upstream bandwidth in kbit/s available to UDP traffic on the client
upstream bandwidth in kbit/s available to UDP traffic on the server
Maximum time to allow a remote machine to stall for before disconnecting
Allow net syncing/binding of breakage entities
Balances TCP friendlyness versus prioritization of game traffic
Display bandwidth statistics per-channel
*TODO*
Debug draw scale for net_scheduler_debug and net_channelstats
Which channel to display in the net debug info screens
Display entity debug info. White for entities bound to the network. Grey for entities not bound to the network
Display only entities with a class name that contains this string (Case insensitive). Empty string for all entities
Net debug screen page to display
*TODO*
Dedi scheduler client base port
Dedi scheduler server port
*TODO*
*TODO*
*TODO*
default number of bandwidth 'shares'
default number of packets per second
default number of packets per second when idle
Disconnect remote connections on script exceptions during RMI calls
*TODO*
Dumps the statistics used for message queue limit avoidance
*TODO*
*TODO*
Enable watchdog timer. Not needed if CryLobby is being used.
Expiration time for stale fragmented packets
if set, allows clients to view all connected users with status command
displays the given channel's performance metrics (or all channels if no argument)
Display a graph showing download/upload bandwidth (0 = off, 1 = download, 2 = upload, 3 = both)
*TODO*
*TODO*
Sets how many seconds without receiving a packet a connection will stay alive for (can only be set on server)
Sets how many seconds without receiving a packet a connection will stay alive for while in devmode (can only be set on server)
Always initialize lobby in LAN mode (NB: mode can still be changed afterwards!)
write net_input_trace output to a file (netinput.log)
trace an entities input processing to assist finding sync errors
Controls the length of time between keepalive packets.
Starting port for LAN games scanning
Num ports for LAN games scanning
enable lan games browser
Modify the default port for lobbies (effects LAN Lobby currently)
Modify the online port for Steam
Lobby update frequency
Logging level of network system
Log remote method invocations
Maximum number of fragemented packets in flight per source
Sets the maximum packet size we will attempt to send (not including UDP/other headers)
Display memory usage information
minimum interval between microphone status notification send/requests
Minimum bitrate allowed for TCP friendly transmission
The current NAT Type set.
When set to 1, this will try to minimize the number of packets sent on a channel.
Number of bits used for high bit NetIDs. By default static entities start allocating from high bit NetIDs.
Number of bits used for low bit NetIDs. By default players start allocating from low bit NetIDs.
Number of bits used for medium bit NetIDs. By default dynamic entities start allocating from medium bit NetIDs.
Server list will only display host names containing this text
Enable debug output when reading a packet
*TODO*
*TODO*
*TODO*
*TODO*
Sets PunkBuster client enabled state
Sets PunkBuster server enabled state
*TODO*
*TODO*
*TODO*
Controls the length of time between ping packets.
enable/disable budget logging
budget log name for net profiler
enable/disable logging
log name for net deep bandwidth
enable/disable net profile feature
enable/disable logging
log name for net profiler
show bandwidth socket measurements on screen
number of seconds to hold untouched profile entries before ditching
maximum number of channels expected to connect
*TODO*
*TODO*
Controls whether the network layer will perform safety sleeps between context establishment tasks.
Show scheduler debugger for some channel
Scheduler debug display mode
Scheduler send queue expiration period in seconds (used for bandwidth tracking)
*TODO*
minimum interval between server ping notification sends
*TODO*
sets the given channel's performance metrics (-bws, -dpr, -ipr
Sets the net mode where available. Options are online or lan.
Toggles whether active matchmaking tasks are displayed on screen
*TODO*
*TODO*
Single Player Only, acts as throttle during context establishment, the higher the value the longer it takes to load
Maximum timeout (milliseconds) that a socket should wait for received data
Maximum timeout (milliseconds) that a socket should wait for received data in multiplayer
Login for reporting stats on dedicated server
Password for reporting stats on dedicated server
if set to 1, it will reset achievements for Steam on app start
Defines if steam should be used or not