Q2PRO Server Manual
===================
Andrey Nazarov <skuller@skuller.net>

About
-----
Q2PRO is an enhanced, multiplayer oriented Quake 2 server, compatible
with existing Quake 2 ports and licensed under GPLv2. This document provides
descriptions of console variables and commands added to or modified by Q2PRO
since the original Quake 2 release. Cvars and commands inherited from original
Quake 2 are not described here (yet).

Variables
---------

Network
~~~~~~~

net_ip::
    Specifies network interface address server should listen on for UDP
    connections. The same interface is also used for outgoing TCP connections
    (these include MVD/GTV and anticheat connections).  Default value is empty,
    which means listening on all interfaces.

NOTE: There is a limitation preventing anticheat to work correctly on servers
accessible from multiple IP addresses. If you are running the server on multi-ip
system and plan to use anticheat, you need to explicitly bind the server to
one of your network interfaces using the ‘net_ip’ cvar, otherwise expect any
kinds of problems.

net_port::
    Specifies port number server should listen on for UDP connections. Default
    value is 27910.

net_tcp_ip::
    Specifies network interface address server should listen on for TCP
    connections (these include MVD/GTV connections, enabled only when
    ‘sv_mvd_enable’ is set, see below).  Empty string means listening on all
    interfaces.  Value of this cvar mirrors ‘net_ip’ unless modified by user.

net_tcp_port::
    Specifies port number server should listen on for TCP connections.  Value
    of this cvar mirrors ‘net_port’ unless modified by user.

net_ignore_icmp::
    On Win32 and Linux, server is able to receive ICMP
    ‘destination-unreachable’ packets from clients. This enables intelligent
    detection of crashed clients, allowing the server to quickly re-use their
    slots. If this behavior is not wanted for some reason, then this variable
    can be used to turn it off. Default value is 0 (don't ignore ICMP packets).

net_maxmsglen::
    Specifies maximum server to client packet size clients may request from
    server. 0 means no hard limit. Default value is conservative 1390 bytes. It
    is nice to have this variable as close to your network link MTU as possible
    (accounting for headers). Thus for normal Ethernet MTU of 1500 bytes 1462
    can be specified (10 bytes quake header, 8 bytes UDP header, 20 bytes IP
    header). Higher values may cause IP fragmentation for misconfigured clients
    which is better to avoid. Please don't change this variable unless you know
    exactly what you are doing.

Generic
~~~~~~~

sv_iplimit::
    Maximum number of simultaneous connections allowed from single IP address
    (per connection type, TCP and UDP client lists are separate).  Setting this
    variable to 0 disables the limit. Default value is 3.

sv_status_show::
    Specifies how the server should respond to status queries. Default value is
    2.
       - 0 — do not respond at all
       - 1 — respond with server info only
       - 2 — respond with server info and player list

sv_status_limit::
    Maximum number of status queries server should respond to per sampling
    period. Default value is 15.

.Rate limits specification
**************************
Full syntax for specifying rate limits is: '<limit>[/<period>[sec|min|hour]]'.
Only _limit_ value is mandatory. Default sampling period is one second. Custom
_period_ can be specified after a slash, with optional _sec_, _min_, or _hour_
suffix (default units are seconds).
**************************

sv_auth_limit::
    Maximum number of invalid authentication attempts allowed per sampling
    period. Default value is 1.

sv_rcon_limit::
    Maximum number of invalid rcon commands allowed per sampling period.
    Default value is 1.

sv_password::
    If not empty, allows only authenticated clients to connect.  Authenticated
    clients are allowed to occupy reserved slots, see below.  Clients set their
    passwords via ‘password’ userinfo variable. Default value is empty (no
    password).

TIP: If password protection is needed for a server, it is preferable to use
‘sv_password’ instead of going the game mod way and using ‘password’ variable.
The latter will prevent MVD/GTV features from working.

NOTE: If ‘sv_password’ is set, then game mod's ‘password’ variable must be empty.
Otherwise clients will be unable to connect.

sv_reserved_slots::
    Number of client slots reserved for clients who know ‘sv_reserved_password’
    or ‘sv_password’. Must be less than ‘maxclients’ value. Default value is 0
    (don't reserve slots).

NOTE: If ‘sv_mvd_enable’ is non-zero and ‘sv_reserved_slots’ is zero,
‘sv_reserved_slots’ is automatically set to one to reserve a slot for dummy MVD
observer.

NOTE: Value of ‘sv_reserved_slots’ cvar is subtracted from ‘maxclients’ value
visible in the server info.

sv_reserved_password::
    The password to use for reserved slots. Default value is empty, which means
    no one is allowed to occupy reserved slot(s), except of dummy MVD observer.
    Clients set their passwords via ‘password’ userinfo variable.

sv_locked::
    Locks the server, preventing new clients from connecting. Default value is
    0 (server unlocked).

sv_lan_force_rate::
    When enabled, do not enforce any rate limits on clients whose IP is from
    private address space (127.x.x.x, 10.x.x.x, 192.168.x.x, 172.16.x.x).
    Default value is 0 (disabled).

sv_calcpings_method::
    Specifies the way client pings are calculated. Default ping calculation
    algorithm is very client frame and packet rate dependent, and may give
    vastly inaccurate results, depending on client settings. Using improved
    algorithm is in fact recommended, it should always give stable results
    similar to ones obtained by the ‘ping’ command line utility. Default value
    is 1 for compatibility reasons.
       - 0 — disable ping calculation entirely
       - 1 — use default ping calculation algorithm based on averaging
       - 2 — use improved algorithm based on minimum round trip times

sv_ghostime::
    Maximum time, in seconds, before dropping clients which have passed initial
    challenge-response connection stage but have not yet sent any data over
    newly established connection.  This also applies to MVD/GTV clients in
    request processing stage.  Helps to avoid attacks flooding server with
    zombie clients, combined with ‘sv_iplimit’ variable. Default value is 6.

sv_force_reconnect::
    When set to an address string, forces new clients to quickly reconnect to
    this address as an additional proxy protection measure. Default value is
    empty (do not enforce reconnection).

sv_redirect_address::
    When server becomes full, redirects new clients to the specified address.
    Default value is empty (don't redirect).

sv_downloadserver::
    Specifies the URL clients should use for HTTP downloading. URL must begin
    with a ‘http://’ prefix and end with a trailing slash. Default value is
    empty (no download URL).

sv_show_name_changes::
    Broadcast player name changes to everyone. You should probably enable this
    unless game mod already shows name changes. Default value is 0 (don't
    show).

sv_allow_nodelta::
    Enables automatic removal of clients that abuse the server with requests
    for too many ‘nodelta’ (uncompressed) frames, hogging network resources.
    Default value is 1 (don't remove clients), since this may sometimes
    legitimately happen on very poor client connections.

sv_uptime::
    Include ‘uptime’ key/value pair in server info. Default value is 0.
       - 0 — do not display uptime at all
       - 1 — display uptime in compact format
       - 2 — display uptime in verbose format

sv_enhanced_setplayer::
    Enable partial client name matching for certain console commands like
    ‘kick’ and ‘stuff’. Default value is 0 (use original matching algorithm).

sv_recycle::
    Temporary variable useful for automatically upgrading the server at the
    next map change.  Default value is 0.
       - 0 — handle ‘gamemap’ command normally
       - 1 — turn the next ‘gamemap’ into ‘map’ and reload the game module
       - 2 — turn the next ‘gamemap’ into ‘recycle’ and reload entire server

WARNING: Be sure to read ‘recycle’ command description below before enabling ‘sv_recycle’.

sv_changemapcmd::
    Specifies command to be executed each time server finishes loading a new map.
    Default value is empty.

sv_fps::
    Specifies native server frame rate.  Only used when game mod advertises
    support for variable server FPS. Specified rate should be a multiple of 10
    (maximum rate is 60). Default value is 10 frames per second. Only clients
    that support Q2PRO protocol will be able to take advantage of higher FPS.
    Other clients will receive updates at default rate of 10 packets per
    second.


Downloads
~~~~~~~~~

These variables control legacy server UDP downloads.

allow_download::
    Globally allows or disallows server UDP downloads. Remaining variables listed
    below are effective only when downloads are globally enabled. Default value
    is 0.
     - 0 — downloads are disabled
     - 1 — downloads are enabled

allow_download_maps::
    Enables downloading of files from ‘maps/’ subdirectory. Default value is 1.
     - 0 — map downloads are disabled
     - 1 — map downloads are enabled for physical files and disabled for files
     from packs
     - 2 — map downloads are enabled for all files

allow_download_models::
    Enables downloading of files from ‘models/’ and ‘sprites/’ subdirectories.
    Default value is 1.

allow_download_sounds::
    Enables downloading of files from ‘sound/’ subdirectory. Default value is 1.

allow_download_pics::
    Enables downloading of files from ‘pics/’ subdirectory. Default value is 1.

allow_download_players::
    Enables downloading of files from ‘players/’ subdirectory. Default value is
    1.

allow_download_textures::
    Enables downloading of files from ‘textures/’ and ‘env/’ subdirectories.
    Default value is 1.

allow_download_others::
    Enables downloading of files from any subdirectory other than those listed
    above. Default value is 0.


MVD/GTV server
~~~~~~~~~~~~~~

.Server modes
*************
Q2PRO server can run in either MVD/GTV ‘server’ or ‘client’ mode. ‘Server’ mode
is just a regular game server mode. In this mode, server functions as a primary
source of MVD data, which can be either locally recorded to disk in form of a
demo file, or sent to GTV clients over the network.  ‘Client’ mode is more
special. In this mode, game mod is not run and server acts as a GTV ‘relay’ node,
reading MVD data from local demo files, receiving live data from remote GTV
servers, or both at the same time. MVD data is then served to regular Quake 2
clients (spectators).

As a convention, cvars related to server mode have ‘sv_mvd_’ prefix. Cvars related
to client mode have ‘mvd_’ prefix (see the next section).
*************

sv_mvd_enable::
    Enables MVD/GTV server functionality. Default value is 0.
       - 0 — MVD server is disabled
       - 1 — local MVD recording is allowed
       - 2 — local MVD recording and remote GTV connections are allowed

sv_mvd_maxclients::
    Total number of MVD/GTV client slots on the server. Default value is 8.

sv_mvd_password::
    Password used to authenticate MVD/GTV clients. Default value is empty,
    which means only those clients can connect, whose IP address is added to
    the list of trusted MVD/GTV hosts using ‘addgtvhost’ command.

sv_mvd_nogun::
    Reduce bandwidth usage by filtering on-screen gun updates out of MVD
    stream.  Default value is 1 (filtering enabled).

sv_mvd_noblend::
    Reduce bandwidth usage by filtering on-screen blend effects out of MVD
    stream.  Default value is 0 (filtering disabled).

sv_mvd_nomsgs::
    When enabled, MVD/GTV spectators in chasecam mode will not receive any text
    messages routed to their chase targets (which are normally on a team), but
    will receive messages routed to the dummy MVD observer. Default value is 1
    (enabled).

sv_mvd_maxtime::
    Maximum duration, in minutes, of the locally recorded MVD.  Default value
    is 0 (unlimited).

sv_mvd_maxsize::
    Maximum size, in kB, of the locally recorded MVD. Default value is 0
    (unlimited).

sv_mvd_maxmaps::
    Specifies number of map changes local MVD recording is stopped after.
    Default value is 1. Setting this to 0 disables the limit.

sv_mvd_begincmd::
    This command is issued on behalf of dummy MVD observer as soon as it enters
    the game. Do whatever preparations are needed here to make sure MVD
    observer enters an appropriate observing mode, opens the scoreboard, etc.
    MVD observer has it's own command buffer and each ‘wait’ cycle lasts 100 ms
    there. Default value is "wait 50; putaway; wait 10; help;".

sv_mvd_scorecmd::
    This command is issued on behalf of dummy MVD observer each time no layout
    updates are detected for more than 9 seconds. Useful for reopening the
    scoreboard if the game mod closes it for some reason.  MVD observer has
    it's own command buffer and each ‘wait’ cycle lasts 100 ms there. Default
    value is "putaway; wait 10; help;".

sv_mvd_suspend_time::
    GTV connections are suspended after this period of time, in minutes,
    counted from the moment last active player disconnects or becomes inactive.
    Setting this to zero disables server side suspending entirely. Default
    value is 5.

MVD/GTV client
~~~~~~~~~~~~~~

mvd_username::
    Default username to use for outgoing GTV connections. Default value is
    "unnamed".

mvd_password::
    Default password to use for outgoing GTV connections. Default value is
    empty.

mvd_timeout::
    Specifies MVD connection timeout value, in seconds. Default value is 90.

mvd_suspend_time::
    GTV connections are suspended after this period of time, in minutes,
    counted from the moment last MVD spectator disconnects.  Setting this to
    zero disables client side suspending entirely. Default value is 5.

mvd_wait_delay::
    Time, in seconds, for MVD channel to buffer data initially.  This
    effectively specifies MVD stream delay seen by observers. Default value is
    20.

mvd_wait_percent::
    Maximum inuse percentage of the delay buffer when MVD channel stops
    buffering data to prevent overrun, ignoring ‘mvd_wait_delay’ value.
    Default value is 50.

mvd_default_map::
    Specifies default map used for the Waiting Room channel. Default value is
    "q2dm1".

mvd_chase_prefix::
    Specifies POV info string position on the screen. This should be a valid
    fragment of the Quake 2 layout script. Default value is "xv 0 yb -64".

mvd_stats_score::
    Specifies what ‘score’ stats field should contain for MVD observers.
    This field is externally visible to server browsers. Default value is 0.
       - 0 — always zero
       - 1 — MVD channel ID spectator is on
       - 2 — score of the chase target

mvd_snaps::
    Specifies time interval, in seconds, between saving ‘snapshots’ in memory
    during MVD playback.  Snapshots enable backward seeking in demo (see ‘mvdseek’
    command description), and speed up repeated forward seeks. Setting this
    variable to 0 disables snapshotting entirely. Default value is 10.

Hacks
~~~~~

sv_oldgame_hack::
    On UNIX-like systems, enables ABI compatibility mode which allows loading
    of game libraries built using ancient GCC versions. If you happen to run a
    binary-only game mod you cannot recompile and your server crashes while
    loading a map, try enabling this variable. Default value is 0 (ABI hack
    disabled).

sv_strafejump_hack::
    Enables FPS-independent strafe jumping mode for clients using R1Q2 and
    Q2PRO protocols. Values higher than 1 will force this mode for all clients,
    regardless of their protocol version. Default value is 1 (enable strafe
    jumping hack only for compatible clients).

sv_waterjump_hack::
    Makes underwater movement speed equal in all directions for clients using
    Q2PRO protocol. Values higher than 1 will force this mode for all clients,
    regardless of their protocol version.  Default value is 0 (disabled).

.Water jump bug
***************
Quake 2 player movement code contains a bug that causes surfacing velocity
produced by holding the jump button underwater to be severely limited,
comparing to movement in other directions. Even worse, resulting velocity is
calculated differently on client and server sides and that causes prediction
errors and jerky movement.  Q2PRO is able to work around this bug and make
player movement speed equal in all directions underwater. However, this fix is
disabled by default as it is yet unknown if this can be considered an unfair
advantage over non-Q2PRO clients.
***************

System
~~~~~~

sys_console::
    On UNIX-like systems, specifies the way system console is used, as well as
    ‘daemonization’ level of the process. Default value is 2 if both stdin and
    stdout descriptors refer to a TTY, and 0 otherwise.
      - 0 — run daemonized, don't output anything on stdout and don't read
        anything from stdin, handle SIGHUP to reopen log files
      - 1 — enable ‘dumb’ system console mode: print to stdout and read
        commands from stdin, but don't assume it is a terminal, don't handle
        SIGHUP
      - 2 — enable ‘smart’ system console mode: handle it as a terminal, enable
        command completion and colored text output, don't handle SIGHUP

sys_parachute::
    On UNIX-like systems, specifies if a fatal termination handler is
    installed. Default value is 1, which means Q2PRO will do some cleanup when
    it crashes, like restoring terminal settings.  However, this will prevent
    core dump from being generated. To enable core dumps, set this variable to
    0.

sys_forcegamelib::
    Specifies the full path to the game library server should attempt to load
    first, before normal search paths are tried. Useful mainly for debugging or
    mod development.  Default value is empty (use normal search paths).


Console Logging
~~~~~~~~~~~~~~~

logfile::
    Specifies if console logging to file is enabled. Default value is 0.
      - 0 — logging disabled
      - 1 — logging enabled, overwrite previous file
      - 2 — logging enabled, append to previous file

NOTE: Log file is not automatically reopened when game directory is changed.

logfile_flush::
    Specifies if log file data is buffered in memory or flushed to disk
    immediately. Default value is 0. See setvbuf(3) manual page for more
    details.
      - 0 — system default mode (block buffered)
      - 1 — line buffered mode
      - 2 — unbuffered mode

logfile_name::
    Specifies base name of the log file. Should not include any extension part
    or path components. ‘logs/’ prefix and ‘.log’ suffix are automatically
    appended.  Default value is ‘console’.

logfile_prefix::
    Specifies the time/date template each line of log file is prefixed with.
    Default value is ‘[%Y-%m-%d %H:%M] ’. See strftime(3) manual page for
    syntax description. In addition, the first ‘@’ character in the template,
    if found, is replaced with a single character representing message type
    (T — talk, D — developer, W — warning, E — error, N — notice, A — default).


Miscellaneous
~~~~~~~~~~~~~

map_override_path::
    Specifies the prefix used to construct path to the entity string override
    file. Override file will be loaded from ‘$\{map_override_path}$\{mapname}.ent’.
    Usually this variable is set to ‘maps/’ (notice the trailing slash), and
    ‘.ent’ files are placed together with ‘.bsp’ files. Default value is empty
    (don't try to override entity strings).

.Entity overrides
*****************
Override files allow the entity string of a map being loaded to be replaced by
a custom data supplied by server operator. This makes it possible to change the
layout of entities on the map (thus creating a new version of the map) without
requiring clients to download anything. Entity string can be dumped from the current
map using ‘dumpents’ server command and later changed with a text editor.
*****************

map_visibility_patch::
    Attempt to patch miscalculated visibility data for some well-known maps
    (q2dm1, q2dm3 and q2dm8 are patched so far), fixing disappearing walls and
    entities. Default value is 1 (enabled).

com_fatal_error::
    Turns all non-fatal errors into fatal errors that cause server process exit.
    Default value is 0 (disabled).

com_debug_break::
    Development variable that turns all errors into debug breakpoints. Default
    value is 0 (disabled).

Commands
--------

Generic
~~~~~~~

status [mode]::
    Show information about connected clients. Optional _mode_ argument may be
    provided to show different kind of information.
       t(ime)::: show connection times
       d(ownload)::: show current downloads
       l(ag)::: show connection quality statistics
       p(rotocol)::: show network protocol information
       v(ersion)::: show client executable versions

stuff <userid> <text ...>::
    Stuff the given raw _text_ into command buffer of the client identified by
    _userid_.

stuffall <text ...>::
    Stuff the given raw _text_ into command buffers of all connected clients.

dumpents [filename]::
    Dumps the entity string of current map into ‘maps/_filename_.ent’ file. See
    also ‘map_override_path’ variable description.

pickclient <address:port>::
    Send ‘passive_connect’ packet to the client at specified _address_ and
    _port_.  This is useful if the server is behind NAT or firewall and can not
    accept remote connections. Remote client must support passive connections
    (R1Q2 and Q2PRO clients do), must be in passive connection mode and the
    specified _port_ must be reachable. See ‘passive’ [[client]] command for
    more details.

addban <address[/mask]> [comment ...]::
    Adds specified _address_ to the ban list. Specify _mask_ to ban entire
    subnetwork.  If specified, _comment_ will be printed to banned user(s) when
    they attempt to connect.

delban <address[/mask]|id|all>::
    Deletes exactly matching _address_/_mask_ pair from the ban list. You can
    also specify numeric _id_ of the address/mask pair to delete, or use
    special keyword _all_ to clear the entire list.

listbans::
    Displays all address/mask pairs added to the ban list along with their IDs,
    last access times and comments.

kickban <userid>::
    Kick the client identified by _userid_ and add his IP address to the ban
    list (with a default mask of 32).

addblackhole <address[/mask]> [comment ...]::
    Adds specified _address_ to the blackhole list. Specify _mask_ to blackhole
    entire subnetwork.  All connectionless packets from blackholed hosts will
    be silently ignored.

delblackhole <address[/mask]|id|all>::
    Deletes exactly matching _address_/_mask_ pair from the blackhole list. You
    can also specify numeric _id_ of the address/mask pair to delete, or use
    special keyword _all_ to clear the entire list.

listblackholes::
    Displays all address/mask pairs added to the blackhole list along with
    their IDs, last access times and comments.

addstuffcmd <connect|begin> <command> [...]::
    Adds _command_ to be automatically stuffed to every client as they initially
    _connect_ or each time they _begin_ on a new map.

delstuffcmd <connect|begin> <id|all>::
    Deletes command identified by the numeric _id_ from the specified list.
    You can also specify _all_ to clear the whole stuffcmd list.

liststuffcmds <connect|begin>::
    Enumerates all registered commands in the specified stuffcmd list.

addfiltercmd <command> [ignore|print|stuff|kick] [comment ...]::
    Prevents client _command_ otherwise unknown to the server from being
    interpreted by the game mod, and takes the specified action instead.
    For _print_ and _stuff_ actions _comment_ argument is mandatory, and should
    contain data to print and stuff, respectively. Default action is _ignore_.
    Commands are matched in a case-insensitive way.

delfiltercmd <id|name|all>::
    Deletes command identified by numeric _id_ or by _name_ from the list of
    filtered commands. You can also specify _all_ to clear the whole filtercmd
    list.

listfiltercmds::
    Enumerates all filtered commands along with appropriate actions and comments.

listmasters::
    List master server hostnames, resolved IP addresses and last acknowledge times.

quit [reason ...]::
    Exit the server, sending ‘disconnect’ message to clients. Optional _reason_
    string may be provided instead of the default ‘Server quit’ message.

recycle [reason ...]::
    This command is equivalent to ‘quit’, with an exception that ‘reconnect’
    message is sent to clients instead of ‘disconnect’. Useful for quickly
    upgrading the server binary without losing clients, assuming the server
    process will be automatically restarted by an external shell script right
    after it exits.

MVD/GTV server
~~~~~~~~~~~~~~

mvdrecord [-hz] <filename>::
    Start local MVD recording into ‘demos/_filename_.mvd2’.
        -h | --help::: display help message
        -z | --compress::: compress file with gzip

mvdstop::
    Stop local MVD recording.

mvdstuff <text>::
    Execute the given _text_ on behalf of dummy MVD observer.

addgtvhost <address[/mask]>::
    Adds specified _address_ to the list of trusted MVD/GTV hosts allowed to
    connect to this server without password. Specify _mask_ to allow entire
    subnetwork.

delgtvhost <address[/mask]|id|all>::
    Deletes exactly matching _address_/_mask_ pair from the list of trusted
    MVD/GTV hosts.  You can also specify numeric _id_ of the address/mask pair
    to delete, or use special keyword _all_ to clear the entire list.

listgtvhosts::
    Displays all address/mask pairs added to the list of trusted MVD/GTV hosts
    along with their IDs.

MVD/GTV client
~~~~~~~~~~~~~~

.Channels and connections
*************************
MVD/GTV client command interface operates with ‘channel’ and ‘connection’
objects. Typically, there is one-to-one correspondence between them, but this
is not always the case.  Connection is a persistent handle to the remote GTV
server, while MVD channel, which represents a world state seen by the
observers, has a shorter lifetime. Channels are automatically created
once there is some data available on the connection and destroyed once
connection is suspended by server and all buffered data have been read. A demo
playback channel is special in a way that is does not have a parent connection.

Both _connections_ and _channels_ can be identified by their name or by unique
ID number seen in the output of ‘mvdservers’ and ‘mvdchannels’ commands.
Channels inherit names and IDs from their parent connections.
*************************

mvdconnect [-hn:u:p:] <address[:port]>::
    Create connection to the GTV server at the given _address_. If _port_ is
    omitted, default server port 27910 is used.
        -h | --help::: display help message
        -n | --name=<string>::: specify channel name as _string_,
        default is ‘netX’
        -u | --user=<string>::: specify username as _string_,
        default is to use value of ‘mvd_username’ cvar
        -p | --pass=<string>::: specify password as _string_,
        default is to use value of ‘mvd_password’ cvar

mvdisconnect [connection]::
    Destroy the specified GTV server _connection_ (if there is an associated
    MVD channel, any buffered data is replayed to spectators, then MVD channel
    is destroyed). There is no need to specify _connection_ if there is only
    one active connection.

mvdkill [channel]::
    Destroy the specified MVD _channel_ (any parent GTV connection is also
    destroyed).  There is no need to specify _channel_ if there is only one
    active channel.

mvdplay [-hl:n:r:] <[/]filename> [...]::
    Begins MVD playback from the file identified by _filename_ by creating a
    new MVD channel.  This command does not require file extension to be
    specified and supports filename autocompletion on TAB. Loads file from
    ‘demos/’ unless slash is prepended to _filename_, otherwise loads from the
    root of quake file system. Multiple _filenames_ can be specified to create
    a playlist.
        -h | --help::: display help message
        -l | --loop=<number>::: replay _number_ of times (0 means forever,
        replays once by default)
        -n | --name=<string>::: specify channel name as _string_,
        default is ‘demX’
        -r | --replace=<channel>::: replace existing _channel_ playlist with
        new entries, don't create a new channel

mvdseek [+-]<timespec> [channel]::
    Seeks the given amount of time during MVD playback on the specified
    _channel_.  Prepend with ‘+’ to seek forward relative to current position,
    prepend with ‘-’ to seek backward relative to current position.  Without
    prefix, seeks to an absolute position within the MVD file, counted from the
    last map change. See below for _timespec_ syntax description.  Initial
    forward seek may be slow, so be patient. For multi-map recordings, it is
    not possible to return to the previous map by seeking. Seeking during demo
    recording is not yet supported.

.MVD time specification
***********************
Absolute or relative MVD time can be specified in one of the following
formats:

* .FF, where FF are frames
* SS, where SS are seconds
* SS.FF, where SS are seconds, FF are frames
* MM:SS, where MM are minutes, SS are seconds
* MM:SS.FF, where MM are minutes, SS are seconds, FF are frames
***********************

mvdrecord [-hz] <filename> [channel]::
    Start MVD recording on the specified _channel_ into ‘demos/_filename_.mvd2’.
    There is no need to specify _channel_ if there is only one active channel.
        -h | --help::: display help message
        -z | --compress::: compress file with gzip

TIP: With Q2PRO it is possible to record a demo while playing back another one.

mvdstop [channel]::
    Stop MVD recording on the specified channel. There is no need to specify
    _channel_ if there is only one active channel.

.Record commands
****************
As you have probably noticed, the same ‘mvdrecord’ and ‘mvdstop’ commands
introduced in the previous section are used here. This is possible since Q2PRO
server may be either in the MVD/GTV server or client mode, but not both at the
same time.
****************

mvdspawn::
    Put the server into MVD/GTV mode, creating the Waiting Room channel.  This
    command performs a full server restart. Done automatically as soon as the
    first GTV connection is established or local MVD file is replayed.

mvdchannels [mode]::
    List all MVD channels (there may be none, if all GTV connections are
    suspended). Optional _mode_ argument may be provided to show different
    kind of information.
        r(ecordings)::: show MVD recording status

mvdservers::
    List all GTV connections.


Incompatibilities
-----------------

Q2PRO server tries to be compatible with other Quake 2 ports, including
original Quake 2 release. Compatibility, however, is defined in terms of full
file format and network protocol compatibility. Q2PRO is not meant to be a
direct replacement of your regular Quake 2 server. Some features are
implemented differently in Q2PRO, some may be not implemented at all. You may
need to review your config and adapt it for Q2PRO. This section tries to
document most of these incompatibilities so that when something doesn't work as
it used to be you know where to look. The following list may be incomplete.

- ‘ip’ variable has been renamed to ‘net_ip’.

- ‘port’ variable has been renamed to ‘net_port’, and
  ‘ip_hostport’ and ‘hostport’ aliases are no longer supported.

- ‘serverrecord’ and ‘demomap’ commands has been removed in favor of
  ‘mvdrecord’ and ‘mvdplay’.

- On Windows, ‘./release/gamex86.dll’ path will not be tried by default when
  loading the game DLL.  If you need this for loading some sort of a game mod
  proxy, use ‘sys_forcegamelib’ variable.

- Q2PRO works only with virtual paths constrained to the quake file system.
  All paths are normalized before use so that it is impossible to go past virtual
  filesystem root using ‘../’ components.  This means commands like these are
  equivalent and all reference the same file: ‘exec ../global.cfg’, ‘exec
  /global.cfg’, ‘exec global.cfg’.  If you have any config files in your Quake 2
  directory root, you should consider moving them into ‘baseq2/’ to make them
  accessible.

- Likewise, ‘link’ command syntax has been changed to work with virtual paths
  constrained to the quake file system. All arguments to ‘link’ are normalized.

