QUAKE GAME SITE for Everyone Quake 1-Quake 2-Quake 3 Arena Game Site Bringing Back 1996

QUAKE on ANY Operating System Platform,LINUX,Symbian,MAC,Nokia,WINDOWS.QUAKE 1,QUAKE II ,QUAKE III ARENA. Updated Daily. Mods,Servers,Updates,Downloads,Patches,Editors,.bsp,.pk3,PsP,N64,PlayStation


                                           Quake III Arena Area

This Page is Solely Quake III Arena Related Stuff. Keep on Coming Back Often to Chat with Other QuakePC Members. Join others at Our Servers to Kick Ass & Frag Everyone Who isn't You !

                                            It's All about Playing Quake , NOT Solely for Winning !

                                     CHAT 6pm EST - Every Night!

                                      QUAKEPC Open Chat Room - 6pm EST Daily!

                                               QUAKE III ARENA


 Here is my First Quake 3 Server that I Played and Started to Like. This Server Version is What led to My Server below. I will let you Decide Which one You Want to Use First!

 

   Here is my Connecticut Based Live Quake 3 Server ! It Contains the same NoGhost Mod 911 as above. Except the Weapons are VERY Fast as Well as Slightly Different Map Sequences. When It's available You'll See the Server Screen shot Show. Well , One Thing is Important here and Thats I Want Everyone to Have Fun !!

                                

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**We Have Patches for QUAKE III ARENA/TEAM & Game Servers. Hotkeys , Cheats along with other Requested Programs + Files that you want & need. 

Unlike its predecessors, Q3A does not have a plot-based single-player campaign. Instead, it simulates the multiplayer experience with computer controlled players known as bots.[1]

The game's story is brief - 'the greatest warriors of all time fight for the amusement of a race called the Vadrigar in the Arena Eternal.' The introduction video shows the abduction of such a warrior, Sarge, while making a last stand. Continuity with prior games in the Quake series and even Doom is maintained by the inclusion of player models related to those earlier games as well as biographical information included on characters in the manual,[2] a familiar mixture of gothic and technological map architecture and specific equipment; for example, the Quad Damage power-up, the infamous rocket launcher and the BFG super-weapon.

In Quake III Arena the player progresses through tiers of maps, combating different bot characters that increase in difficulty, from Crash (at Tier 0) to Xaero (at Tier 7).[1] As well as tougher opponents the fights take place in more complex arenas as the game progresses.[3] While deathmatch maps are designed for up to 16 players, tournament maps are designed for duels between 2 players and in the single-player game could be considered as 'boss battles'.                             

                                                                       

The weapons are balanced by role, with each weapon having advantages in certain situations such as at long-range or fired around a corner; the BFG is an exception to this as a super-weapon. Weapons appear as level items, spawning at regular intervals in set locations on the map. If a player dies all their weapons are lost and they receive the spawn weapons for the current map, usually the gauntlet and machine gun. Players also drop the weapon they were using when killed, which other players can then pick up.

                   =================== MULITPLAYER=======================

Quake III Arena was specifically designed for multiplayer, the game allows players whose computers are connected by a network or to the internet, to play against each other in real time. It employs a client–server model, requiring all players' clients to connect to a server. Q3A's focus on multiplayer gameplay spawned a lively community, similar to Quakeworld, that is active to this day.

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Quake III Arena (also known as Quake 3; abbreviated as Q3A or Q3), is a multiplayer first-person shooter computer and video game released on December 2, 1999. The game was developed by id Software and featured music composed by Sonic Mayhem and Front Line Assembly. Quake III Arena is the third in the series  and differs from previous games by excluding a traditional single-player element and focusing on multi-player action. The single-player is instead played against computer controlled bots in a similar style to Unreal Tournament.

                                                                     

Notable features of Quake 3 include the minimalist design, lacking rarely used items and features, the extensive customizability of player settings such as field of view, texture detail and enemy model, and advanced movement features such as strafe and rocket-jumping.

Quake 3 is available on a number of platforms and contains mature content. The game was highly praised by reviewers who, for the most part, described the gameplay as fun and engaging. Many liked the crisp graphics and focus on multiplayer.

Quake 3 has also been used extensively in professional electronic sports tournaments such as Quakecon, Cyberathlete Professional League and the Electronic Sports World Cup.

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How to Get the HOOK in Quake 3 Arena?? [ Where You See other Players "buzz" onto Rooftops and across room instantly ] NOT CHEAT By The Way!! Simple, Use the Tilde ~ and Enter This Into the Console below
/bind mouse2 +button5  

Now when You Enter the online Game- Clicking the Mouse 2 (Far Right Button) will send you Bolting Across Rooms with a Blue Bolt of Light!!

                                             


           Next below is a Picture of a MUCH Unwelcome and ABUSED "Weapon" known as a TURRET .. I am offering the way you Bind this thing to one of your keys as a COUNTER-MEASURE only. MANY Dickheads/Cheaters place them NEXT to Spawning Sites. (Where You Enter the Fucking Game to PLAY!!) Yeah.. it's kind of Low like shooting a Newborn Baby!   

 The Rule is pretty much the same with anything you want to use in Quake III Arena. You Bind it to a Key and thats done like this /bind q (Q is a Key I Picked) turret (The Item is Turret) SO it looks like this in the Console Window     /bind q turret        Now when you press the Q Key you will have a Turret (above) show in front of you. It will NOT kill YOU but anyone else so there is no "Friendly Fire'...

How do I Use the Turret Properly? Use it to protect pathways or block therefore. Firing from the front & place the Turrets on back so there is Limited Adavnce tokill you and/or Team Members. Also another way is to block enemies from taking up Advantage Points. Example would be a Hilltop where everyone takes his/her fire without recourse.Useit it anywhere you want. If you get a Message that there is No Room for Turret. Simply Edge Forward or Sideways.

I cannot say this enough and this is NOT to be used for KILLING SPAWNERS! (People who enter the game through common pathways)

                   Its Bullshit and Cheating which WILL GET YOU or YOUR TEAM BANNED!

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In the Game You Open the Console and press /help [ this is what the screen below will show ]

 

In The Console, type  /stats to see player statistics

In The Console, type 
/timeout to call a timeout

In The Console, type 
/decoy to deploy a decoy   (A FAKE Player that Looks Like You)

In The Console, type 
/turret to deploy a turret

Its MUCH Easier to
BIND these to a Key---
In The Console, type 
/bind  and item (without the / )  [ Otherwise it will say UNKNOWN CMD "item" ]

                                              


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MORE STUFF


HOW DO I GET MY NAME IN COLORS?????
ANSWER:  A gazillion different easy ways. ;-) You pick which way you want to do it.  There are GUI add-ons you can download (like
Borderfields program below) that will do it for you, or you can do it manually, it's very easy.  In fact, you can also use my manual method below to have your "SAY" and "SAY_TEAM" text come up in color as well.

To edit your name manually in a text editor (i.e., Notepad), open your config file, mine is called autoexec.cfg.   Find the "seta name" line.  Now edit your name by using the Shift-6 key ( ^ ) and a number between 1 and 7 to determine color before the character(s).
^1 = Red         ^3 = Yellow       ^5 = Light Blue     ^7 = White
^2 = Green     ^4 = Blue           ^6 = Magenta      

Example:
seta name ^4Scarab                           Prints my name in all blue characters Scarab
seta name ^4S^1c^7a^2r^3a^6b           Prints my name as Scarab

For SAY and SAY_TEAM text in color, just precede the text with the color code.
Example:
bind k say_team ^7i have the flag    
Your team will see     <Scarab>:
i have the flag

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                                                Where Can QUAKE III be Downloaded Right Now?

                                                       
 
JAN. 1st 2013
                                                  

 

                 Game is Split into THREE Sections. You have all the NEW Updates , Needed Apps to run and Maintain. They are placed into a single folder that you will find in the ISO

 

                                             Filename:Quake 3 Arena + Keygen.rar
Size:533.5 MB

                                             Enjoy Your QUAKE3 Download Everyone !                           

        

                                                                                                     

   

                                       QUAKE III ARENA STRATEGY GUIDE

So , Want to be a Better Quake III Arena Player? I know I do & I learned a Few things in 1st 3 Minutes of reading the Strategy Guide. Did You Know that ALL Player (From Small to BIG) have the SAME "Hitbox"? What that means is no Matter what you "see". You still have the SAME Chances of hitting them other Player. Did you ALSO know that "Turning" to Avoid a Hit , actually makes you 41% WIDER? Indeed.. Click the Banner and Read!

 

Listen , You May Also download the Entire QUAKE III ARENA STRATEGY GUIDE .pdf eBook

NOTICE! DOWNLOAD SUSPENDED UNTIL NEXT NOTICE!!

N

                        My Best Play on QUAKE 3 Arena- 12/30/2010

                                            Quake III Player Name Changer

Remember when you see Colored Screenames and/or Ones with Unusual Patterns too? Well Now YOU Can do those Fun Things to with QUAKE III NAME CHANGER I also believe it works with ALT Codes too!!

 

 

 

 

                            Our Favorite MultiPlayer Servers [ QUAKE III Arena ]

Check This Server's StatsUsually anywhere from 2 to 8 People at any given time. Never usually Over-Crowded and Annoying 

IP: 69.9.170.58   Game Type:-Free for All   MAP: q3dm13   Server Name: THE GRAVE   Players: 2/16  


Version: Q3 1.15c win-x86 Jan 13 2000  MY Name: quakepc.webs.com

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                           Clicking on the Banner Brings You to GameTracker's Server Info on this I.P.

                     Quake III Arena 1.16n Patch (Windows)Download

Filesize: 7.88 MB
Filename:
q3pointrelease_116n.exe

The Quake3 1.16n Point Release was released in the year 2000. It was compatible with the DreamCast Version of Quake III. Consoles and PC Desktop Players could play against each other back in the days. Also there are still

some communities that still use this patch on game servers, mostly instagib and freeze modifications.

                                                             

 

                Download EVERY Sound & Song from QUAKE 3 ARENA !!

I know many wanted the Sounds from Quake 3 Arena. Usually when you find a Site its just a Few. Same with the songs- only a Few. WELL ... I have taken every song & sound then placed them into an archive for anyone to Download at once. The sounds are from every player & enemy.Even the Hurts . Kills , Falls etc are all here..

                                                    

                                                            QUAKE III Arena Music & Sounds

                                                          

                                                   Quake 3 Arena - Point Release (v1.32) Final

                              Be Sure to Read Patch 1.16n to See if this is the Patch you "Need".

                                                               [[ Download of Patch Below ]]

CHANGES to Version 1.32

General:

- new network protocol, 68

- network code:

improved fragmented messages handling

map change while client loads map no longer causes an 'Invalid .PK3' error

map_restart while client loads map no longer causes a reload

fixing donedl being ignored after autodl if map_restart'ed

- the demo command has a list of compatible protocols, it will loop through 66 67 68

you can do '/demo four' and it will try four.dm_66 four.dm_67 four.dm_68

or you can explicitely give a '/demo demoname.dm_??'

- added mousewheel support in the console:

wheel to scroll, ctrl+wheel to scroll faster, shift+wheel to scroll history

- UI in baseq3/ and missionpack/ for PunkBuster configuration

punkbuster server in server creation dialog (sv_punkbuster)

punkbuster client in server browser (cl_punkbuster)

added PB Yes/No to the browsers

- removed obsolete MPlayer UI stuff

- bumped server browser to handle up to 4096 servers

- IP maintained in userinfo

- cl_guid in userinfo (as part of PB integration)

- printing ports as unsigned ints, no longer printing negative port numbers

- cleaned up the legacy IP banning code

use * for IP pattern matching now instead of 0 (fixes some confusion)

ex: 192.246.12.*

made it safe from overflowing and crashing

NOTE: using PunkBuster's banning system is advised instead though

- rcon: some fixes to the buffering to avoid overflowing and dropping parts of the message

- rcon: now supports quoting /rcon g_motd "foo bar"

- added SVF_CLIENTMASK (0x00000002), works only with <= 32 players

set bitmask of players to which send entity

- pushed cl_maxpackets upper limit to 125

- added [skipnotify] from RTCW, use to display in the console only,
 but not on client screen

(also fixes pb_msgprefix and pb_sv_msgprefix)

- new cvar sv_lanForceRate (defaults 1):

forces LAN clients to the maximum rate instead of
accepting client setting

(1 is the default behaviour, backward compatible)

- new cvar sv_strictAuth (defaults 1):

server side variable to control wether strict CDKEY auth should
be performed with the auth server

this is required if you want reliable cl_guid for the server
(for users tracking)

- filesystem:

client re-orders it's pk3s according to the order given by server

(fixes some 'Invalid .PK3 files referenced' situations

- fixed invisible entities/players bug
(thanks goes to Rick Johnson / Raven for this one!)

- update x86 VM code (better and safer optimisations)
(Richk Johnson / Raven too)

- clearing client gentity before GAME_INIT call

- failing vote if there's only one voting client (fixes exploit on 2-player
 server where one player votes then disconnects, forcing vote to pass)

- added trap_FS_Seek

- renderer fix:

if client game code registers a shader after drawsurfaces are generated
 but before frame is rendered

had a one-frame visual glitch (shader indexes messed up)

- renderer fix:

r_roundImagesDown 0 + map q3dm1 -> crash (buffer overflow fix)

- renderer fix:

fixed a crash in widescreen displays (q3dm11)

- renderer fix:

MAX_SHADERS up to 2^12

- renderer fix:

moved screenshot from frontend to backend, fixes broken r_smp 1 screenshots

- TA fixes:

MOD_KAMIKAZE MOD_JUICED logging properly to games.log

fixed bot taunt spamming

- fixed typo in scripts/models2.shader (shader error Ursula head)

Win32 specific:

- fixed the DirectInput mouse init procedure

- rcon:

fixed rcon not working on NT/2000/XP workstations that have a long uptime

Linux specific:

- no longer trying to load libMesaVoodooGL.so

obsolete code, was confusing when trying to setup correct OpenGL acceleration

- SMP support in the renderer. Detects CPU count, r_smp 1 default if available.
 (thanks to Gareth Hughes for contributing this)

- changed default GL driver from libGL.so to libGL.so.1

see LSB 1.2 spec: http://www.linuxbase.org/spec/refspecs/LSB_1.2.0/gLSB/libgl.html

- Handle Ctrl and Space key together correctly (Ctrl was disabling Space)

- sub-frame timing of input events (key/mouse) (input timing quality now equivalent to win32)

 

                                                       

NOTE: Your Ability to Play on Online Quake 3 Arena Servers will Change. Please Refer to Bottom of THIS Page to download "Version Switch".

                                  My Youtube QUAKE III Video

              

                                          http://www.youtube.com/watch?v=jwPPmyqmYRY

                                                                    

                                                                                

                                  

 

                                           

                    Play Quake 3 Arena on Your Ipad !! [Also Nexus One]

 

  
 
 

The game is based on the original Quake 3 released by ID Software, and the iPhone port released back in 2008 by Seth Kingsley.

   
This is Quake 3 Arena for iPad native.

    - Onscreen control w/ joystick
    - iTunes File sharing enabled
    - 1024×768 resolution
    - Fixes several crashes
    - Play offline or online

    Copy or scp all PAK files into /var/mobile/Documents/demoq3 or baseq3

    -OR-

    To install your retail files to iPad, put all PAK files from aseeq3 via iTunes file sharing to your iPad, add a q3key file and you are ready to go!

Thanks to iPad’s powerful hardware, the game runs smoothly on the native 1024×768 resolution with a decent FPS as can be seen in the video embedded above.

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Until I can Edit this page and Post eveything You need here. Go to these Pages for More Info>

http://www.redmondpie.com/quake-3-arena-hd-for-ipad-is-now-available-for-download-jailbreak-app/

AND . . . .

http://www.redmondpie.com/quake-3-for-nexus-one-9140748/

                              QUAKE III Game Overview & More Coming Up

 Untold centuries ago the Vadrigar, the mysterious Arena Masters, constructed the Arena Eternal for their own infernal amusement. Virtually nothing is known of these beings except that they savor the carnage and clamor of battle. As such, they have stocked the arena with the greatest warriors of all time. And you have just joined their ranks.


As a gladiator in the Arena Eternal, you must not only survive, but also win each and every battle against ever more powerful opponents. Don't worry overly much about getting "fragged." The Vadrigar won't be cheated of their favorite sport by a little thing like death. Those who fall are instantly restored to life and immediately thrust back into the battle, perhaps a little wiser for their misfortunes.


When the dust, blood, and gibs settle, all warriors will have earned the right to battle again, providing further entertainment for the Vadrigar. But only the warrior who has fragged the most foes will be lauded as the winner. The victorious gladiator advances to a more challenging array of arenas, until, at last, he or she faces Xaero, Lord of the Final Arena.

 As a gladiator in the Arena Eternal, you must not only survive, but also win each and every battle against ever more powerful opponents. Don't worry overly much about getting "fragged." The Vadrigar won't be cheated of their favorite sport by a little thing like death. Those who fall are instantly restored to life and immediately thrust back into the battle, perhaps a little wiser for their misfortunes.

 When the dust, blood, and gibs settle, all warriors will have earned the right to battle again, providing further entertainment for the Vadrigar. But only the warrior who has fragged the most foes will be lauded as the winner. The victorious gladiator advances to a more challenging array of arenas, until, at last, he or she faces Xaero, Lord of the Final Arena.

                                           Game Structure

In single-player mode, Quake III Arena is split into six tiers of four arenas each. In order to progress to the next tier, a gladiator has to beat all four arenas. Finishing second or third won't do-you must emerge as the clear winner.

While the rules are a little different in multiplayer (network or online) games, there is one important rule that sums up your life as a gladiator in the Arena Eternal:

 FRAG EVERYTHING & EVERYONE THAT ISN'T YOU!!

                                              HOT HEYS BY DEFAULT

LOOK

Look up........................................PgDn
Look down.......................................Del
Center View.....................................End
Zoom View..............................Mouse 3

MOVE

Run/Walk.......................................Shift
Walk Forward.............W or Up Arrow
Backpedal................S or Down Arrow
Step Left..............................................A
Step Right...........................................D
Up/Jump......................................Space
Down/Crouch.....................................C
Turn Left.............................Left Arrow
Turn Right........................Right Arrow
Sidestep/Turn.............Alt or Mouse 2

MISC

 

Use Item........................................Enter
Show Scores...................................Tab
Gesture.............................................???
Chat......................................................T
Chat-Team.......................................???
Chat-Target.....................................???
Chat-Attacker.................................???
 
SHOOT
 
Gauntlet................................................1
Machine Gun.......................................2
Shotgun................................................3
Grenade Launcher...............................4
Rocket Launcher.................................5
Lightning Gun.....................................6
Railgun.................................................7
Plasma Gun..........................................8
BFG-10K...............................................9
 
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Remember:You can change
these keys through the Controls
section of the Main Menu
or by pressing Esc at
any time during play!
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                                 QUAKE III ARENA FOR SYMBIAN

 
 For those of you who want to get QUAKE III ARENA on their SYMBIAN - All You need to do is Click on the Phone above to get ALL of the Quake Files You need.
 
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                                                       Get the Quake 3 Dual-Version Keygen
                                                                 (below by clicking on it)
 
Works for the Quake 3 Arena & Quake 3 Team Arena
 

Get the ebook-MOD Programming in QUAKE III ARENA

               (Click on Book for Download) 
 

        I Cant Log onto Quake III Arena Game: Protocol 68 or Protocol 43

                                      

Added: 12/24/2011

If All of a Sudden or After a Patch or Point Release you can not log onto Quake II MP Game. Please go to our DOWNLOADS Page and Look into the Version Switch to Fix your Issue. To Go there Now- Click:    HERE

                            Quake 3 Arena - Variables & Commands

           When Your Ready to Configure your Server. Here is the Commands for the Config File. I need to add more pages but webs.com limits us to only 20. I will do my best to give you everything I can with scrolling a Mile.-Well feel free to e-mail me with suggestions.

g_friendlyFire (default=1)                <--    Set this to 0 to disable friendly fire (you can't kill teammates)
                                Set this to 1 to enable friendly fire
                                Set this to 2 to enable friendly fire and make the killer freeze instead of the victim (the killer will only be frozen after repeated team kills) (if g_friendlyfire > 1 then you must also have g_gameMod set to 1)
                                Set this to 3 to enable friendly fire and make the victim temporarily frozen (the victim will only be frozen after repeated team kills) (if g_friendlyfire > 1 then you must also have g_gameMod set to 1)
g_friendlyFire_accidents (default=0)            <--    The number of accidental team kills you can do before the appropriate punishment kicks in (only applicable in g_friendlyFire > 1 and g_gameMod == 1).  Setting this to 0 means a team kill is punished instantly and no leeway is given to the player for accidental kills.  Set this to greater than 0 to create a 'buffer' to allow people to perform a number of accidental team kills before they are punished.
g_inactivity_warnDisplayTime (default=1)        <--    Time, in milliseconds, an inactive player will see the warning message about how they are about to be kicked
g_spectatorInactivity (default=0)            <--    Time in seconds a spectator can be inactive before being kicked
g_spectatorInactivity_warnDisplayTime (default=1)    <--    Time, in milliseconds, an inactive spectator will see the warning message about how they are about to be kicked
g_weaponTeamRespawn (default=30)            <--    The time in seconds weapons will respawn in a team game (this is the team version of g_weaponrespawn)
g_delag_smoothClients (default=0)            <--    Turns on the server-sided client smoothing
                                0 = Off (default)
                                1 = Attempt the server-side client movement smoothing (useful for correcting skipping players).  May also be useful to tweak sv_fps to improve smoothness.  If you have g_delag set to 2, it is recommended you have this on.  This is only active if you ave g_delag set to 2 or higher.
g_delag (default=0)                    <--    Integer to enable delag functionality
                                0 = Off (default)
                                1 = turns on Delag/Unlagged version 1
                                2 = turns on Delag/Unlagged version 2.01.
                                3 = turns on Delag/Unlagged version 2.01 OSP style.
                                4 = turns on Delag/Unlagged version 2.01 with only server side 50ms lag reduction.
                                5 = same as 2, but doesn't give the client the ability to not use delag if they are using the NoGhost client side mod.
g_rocketEffects (default=0)                <--    Turns on the rocket's special abilities:
                                0 = Off (default)
                                1 = Homing rockets (they will auto-seek the targets)
                                2 = Guided rockets (you point where you want them to go)
g_rocketEffects_targetCone (default=0.90)        <--    Size of the targeting cone ahead of the rocket.  The closer this value is to 1, the narrower the cone (will only target players directly in front of the rocket).  The closer this value is to 0, the wider the cone (will target the first player it considers to be a target).
g_rocketEffects_turnRadius (default=1.25)        <--    The turning radius of a rocket.  Make this value small to make the rocket turn quickly (and hard to dodge).  Make it large to make the rocket turn slowly (easy to dodge).
g_rocketEffects_targetDist (default=768)        <--    Maximum distance ahead of the rocket a player can be to be considered as a target
g_rocketEffects_keepTarget (default=0)            <--    For use with g_rocketEffects == 1.  This will cause rockets homing in a person to never lose track of the person; this will make the rockets much deadlier and difficult to dodge.
g_rocketEffects_targetTurret (default=0)        <--    Boolean to enable homing rockets to target and home in on turrets.  (See g_turret and g_turret_amount to turn on turrets)
g_rocketEffects_targetRocket (default=0)        <--    Boolean to enable homing rockets to target and home in on other homing rockets.  (See g_rocketeffects to turn on homing rockets)
g_rocketEffects_deadOwnerProtection (default=0)        <--    Boolean to cause homing/guided rockets to discontinue homing/guiding if the owner is dead.
g_vulnerableRockets (default=0)                <--    Boolean to make rockets vulnerable to being shot down.
g_vulnerableRockets_health (default=5)            <--    The health of a vulnerable rocket.
g_bannedMessage    (default="Banned")            <--    Message to show to clients who have been banned indefinitely.
g_bannedMessage_finite (default="Temporarily Banned")    <--    Message to show to clients who have been banned temporarily.
g_speed_rocket (default=900)                <--    The speed of the rocket projectile.
g_speed_plasma (default=2000)                <--    The speed of the plasma projectile.
g_speed_bfg (default=2000)                <--    The speed of the bfg projectile.
g_speed_grenade (default=700)                <--    The speed of a grenade.
g_speed_grapple (default=800)                <--    The speed of the grappling hook when you shoot it out.
g_speed_grapple_pull (default=800)            <--    The speed of the grappling hook when you are being pulled.
g_victoryPad (default=0)                <--    Boolean to show the victory pad during the intermission.  This will also attempt to play the nightmare sound during the intermission.
g_reload_rocket (default=400)                <--    The reload time of the rocket launcher in milliseconds
g_reload_plasma (default=100)                <--    The reload time of the plasma gun in milliseconds
g_reload_bfg (default=200)                <--    The reload time of the bfg in milliseconds
g_reload_grapple (default=400)                <--    The reload time of the grappling hook in milliseconds
g_reload_grenade (default=800)                <--    The reload time of the grenade launcher in milliseconds
g_reload_machinegun (default=100)            <--    The reload time of the machinegun in milliseconds
g_reload_shotgun (default=1000)                <--    The reload time of the shotgun in milliseconds
g_reload_lightning (default=50)                <--    The reload time of the lightning gun in milliseconds
g_reload_gauntlet (default=400)                <--    The reload time of the gauntlet in milliseconds
g_reload_railgun (default=1500)                <--    The reload time of the railgun in milliseconds
g_ammo_rocket (default=10)                <--    The amount of rocket launcher ammo you start with.
g_ammo_plasma (default=50)                <--    The amount of plasma gun ammo you start with.
g_ammo_bfg (default=20)                    <--    The amount of BFG ammo you start with.
g_ammo_grenade (default=10)                <--    The number of grenades you start with.
g_ammo_machinegun (default=100)                <--    The amount of machinegun ammo you start with.
g_ammo_machinegun_team (default=50)            <--    The amount of machinegun ammo you start within team games.
g_ammo_shotgun (default=10)                <--    The amount of shotgun ammo you start with.
g_ammo_lightning (default=100)                <--    The amount of lightning gun ammo you start with.
g_ammo_railgun (default=44)                <--    The amount of railgun ammo you start with.
g_ammo_pickupMaximum (default=200)            <--    The maximum amount of ammo you can carry.  If you have this much ammo you will be unable to pick up any more.
g_startBanner (default=0)                <--    Amount of time, in milliseconds, to show a text banner when a person joins the game.  Setting this to 0 will cause the text banners to not be shown.  Setting this less than 3000 will cause the text banner to be shown for the default time of 3 seconds (3000 milliseconds).
g_startBanner_text1 (default="")            <--    The first line of text for the start banner.  banners can be colored using ^'s.  you can leave this variable blank if you don't want to use this line of text.
g_startBanner_text2 (default="")            <--    The second line of text for the start banner.  banners can be colored using ^'s.  you can leave this variable blank if you don't want to use this line of text.
g_startBanner_text3 (default="")            <--    The third line of text for the start banner.  banners can be colored using ^'s.  you can leave this variable blank if you don't want to use this line of text.
g_startBanner_text4 (default="")            <--    The fourth line of text for the start banner.  banners can be colored using ^'s.  you can leave this variable blank if you don't want to use this line of text.
g_startBanner_text5 (default="")            <--    The fifth line of text for the start banner.  banners can be colored using ^'s.  you can leave this variable blank if you don't want to use this line of text.
g_startBanner_text6 (default="")            <--    The sixth line of text for the start banner.  banners can be colored using ^'s.  you can leave this variable blank if you don't want to use this line of text.
g_startBanner_text7 (default="")            <--    The seventh line of text for the start banner.  banners can be colored using ^'s.  you can leave this variable blank if you don't want to use this line of text.
g_startBanner_text8 (default="")            <--    The eighth line of text for the start banner.  banners can be colored using ^'s.  you can leave this variable blank if you don't want to use this line of text.
g_startBanner_text9 (default="")            <--    The ninth line of text for the start banner.  banners can be colored using ^'s.  you can leave this variable blank if you don't want to use this line of text.
g_startBanner_text10 (default="")            <--    The last line of text for the start banner.  banners can be colored using ^'s.  you can leave this variable blank if you don't want to use this line of text.
g_noTourneyChat (default=0)                <--    Value to disable public chatting during tournaments.  When set to 1, tournament players will not be able to hear spectators speaking.
                                1 = All public chatting is turned into private chatting.
                                2 = All public chatting is turned into private chatting, escept during the intermission, when all players can hear each other.
g_headshots (default=0)                    <--    Boolean to turn on headshot detection
g_headshots_multiplier (default=1.8)            <--    The value normal damage is multiplied by when you perform a headshot.
g_chatLimiter (default=2000)                <--    The value to limit how often someone can chat.  Set it to a value, in milliseconds, people must wait between their chats.  Set it to 0 to turn off chat limiting.  This also controls how often people can spam their name changes.
g_damage_railgun (default=100)                <--    The amount of damage the railgun delivers    
g_damage_lightning (default=8)                <--    The amount of damage the lightning gun delivers
g_damage_gauntlet (default=50)                <--    The amount of damage the gauntlet delivers
g_damage_machinegun (default=7)                <--    The amount of damage the machinegun delivers
g_damage_machinegun_team (default=5)            <--    The amount of damage the machinegun delivers during a team game
g_damage_shotgun (default=10)                <--    The amount of damage the shotgun delivers
g_damage_bfg (default=100)                <--    The amount of damage the bfg delivers
g_damage_rocket (default=100)                <--    The amount of damage the rocket launcher delivers
g_damage_plasma (default=20)                <--    The amount of damage the plasma gun delivers
g_damage_grenade (default=100)                <--    The amount of damage a grenade delivers
g_damage_grapple (default=20)                <--    The amount of damage the grappling hook delivers
g_splashDamage_railgun (default=100)            <--    The amount of splash damage the railgun delivers.  Only active when g_railgunSplash == 1.  If used with railgun jumping, see g_splashRadius_railgun, g_selfDamage, g_knockback_self, and g_railgunSplash (and sub commands).
g_splashDamage_bfg (default=100)            <--    The amount of splash damage the bfg delivers
g_splashDamage_rocket (default=100)            <--    The amount of splash damage the rocket launcher delivers
g_splashDamage_plasma (default=15)            <--    The amount of splash damage the plasma gun delivers
g_splashDamage_grenade (default=100)            <--    The amount of splash damage a grenade delivers
g_splashRadius_railgun (default=120)            <--    The size of the splash radius for the railgun.  Only active when g_railgunSplash == 1.  If used with railgun jumping, see g_splashDamage_railgun, g_selfDamage, g_knockback_self, and g_railgunSplash (and sub commands).
g_splashRadius_bfg (default=120)            <--    The size of the splash radius for the bfg
g_splashRadius_rocket (default=120)            <--    The size of the splash radius for a rocket
g_splashRadius_plasma (default=20)            <--    The size of the splash radius for the plasma gun
g_splashRadius_grenade (default=150)            <--    The size of the splash radius for a grenade
g_spawnProtection (default=0)                <--    Boolean to enable protected spawning at initial spawning only.  Turning this option on is not necessary if you only want people to be protected after a timeout; in this case, set this variable to 0 and turn g_spawnProtection_timeout on.
g_spawnProtection_type (default=1)            <--    Will cause all spawning players to spawn with either invisibility or the battle suit.  This only takes affect on the initial spawn, not if you are teleported or during a lastmanstanding or freezetag score or muckleball match restart.  See g_spawnProtection_otherPlayers for more information.  Set to 0 to turn off protected spawning.
                                1 = Players spawn invisible with no spawning sounds
                                2 = Players spawn with the battlesuit powerup.  Beware when using this when g_freezetag_frozenTeamColors is set to a non-zero value, since spawning people will look like frozen bodies.
g_spawnProtection_time (default=2000)            <--    Time in milliseconds each player should remain protected (invisible or with the battle suit) when they spawn.
g_spawnProtection_otherPlayers (default=0)        <--    Boolean to protect the winning team's players after a point is won in freezetag or team lastmanstanding or the single player in ffa lastmanstanding.  g_spawnProtection must be turned on for this variable to take effect.
g_spawnProtection_timeout (default=0)            <--    Boolean to protect players after a timeout ends.
g_spawnProtection_noPowerupSound (default=0)        <--    Boolean to eliminate the powerup sound you hear when you spawn and get the battlesuit or invisibility powerup (the g_spawnProtection_type).
g_gameMod (default=0)                    <--    Selects the game modification.  This modifies the type of gameplay determined in g_gameType.
                                0 = no game mod (default play)
                                1 = freezetag (modifies team play, g_gameType == 3)
                                2 = lastmanstanding (free for all and team play, g_gameType == 0 and g_gameType == 3)
                                3 = muckleball (free for all, g_gameType == 0)
g_gameMod_scoringSound (default="sound/teamplay/flagret_red.wav")
                            <--    The sound that is played when a point is scored and when g_gameMod is set to freezetag, lastmanstanding, or muckleball.  Another common sound is sound/teamplay/flagcap_red.wav.
g_spawnInvulnerable (default=0)                <--    Boolean to enable invulnerable spawning.  Will cause all spawning players to spawn invulnerable.  This only takes affect on the initial spawn, not if you are teleported during a lastmanstanding or freezetag score or muckleball match restart.  See g_spawnInvulnerable_otherPlayers for more information.  Set to 0 to turn off protected spawning.  Turning this option on is not necessary if you only want people to be invulnerable after a timeout; in this case, set this variable to 0 and turn g_spawnInvulnerable_timeout on.  If this is on, as well as g_spawnInvulnerable_otherPlayers, and the gametype is tournament, no player will be able to shoot for g_spawnInvulnerable_time number of milliseconds.
g_spawnInvulnerable_time (default=2000)            <--    Amount of time in milliseconds each player will be invulnerable when they spawn.  During this time, they will also be unable to inflict damage on other players.  This will only protect players on their initial spawn, not when they respawn after a frezetag or lastmanstanding or muckleball score.  If you want protected spawning in those situations, then see g_spawnInvulnerable_otherPlayers
g_spawnInvulnerable_otherPlayers (default=0)        <--    Boolean to make the winning player(s) invulnerable after a score in LMS, TeamLMS or Freezetag.  In MuckleBall, this is will make all players invulnerable after the point intermission is over.
g_spawnInvulnerable_timeout (default=0)            <--    Boolean to make the players invulnerable after a timeout ends.  See g_timeout for more information.
g_freezetag_unfreezeTime (default=3000)            <--    Amount of time in milliseconds a player has to stand next to a corpsicle to melt it in freezetag.
g_freezetag_frozenTeamColors (default=0)        <--    Boolean to turn on team colors for frozen bodies in freezetag.
g_freezetag_autoMeltTime (default=150)            <--    Time in seconds when a frozen player will melt on their own in freezetag.
g_freezetag_friendyAutoMeltTime (default=5000)        <-    Time in milliseconds a frozen player will melt when shot by their own teammate.  G_friendlyfire must be equal to 2 or 3 for this setting to take effect.
g_freezetag_worldAutoMeltTime (default=5000)        <--    Time in milliseconds a frozen player will melt when the body is shot into the void, lava, or slime.
g_freezetag_teleporterMelt (default=1)            <--    Boolean to make frozen bodies in freezetag melt when they hit a teleporter.  By default, they will melt.
g_freezetag_oldMeltingSound (default=0)            <--    Boolean to turn on the old melting sound that came with the original Freezetag.  Setting this to 0 will make a melting body sound like the regen powerup, and setting this to 1 will make a melting body sound like a noise from TankJr.
g_wpflags (default=3)                    <--    Determines what weapons players start with.  These values are cumulative (for instance, to enable machine guns (2) and gauntlet (1), you set this value to 3)::
                                1 = Gauntlet (default)
                                2 = Machine Gun (default)
                                4 = Shotgun
                                8 = Grenade Launcher
                                16 = Rocket Launcher
                                32 = Lightning Gun
                                64 = Railgun
                                128 = Plasma Gun
                                256 = BFG
                                512 = Grappling Hook (see also g_offhandGrapple)
g_startWeapon (default=0)                <--    Determines which weapon is in the ready position when a player spawns.  These values are, obviously, not cumulative.  Setting this value to 0 will force the most powerful weapon to be in the ready postion at spawn time, which is the default.
                                1 = Gauntlet
                                2 = Machine Gun
                                4 = Shotgun
                                8 = Grenade Launcher
                                16 = Rocket Launcher
                                32 = Lightning Gun
                                64 = Railgun
                                128 = Plasma Gun
                                256 = BFG
                                512 = Grappling Hook
g_doReady (default=0)                    <--    Boolean to force everyone to click "Ready" during the intermission to start the next map.
g_startArmor (default=0)                <--    The amount of armor each person starts with when they spawn.
g_startPowerup (default=0)                <--    The type of powerup you get when you spawn.  These values are cumulative (for instance, if you wanted the player to spawn with regeneration and quad, set this value to 17).
                                1 = Regeneration
                                2 = BattleSuit
                                4 = Haste
                                8 = Invisibility
                                16 = Quad Damage
                                32 = Flight
g_startPowerup_time (default=5000)            <--    The time in milliseconds a player will have a powerup when they spawn.
g_startPowerup_otherPlayers (default=0)            <--    Boolean to make all players get a powerup after a point is won in freezetag and lastmanstanding or muckleball.  g_startPowerup must be turned on for this variable to take effect.  Normally, only the people respawning will get the powerup.
g_startHoldable (default=0)                <--    The type of holdable powerup you get when you spawn.  These values are _not_ cumulative.
                                1 = Personal Teleporter
                                2 = MedKit
g_startHoldable_otherPlayers (default=0)        <--    Boolean to make all players get a holdable powerup after a point is won in freezetag and lastmanstanding or muckleball.  g_startHoldable must be turned on for this variable to take effect.  Normally, only the people respawning will get the powerup.
g_calcStats (default=0)                    <--    Boolean to calculate in-game player stats.  The player stats will print out in the console after the game.  Can also be accessed by any player by typing \stats in the console.
g_lastmanstanding_voidRespawnTime (default=7000)    <--    The amount of time each person is protected from falling into the void when they respawn in lastmanstanding.
g_warnings (default=0)                    <--    Boolean to enable player warnings for server-sided auto-kicking.  when players team-kill, chatfrag, switch teams too often, or excessively suicide, they will get warned.  When they are warned g_warnings_* times, they are kicked.  Set it to 0 to disable all warnings and server-sided auto-kicking.
g_warnings_chatFrag (default=5)                <--    Number of warnings a player is allowed to have for chatfragging before they get kicked.
g_warnings_teamKill (default=5)                <--    Number of warnings a player is allowed to have for team killing before they get kicked.
g_warnings_changeTeam (default=3)            <--    Number of warnings a player is allowed to have for team switching before they get kicked.
g_warnings_massSuicide (default=5)            <--    Number of warnings a player is allowed to have for suiciding before they get kicked.
g_warnings_chatFragTime (default=90)            <--    The time in seconds a player has to do two chat frags to earn a warning.
g_warnings_teamKillFime (default=120)            <--    The time in seconds a player has to kill two teammates to earn a warning.
g_warnings_changeTeamTime (default=115)            <--    The time in seconds a player has to change teams twice to earn a warning.
g_warnings_massSuicideTime (default=120)        <--    The time in seconds a player has to suicide twice to earn a warning.
g_timeout (default=0)                    <--    Number of timeouts each team is allowed to call.  Set to 0 to disable timeouts.  Must be in a team game to be able to call a timeout.  To call a timeout, type \timeout in the player's console.  If a team wants to end a timeout prematurely, type \timein in the player's console.
g_timeout_time (default=15)                <--    Length of each timeout in seconds.
g_timeout_minPlayingTime (default=120)            <--    The minimum amount of time, in seconds, that a player must be playing in order to call a timeout.
g_timeout_displayTime (default=1)            <--    Time, in milliseconds, a player will see the message stating that a timeout has been called.
g_decoy (default=0)                    <--    Number of decoys each player has.  Set this to 0 to disable decoys.  To deploy a decoy, type \decoy in the player's console.
g_decoy_think (default=12)                <--    Number of times the decoy will move.  The time between each move is between 1 and 3 seconds.  A large g_decoy_think will make decoys stay around longer, whereas a small g_decoy_think value will make decoys disappear quickly.
g_offhandGrapple (default=0)                <--    Turns on offhand grappling.  Bind a button to +button5 to use it.
                                0 = Offhand grapple is disabled
                                1 = Normal offhand grapple behavior
                                2 = Realistic offhand grapple.  This will allow you more swinging as well as better physics than the normal offhand grapple.
                                3 = Quake 2 style offhand grapple, which just makes you have a different position when you are holding the grapple.  Mainly a cosmetic change.
g_railgunEffects (default=0)                <--    Turns on the railgun's special abilities:
                                0 = normal railgun firing
                                1 = make the railgun go through everything, including map walls
                                2 = make the railgun bounce off map structures
g_railgunEffects_reflections (default=4)        <--    If g_railgunEffects is set to 2, this is the number of railgun beam reflections that will occur before the railgun beam terminates.
g_railgunEffects_bankshotOnly (default=0)        <--    Boolean to make reflected railgun shots only deliver damage, rather than direct-hit railgun shots.
g_railgunSplash (default=0)                <--    Boolean to enable splash damage and knockback on the railgun.  This also enables railgun-jumping.  Can be further tweaked with g_splashDamage_railgun and g_splashRadius_railgun and will also work with all railgun reflections if g_railguneffects == 2.  If using this for railgun-jumping, see g_selfDamage, g_splashDamage_railgun, g_knockback_self, and g_splashRadius_railgun.
g_railgunSplash_noTargetDamage (default=0)        <--    Value to turn off splash damage on opponents and make it so that a railgun splash won't hurt an opponent.  Useful when you want to railgun jump, but you don't want the splash to affect other players.
                                0 = No damage will be given to any player from a railgun splash
                                1 = Damage will be given to players from a railgun splash
                                2 = Damage will be given to players by not frozen bodies (in freezetag) from a railgun splash
g_railgunSplash_noTargetKnockback (default=0)        <--    Boolean to turn off knockback on opponents and make it so that a railgun splash won't knockback opponents.  Useful when you want to railgun jump, but you don't want the splash to affect other players.
g_weaponSwitchTime (default=200)            <--    Time in milliseconds it takes to switch weapons.
g_antiCamper (default=0)                <--    Time in seconds a person can camp in the same location.  Set it to 0 to disable anticamper measures.
g_antiCamper_radius (default=192)            <--    Radius of the circle the player must move beyond to be considered not camping.
g_antiCamper_warnDisplayTime (default=1)        <--    Time, in milliseconds, a player will see the warning message stating that they are about to die due to camping
g_noPowerupDrop (default=0)                <--    Boolean to disable all powerup dropping when a player dies.
g_noPowerupDrop_teamPlay (default=1)            <--    Boolean to disable all powerup dropping when a player dies in teamplay.  By default, no weapons are dropped in teamplay, but by setting this variable to 0, powerups will be dropped.  If set to 0, be sure g_noPowerupDrop is also set to 0.
g_noWeaponDrop (default=0)                <--    Boolean to disable all weapon dropping when a player dies.
g_selfDamage (default=0.5)                <--    Multiplier for damage inflicted upon yourself.  Make it 0 to prevent all self-damage.
g_blackNameFix (default=0)                <--    Variable to disable/enable the black name fix, which will disable people from exploiting the bug which allows black letters in player names.
                                0 = Stock version of quake that allows people to use black names due to a bug
                                1 = Prevent the use of black names unconditionally
                                2 = Totally allow players to use black names by using ^0
g_turret (default=0)                    <--    Boolean to turn on turrets in gameplay.  To give turrets to each person, adjust g_turret_amount.
g_turret_amount (default=2)                <--    Number of turrets each person starts with.  To deploy a turret, type \turret in the player's console.
g_turret_friendlyFire (default=0)            <--    Boolean to allow turrets to target and shoot at teammates in team games.  G_friendlyFire must also be on for this to take effect.
g_turret_lifetime (default=45)                <--    The lifetime, in seconds, of each turret.  when the lifetime is up, the turret explodes.
g_turret_targetDist (default=512)            <--    The distance in front of the turret the turret will look for possible targets.
g_turret_targetArc (default=45)                <--    The number of degrees the turret can turn to shoot at someone.  This value is measured in degrees in one direction, so setting it to 90, for instance, will allow the turret to turn left 90 degrees and turn right 90 degrees, so it has a total of 180 degrees of movement (this applies to up and down movement also).
g_turret_splashRadius (default=100)            <--    The splash radius of the turret when it explodes.
g_turret_splashDamage (default=100)            <--    The amount of splash damage the turret will do when it explodes.
g_turret_projSplashRadius (default=100)            <--    The splash radius of the turret's projectile when it explodes.
g_turret_projSplashDamage (default=100)            <--    The amount of splash damage the turret's projectile will do when it explodes.
g_turret_damage    (default=15)                <--    The amount of damage the turret will do when it hits you with a projectile.
g_turret_health (default=25)                <--    The health of the turret.  To kill a turret, shoot anywhere below it.
g_turret_reloadTime (default=300)            <--    The time it takes for the turret to reload before shooting again.
g_turret_weapon (default=1)                <--    The type of projectile that the turret shoots:
                                1 = Plasma
                                2 = Grenades
                                3 = Rockets
                                4 = BFGs
g_turret_setupTime (default=5000)            <--    The inactivity time, in milliseconds, between when the turret is deployed and when it starts targeting enemies.
g_turret_deployLimit (default=0)            <--    The number of turrets that you can have deployed at any one time
g_turret_teamProtected (default=0)            <--    Boolean to make the turret invulnerable to damage inflicted by teammates, except the owner of the turret.
g_turret_teamMarker (default=0)                <--    Boolean to draw blue or red rings around the turrets in team games to distinguish which team they belong to.
g_autoBan (default=0)                    <--    Boolean to turn on autobanning for excessive chat fragging, team killing, team changing, or mass suiciding.
g_autoBan_chatFrag (default=3)                <--    The number of games a person will be banned if they are kicked due to excessive chatfragging.  Set this to -1 to make the ban a permanent ban.
g_autoBan_teamKill (default=3)                <--    The number of games a person will be banned if they are kicked due to excessive team killing.  Set this to -1 to make the ban a permanent ban.
g_autoBan_changeTeam (default=3)            <--    The number of games a person will be banned if they are kicked due to excessive team changing.  Set this to -1 to make the ban a permanent ban.
g_autoBan_massSuicide (default=3)            <--    The number of games a person will be banned if they are kicked due to excessive suiciding.  Set this to -1 to make the ban a permanent ban.
g_teamName_red (default="Red Team")            <--    The name of the red team in freezetag and lastmanstanding.
g_teamName_blue (default="Blue Team")            <--    The name of the blue team in freezetag and lastmanstanding.
g_knockback_self (default=1000)                <--    Value to control the amount of knockback you can give yourself.  Useful for tweaking rocket jumping and railgun jumping.  If using this for railgun-jumping, see g_selfDamage, g_splashDamage_railgun, g_splashRadius_railgun, and g_railgunSplash (and sub commands).
g_maxHealthMultiplier (default=1.00)            <--    The amount to multiply 100 by to get the max health value for players.  For instance, setting this to 2.00 will allow all your players to get 200 health.  Players with handicaps will have lower max health values, as normal.  While players can get above this value, this value represents the point at which health will no longer count down.
g_startHealthMultiplier (default=1.25)            <--    The amount to multiply g_maxHealthMultiplier and 100 by to get your spawning health.  You spawning health = 100 * g_maxHealthmultiplier * g_startHealthMultiplier.
dmflags (default=0)                    <--    Determines which game options are in effect.  These values are cumulative (for instance, to disable falling damage and footsteps, you set this value to 40):
                                8 = No falling damage        -->    Disables players from receiving damage due to falling.
                                16 = Fixed field of view    -->    Disables players from adjusting the cg_fov variable on their client.
                                32 = No footsteps        -->    Turns off the footstep noise.
                                64 = No item reset        -->    Only active when in freezetag or lastmanstanding (see g_gameMod).  It causes all living players at the end of the point to not have their weapons and armor reset.  This puts them at a disadvantage.
                                128 = No team reset        -->    Only active when in freezetag or lastmanstanding (see g_gameMod).  It causes the team that won the last point to not reset, which means that people who were dead/frozen at the end of the last point will stay dead/frozen until they are melted or until their team loses a point.
                                256 = Weapons stay        -->    Only active when in freezetag (see g_gameMod).  It causes dropped weapons to stay and not be freed.
                                512 = No playerclip        -->    Allows players to walk along ledges and go on the roofs of maps without being stopped by some invisible wall.  An unfortunate side effect is that you may fall through some see-through floors.
                                1024 = Nightmare mode        -->    Only active when in freezetag or lastmanstanding (see g_gameMod).  In both g_gameMods, you'll do 8 times the normal amount of damage and you'll start with tons of weapons and ammo.  In freezetag, you'll automelt faster and melt other people faster.
                                2048 = No world damage        -->    Disabled players from receiving damage from lava, slime, and water.    Note: if you turn this on and are playing in freezetag, a frozen body shot into the lava will no longer automelt.
                                4096 = Other Player Clip    -->    Allows players to walk through other players, rather than bump into them.  This is useful for servers that are very popular but use smaller maps.
g_muckleball_ballType (default=1)            <--    The type of powerup you get when carrying the MuckleBall (when in g_gameMod == 3).  These values are cumulative (for instance, if you wanted the player with the MuckleBall to have regeneration and quad, set this value to 17).
                                1 = Regeneration
                                2 = BattleSuit
                                4 = Haste
                                8 = Invisibility
                                16 = Quad Damage
                                32 = Flight
g_muckleball_intermissionTime (default=5)        <--    The number of seconds of intermission time between Muckleball rounds.
g_muckleball_lastHurtTime (default=5000)        <--    The duration, in milliseconds, between when a person hits and when you suicide or fall into the void, where the attacker will get credit for a MuckleBall kill.  Set this to 0 to force the MuckleBall to be given to a random person if the holder falls into the void.
g_muckleball_scoringMultiplier (default=0.5)        <--    When the MuckleBall holder is killed, the killer will get points equal to the number of players in the arena times g_muckleball_scoringMultiplier.
g_muckleball_regenMultiplier (default=2)        <--    When the MuckleBall holder has the regen powerup, they will get health every second equal to the number of people in the game times g_muckleball_regenMultiplier.
g_regen_addHealth (default=15)                <--    The amount of health you get every second when you have the regeneration powerup
g_lifetime_rocket (default=10000)            <--    The lifetime, in milliseconds, of a rocket.  When this time expires, the rocket will explode.  Note: Setting this to 0 will make rockets last forever.
g_lifetime_bfg (default=10000)                <--    The lifetime, in milliseconds, of a bfg projectile.  When this time expires, the projectile will explode.  Note: Setting this to 0 will make the projectile last forever.
g_lifetime_grenade (default=2500)            <--    The lifetime, in milliseconds, of a grenade.  When this time expires, the grenade will explode.  Note: Setting this to 0 will make grenade last forever.
g_lifetime_plasma (default=10000)            <--    The lifetime, in milliseconds, of a plasma projectile.  When this time expires, the projectile will explode.  Note: Setting this to 0 will make the projectile last forever.
g_lifetime_grapple (default=5000)            <--    The lifetime, in milliseconds, of a firing grapple hook.  When this time expires, the firing grapple hook will explode.  Note: Setting this to 0 will make the firing grapple hook last forever.
g_noPublicChat (default=0)                <--    Boolean to disable all public chatting.  Useful for controlling public chats during clan matches.
g_noDamageAfterDeath (default=0)            <--    Boolean to disable all damage from dead players.  If a player fires a projectile, then dies, all the player's projectiles will not deliver damage, even if said player respawns.
g_noSpawningSound (default=0)                <--    Boolean to disable all sounds and visual effects when you spawn.  Turning this variable on will disable the teleport sound during spawning as well as the teleport visual effect on spawning.  If you are spawning protected (g_spawnProtection) and you want to disable the powerup sound effect, then see g_spawnProtection_noPowerupSound.
g_longNameFix (default=0)                <--    Boolean to fix player names being truncated when the onscreen messages are longer than 34 characters.  Instead of players seeing, "LongNamedPlayer has joined the re", the message will be spread over two lines.
g_adminLog (default=admin.log)                <--    Name of the admin logfile that is created by quake.  It contains the player names and ip addresses of all players who have connected to the server.  If you have g_referee turned on, then this log will also contain all referee game interaction (for possible abuse auditing).
g_adminLogSync (default=0)                <--    Syncronizes file writes to the logfile.  Setting this to 1 causes the Quake engine to write data to the log file as soon as data is created, which causes performance degradation.  Leaving it at 0 causes the engine to write data to a buffer.  When that buffer fills, the buffer is written out to disk.
g_referee (default=0)                    <--    Variable to enable referees.  Referees can act as pseudo-admins to control the game, kick players, etc.  See the net and improved server command list (below) for more information.
                                1 = Enables referees
                                2 = Enables referees and prints referee on scoreboard and announces "PlayerNameHere is now a referee".  Players using the new NoGhost client mod will see an "R" next to this player's name identifying them as a referee.
g_referee_password (default="")                <--    Password that all referees must use to turn on their referee abilities
g_referee_warnDisplayTime (default=1)            <--    Time, in milliseconds, a player will see the warning message stating that they have received a warning
g_referee_allowedcmd_*                    <--    Set of allowed commands that referees are allowed to use.  For instance, if you want referees to be allowed to kick another player, do a 'set g_referee_allowedcmd_kick 1' at the console.  If you want referees to be allowed to mute someone, then do a 'set g_referee_allowedcmd_mute 1' at the console.  Create as many g_referee_allowedcmd_* variables you need for your referees to control the game appropriately.  See the ref command tutorial below in the server commands.
g_antiBot (default=0)                    <--    Option to enable client cheat checking.
                                1 = When a cheat is detected, the player is kicked (and/or banned), and a log entry is made into the admin log about why
                                2 = Same as 1, except the player is not kicked (and/or banned).  Only the log entry is made.
g_antiBot_gamesBanned (default=10)            <--    Number of games a suspected bot user or cheater is banned from the server.  Leaving this at 0 will not ban a cheater, they will instead only be kicked.
g_dodge (default=0)                    <--    Boolean to enable players to use dodging.  To dodge, double-tap a direction to move in, and your player will then quickly jump in that direction.
g_dodge_restTime (default=1500)                <--    The time, in milliseconds, after doing a dodge that you must wait before performing another dodge.
g_doublejump (default=0)                <--    Boolean to enable player double jumping.  By hitting the jump button twice in rapid succession, the player will then jump twice, which can lead to higher jumps and much higher weapon-assisted jumps.
g_doublejump_timeout (default=250)            <--    The time after your first jump, in milliseconds, that you have to hit the jump key a second time in order to create a double jump.
g_password_errorMessage (default="Invalid password")    <--    Message displayed to connecting players when they do not have the correct password.  Used when g_needpass and g_password are both valid.
g_respawn_armor    (default=25)                <--    The time in seconds it will take for armor to spawn again after being picked up.
g_respawn_health (default=35)                <--    The time in seconds it will take for health to spawn again after being picked up.            
g_respawn_ammo (default=40)                <--    The time in seconds it will take for ammo to spawn again after being picked up.
g_respawn_holdable (default=60)                <--    The time in seconds it will take for a holdable item to spawn again after being picked up.
g_respawn_megahealth (default=120)            <--    The time in seconds it will take for megahealth to spawn again after being picked up.
g_respawn_powerup (default=120)                <--    The time in seconds it will take for a powerup, like quad, to spawn again after being picked up.
g_noPowerupSpawnSound (default=0)            <--    Boolean to disable the global powerup sound you hear when (for instance) quad spawns.
g_noPowerupPickupSound (default=0)            <--    Boolean to disable the global powerup sound you hear when (for instance) quad is picked up.
g_itemDisable (default=0)                <--    Determines what map items, like weapons and ammo are disabled from spawning on your map.  Find what items you want disabled, add their values up, and set g_itemDisable to it.  For instance, to disable quad and the grenade launcher, add 67108864 + 512 and then set g_itemDisable to the sum.
                                -1 = disable all map items
                                1 = armor shard
                                2 = combat armor
                                4 = body armor
                                8 = small health
                                16 = medium health
                                32 = large health
                                64 = mega health
                                128 = gauntlet
                                256 = shotgun
                                512 = grenadelauncher
                                1024 = rocketlauncher
                                2048 = lightninggun
                                4096 = railgun
                                8192 = plasmagun
                                16384 = bfg
                                32768 = grapplinghook
                                65536 = shotgun ammo box
                                131072 = machinegun ammo box
                                262144 = grenade ammo box
                                524288 = plasmagun ammo box
                                1048576 = lightninggun ammo box
                                2097152 = rocket ammo box
                                4194304 = railgun ammo box
                                8388608 = bfg ammo box
                                16777216 = personal teleporter
                                33554432  = medkit
                                67108864 = quad damage
                                134217728 = environmental suit/battle suit
                                268435456 = haste
                                536870912 = invisibility
                                1073741824 = regeneration
                                2147483648 = flight
g_quadRestrictions (default=0)                <--    Determines various restrictions that apply to someone holding the quad damage.  These restrictions apply to the player holding the quad for as long as they hold it.  These values are also cumulative.
                                1 = the player cannot pick up armor
                                2 = the player cannot pick up health
                                4 = the player cannot pick up quad
g_powerupTime_quad (default=30)                <--    The amount of time, in seconds, that quad will last.
g_powerupTime_battlesuit (default=30)            <--    The amount of time, in seconds, that the battlesuit will last.
g_powerupTime_haste (default=30)            <--    The amount of time, in seconds, that haste will last.
g_powerupTime_invis (default=30)            <--    The amount of time, in seconds, that invisibility will last.
g_powerupTime_regen (default=30)            <--    The amount of time, in seconds, that regeneration will last.
g_powerupTime_flight (default=60)            <--    The amount of time, in seconds, that flight will last.
g_switchTeamTime (default=5)                <--    The amount of time, in seconds, that you must be playing before you can change teams. This variable also controls how often you can change teams.
g_intermissionAddBot (default=0)            <--    Boolean to allow bots to be added into the game during the intermission.
g_grapple_skyattach (default=0)                <--    Boolean to allow the grappling hook to attach/hook onto the sky.
g_projectileBounce (default=0)                <--    Variable to make certain projectiles bounce when they hit a map structure, rather than exploding.  These values are cumulative.
                                1 = Plasma
                                2 = Rockets
                                4 = BFGs
g_ctf_flagPowerup (default=0)                <--    Boolean to give the flag holder in ctf quad damage.  If you only want the person to have the quad skin and not quad damage, then set g_quadfactor to 1.
g_ctf_baseMarker (default=0)                <--    Boolean to draw a blue or red ring at the center of the blue or red base, respectively.
g_frictionCoefficient (default=6)            <--    The amount of friction you experience moving around on the map.
g_frictionCoefficient_water (default=1)            <--    The amount of friction you experience moving around in water
g_frictionCoefficient_flight (default=3)        <--    The amount of friction you experience while using the flight powerup.
g_accelerationCoefficient (default=10)            <--    The amount of acceleration you experience while moving around on the map.
g_accelerationCoefficient_air (default=1)        <--    The amount of acceleration you experience while you are not on solid ground (like when you free falling).
g_accelerationCoefficient_water (default=4)        <--    The amount of acceleration you experience while moving around in water.
g_accelerationCoefficient_flight (default=8)        <--    The amount of acceleration you experience while using the flight powerup.
g_freezetag_spawnCampedRespawnTime (default=0)        <--    The amount of time, in milliseconds, that can elapse after you spawn wherein you can be killed and will automelt in 5 seconds, provided you are g_freezetag_spawnCampedDistance from your original spawn point.  Set this to be 0 to turn off this feature.
g_freezetag_spawnCampedDistance (default=100)        <--    The distance you can be from you (re)spawn point in order to qualify for automatic automelting as directed by g_freezetag_spawnCampedRespawnTime.
g_freezetag_spawnCampedNoPoints (default=0)        <--    Boolean to force a spawn camper to not gain any points if they freeze a person who recently spawned and the victim hasn't moved much.
g_freezetag_spawnCamped_otherPlayers (default=0)    <--    Boolean to force a person killed by a person who just spawned to respawn in g_freezetag_spawnCampedRespawnTime milliseconds.
g_lastmanstanding_spawnCampedRespawnTime (default=0)    <--    The amount of time, in milliseconds, that can elapse after you spawn wherein you can be killed and will respawn afterwards, provided you are g_lastmanstanding_spawnCampedDistance from your original spawn point.  Set this to be 0 to turn off this feature.
g_lastmanstanding_spawnCampedDistance (default=100)    <--    The distance you can be from you (re)spawn point in order to qualify for automatic respawning as directed by g_lastmanstanding_spawnCampedRespawnTime.
g_lastmanstanding_spawnCampedNoPoints (default=0)    <--    Boolean to force a spawn camper to not gain any points if they kill a person who recently spawned and the victim hasn't moved much.
g_lastmanstanding_spawnCamped_otherPlayers (default=0)    <--    Boolean to force a person killed by a person who just spawned to respawn in g_lastmanstanding_spawnCampedRespawnTime milliseconds.
g_turret_freePlacement (default=0)            <--    Boolean enabling a player to place a turret anywhere without it dropping to the floor.
g_turret_overlapEntities (default=0)            <--    Boolean to allow players to place a turret where another items or player may spawn.  This also allows the turret to move with moving platforms.
g_farthestRespawnPoint (default=1)            <--    Boolean to determine how the NoGhost mod will determine where to respawn a player after they die. Turning this variable off will spawn the player anywhere in the arena, rather than farthest away from they died. This could increase their chances of spawning right next to their former attacker.
g_tournamentMapRotation (default=0)            <--    Boolean to allow map roations to occur during tounaments. Setting the value of nextmap will determine the next map in the rotation.
g_freezetag_grappleFreeze (default=0)            <--    Boolean to allow the grappling hook to freeze people in freezetag.
g_referee_teamChat (default=0)                <--    Variable to control if referees can hear team-only chats
                                1 = Referees can hear the red team
                                2 = Referees can hear the blue team chat
                                3 = Referees can hear all team chats
g_suddenDeath (default=1)                <--    Boolean to enable the game to go to a sudden death in the event that the score is tied, yet time has run out.
g_maxTeamPlayers_red (default=0)            <--    The maximum number of players allowed on the red team.
g_maxTeamPlayers_blue (default=0)            <--    The maximum number of players allowed on the blue team.
g_maxAmmo_rocket (default=0)                <--    The maximum amount of rocket launcher ammo you can have.
g_maxAmmo_plasma (default=0)                <--    The maximum amount of plasma gun ammo you can have.
g_maxAmmo_bfg (default=0)                <--    The maximum amount of BFG ammo you can have.
g_maxAmmo_grenade (default=0)                <--    The maximum number of grenades you can have.
g_maxAmmo_machinegun (default=0)            <--    The maximum amount of machinegun ammo you can have.
g_maxAmmo_shotgun (default=0)                <--    The maximum amount of shotgun ammo you can have.
g_maxAmmo_lightning (default=0)                <--    The maximum amount of lightning gun ammo you can have.
g_maxAmmo_railgun (default=0)                <--    The maximum amount of railgun ammo you can have.
g_weaponSwitchTime_fastSwitch (default=100)        <--    Time in milliseconds that it takes to switch a weapon when you are combining shots.  See g_weaponSwitchTime_comboShots for more information.
g_WeaponSwitchTime_comboShots (default=0)        <--    The number of shots you can combine together.  Combing a shot means shooting another weapon rapidly after another one and not waiting for the first one to finish reloading.
g_freezetag_spawnCampedMeltTime (default=5000)        <--    The amount of time, in milliseonds, you remain frozen after being spawncamped in freezetag.
g_damage_water (default=2)                <--    The amount of damage you take every second for being under the water too long.
g_damage_lava (default=30)                <--    The amount of damage you take every second for being in lava.
g_damage_slime (default=10)                <--    The amount of damage you take every second for being in slime.
g_pickupAmmo_rocket (default=50)            <--    The amount of rocket launcher ammo you get when you get a rocket launcher ammo box.
g_pickupAmmo_plasma (default=30)            <--    The amount of plasma gun ammo you get when you get a plasma gun ammo box.
g_pickupAmmo_bfg (default=15)                <--    The amount of BFG ammo you get when you get a BFG ammo box.
g_pickupAmmo_grenade (default=5)            <--    The number of grenades you get when you get a grenade ammo box.
g_pickupAmmo_machinegun (default=50)            <--    The amount of machinegun ammo you get when you get a machinegun ammo box.
g_pickupAmmo_shotgun (default=10)            <--    The amount of shotgun ammo you get when you get a shotgun ammo box.
g_pickupAmmo_lightning (default=60)            <--    The amount of lightning gun you get when you get a lightning gun ammo box.
g_pickupAmmo_railgun (default=10)            <--    The amount of railgun ammo you get when you get a railgun ammo box.
g_pickupWeaponAmmo_rocket (default=10)            <--    The amount of rocket launcher ammo you get when you get a rocket launcher.
g_pickupWeaponAmmo_plasma (default=50)            <--    The amount of plasma gun ammo you get when you get a plasma gun.
g_pickupWeaponAmmo_bfg (default=20)            <--    The amount of BFG ammo you get when you get a BFG.
g_pickupWeaponAmmo_grenade (default=10)            <--    The number of grenades you get when you get a grenade.
g_pickupWeaponAmmo_shotgun (default=10)            <--    The amount of shotgun ammo you get when you get a shotgun.
g_pickupWeaponAmmo_lightning (default=100)        <--    The amount of lightning gun you get when you get a lightning gun.
g_pickupWeaponAmmo_railgun (default=10)            <--    The amount of railgun ammo you get when you get a railgun.
g_pickupHealth (default=25)                <--    The amount of health you get when you pickup a normal sized health item.
g_pickupHealth_small (default=5)            <--    The amount of health you get when you pickup a small sized health item.
g_pickupHealth_large (default=50)            <--    The amount of health you get when you pickup a large sized health item.
g_pickupHealth_mega (default=100)            <--    The amount of health you get when you pickup a mega health item.
g_pickupArmor_shard (default=5)                <--    The amount of armor you get when you pickup an armor shard.
g_pickupArmor_body (default=100)            <--    The amount of armor you get when you pickup body armor.
g_pickupArmor_combat (default=50)            <--    The amount of armor you get when you pickup combat armor.
g_freezetag_fallingFreeze (default=1)            <--    Boolean to make cratering freeze you when in freezetag (g_gamemod = 1).
g_delag_connectionIcon (default=1)            <--    Boolean to enable the 'connection interrupted' icon to appear over player's heads when their connection drops packets or otherwise causes the server to predict where they are.
g_delag_truePing (default=0)                <--    Boolean to make player pings reflect the additional 50ms server-sided lag that is inherent in playing Quake.
g_muted_message (default=...Resistance is futile.)    <--    Message that appears whenever a muted player attempts to talk.  Colors prefixes, like ^1, are valid in this message.
g_antiCamper_message (default=...self-destruction!)    <--    Message that appears whenever a player is about to be killed for camping too much.  Colors prefixes, like ^1, are valid in this message.
g_playerlist (default=0)                <--    Boolean to enable players to type /playerlist in their console to get a list of players and their client numbers.
g_noPrivateChat (deault=0)                <--    Boolean to disable all private chats in the arena.  This will prevent players from whispering to each other in clan matches as well, and can prevent spectators from telling people where the other team's players are.
g_lightningSplash (default=0)                <--    Boolean to enable splash damage on the lightning gun.
g_splashRadius_lightning (default=15)            <--    The radius of the splash that is created by the lightning gun, assuming that g_lightningSplash is set to 1.
g_splashDamage_lightning (default=5)            <--    The damage of the splash that is created by the lightning gun, assuming that g_lightningSplash is set to 1.
g_grenadeEffects (default=0)                <--    Turns on homing grenades.  On every bounce they will change their direction to home in a player.
g_grenadeEffects_targetDist (default=768)        <--    Size of the targeting cone ahead of the grenade.  The closer this value is to 1, the narrower the cone (will only target players directly in front of the grende).  The closer this value is to 0, the wider the cone (will target the first player it considers to be a target).
g_grenadeEffects_targetCone (default=0.90)        <--    The turning radius of a grenade.  Make this value small to make the grenade turn quickly (and hard to dodge).  Make it large to make the grennade turn slowly (easy to dodge).
g_grenadeEffects_turnRadius (default=1.25)        <--    Maximum distance ahead of the grenade a player can be to be considered as a target
g_noLocalhost (default=1)                <--    Disables the use of localhost as a connecting client.  This attempts to fix an IP address spoofing bug within Quake, which could allow a user to act as a localhost client and evade certain banninf mechanisms of the mod.  Disable this option only if you are hosting a game and playing from the same instance of Quake.
g_noLocalhost_errorMessage (default=...disabled)    <--    The error message that a connection local client will see
g_voidProtection (default=0)                <--    Variable to enable player protection from faling off maps into the void.  This is especially useful in space maps
                                1 = Instead of dying when you hit the bottom of the map, you will land and can move around.
                                2 = Instead of dying when you hit the bottom of the map, you will instead be teleported back to somewhere on the map.
g_maxHealthMultiplier_noCountDown (default=0)        <--    Turning this on (setting it to 1) will allow you to gain health every second equal to g_regen_addhealth.  This effective acts like you have the regeneration powerup, except that you don't have the powerup's skin or sound.
g_antiGravityBoots (default=0)                <--    Boolean to turn on anti-gravity boots.  when turned on (by typing /boots in the console) the player will encounter decreased gravity.  Typing /boots again in the console will disable the boots.
g_antiGravityBoots_amount (default=2)            <--    The number of anti-gravity boots each player has.  If set to zero, each player will have an infinite number of anti-gravity boots, and each anti-gravity boot will not have a time limit, so the player will be forced to type /boots twice, once to turn them on and once to turn them off.
g_antiGravityBoots_duration (default=30)        <--    The length of time, in seconds, that anti-gravity boots will last.  The variable is not used if g_antiGravityBoots_amount is set to 0.
g_antiGravityBoots_percent (default=0.30)        <--    The percent of normal gravity that the player will experience when using boots.  For example, when set to 0.20, the player will experience only 20% of normal gravity.
g_allowVote (default=1)                    <--    The number of votes each player will be able to call per map.  Each player is always restricted to voting once per callvote, and this variable controls the number of callvotes each player can call per map.
g_allowVote_frequency (default=60)            <--    The number of seconds that must pass between votes being called by a player.
g_allowVote_*                        <--    Set of allowed commands that can be voted upon.  For instance, if you want players to be allowed use the map command, do a 'set g_allowvote_map 1' at the console or in your config.  If you want players to be allowed to mute someone, then do a 'set g_allowvote_mute 1' at the console.  Create as many g_allowvote_* variables you need for your players to callvote on anything they want, although remember that anyone can vote so beware of players trying to fool around.
g_allowVote_help (default="")                <--    Text printed to the console if a person types /callvote into their console for determining what commands are available to callvote on.  This text is prefixed with "Available vote commands are: ".
g_allowVote_help_* (default="")                <--    Text printed to the console if a person types /callvote {command} ? (where {command} is g_allowVote_*) into their console for determining help with commands that are available to callvote on.
g_allowvote_passingValue (default=0.5)            <--    The precentage of players, plus one, that must vote yes to a vote in order for that vote to be passed.  For instance, if you have 16 people in your server and this value is set to 0.75, then 13 people must vote yes for a vote to pass.  Valid values are between 0 and 1.
g_allowvote_failonTimeout (default=1)            <--    Boolean to control what happens to votes that are not passed after the 30 second timeout for votes has passed.  If set to 1, then the vote will always fail.  If set to 0, then the vote will pass or fail based on the number of people who have voted rather than the number of people in the arena.
g_ctf_returnFlag (default=0)                <--    Boolean to force players to return their flags back to their own bases rather than having the flags being returned automatically.
pmove_fixed (default=0)                    <--    Boolean to disable framerate dependant physics.  Turning this on (1) will allow all players to jump the same distance regardless of their framerate on their client.
pmove_msec (default=8)                    <--    Value to control the physics calculated by the server for each player.  A value of 8 (1000 milliseconds / 8) will equal a simulated 125 frames/sec physics calculation for each player.
pmove_accurate (default=0)                <--    Boolean to disable framerate dependant physics.  Turning this on (1) will allow all players to jump the same distance regardless of their framerate on their client.  This is very similar to pmove_fixed, but better at the cost of slightly more bandwidth used by players.  It is better than pmove_fixed.  If you turn pmove_accurate on, then turn pmove_fixed off.
g_teamtourney (default=0)                <--    TeamTourney is a variation on normal 1v1 tournament where teams of 1 to any number can play against other team (2v2, 3v3, etc).  When a team loses, they are pushed to spectators and the spectators become the players, much like normal 1v1 works.  Wins and losses are also tracked with g_calcstats.  If g_gametype is set to TDM or CTF modes, then setting this value to something greater than 0 will represent the number of players that can be on each team.  For instance, if you set it to be 2 then you are creating a 2v2 game.
g_teamTourney_minPlayers (default=1)            <--    When TeamTourney is on, this number represents the minimum number of players a team must have for the game to start.  If at any time a team's player count goes below this number then the game will go to warmup until another person joins.
g_respawnDelay (default=1700)                <--    The amount of time, in millisecons, that you have to wait before you can force yourself to respawn after you die or melt.
g_gameMod_followTeamOnly (default=0)            <--    Boolean to control in freezetag or lastmanstanding whether you can follow anyone or your teammates only.
g_timeout_teamReset (default=1)                <--    Boolean to reset (melt or spawn) all teammates when a timeout is called.  If set to 0, teammates frozen (if g_gameMod = 2) will not be melted when a timeout is called.
g_teamForceBalance (default=0)                <--    If set to greater than 0, it will for the teams to be balanced as players connect and change teams.  The value of this variable is equal to the maximum allowed spread between teams.  For instance, if you have it set to 1, players will be able to make the teams 2v3 or 3v4, bu not 2v4, since 2v4 has a spread of 2.
g_linking (default=1)                    <--    Boolean to prevent prediction erros from occuring between where the server says players are and where the client says they are.  Set to 1 to enable this new, more accurate behavior.
g_duplicateIPBlock (default=0)                <--    Number of IP players allowed to be in the game with the same IP address.  Example: If you want to block more than 2 people from connecting to your server at once then set this to 2.  Setting this to 0 will disable this functionality.
g_floodprotect (default=1)                <--    Prevents the server (and/or a bad admin or malicious player) from using the server to flood other players.
g_antiCamper_action (default=1)                <--    Variable to control what happens when a player camps in a specific spot too long
                                1 = Death
                                2 = Teleported to random location
g_timeout_roundTimeout (default=0)            <--    The amount of time, in seconds, that after a round start in freezetag or lastmanstanding that players can call a timeout.  For instance, if g_timeout_roundTime is set to 5 and the round starts at time=0, players have until time=5 to call a timeout.  After that the players have to wait until the next round to call a timeout.  Set this to 0 to allow players to call a timeout whenever they desire.
g_timeout_timeinDelay (default=3)            <--    The amount of time, in seconds, that occurs between when a player signals timein and when the game starts again (when the timeout ends).
g_authenticateClient_strict (default=1)            <--    Value to force all clients using the NoGhost client mod into a strict settings mode.  This forces the client to top and bottom cap certain variables that can be used to cheat or gain an unfair advantage; this will not affect normal settings, it only affects those variables that can be used to gain an unfair advantage.  Recommended on, especially if g_authenticateClient is on.
                                1 = turn on strict mode
                                2 = turn on strict mode in addition to stricter client side anticheat codes
g_authenticateClient_versionLimiter (default=varies)    <--    Value to control the lowest build of the NoGhost client mod that players are allowed to play with.  Updates to the client mod come out periodically, and this allows a server admin to force all the players to get at least a certain build level before they play.
g_promode (default=0)                    <--    Boolean to enable ProMode physics and game play.  This requires more memory to run, so server operators might need to adjust their com_hunkmegs a little higher.  Note: due to the memory requirements of this mode, this variable can only be set _before_ the first map is started when the server is brought up.  In short, if you want to use this, do "set g_promode 1" at the top of your config and then start your map.
g_freezetag_chatMeltTime (default=5000)            <--    The amount of time, in milliseconds, a person will auto-melt in freezetag when they are shot while chatting.  0 will disable this feature entirely.  This variable should be set higher than 200 for proper function.
g_antiCamper_ignoreChat (default=1)            <--    Boolean to force the anticamper codes to ignore a person chatting since they are not camping.  Setting this to 0 will allow the anticamper codes to kill a camper
g_suddendeath_time (default=0)                <--    The additional time, in minutes, the match will be extended by if time runs out while the score is tied.  The timelimit will be extended by this amount, and will override the normal sudden death behavior of "next point wins"
g_pause_teleport (default=0)                <--    Boolean to control whether or not players should teleport after a server admin or ref unpauses a game
g_knockback_type (default=15)                <--    Variable to control the type of knockback players feel.  Add up the values you want to use and set g_knockback_type to it.
                                1 = knockback affects alive opponents
                                2 = affects alive team mates
                                4 = affects dead/frozen opponents
                                8 = affects dead/frozen team mates
g_timeout_pause (default=0)                <--    Boolean to enable or disable player pausing while a timeout has been called.  If you keep this at 0 players can move around during a timeout.  Setting this to 1 makes players frozen during the timeout.
g_timeout_teleport (default=1)                <--    Boolean to teleport everyone after a timeout is over.  Turning this off will cause a timeout to simply end.
g_freezetag_startFrozen (default=0)            <--    Boolean to force all players who join a server/game mid-point in a freezetag game to wait until the point ends before spawning.  Also discourages people from reconnecting when they die.
g_duplicateIPBlock_options (default=0)            <--    Variable to control how to deal with a scenario where more than one player is connecting from a single ip.
                                0 = do nothing
                                1 = kick the person who is currently in the server playing with the same ip
                                2 = kickban the person for 5 games who is currently in the server playing with the same ip
g_consoleMessage (default=0)                <--    Set this value to be how often (in seconds) you want messages to be sent to all players in the game.  Enabling this feature will take messages, line by line, from the g_consoleMessage_file and print them to each player's console every g_consoleMessage number of seconds.  This is handy for spamming your clan's website, etc.
g_consoleMessage_file (default=consolemessage.txt)    <--    The file containing the messages you want to be printed on the console.  One message per line.  Create this file where you have the noghost pk3 file.
g_antiCamper_scorePenalty (default=0)            <--    The amount of points a camper will lose, per second, when they are caught camping based on the g_antiCamper codes


new/improved server commands...
Note the command structure:
[] = means a required variable
{} = means an optional variable

banning                <--    This functionality has been redone for more granularity and to work better with g_autoBan.  In the stock quake engine, you would add ip addresses to g_banIPs and they would be banned forever.  Now, when you ban someone, you can tell the quake engine how long you want the player banned for.  This new functionality has caused some backward compatibilities, so if you have a current list of IP addresses that you want banned forever, then make a note of them, clear the g_banips variable, then add them back in using the addip command.  Note: If you want a person banned forever, set their how_many_games_you_want_them_banned_for to be -1.
        addip [player's_IP_address] [how_many_games_you_want_them_banned_for]
        removeip [player's_IP_address] {how_many_games_you_want_them_banned_for}
        kickban [player's_name_or_slot_number] [how_many_games_you_want_them_banned_for]

banning to an external file    <--    This functionality allows you to use a text file to hold a list of IP addresses that are banned.
        banfile_addip [player's_IP_address or player's_IP_prefix/network_mask] [how_many_games_you_want_them_banned_for]
        banfile_removeip [player's_IP_address] {how_many_games_you_want_them_banned_for}
        banfile_kickban [player's_name_or_slot_number] [how_many_games_you_want_them_banned_for]
        banfile_listip        <-- lists all the ip addresses in the banfile

muting                <--    This function has been added to mute certain players.  When a player disconnects or the map restarts, that client slot is automatically unmuted.
        mute [player's_name_or_slot_number]
        unmute [player's_name_or_slot_number]

telling as the console        <--    This function gives the admin the ability to talk to certain players, rather than to everyone in the arena, from the console.  Acts the same as the \tell command inside the game.
        tell [player's_name_or_slot_number] [message]

pausing the game        <--    This function gives the admin the ability to pause the entire game.  All players will be unable to shoot, move, or be affected by gravity.
        pause
        unpause

referees            <--    This function allows the admin to delegate control of certain commands to trusted players.  The setref command is used to turn on the referee abilities and the ref command is used to issue commands to the quake server.
        setref [referee_password]
        ref [command] {command_arguments}
        ref playerlist                        prints out a list of all players.
        ref hideref                        hides the referee.  this command must be allowed by setting g_referee_allowedcmd_hideref to 1.
        ref unhideref                        unhides the referee.  this command must be allowed by setting g_referee_allowedcmd_unhideref to 1.
        ref vote                        referee voting.  A referee can force a vote to pass or fail by doing a /ref vote pass or /ref vote fail.
        ref warn [player's_name_or_slot_number] [message]    warns a player.  this command must be allowed by setting g_referee_allowedcmd_unhideref to 1.
    other ref commands, like mute, kick, or kickban for instance, need to be authorized by the server admin for use by refs.  To do this, set the appropriate variable.  For instance, to allow a ref to mute someone, set g_referee_allowedcmd_mute to 1.  Continue setting these variables until you have given your refs the appropriate commands to admin the server correctly.  All console commands and rcon commands are valid ref commands, just set the appropriate variable.

voting                <--    This function allows the admin to allow only certain commands to be voted upon.
        g_allowVote_[variable name] 1
    other ref commands, like mute, kick, or kickban for instance, need to be authorized by the server admin for use by refs.  To do this, set the appropriate variable.  For instance, to allow a ref to mute someone, set g_referee_allowedcmd_mute to 1.  Continue setting these variables until you have given your refs the appropriate commands to admin the server correctly.  All console commands and rcon commands are valid ref commands, just set the appropriate variable.


forceteam            <--    This function forces a player onto a team.  Abbreviations for the team variable in the command can be used, for instance to force player 2 onto the red team, use: forceteam 2 r.  You can use the letter b for the blue team and s for spectator team.
        forceteam [player's_name_or_slot number] [team]


serverstatus            <--    This function dislays information about the people playing on the server, similar to using the 'status' command from the console.  This is for console or rcon use only.
        serverstatus

replacing map items        <--    This function allows you to replace certain items on the map, like weapons or health.
        set replace_[item_type]_[item_name] [item_type]_[item_name]
    See the items.txt file that is in the configs directory of the NoGhost zip file.  It contains all the appropriate item names and item types required.  For instance, to replace the railgun with the rocket launcher in your arena, you'd type set replace_weapon_railgun weapon_rocketlauncher in your console..  Also for example, to replace the mega health with the quad damage, you'd type set replace_item_health_mega item_quad in your console.  Continue setting these variables until you have replaced all the items that you desire.

team locking            <--    This function allows you to lock a team so that other people cannot join it
        lockteam                        prints out a list of which teams are locked and unlocked
        lockteam [team]                        locks a team.  [team] can be red or blue, or can be r or b.  locking the team a second time will make the lock last across map restarts or game resets.
        unlockteam [team]                    unlocks a team.  [team] can be red or blue, or can r or b.  locking the team a second time will make the lock last across map restarts or game resets.

ready/unready            <--    These two commands, when used with g_doReady 1 force the game to only start when all players signal they are ready.

          Look Who's Head We Found in QUAKE III? (No it's NOT Nick Berg's)

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