== ==== Masterservers ====
-The Eliteforce master server is automatically notified of newly accessible Internet servers as soon as they start. But only if you set the server mode to Internet, e.g. via ''+set dedicated 2'' when starting on the console. With ''+set dedicated 1'' the server is started, but not announced. Clients download the known game server addresses from the master server. In the config files of the client (''hmconfig.cfg'') and server (depending on the name you just gave them), the master servers to be used are set via ''seta sv_master1 <nowiki>"blah"</nowiki>'' to ''sv_master5...'''. A list of currently available servers is also visible [[https://efservers.online|here]].+The Eliteforce master server is automatically notified of newly accessible Internet servers as soon as they start. But only if you set the server mode to Internet, e.g. via ''+set dedicated 2'' when starting on the console. With ''+set dedicated 1'' the server is started, but not announced. Clients download the known game server addresses from the master server. In the config files of the client (''hmconfig.cfg'') and server (depending on the name you just gave them), the master servers to be used are set via ''seta sv_master1 <nowiki>"blah"</nowiki>'' to ''sv_master5...''. This works for EF since version 0.28, so actually for all versions. A list of currently available servers is also visible [[https://efservers.online|here]].
 === Current Master Servers === === Current Master Servers ===
 Here is a list of the currently running master servers of the community: Here is a list of the currently running master servers of the community:
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   * ''efmaster.tjps.eu'' (2019-06-09), IP 176.9.53.212   * ''efmaster.tjps.eu'' (2019-06-09), IP 176.9.53.212
   * ''master.stef1.daggolin.de'' (2019-06-09), IP 185.7.199.7   * ''master.stef1.daggolin.de'' (2019-06-09), IP 185.7.199.7
 +  * ''ipv6.tjps.eu'' (2020-03-26), IP 2a01:4f8:150:73c1::3)
 These should be entered in both, the server and client configs. To set up your own master server, [[https://sourceforge.net/projects/lasange-system/?source=navbar|this project]] could be helpful. But under Debian Stretch x64 I could not compile the code, apparently because of a problem that was already known in 2007. The default port for this is 27953 UDP. Alternatively, [[https://github.com/ouned/rplmaster|this project]] could be usable for EF. In order to check whether a master server is at all responsive/available, it may be helpful to use [[https://sourceforge.net/projects/qstat/|this tool]]. The command is then ''qstat -efm <servernameorip>''. These should be entered in both, the server and client configs. To set up your own master server, [[https://sourceforge.net/projects/lasange-system/?source=navbar|this project]] could be helpful. But under Debian Stretch x64 I could not compile the code, apparently because of a problem that was already known in 2007. The default port for this is 27953 UDP. Alternatively, [[https://github.com/ouned/rplmaster|this project]] could be usable for EF. In order to check whether a master server is at all responsive/available, it may be helpful to use [[https://sourceforge.net/projects/qstat/|this tool]]. The command is then ''qstat -efm <servernameorip>''.
 === Former Master Servers === === Former Master Servers ===
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 Logically, the [[GameSpy]] server no longer exists after the shutdown of the network. However, it should never have worked because of the problem described in the [[#Masterserver Query Bug]] section. Logically, the [[GameSpy]] server no longer exists after the shutdown of the network. However, it should never have worked because of the problem described in the [[#Masterserver Query Bug]] section.
 === Masterserver Query Bug === === Masterserver Query Bug ===
-In the original Eliteforce game up to and including version 1.2 there is a bug which allows to announce a dedicated server with a port number for the master server. For example, a game server can be made known via the default master server ''master.gamespy.com:27900''. However, the clients with version 1.2 or older cannot reach the corresponding master server at all, because they //always// try to do so on port 27953, no matter what is written in the config file. Therefore it is also advisable to configure master servers, which should (also) list EF servers, only to listen on port 27953. Newer versions based on ioQuake3 are not affected by this problem and can also reach the 1.2 servers that have made themselves available via a different port.+In the original Eliteforce game up to and including version 1.2 there is a bug which allows to announce a dedicated server with a port number for the master server. For example, a game server can be made known via the default master server ''master.gamespy.com:27900''. However, the clients with version 1.2 or older cannot reach the corresponding master server at all, because they //always// try to do so on port 27953, no matter what is written in the config file. Therefore it is also advisable to configure master servers, which should (also) list EF servers, only to listen on port 27953. Newer versions based on ioQuake3 are not affected by this problem and can also reach the 1.2 servers that have made themselves available via a master server listening on a different port.
 === Technical concept of the master server === === Technical concept of the master server ===
 In principle, the concept of the master server is quite simple: a dedicated server accepts requests as to which game servers it knows. This list is then returned to the requesting client. This is what happens if you use the entries "Internet 1" to "Internet 5" (or more?) in the server search. In principle, the concept of the master server is quite simple: a dedicated server accepts requests as to which game servers it knows. This list is then returned to the requesting client. This is what happens if you use the entries "Internet 1" to "Internet 5" (or more?) in the server search.
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 === The Protocol Behind it === === The Protocol Behind it ===
-The protocol is largely identical to that of [[Quake III Arena]]. However, there are some minor changes.+The protocol is largely identical to that of [[Quake Arena]]. However, there are some minor changes.
  
 In the following, server communication strings are shown that all start with four times 0xff, the character queue ''ÿÿÿÿ''. If the reader gets this character queue wrong (actually looks like four ''y'' with dots on top), please don't get confused. They are four times the ASCII character no. 255 (all 8 bits set to ''1'') in a row, no gaps. In the following, server communication strings are shown that all start with four times 0xff, the character queue ''ÿÿÿÿ''. If the reader gets this character queue wrong (actually looks like four ''y'' with dots on top), please don't get confused. They are four times the ASCII character no. 255 (all 8 bits set to ''1'') in a row, no gaps.
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 Apparently there is an additional mechanism in Eliteforce which is probably intended to explicitly withdraw from the master server. This is done with the following string: ''ÿÿÿÿheartstop\27960\gamename\STEF1\''. Also here the digit series ''27960'' is the port of the logging out game server. This logout is actually not necessary and deviates from the original Quake 3 implementation, see previous section [[#Announce Game Server to Masterserver (Heartbeat)]]. Apparently there is an additional mechanism in Eliteforce which is probably intended to explicitly withdraw from the master server. This is done with the following string: ''ÿÿÿÿheartstop\27960\gamename\STEF1\''. Also here the digit series ''27960'' is the port of the logging out game server. This logout is actually not necessary and deviates from the original Quake 3 implementation, see previous section [[#Announce Game Server to Masterserver (Heartbeat)]].
 == Server List Query == == Server List Query ==
-The query of the game servers known to the master server by a client is initiated as follows: ''ÿÿÿÿtservers xx'', with ''xx'' as a numeric specification of the game protocol version. For Eliteforce since version 1.2 this is ''24''. Version 0.28 still had ''22'' as specification. Furthermore, the query can be extended by the extensions ''full'' (also returns full servers) and ''empty'' (also returns empty servers) (separated by space 0x20, ASCII character no. 32). A query that returns all Eliteforce 1.2 servers that the master server knows would look like this: ''ÿÿÿÿgetservers 24 empty full''.+The query of the game servers known to the master server by a client is initiated as follows: ''ÿÿÿÿgetservers xx'', with ''xx'' as a numeric specification of the game protocol version. For Eliteforce since version 1.2 this is ''24''. Version 0.28 still had ''22'' as specification. Furthermore, the query can be extended by the extensions ''full'' (also returns full servers) and ''empty'' (also returns empty servers) (separated by space 0x20, ASCII character no. 32). A query that returns all Eliteforce 1.2 servers that the master server knows would look like this: ''ÿÿÿÿgetservers 24 empty full''.
 == Server List Response == == Server List Response ==
 The answer to the client then looks like this: The answer to the client then looks like this:
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   * ''clients'': How many players are currently on the server? Also contains the bots, unlike ''g_humanplayers''. Is used to determine the state ''full'' (full) and ''empty'' (empty).   * ''clients'': How many players are currently on the server? Also contains the bots, unlike ''g_humanplayers''. Is used to determine the state ''full'' (full) and ''empty'' (empty).
   * ''mapname'': The technical(!) name of the map currently being played, e.g. ''hm_voy1''.   * ''mapname'': The technical(!) name of the map currently being played, e.g. ''hm_voy1''.
-  * ''hostname'': What name was given to the server? E.g. ''EF Classic @ Mobile Infantry''.+  * ''hostname'': What name was given to the server? E.g. ''EF Classic @ Mobile Infantrie''.
   * ''protocol'': Which version does the game server have? For EF from 1.2 on it is ''24'', but old versions also have ''22'' (version 0.28) or ''23'' (version 1.1).   * ''protocol'': Which version does the game server have? For EF from 1.2 on it is ''24'', but old versions also have ''22'' (version 0.28) or ''23'' (version 1.1).
   * ''gamename'': Which game is played? For EF this is "EliteForce".   * ''gamename'': Which game is played? For EF this is "EliteForce".
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   * ''g_needpass'': Does the server require a password to join? ''1'' = yes, ''0'' = no.   * ''g_needpass'': Does the server require a password to join? ''1'' = yes, ''0'' = no.
   * ''g_allowVote'': Does the server allow voting? ''1'' = yes, ''0'' = no.   * ''g_allowVote'': Does the server allow voting? ''1'' = yes, ''0'' = no.
-In addition, there are a few technical variables that are also sent:+In addition, you can also add non-functional variables that are also sent, still:
   * ''Friendly fire'': A free text variable (without technical function) (text).   * ''Friendly fire'': A free text variable (without technical function) (text).
   * ''Administrator'': Contains the name of the admin, if set (text).   * ''Administrator'': Contains the name of the admin, if set (text).
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   * ''url'': Web page to server, if set (text).   * ''url'': Web page to server, if set (text).
   * ''Location'': Location of the server, if set (text).   * ''Location'': Location of the server, if set (text).
 +  * ''Clan'': Name of the clan.
  
 At the end of the answer there may be, separated by a line break (0x0a), a list of current players on the server, in the following form: ''<nowiki>Number1 Number2 "Nickname"</nowiki>'' + (0x0a). ''Number1'' is the number of questions, ''Number2'' should be the ping of the player, ''<nowiki>"Nickname"</nowiki>'' is the name chosen by the player. The line break at the end applies to every player, including the last one. The answer also ends with a line break. At the end of the answer there may be, separated by a line break (0x0a), a list of current players on the server, in the following form: ''<nowiki>Number1 Number2 "Nickname"</nowiki>'' + (0x0a). ''Number1'' is the number of questions, ''Number2'' should be the ping of the player, ''<nowiki>"Nickname"</nowiki>'' is the name chosen by the player. The line break at the end applies to every player, including the last one. The answer also ends with a line break.
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 There is one thing in EF that is a little ambivalent: EF can download maps and mods from Internet or LAN servers (if the servers are configured to allow this). On the one hand, this has the advantage that you don't have to search somewhere for a long time and download the maps manually and move them to the correct directory. EF takes care of this. The downside, however, is that you can get all sorts of things put into your installation in this way. Among other things also files which are not allowed on other servers because of ''sv_pure'' = ''1'' (which keeps you locked out there). So if you want to play it safe, you have to set the parameter ''cl_allowDownload'' to ''0'' in your config. However, this means that on servers that use maps, models or mods that you don't have, you immediately drop off when connecting. This may even happen without a corresponding error message (see also the section [[#Problems with Map Downloads]]). If in doubt, it makes sense to check the logs to see where the problem lies. There is one thing in EF that is a little ambivalent: EF can download maps and mods from Internet or LAN servers (if the servers are configured to allow this). On the one hand, this has the advantage that you don't have to search somewhere for a long time and download the maps manually and move them to the correct directory. EF takes care of this. The downside, however, is that you can get all sorts of things put into your installation in this way. Among other things also files which are not allowed on other servers because of ''sv_pure'' = ''1'' (which keeps you locked out there). So if you want to play it safe, you have to set the parameter ''cl_allowDownload'' to ''0'' in your config. However, this means that on servers that use maps, models or mods that you don't have, you immediately drop off when connecting. This may even happen without a corresponding error message (see also the section [[#Problems with Map Downloads]]). If in doubt, it makes sense to check the logs to see where the problem lies.
 === Accelerating Map Downloads === === Accelerating Map Downloads ===
-Usually custom maps, mods and models (i.e. everything that is not included with EF by default) are provided by the server. Whether they are downloadable or not depends primarily on the server setting and the client setting. On the server ''sv_allowDownload'' must be set to ''1'' (or higher), on the client ''cl_allowDownload'' as well. Otherwise the client downloads nothing, or gets nothing from the server. But this ingame-download is quite slow by default. You can change it with variables like ''cl_chunksperframe xx'' on the client side, but it never gets really fast. Therefore, the ioQuake-based binaries for EF offer the possibility to redirect map downloads to other HTTP/FTP servers, which then also allow download rates as usual from a web server.+Usually custom maps, mods and models (i.e. everything that is not included with EF by default) are provided by the server. Whether they are downloadable or not depends primarily on the server setting and the client setting. On the server ''sv_allowDownload'' must be set to ''1'' (or higher), on the client ''cl_allowDownload'' as well. Otherwise the client downloads nothing, or gets nothing from the server. But this ingame-download is quite slow by default. You can change it with variables like ''cl_chunksperframe xx'' on the client side, but it never gets really fast. Therefore, the ioQuake-based binaries for EF offer the possibility to redirect map downloads to other HTTP(s)/FTP servers, which then also allow download rates as usual from a web server.
  
-To do this, ''sv_dlURL'' must be set on the server side (as well as ''sv_allowDownload <nowiki>"1"</nowiki>'' of course), e.g. ''sv_dlURL <nowiki>"http://your.website/folder"</nowiki>''. Then the download will be redirected to the corresponding directory. On the web server, of course, the required files should also be found in the corresponding folder and should be accessible and the same files. Correspondingly, to stay with the example ''sv_dlURL <nowiki>"http://your.website/folder"</nowiki>'', it means, for example, that the files must be in the folder ''folder/baseEF'' (upper and lower case is important!). So, as if the files are in the local game directory, with their corresponding parent folders ''baseEF'' or ''pinball''. Otherwise the client won't find the files and the connection will simply be terminated without a sound. Also important: The curl download //only// works if the server //not// is called via https, but with http. An alternative is ftpThe original version 1.2 cannot download via Curl Maps, so only the slow ingame download remains.+To do this, ''sv_dlURL'' must be set on the server side (as well as ''sv_allowDownload <nowiki>"1"</nowiki>'' of course), e.g. ''sv_dlURL <nowiki>"http://your.website/folder"</nowiki>''. Then the download will be redirected to the corresponding directory. On the web server, of course, the required files should also be found in the corresponding folder and should be accessible and the same files. Correspondingly, to stay with the example ''sv_dlURL <nowiki>"http://your.website/folder"</nowiki>'', it means, for example, that the files must be in the folder ''folder/baseEF'' (upper and lower case is important!). So, as if the files are in the local game directory, with their corresponding parent folders ''baseEF'' or ''pinball''. Otherwise the client won't find the files and the connection will simply be terminated without a sound. Also important: In earlier versions the cURL download //only// worked if the server was //not// called via https, but with http. So if the cURL download fail with a version 1.39 of Lilium Voyager or older variations like ioEF, please use HTTP only or upgrade to a newer version of ioQuake derived EF. In any case, the original version 1.2 cannot download via cURL Maps, so only the slow ingame download remains.
  
 ''sv_allowDownload'' allows multiple options: ''sv_allowDownload'' allows multiple options:
-  * ''sv_allowDownload 0'':Don't allow //any// downloads+  * ''sv_allowDownload 0'': Don't allow //any// downloads
   * ''sv_allowDownload 1'': Allow downloads   * ''sv_allowDownload 1'': Allow downloads
   * ''sv_allowDownload 4'': Disable UDP downloads   * ''sv_allowDownload 4'': Disable UDP downloads
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 If you are a server operator, worried that others will make use of your own repository, you can instruct the web server to only allow downloads from your own EF server and teach EF to report to the web server: ''HTTP_REFERER <nowiki>"ioQ3://{SERVER_IP}:{SERVER_PORT}"</nowiki>'' on the EF server. Apache's ''mod_rewrite'' can now allow exclusive access to the EF server based on the ''HTTP_REFERER''. In this way, others cannot use the upload. If you are a server operator, worried that others will make use of your own repository, you can instruct the web server to only allow downloads from your own EF server and teach EF to report to the web server: ''HTTP_REFERER <nowiki>"ioQ3://{SERVER_IP}:{SERVER_PORT}"</nowiki>'' on the EF server. Apache's ''mod_rewrite'' can now allow exclusive access to the EF server based on the ''HTTP_REFERER''. In this way, others cannot use the upload.
  
-The maximum bandwidth for UDP downloads can be set using ''sv_dlRate''. However, the highest achievable rate is still 1 MByte/s per client. Curl downloads can still be faster.+The maximum bandwidth for UDP downloads can be set using ''sv_dlRate''. However, the highest achievable rate is still 1 MByte/s per client. cURL downloads can still be faster.
 === Problems with Map Downloads === === Problems with Map Downloads ===
 Apparently there are certain difficulties when you take the server and a client from Thilo or Lilium Voyager. If files are missing on the client but map downloads are not allowed (default value, if nothing else is set in the config), you will suddenly end up in the main menu. The error message of the missing ''*.bsp'' file known from version 1.2 does not appear. If you need the map urgently, you should set the parameter ''cl_allowDownload'' to ''1'' in the config. Apparently there are certain difficulties when you take the server and a client from Thilo or Lilium Voyager. If files are missing on the client but map downloads are not allowed (default value, if nothing else is set in the config), you will suddenly end up in the main menu. The error message of the missing ''*.bsp'' file known from version 1.2 does not appear. If you need the map urgently, you should set the parameter ''cl_allowDownload'' to ''1'' in the config.
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 In both cases you can start Eliteforce from the console to narrow down the error. Additional information will be displayed there. In the jumble of messages you will normally also find the message that a certain map or other file (e.g. player model) was not found. In both cases you can start Eliteforce from the console to narrow down the error. Additional information will be displayed there. In the jumble of messages you will normally also find the message that a certain map or other file (e.g. player model) was not found.
 === sv_pure and Map Downloads with Newer Clients === === sv_pure and Map Downloads with Newer Clients ===
-A special combination with Thilo's Binaries or Lilium Voyager can make it impossible to download maps, although both client and server allow it: If the server has set ''sv_pure'' = ''1'', and the client is missing currently needed files, but it also has other files that the server does not know, nothing will be downloaded. You are kicked out of the game as described above, allegedly because a file is missing, but it is not downloaded. This can only be solved by either setting ''sv_pure'' to ''0'' on the server, or by the client moving the additional files to another folder.+A special combination with ioEF or Lilium Voyager can make it impossible to download maps, although both client and server allow it: If the server has set ''sv_pure'' = ''1'', and the client is missing currently needed files, but it also has other files that the server does not know, nothing will be downloaded. You are kicked out of the game as described above, allegedly because a file is missing, but it is not downloaded. This can only be solved by either setting ''sv_pure'' to ''0'' on the server, or by the client moving the additional files to another folder.
 ==== Ports ==== ==== Ports ====
 In addition to the ports 27960-27963 (UDP) already mentioned, ports 26000, 27500 and 27910 (UDP) could also be used. In addition to the ports 27960-27963 (UDP) already mentioned, ports 26000, 27500 and 27910 (UDP) could also be used.
 ===== Web links ===== ===== Web links =====
   * [[http://www.4players.de/4players.php/download_info/Downloads/Download/1837/Star_Trek_Voyager_Elite_Force/Patch_12.html|EF patch 1.2]]   * [[http://www.4players.de/4players.php/download_info/Downloads/Download/1837/Star_Trek_Voyager_Elite_Force/Patch_12.html|EF patch 1.2]]
 +  * [[https://oldgamesdownload.com/wp-content/uploads/Star_Trek_Voyager_Elite_Force_Manual_Win_EN.pdf|EF manual]]
   * <del>[[http://thilo.kickchat.com/efport-progress/bin|EF Engine Patch 1.38 RC1]]</del>   * <del>[[http://thilo.kickchat.com/efport-progress/bin|EF Engine Patch 1.38 RC1]]</del>
-  * [[https://efservers.online/|Further list with currently running servers, visually more appealing design]]+  * [[http://beer-garden.n5net.com/2011/02/09/interview-thilo-schulz-ef-1-37-patch-author-ioq3-maintainer/|Interview with Thilo Schulz]], creator of ioEF. 
 +  * [[http://beer-garden.n5net.com]], kind of a veteran group, very active during the first half of the 2000 decade and still active with some mods. 
 +  * [[https://efservers.online/|Further list with currently running servers, visually more appealing design, lots of analysis, nicely done]]
   * [[https://www.gamefront.com/games/elite-force/file/pathfinder|Server Search Program "Pathfinder"]]   * [[https://www.gamefront.com/games/elite-force/file/pathfinder|Server Search Program "Pathfinder"]]
   * [[http://eliteforce2.filefront.com/file/EF_Runner;2086|EF-Runner 1.8.3]]   * [[http://eliteforce2.filefront.com/file/EF_Runner;2086|EF-Runner 1.8.3]]
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   * Clan pages:   * Clan pages:
     * [[http://der-orden-des-kahless.de/index.php?page=Portal|der-orden-des-kahless.de]], a clan that plays the mod [[https://last-outpost.net/about/rpgx|RPG-X]]     * [[http://der-orden-des-kahless.de/index.php?page=Portal|der-orden-des-kahless.de]], a clan that plays the mod [[https://last-outpost.net/about/rpgx|RPG-X]]
 +    * [[http://www.hazardteam.de/credits.html|Former Hazard Team]], mostly offline.
     * <del>[[http://skunky.nl/Forum/ucp.php?mode=login|Skunky]]</del>, aka Elite Force Players Guild     * <del>[[http://skunky.nl/Forum/ucp.php?mode=login|Skunky]]</del>, aka Elite Force Players Guild
     * [[http://www.planetsmc.de/?hpnav=news|Starfleet Marine Corps]]     * [[http://www.planetsmc.de/?hpnav=news|Starfleet Marine Corps]]
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   * [[http://wwazman2001.tripod.com/voyager/index.html]]: Page with some Maps of a certain Eric Sahlstrom (really awesomly old school)   * [[http://wwazman2001.tripod.com/voyager/index.html]]: Page with some Maps of a certain Eric Sahlstrom (really awesomly old school)
   * [[http://amp.denofgeek.com/us/games/star-trek/273174/star-trek-the-activision-years-and-the-making-of-elite-force-i-ii|Interview with the developers of EF 1 and 2]]   * [[http://amp.denofgeek.com/us/games/star-trek/273174/star-trek-the-activision-years-and-the-making-of-elite-force-i-ii|Interview with the developers of EF 1 and 2]]
-  * [[https://www.stvef.org]] Beautiful page with background info about EF, and also some mods.+  * [[https://github.com/zturtleman/lilium-voyager|Lilium Voyager]], an ioQuake3 based variation of EF (sources, binaries, see [[#Downloads]]) 
 +  * [[https://www.stvef.org]] Beautiful page with background info about EF, and also some mods, incl. [[https://stvef.org/cmod.php|cMod]] an ioQuake3 variation of EF.
 ===== See also ===== ===== See also =====
 [[Star Trek Games]] [[Star Trek Games]]
  
-[[gamesdatenbank|Back to the games database]]+[[games database|Back to the games database]]
  
 +~~REFNOTES~~
en/games/star_trek_-_voyager_eliteforce.1569531092.txt.gz · Last modified: 2019-09-26-22-51 by 7saturn