Every feature in detail
The screenshots show RaveM's menus. This page covers what works behind them: how killcams are recorded and replayed, how a match stays in sync over Steam, how every hit is checked, what bullets and bots do differently, what the anti-cheat watches, how voice chat sounds, and all 157 settings you can tune.
Everything here comes from RaveM 1.7.1's own README and from RaveM.dll itself. Names like HostUploadMbps are
settings in BepInEx\config\com.stixsworldhd.ravem.cfg; the numbers given are their defaults.
At a glance
| Feature | What you get | Built on |
|---|---|---|
| ONLINE tile | A third tile in PLAY with its own art, cloned from the game's own menu tile while the game runs. | Ravenfield's menu |
| Browser, hosting, lobby | Search, filters and auto-refresh, host setup, teams, READY, kick and Steam invites, all inside the game. | Multiplayer Engine Pro, Steam matchmaking |
| Online matches | Peer-to-peer over Steam's relay. The host runs the match; your own soldier is driven by your PC. | FishNet Pro 4.7.3, RaveM's Steam transport |
| LAN play | Host and join over your own network (UDP), with no Steam lobby, relay or internet connection. | LiteNetLib (inside FishNet), RaveM |
| Bots online | Ravenfield's own AI on the host, mirrored to every player. | Ravenfield AI, RaveM |
| Join in progress | Late joiners get every soldier, vehicle, flag, score and the match clock. | RaveM |
| Killcams | Watch your death from the killer's side: three cameras, a slow-motion finale, tracers and a final killcam for everyone. | Ultimate Replay 3.0, RaveM |
| Per-mode options | 25 RaveM options for every game mode: killcam, spawning, match and ballistics. | RaveM, Ravenfield's DEPLOY |
| Hit validation | The host re-checks every hit with line-of-sight rays and rewinds time to where the target was. | SensorToolkit 2 |
| Ballistics | Air drag and a gusting crosswind, set by the host per game mode; bots solve bullet drop and lead their targets. | Projectile Factory |
| Anti-cheat | Speed-hack and memory-edit detectors, protected health, movement checks, kick or ban. | Anti-Cheat Toolkit |
| Up to 250 players | A per-player bandwidth budget, nearest-first updates and a 6-column player list. | RaveM, Steam's connection status |
| Map and mode voting | Lobby, end-of-match and rock-the-vote votes with nominations, runoffs and missing-map checks. | RaveM |
| Voice chat | 3D voices, wall muffling, team radio, vehicle intercom, lobby voice and mutes. | Steam voice, RaveM |
| Workshop window | Direct links and one-click GET for the host's map and mods you're missing. | Steam Workshop, Ravenfield's mod manager |
| Text chat | Everyone and team chat with anti-spam, and a fallback chat if the chat library can't start. | Ultimate Chat Box |
| Every loop | Snapshots, vehicles, game state, pings, anti-cheat and the UI run as coroutines. | MEC Pro |
Killcams
When someone kills you, you watch the last seconds before your death from your killer's side, then your fall. Killcams arrived in 1.6.0, built on
Ultimate Replay 3.0 (UltimateReplay.dll).
Recording
- Every soldier and vehicle goes into a rolling memory buffer that always holds exactly KILLCAM LENGTH plus the delay. While a killcam plays, recording carries on into a second buffer.
- Soldiers are recorded bone by bone from whichever body is on screen, the animated one or the ragdoll. Since 1.6.3 that's every transform the soldier mesh depends on, 21 in all (the 19 skinned bones plus the armature and the weapon parent), with the hips' position stored in full precision. Falls replay exactly through Ravenfield's own animated-to-ragdoll bone pairing.
- Aim, health and shots are recorded too. Vehicles keep their turrets' bearing and pitch and, since 1.6.1, every moving part: wheels, rotors, propellers, turrets, control surfaces and suspension. Tank tracks scroll as well.
- Recording runs 20 times a second (RECORDING RATE, 10 to 30). Soldiers beyond 800 m keep their last recorded pose (RECORD SOLDIERS WITHIN). Ravenfield stops animating AI soldiers no camera can see, so within 250 m RaveM keeps them animating while recording and a killer behind you is never frozen (KEEP ANIMATING WITHIN).
Playback
- The replay plays on ghost copies (meshes and bones only, no gameplay). The live soldiers are only hidden on your screen, and the game keeps running.
- Since 1.6.4 each new snapshot starts from the previous one, so soldiers, vehicles and the camera move steadily instead of swinging back and forth, and every tracer is drawn once.
- The camera goes through Ravenfield's own override-camera API, so the game's post-processing look stays. Cameras: KILLER'S EYES, OVER THE SHOULDER (pulled in when a wall is close) or CINEMATIC (a sweeping side view of killer and victim).
- Since 1.6.6, KILLER'S EYES is a true first-person view: the camera sits at the killer's real eyes, looks exactly where they aimed, and the killer's own body isn't drawn. It uses the game's own first-person near clip and un-zoomed field of view, so dying while aiming down sights doesn't zoom the killcam. There's no weapon model in this view (the game draws first-person weapons with a separate camera), but their shots still draw tracers. Inside an enclosed vehicle seat the killcam shows CINEMATIC instead, and the panel always names the camera actually shown.
- A slow-motion finale plays around the kill, with bullet tracers for every gun, mortar and tank shot (melee fires no projectile).
- A panel on the right shows KILLCAM, the killer, the weapon, the distance, the killer's health at the kill and the camera, with a progress bar. Since 1.6.3 it no longer covers the game mode's score bar.
- Only soldiers and vehicles within 150 m of the killer or the victim appear (SHOW SOLDIERS WITHIN). Live explosions, impacts, muzzle flashes, blood, projectiles and trails are hidden during the replay, and since 1.6.2 map fires and smoke appear only for the moments they were really there. MUTE BATTLE SOUND (on) silences the live battle, while voice chat keeps playing.
- A FINAL KILLCAM shows the match's last kill to everyone when the match ends. Backspace skips a killcam when the host allows it; Fire never skips, because Ravenfield respawns you with it, and respawning ends the killcam.
Per-mode options and auto spawn
Since 1.6.0, MODE OPTIONS is never blank: after each game mode's own options, every mode gets options of RaveM's own, 25 in four groups as of 1.7.1. They're stored per game mode, saved as that mode's options and sent to every player with the match. Each option and its default is in Step 4.
- KILLCAM (12 options): killcams on or off, their length (6 s) and start delay (1.5 s), the slow-motion finale and its speed, one camera for everyone or the player's choice, killcams for bot and vehicle kills, skipping, the final killcam, the killer's health and bullet tracers.
- SPAWNING: AUTO SPAWN (off) presses DEPLOY for you once you've been dead for AUTO SPAWN AFTER (3 s) and, with WAIT FOR THE KILLCAM, once your killcam is over. That's exactly what Ravenfield's DEPLOY button does, so the game spawns you in its next spawn wave, which comes every RESPAWN TIME and only once you've been dead for more than 6 s. Since 1.6.5, auto spawn first makes sure a spawn point your team owns is selected: yours if it's still yours, otherwise the game's own fallback, otherwise your team's point nearest to where you fell. If your team owns none, it opens the deploy screen instead. Your first loadout of the match is still your choice, and USE AUTO SPAWN in PREFERENCES opts out.
- MATCH: HALLOWEEN MODE (off) switches on Ravenfield's own Halloween match parameter. Because it changes the whole match, 1.6.0 made everyone update (network protocol 7).
- BALLISTICS (9 options, since 1.7.1): air drag, wind and bot aim, decided by the host for everyone. See Ballistics.
Spec Ops and Haunted online
In single player, Spec Ops and Haunted end when you die. Online, that let one player's death end the mission for everyone, and in Haunted the match even got stuck until the host returned to the lobby. Since 1.6.1, in online matches:
- One player's death no longer ends the mission. The fallen stay down (no respawn, no auto spawn) and watch their killcam.
- When the last player is down, the host ends the mission as a defeat through the game's normal match result. Everyone sees the final killcam of that last death, and the map and mode vote starts right away (with VOTE AT MATCH END on).
- Surviving every Haunted wave ends the same way: the vote starts, and the final killcam shows the last kill.
- The host decides the last stand, so the host needs RaveM 1.6.1 or newer. Single player is unchanged.
RaveM's own README calls Haunted by the name RaveM's code uses for it, Spook Ops.
Steam P2P netcode
RaveM carries a whole Ravenfield match between PCs over Steam's peer-to-peer network, using FishNet (version string 4.7.3 in FishNet.Runtime.dll) and RaveM's own Steam transport. Traffic goes through Steam's relay, so home routers and NAT don't get in the way. Since 1.7.0 a match can also run directly over your network instead: see LAN play.
What stays in sync
Soldiers' movement, aim, stance, firing, reloads, weapon switches and health; spawns and loadouts; deaths and who gets the kill; vehicles, from spawning and driving to seats, damage and destruction; capture points; the game mode's scores and tickets; and the victory.
Who decides what
- The host runs the match: the game mode, the scores and every bot.
- Your own soldier is driven by your PC and sent to the host 30 times a second (
ClientSendRate, 5 to 60; MOVE SEND RATE in PREFERENCES). - The host sends each player a world snapshot 20 times a second (
HostSnapshotRate), and flags, scores and match timers 4 times a second (GameStateRate). A vehicle's driver sends its position 20 times a second (VehicleSendRate). - FishNet runs at 60 ticks a second (
TickRate).
Smooth movement
- Other soldiers are drawn 100 ms in the past, so their movement can be smoothed between snapshots (
InterpolationDelayMs; SMOOTHING DELAY in PREFERENCES). - When packets stop, a soldier keeps moving on its last known speed for up to 250 ms (
ExtrapolationLimitMs; EXTRAPOLATION), which hides short lag spikes. - A soldier more than 6 m from where the network says it is gets placed there directly instead of sliding (
SnapDistance); otherwise it's pulled toward that spot smoothly (PositionCorrectionGain). - Soldiers within 150 m update at the full snapshot rate, out to 400 m at half rate, and beyond that on every 4th snapshot (
NearDistance,MidDistance,FarSnapshotDivisor). When the host's upload runs short in a big lobby, the bandwidth budget decides instead.
Joining, loading and versions
- Join in progress: a late joiner loads the current map, receives every soldier, vehicle, flag, score and the match clock, then spawns normally.
- Starting together: everyone loads the map, and the match starts for all once every player has loaded, or after 120 s (
LoadTimeoutSeconds). - Version check: each lobby carries its network protocol (8 for RaveM 1.7.1). A player on another protocol is refused with a clear version message, and the server browser marks the lobby VERSION.
- Pausing doesn't freeze time online. If the host quits, the match ends for everyone.
LAN play
Since 1.7.0, RaveM games can run directly over your network (UDP), with no Steam lobby, no Steam relay and no internet connection. Only the transport underneath changes: lobbies, voting, READY, voice chat, killcams, auto spawn, join in progress, passwords, bans, kicks and every game mode work the same.
Hosting and joining
- Host with VISIBILITY set to LAN (NO STEAM LOBBY). The game listens on UDP port 48780 (
LanPort, 1024 to 65535; every player needs the same port), and the lobby's LAN ADDRESS button, in place of INVITE FRIENDS, shows this PC's addresses. - The first time, Windows may ask whether to allow Ravenfield through its firewall: allow it on private networks, or no one can join. If the prompt never appears, allow Ravenfield or UDP 48780 yourself.
- The server browser lists LAN games next to Steam lobbies, marked [LAN] with their ping. While it's open it probes every 3 seconds; hosts silent for 12 s disappear.
- Each probe goes out four ways: as a broadcast, as a broadcast on the subnet of every network adapter (virtual-LAN adapters such as ZeroTier, Hamachi or Radmin VPN included), to this PC so a second copy of the game is found, and straight to the addresses you joined before.
- DIRECT CONNECT at the bottom of the browser joins any address: an IP, a host name, ip:port or [IPv6]:port, plus the password if there is one.
The last 8 addresses are remembered (
LanRecent) and probed directly from then on. It also works over the internet to a host whose UDP port is forwarded, or across any VPN.
What LAN play still needs
- The Steam client must be running, but offline mode is enough: your Steam ID and name identify you, and voice chat uses Steam's voice codec, with the audio travelling over the LAN connection.
- Workshop downloads still need Steam online; without the map, the lobby shows GET THE MAP FIRST as usual.
- LAN games need RaveM 1.7.0 or newer on every PC, and 1.7.1's network protocol 8 means every PC needs 1.7.1 anyway.
Under the hood
- LAN games use LiteNetLib, the UDP library inside the FishNet already bundled with RaveM (the one FishNet's own Tugboat transport uses), built the same way Tugboat builds it.
- Reliable traffic is sent reliable-ordered and unreliable traffic unreliable, as over Steam; an unreliable packet larger than the connection's current packet size is sent reliably instead of being dropped.
- Ping is the round trip, as over Steam, and the network stats panel shows the transport and the measured packet loss.
- A connection is refused before it forms unless it carries RaveM's key, the same protocol and a Steam ID the host hasn't banned, and the player sees the exact reason.
- Discovery answers fit in one small datagram (99 bytes typical, never more than 1,000), and a host answers each sender at most 5 times a second.
- IPv4 is the default (
LanIPv6off); a LAN connection counts as lost after 10 s without a packet (LanTimeoutSeconds, 3 to 60).
Bots in online matches
Online matches have bots, just like Instant Action. The host's PC runs them with Ravenfield's own AI, and RaveM mirrors each one to every player.
- The host sets EAGLE BOTS and RAVEN BOTS on HOST GAME > GENERAL. New lobbies start at 20 per team (
DefaultBotsPerTeam, 0 to 100). - BOT SKILL can set every bot to beginner, normal or veteran; VANILLA MIX keeps Ravenfield's own mix.
- With ballistics on, bots work out the arc for weapons with bullet drop and lead moving targets (see Ballistics).
- Because the host's PC runs every bot and moves every player's soldier, a busy lobby needs a capable host PC as well as a fast upload.
Up to 250 players
A lobby holds up to 250 players, the most Steam allows in one lobby. Raising the number wasn't enough on its own: without a budget, 250 players and 40 bots would need about 40 MB/s of host upload. So RaveM shares out the host's upload.
The bandwidth budget
- Each player's share is
HostUploadMbps(25 Mbit/s) divided by the number of players, capped atPlayerSnapshotKBps(128 KB/s). - Each share is filled with the most important updates first: nearby soldiers and vehicles, far ones less often. Nobody is starved: every player gets at least 2 KB/s.
- Steam's own measurement of each connection counts too. RaveM stays under 80 % of Steam's estimated send rate, and halves a player's share while Steam reports a backlog.
- Vehicles share the same budget and are never sent back to their own driver.
| Players | Per player, host upload 25 Mbit/s (default) | Per player, host upload 100 Mbit/s |
|---|---|---|
| 16 | 128.0 KB/s, 4,369 soldier updates/s | 128.0 KB/s, 4,369 soldier updates/s |
| 32 | 98.4 KB/s, 3,360 soldier updates/s | 128.0 KB/s, 4,369 soldier updates/s |
| 64 | 48.4 KB/s, 1,653 soldier updates/s | 128.0 KB/s, 4,369 soldier updates/s |
| 128 | 24.0 KB/s, 820 soldier updates/s | 96.1 KB/s, 3,280 soldier updates/s |
| 250 | 12.3 KB/s, 418 soldier updates/s | 49.0 KB/s, 1,673 soldier updates/s |
Figures from RaveM's own budget formula. Each soldier update costs 30 bytes. In RaveM's scheduler test with 250 players and 40 bots on the default 25 Mbit/s, nearby soldiers updated 3.7 times a second, mid-range 1.8 and far 0.89, never over budget. Four times the upload gives about four times the rate.
Small messages, screens that scale
- Joins, leaves and team, READY and loading changes send one player's record (about 35 bytes) instead of the whole lobby. Pings go out in a batch of 6 bytes per player every 2 s, every 5 s in large lobbies.
- Scores, tickets and flags keep their rate up to 64 players, then scale down to at least once a second. Vote updates are spaced 0.2 s to 1 s apart, depending on lobby size.
- A joining player gets the smallest free player id, so ids never collide, even in long, busy sessions.
- Hold P: above 24 players the list goes full screen with up to 6 columns. The lobby's team lists only rebuild when someone joins, leaves or changes team or READY.
Fair hits: lag-compensated checks
Players report their own hits, so RaveM doesn't simply trust them: the host re-checks every hit before it counts (EnableHitValidation, on).
- Rewind: the host rewinds soldiers up to 400 ms back in time when checking a hit, so players with a high ping are treated fairly
(
LagCompensationWindowMs, 50 to 1000). - Line of sight: SensorToolkit 2 ray sensors check that nothing solid was in the way, using the game's own sight layers, 0 and 23
(
LineOfSightMask). - Position: the hit must be within 3.5 m of where the target actually was (
HitTolerance). - Limits: at most 40 hits per second per player (
MaxHitsPerSecond), at most 3 times the weapon's damage in a single hit (MaxDamagePerHitMultiplier), and nothing from beyond 2,500 m (MaxWeaponRange). - Rejected hits count as violations for the anti-cheat.
Weapon mods with huge damage multipliers, miniguns or very long range? Raise the matching limit rather than switching validation off.
Ballistics: drag, wind, smarter bots
Projectile Factory adds air drag and wind to fast projectiles and gives bots a ballistic solver. Since 1.7.1 the host sets all of it per game mode in HOST GAME > MODE OPTIONS > BALLISTICS, and every PC in the match applies the host's rules. Every default equals the settings file's old default, so a game mode the host never touches plays exactly as before.
- Why the host decides: in a RaveM match the shooter's PC decides whether a shot hits and reports it to the host. Until 1.7.1 each player's own settings shaped their own bullets, so a player with ballistics switched off shot perfectly straight while everyone else fought drag and wind.
- Air drag: fast projectiles, anything above 120 m/s (bullets, not thrown objects), slow down over distance: each frame their speed is scaled by 1 − k × speed × frame time, never below 0.2. AIR DRAG 1.0x is k = 0.00012 per metre, adjustable from 0 to 5x; OFF gives vanilla projectiles.
- Wind: a 0.8 m/s crosswind toward 45 degrees with 35 % gusts. Since 1.7.1 the gusts follow FishNet's network tick, which every client keeps on the host's, so everyone feels the same gust at the same moment, including players who join mid-match. At long range, aim into the wind.
- Smarter bots: bots solve the ballistic arc for weapons with bullet drop, so they lob grenades and rockets and snipe with the right elevation (BOT AIM SKILL 85 %), and they lead moving targets by the projectile's travel time. These act on the host, where the bots run.
- Offline: in Instant Action and Campaign, with
ApplyInSinglePlayeron, the settings file's section 5 still applies, as before:AirDragCoefficient0.00012,DragMinSpeed120,WindStrength0.8,WindDirectionDegrees45,WindGustiness0.35,BotBallisticAim,BotBallisticSkill0.85 andBotTargetLeading. Hosts who had changed these: set the same values in MODE OPTIONS > BALLISTICS.
Anti-cheat
Anti-Cheat Toolkit detectors run on every player's PC, and the host checks everything it receives (EnableAntiCheat, on).
- Speed hacks: ACTk's speed-hack detector checks the game clock every second and reports to the host after 3 suspicious readings in a row
(
SpeedHackInterval,SpeedHackMaxFalsePositives). - Memory editors: ACTk flags tools that poke protected values, Cheat Engine style (
ObscuredValueDetection). - God mode: your health is mirrored in a protected value; edits that don't come from real game events are reverted and reported (
HealthTamperProtection). - Movement: the host checks every player's speed and teleports; faster than 18 m/s on foot counts as a violation
(
ServerMovementValidation,MaxOnFootSpeed). - What happens: after 12 violations, counting bad hits, speed and reports, the host acts (
MaxViolationsBeforeAction). TheActionis Kick by default; LogOnly only writes to the log, and Ban also stores the player's SteamID inBepInEx\config\RaveM_bans.txt.
Other limits work the same way. A player's READY can change at most 6 times per 10 seconds, each player may send at most 6 chat messages per 10 seconds
(AntiSpamMessagesPer10s), and the host decides who hears whom in voice chat, so a modified game can't listen in on voices the rules don't give it.
ACTk's injection detector is deliberately left out: BepInEx itself injects assemblies, so it would always trigger.
READY checks and starting together
- Players press READY in the lobby; the host is always ready. A counter shows READY 3/5 and who's still missing.
- No READY for a map you can't play. If the lobby's map isn't installed or switched on, or was downloaded during this session, the button reads GET THE MAP FIRST. If the lobby switches to a map you lack while you're READY, you're un-readied automatically.
- READY resets when the match changes: map, game mode or its options, day or night, bots, bot skill, respawn, game length, ALL WEAPONS or the map cycle in use. Lobby-only changes (name, password, slots, join rules, ping limit, voice and vote rules) keep everyone's READY, and so does a lobby vote.
- REQUIRE READY holds START MATCH until everyone is READY. AUTO START WHEN READY starts the match 5 s after the last player readies; anyone un-readying or joining cancels it, and it never starts during a vote.
- After a lobby vote with START AFTER LOBBY VOTE and REQUIRE READY both on, the host tells everyone who's missing and starts 3 s after the last of them readies.
- The loading barrier re-checks every 0.25 s. Players who leave mid-load and the load time limit both release the match, and late loaders get the full match state and the start signal as they arrive.
Map and mode voting
- Three kinds of vote: in the lobby (the host's START VOTE), at the end of every match (VOTE AT MATCH END), and rock the vote during a match, which also offers KEEP PLAYING.
- On the ballot: maps, game modes, both on two ballots, or map and mode pairs on one; nominated maps first, plus RANDOM MAP and PLAY AGAIN options.
- Fair map choice: offered maps follow Ravenfield's own Instant Action map rules, so maps hidden from Instant Action never appear. LEAST PLAYED and
SKIP RECENT MAPS use the host's play history in
RaveM_VoteStats.txt(plays per map and the last 12 maps). - Missing maps: every player's game checks the offered maps and reports the ones it lacks. Each option shows how many players are missing it, and with ONLY MAPS ALL HAVE those options can't win.
- Checked by the host: every vote must be a valid option, a permitted change and, in a runoff, on the runoff ballot. A player who leaves loses their vote, rock-the-vote request and nominations; a player who joins mid-vote can vote straight away.
- Ties and silence: a runoff re-votes only the tied ballot; the other ballot's result stays locked. A vote with no votes at all isn't a tie: the next map in the host's MAP CYCLE wins (how that works).
- Vote on the lobby's VOTE tab, with K in a match, or with chat commands such as
!rtvand!nominate. Every rule and its default is in Step 4.
Proximity voice chat
How it sounds
- Direction: each voice comes from the talker's head (their ragdoll's head after death), panned in stereo relative to where you're listening.
- Distance: full volume up to 3 m, then a smooth fade to silence exactly at VOICE RANGE (60 m by default). Distant voices also lose treble, and voices behind you are a little quieter and darker.
- Walls and terrain: checked with the same collision layers Ravenfield uses for its own line of sight. A blocked voice is 55 % quieter and muffled to 700 Hz, and the change blends smoothly.
- Radio: 350 to 3,200 Hz with overdrive and static, plus crackle and squelch clicks. The vehicle intercom is lighter, and the dead sound duller. RADIO EFFECTS off gives clean audio.
- Crowds: a soft limiter prevents distortion, and MAX VOICES HEARD (8) plays radio, vehicle and lobby voices first, then the nearest.
- Bad connections: VOICE BUFFER (80 ms) smooths out jitter, and a voice never falls more than 300 ms behind.
Who hears whom
- The host relays every voice only to the players its rules allow (VOICE RANGE, TEAM RADIO, DEAD PLAYERS, ENEMIES HEAR YOU, LOBBY VOICE), at most 10 voices per listener, nearest first.
- Your own filters run on your PC before a voice is even decoded: HEAR ENEMIES, HEAR DEAD PLAYERS, ONLY STEAM FRIENDS and MUTE STEAM-BLOCKED (on by default).
- Mutes and each player's volume (0 to 200 %) are remembered by Steam account, so they apply again the next time you meet. The host's SILENCE mutes a player for everyone.
Talking
- Hold to talk, toggle to talk or open mic. Open mic stays open 0.4 s after you stop and also sends the moment just before it opened, so first syllables aren't cut; AUTO-SET picks its level from 4 seconds of your speech.
- KEY RELEASE DELAY (0 to 1000 ms) keeps you talking briefly after you let go, and TALK SOUNDS plays a click or beep that only you hear.
- Typing in chat never transmits. The Insert overlay adds voice KB/s sent, received and (on the host) relayed, how many are talking, and dropped chunks.
Workshop window
- Covers everything: the host's map and every Workshop mod the host is running, whether weapons, vehicles, skins, mutators or campaigns.
- Opens when it matters: when you press JOIN (before connecting), after joining (once for each newly missing item), when you join a match in progress whose map you lack, and any time from MISSING CONTENT in the lobby.
- Live status per item: what it provides (CURRENT MAP, MAP CYCLE, MAP, WEAPONS, VEHICLES, SKINS, MUTATORS or CAMPAIGN), its Workshop address, and whether it's not installed, subscribed, downloading, needs an update, downloaded, installed but turned off, or not on the Workshop at all.
- One-click fixes: GET subscribes and downloads at high priority (Steam suspends other Workshop downloads for it), UPDATE re-downloads an outdated copy, TURN ON switches on a mod you'd turned off, and GET ALL takes everything, current map first. OPEN PAGE and COPY LINK lead to the Workshop page.
- One restart: Ravenfield registers maps and loads weapons, vehicles, skins and mutators only when it starts, so after downloading you restart once and join again.
- The server list carries as many of the host's Workshop mods as fit in Steam's 8,191-byte limit (129 long titles fitted in RaveM's test); the rest are checked right after you join. Mods that aren't on the Workshop are named, but can't be linked or checked.
Your controls stay yours
- The chat and overlay defaults, U, J, hold P and Insert, appear in none of Ravenfield's keyboard presets and are never read by its code. (Older RaveM defaults, T, Tab, F10 and Y, each clashed with something in the game.)
- Every RaveM key, voice and killcam keys included, is compared with your Ravenfield bindings when the menu loads and whenever you save new controls in Ravenfield's options. Any key that clashes moves to the next free one, with a message on screen and in the log.
- Rebinding a RaveM key in PREFERENCES refuses keys Ravenfield uses, and names the game action that owns them.
- While you type in chat the game ignores the keyboard: every game control reads as zero, and in all 35 places where Ravenfield reads keys directly (among them the pause menu, map key triggers, Ravenscript mods, the spectator camera and dialogs) RaveM makes those reads skip your typing.
Text chat
- Chat to everyone or your team, in lobbies and matches, built on Ultimate Chat Box. If that can't start, RaveM falls back to a chat of its own.
- The chat stays hidden until you press a chat key, and pops up for 10 s for everyone who receives a message (
ChatMessagePopupSeconds, 0 to 60). - Anti-spam: each player may send 6 messages per 10 seconds, and the host drops the rest (
AntiSpamMessagesPer10s). Messages are up to 160 characters long (MaxMessageLength). - The send key has to be one that types nothing, such as Tab, Insert or F1 to F15. Enter is optional, because it's Ravenfield's Open Loadout key.
- Vote commands go to the host and don't appear as chat; voice commands like
/muteand/volumenever leave your PC. - Position (nine presets plus fine placement) and size are previewed live, and text size applies immediately.
Under the hood
- No game files change. RaveM patches Ravenfield in memory through BepInEx's Harmony; the ONLINE tile is a copy of the game's own menu tile made at runtime.
- Coroutines: every loop (snapshots, vehicles, game state, pings, anti-cheat and the UI) runs on MEC Pro. Lobby pings, anti-cheat sweeps and UI refreshes run
7 times a second (
SlowUpdateHz), and the lobby and player lists refresh 5 times a second (UiRefreshHz). - Steam: lobbies, friends, matchmaking and profiles use Multiplayer Engine Pro's Steam providers. Its other providers (Unity Netcode, PlayFab, Unity Services) can't run in Ravenfield and aren't used. Voice calls Steam's own voice API directly.
- Diagnostics: VERBOSE LOG writes detailed network and sync information to
BepInEx\LogOutput.log. - Files in BepInEx\config: the settings file, saved map cycles, the vote play history, voice volumes and mutes, and the ban list. What each one keeps.
Design limits
- If the host quits, the match ends for everyone. There's no host migration.
- Voice goes through the host, so the host's upload grows with the number of people talking at once.
- Voice is stereo, not surround: on 5.1 or 7.1 it uses the front left and right speakers. It has its own VOICE VOLUME, which Ravenfield's sliders and deafness effects don't change, and it keeps playing while the game's audio is paused.
- Players who switch VOICE CHAT off neither send nor hear voice, but the host still sends them the voice the rules allow; their PC discards it.
- Big lobbies are limited by the host's upload. At 250 players on an ordinary connection, distant soldiers update about once a second.
- Events (spawns, deaths, seat changes, chat) go to every player the moment they happen. Each is small, but the total grows with the number of players.
- Workshop content downloaded while Ravenfield runs loads only at the next start.
- Votes run on the host. Missing-map reports arrive a moment after a vote opens; until then an option can still get votes, which are removed if it becomes unavailable.
- The NOMINATE list shows the maps the nominating player has installed; the host re-checks every nomination against its own pool.
- Scripted maps may replace the voted game mode with their own, which is why SCRIPTED MAPS is off by default.
- Killcams: vehicle parts move in the replay when something moves them or scrolls their texture; anything animated purely in a shader isn't recorded, and very fast rotors can look slower than they are at RECORDING RATE.
- Looping fires and smoke are recorded once a second: a new one's start is exact when its loop lasts at least a second, otherwise up to a second late, never early. Fires and smoke that aren't particle systems aren't recorded.
- Soldiers beyond RECORD SOLDIERS WITHIN keep their last recorded pose, those farther than SHOW SOLDIERS WITHIN from both killer and victim get no ghost, and tracers come from projectile weapons only.
- In Spec Ops and Haunted online, the fallen stay down until the mission ends; the mission fails when the last player is down.
- AUTO SPAWN presses DEPLOY; the game still decides the respawn wave and uses the spawn point selected on your map.
- On LAN, identities are self-reported: Steam proves every player's Steam ID over Steam networking, but on a LAN each PC states its own, so a ban by Steam ID can be dodged there by faking one. The network stats panel says so, and a LAN password keeps strangers out.
- LAN discovery reaches only directly connected networks, because broadcasts don't cross routers. Use DIRECT CONNECT there; from then on the address is probed directly.
All settings
All 157 settings in BepInEx\config\com.stixsworldhd.ravem.cfg, read from RaveM.dll 1.7.1 itself. The menus change many of them;
the rest are here for hosts and tinkerers. Edit the file with the game closed: RaveM rewrites it whenever a setting changes in game.
Defaults and ranges are as RaveM states them in each setting's description. In the file, true and false are written in lowercase, as below.
1. General (4 settings)
| Setting | Default | Values | What it does |
|---|---|---|---|
EnableRaveM |
true |
true or false | Master switch. When false the ONLINE tile is hidden and no RaveM code runs in matches. Tip: Turn off to play vanilla Ravenfield without uninstalling. |
PlayerNameOverride |
(empty) |
Free text | Name shown to other players. Leave empty to use your Steam name. Tip: Pick a clan tag or nickname; empty = Steam name. |
PreferredTeam |
Auto |
Auto, Eagle or Raven | The team you ask for when you join a lobby or a running match. When the host has AUTO BALANCE on, balance wins. Tip: Pick your favourite side. |
VerboseLogging |
false |
true or false | Writes detailed network/sync diagnostics to BepInEx/LogOutput.log. Tip: Only turn on when reporting a bug - it makes the log big. |
2. Network (15 settings)
| Setting | Default | Values | What it does |
|---|---|---|---|
TickRate |
60 |
10 to 120 | FishNet simulation tick rate (ticks per second). Tip: Higher = tighter timing and slightly more CPU; lower = lighter but less precise. |
ClientSendRate |
30 |
5 to 60 | How many times per second your own soldier's movement is sent to the host. Tip: Higher = others see you move smoother and hits line up better, costs upload bandwidth. |
HostSnapshotRate |
20 |
5 to 60 | How many world snapshots per second the host sends to each player. Tip: Higher = smoother enemies/bots for everyone, but the host needs more upload. |
InterpolationDelayMs |
100 |
0 to 500 | How far in the past remote soldiers are rendered so movement can be smoothed between snapshots. Tip: Lower = more up-to-date but jittery on bad connections; higher = buttery smooth but slightly delayed. |
ExtrapolationLimitMs |
250 |
0 to 1000 | How long a remote soldier keeps moving on its last known velocity when packets stop arriving. Tip: Higher hides short lag spikes; too high makes laggy players 'run through walls' briefly. |
SnapDistance |
6.0 |
1.0 to 50.0 | If a remote soldier is further than this (metres) from where the network says, it is teleported instead of smoothed. Tip: Lower = fewer rubber-band slides but more visible pops; higher = smoother but can lag behind. |
PositionCorrectionGain |
8.0 |
1.0 to 30.0 | How aggressively remote soldiers are pulled toward their networked position each second. Tip: Higher = snappier and more accurate; lower = softer, floatier motion. |
NearDistance |
150.0 |
25.0 to 1000.0 | Soldiers closer than this (metres) to you are updated at the full snapshot rate. Tip: Raise for big open maps with snipers; lower to save bandwidth. |
MidDistance |
400.0 |
50.0 to 3000.0 | Soldiers between Near and Mid distance update at half rate; beyond Mid they use the far rate. Tip: Raise if distant enemies look choppy through scopes. |
FarSnapshotDivisor |
4 |
1 to 10 | Far soldiers are only sent every Nth snapshot. Tip: 1 = everyone full rate (heavy); higher = far soldiers choppier but much less bandwidth. |
HostUploadMbps |
25.0 |
1.0 to 1000.0 | Upload speed (megabits per second) the host lets RaveM use for position updates. It is shared by all players: each player's share is this divided by the number of players, capped by PlayerSnapshotKBps and by Steam's own measurement of that player's connection. Nearby soldiers and vehicles are always updated first. Tip: Set it to about 70 % of your real upload speed. Big lobbies need a fast upload. |
PlayerSnapshotKBps |
128 |
8 to 1024 | Most position-update data (kilobytes per second) one player receives from the host. Lowered automatically when Steam measures a slower connection or reports a backlog. Tip: 128 KB/s = 1 Mbit/s per player: smooth movement for everyone nearby. |
VehicleSendRate |
20 |
5 to 60 | How often per second a vehicle's driver sends its position. Tip: Higher = smoother jets/helicopters for others, more bandwidth. |
GameStateRate |
4.0 |
1.0 to 20.0 | How often per second the host sends flags, scores and match timers. Tip: Higher = capture bars and tickets update faster on clients. |
LoadTimeoutSeconds |
120 |
15 to 600 | How long the host waits for everyone to finish loading before starting anyway. Tip: Raise if friends have slow PCs/HDDs and big modded maps. |
3. Lobby (23 settings)
| Setting | Default | Values | What it does |
|---|---|---|---|
DefaultLobbyName |
{name}'s RaveM match |
Free text | Default lobby title on the HOST page. {name} is replaced with your player name. Tip: Just a label for the server browser. |
DefaultMaxPlayers |
8 |
2 to 250 | Default player slots when hosting (Steam allows at most 250 members per lobby). Tip: More players need more host upload: see 2. Network / HostUploadMbps. |
DefaultBotsPerTeam |
20 |
0 to 100 | Default bots per team when hosting. Tip: Bots are simulated by the host: more bots = heavier host CPU and bandwidth. |
DefaultRespawnTime |
5 |
1 to 120 | Default respawn wave time in seconds. Tip: Short = non-stop action; long = every life counts. |
BrowserAutoRefreshSeconds |
15 |
0 to 120 | Server browser refreshes itself every N seconds while open. 0 disables auto refresh. Tip: Lower = fresher list, higher = fewer Steam queries. |
MaxBrowserResults |
100 |
10 to 500 | Maximum lobbies requested from Steam per refresh. Tip: Raise if you want to see every lobby worldwide. |
RequireAllReady |
false |
true or false | Default for HOST GAME > RULES > REQUIRE READY: the host can only start once every player pressed READY. Tip: Turn on for organised matches so nobody gets dropped in while AFK. |
DefaultAutoStartWhenReady |
false |
true or false | Default for RULES > AUTO START WHEN READY: the match starts by itself 5 seconds after every player pressed READY (at least one other player needed; anyone un-readying or joining stops the countdown). Tip: Hands-free hosting. |
AutoBalanceTeams |
true |
true or false | Default for HOST GAME > RULES > AUTO BALANCE: new players go to the team with fewer players. Tip: Keeps matches fair automatically. |
AllowTeamSwitchInLobby |
true |
true or false | Default for HOST GAME > RULES > TEAM SWITCH: players may switch team in the lobby. Tip: Turn off to force the auto-balanced teams. |
AllowJoinInProgress |
true |
true or false | Default for HOST GAME > RULES > JOIN IN PROGRESS: players can join a match that is already running. Tip: Friends can hop in at any time; turn off for fixed-roster matches. |
DefaultBotSkill |
Vanilla |
Vanilla, Beginner, Normal or Veteran | Default for RULES > BOT SKILL. Vanilla keeps Ravenfield's own beginner/normal/veteran mix. Tip: Veteran bots are far deadlier; Beginner is relaxed. |
DefaultAllWeapons |
false |
true or false | Default for RULES > ALL WEAPONS: every weapon can be picked in loadouts (the game's playerHasAllWeapons flag). Tip: Sandbox fun vs. the game's normal loadout rules. |
DefaultMaxPing |
0 |
0 to 1000 | Default for RULES > MAX PING in ms. Players above it for 15 seconds are kicked. 0 = off. Tip: Keeps very laggy players from rubber-banding everyone's fights. |
DefaultVoiceChat |
true |
true or false | Default for RULES > VOICE CHAT: proximity voice chat in your lobbies. Tip: Let the battlefield talk. |
DefaultVoiceRange |
60 |
10 to 300 | Default for RULES > VOICE RANGE: how far (metres) a proximity voice carries; it fades smoothly to silence at this distance. Tip: 60 m = shouting distance. |
DefaultTeamRadio |
true |
true or false | Default for RULES > TEAM RADIO: the team radio key reaches the whole team anywhere on the map. Tip: Coordinate across the map. |
DefaultDeadPlayers |
DeadOnly |
Nearby, DeadOnly or Silent | Default for RULES > DEAD PLAYERS: Nearby = heard where they fell; DeadOnly = only other dead players hear them; Silent = dead players cannot talk. Tip: DeadOnly stops ghost call-outs. |
DefaultEnemiesHearVoice |
true |
true or false | Default for RULES > ENEMIES HEAR YOU: when off, proximity voice reaches only your own team. Tip: ON = sneaky whispers get you caught. |
DefaultLobbyVoice |
true |
true or false | Default for RULES > LOBBY VOICE: everyone in the pre-match lobby hears everyone. Tip: Chat before the fight. |
DefaultUseMapCycle |
false |
true or false | Default for RULES > MAP CYCLE: matches follow your custom map cycle instead of the single MAP/GAME MODE. Tip: Rotate through your favourite maps, Workshop maps included. |
DefaultAutoNextMapSeconds |
15 |
0 to 120 | Default for RULES > AUTO NEXT MAP: seconds after a victory before the host loads the next map for everyone. 0 = wait for the host. Tip: Non-stop matches with a short breather. |
LastMapCycle |
(empty) |
Free text | Name of the map cycle loaded automatically on HOST GAME > MAP CYCLE (files live in BepInEx/config/RaveM_MapCycles). Tip: Set automatically when you save or load a cycle. |
4. Hitscan (7 settings)
| Setting | Default | Values | What it does |
|---|---|---|---|
EnableHitValidation |
true |
true or false | Host verifies every hit reported by a client with SensorToolkit 2 ray sensors and lag compensation. Tip: Stops wall-hacks/magic bullets. Turn off only if legit hits get rejected on a very laggy connection. |
LagCompensationWindowMs |
400 |
50 to 1000 | How far back in time (ms) the host rewinds soldiers when checking a hit. Tip: Higher = fairer for high-ping players; lower = harder to abuse lag. |
HitTolerance |
3.5 |
0.5 to 15.0 | Allowed distance (metres) between a reported hit and where the target was. Tip: Higher = fewer false rejections; lower = stricter anti-cheat. |
LineOfSightMask |
8388609 |
0 to 2147483647 | Physics layers that block a bullet during validation (default = the game's own sight mask, layers 0 and 23). Tip: Leave default unless a map mod uses custom layers. |
MaxHitsPerSecond |
40 |
5 to 200 | Maximum hits one player may land per second before extra hits are discarded. Tip: Protects against rapid-fire hacks; raise for heavily modded miniguns. |
MaxDamagePerHitMultiplier |
3.0 |
1.0 to 20.0 | A single hit may deal at most weapon damage x this. Tip: Raise if a weapon mod uses huge headshot multipliers. |
MaxWeaponRange |
2500.0 |
100.0 to 10000.0 | Hits from further than this (metres) are rejected. Tip: Raise for artillery/railgun mods on huge maps. |
5. Ballistics (10 settings)
| Setting | Default | Values | What it does |
|---|---|---|---|
EnableBallistics |
true |
true or false | Offline (with ApplyInSinglePlayer): enables the Projectile Factory ballistics layer: air drag, wind drift and ballistic bot aim. Online games always use the host's HOST GAME > MODE OPTIONS > BALLISTICS, the same for every player. Tip: Makes long-range shooting more realistic and bots smarter with arcing weapons. |
ApplyInSinglePlayer |
false |
true or false | Offline: Also apply the ballistics layer in normal offline Instant Action/Campaign. Tip: Turn on to get the same bullet physics offline. |
AirDragCoefficient |
0.00012 |
0.0 to 0.01 | Offline: Quadratic air drag applied to fast projectiles (per metre). Tip: Higher = bullets slow down and drop more at range; 0 = vanilla. |
DragMinSpeed |
120.0 |
0.0 to 2000.0 | Offline: Only projectiles faster than this (m/s) receive drag and wind (bullets, not thrown objects). Tip: Lower it to affect slower rockets too. |
WindStrength |
0.8 |
0.0 to 10.0 | Offline: Crosswind in m/s pushing fast projectiles. Tip: Higher = you must aim into the wind at long range; 0 = no wind. |
WindDirectionDegrees |
45.0 |
0.0 to 360.0 | Offline: Compass direction the wind blows toward (0 = world +Z). Tip: Changes which way long shots drift. |
WindGustiness |
0.35 |
0.0 to 1.0 | Offline: How much the wind strength varies over time. Tip: Higher = less predictable long-range drift. |
BotBallisticAim |
true |
true or false | Offline: Host bots solve the ballistic arc (Projectile Factory solver) for weapons with bullet drop. Tip: Bots lob grenades/rockets and snipe with correct elevation. |
BotBallisticSkill |
0.85 |
0.0 to 1.0 | Offline: How closely bots follow the perfect ballistic solution. Tip: 1 = scary accurate, 0 = vanilla bot aim. |
BotTargetLeading |
true |
true or false | Offline: Bots lead moving targets by projectile travel time. Tip: Running in a straight line becomes dangerous. |
6. AntiCheat (10 settings)
| Setting | Default | Values | What it does |
|---|---|---|---|
EnableAntiCheat |
true |
true or false | Master switch for Anti-Cheat Toolkit detectors and host-side validation. Tip: Keep on in public lobbies. |
SpeedHackDetection |
true |
true or false | ACTk SpeedHackDetector watches for game-clock manipulation on clients. Tip: Catches speed hacks; reported to the host. |
SpeedHackInterval |
1.0 |
0.1 to 10.0 | Seconds between speed-hack checks. Tip: Lower = faster detection, tiny CPU cost. |
SpeedHackMaxFalsePositives |
3 |
1 to 50 | How many suspicious readings in a row are tolerated before reporting. Tip: Raise if a weak PC with huge hitches gets false reports. |
ObscuredValueDetection |
true |
true or false | ACTk ObscuredCheatingDetector flags memory editors poking protected values. Tip: Catches Cheat Engine style value edits. |
HealthTamperProtection |
true |
true or false | Your health is mirrored in an ACTk ObscuredFloat; edits outside real game events are reverted and reported. Tip: Stops god-mode memory edits. |
ServerMovementValidation |
true |
true or false | Host checks every client's movement speed and teleports. Tip: Stops speed/teleport hacks. |
MaxOnFootSpeed |
18.0 |
5.0 to 100.0 | Maximum believable on-foot speed (m/s) before a movement violation is counted. Tip: Raise for mods with jetpacks or super-sprint. |
MaxViolationsBeforeAction |
12 |
1 to 200 | Violations (bad hits, speed, reports) before the Action is taken. Tip: Lower = stricter, higher = more forgiving to lag. |
Action |
Kick |
LogOnly, Kick or Ban | What the host does when a player reaches the violation limit. Tip: Ban also stores the SteamID in BepInEx/config/RaveM_bans.txt. |
7. Chat (14 settings)
| Setting | Default | Values | What it does |
|---|---|---|---|
EnableChat |
true |
true or false | Enables the Ultimate Chat Box chat in lobbies and matches. Tip: Turn off if you only use voice chat. |
ChatKey |
U |
Any Unity KeyCode name | Opens chat to everyone (Enter sends, Esc cancels). The chat is hidden until you press a chat key. RaveM never uses a key Ravenfield uses: a collision with your game controls moves this key to a free one automatically (logged + shown). Tip: Any free Unity KeyCode name, e.g. U, H, K, O. |
TeamChatKey |
J |
Any Unity KeyCode name | Opens chat to your team only. RaveM never uses a key Ravenfield uses: a collision with your game controls moves this key to a free one automatically (logged + shown). Tip: Any free Unity KeyCode name. |
ChatSendKey |
Tab |
Any Unity KeyCode name | Sends the message you are typing. Must be a key that types no text (Tab, Return, KeypadEnter, Insert, PageUp, PageDown, Pause, F1-F15). Ravenfield ignores the keyboard while you type, so the game's own use of this key (Tab = scoreboard) does not trigger. You can also click the arrow button in the chat bar. Tip: Tab is one finger from WASD; Enter is optional (see ChatEnterSends). |
ChatEnterSends |
false |
true or false | Also send with Enter. Off by default: Enter is Ravenfield's Open Loadout key, so RaveM sends with the send key or the arrow button instead. Tip: Turn on if you prefer Enter. |
ChatShowCursor |
true |
true or false | Shows the mouse cursor while you type (mouse look pauses anyway) so the arrow send button can be clicked; the game locks it again when the chat closes. Tip: Turn off to keep the cursor hidden while typing. |
ChatPositionX |
2 |
0 to 100 | Horizontal chat position as a percentage of the free screen space: 0 = left edge, 50 = centred, 100 = right edge (PREFERENCES has one-click presets). Tip: Move the chat away from parts of the HUD you care about. |
ChatPositionY |
18 |
0 to 100 | Vertical chat position as a percentage of the free screen space: 0 = bottom edge, 100 = top edge. Tip: Raise it if it covers your weapon or health HUD. |
ChatSize |
5.0 |
2.0 to 10.0 | Chat box size on Ultimate Chat Box's own scale: 10 = the full length of the screen's short side (the box is half as tall as it is wide). Tip: Bigger = more message history visible while you type. |
ChatMessagePopupSeconds |
10 |
0 to 60 | When anyone sends a chat message, the chat window pops up for everyone who receives it (the sender included) for this many seconds. 0 = the chat only appears when you open it with a chat key. (New key in 1.1.5 so existing configs get the 10 s default.) Tip: 5-15 s is enough to read a line; 0 for a clean screen. |
MaxMessageLength |
160 |
16 to 500 | Maximum characters per message. Tip: Shorter = less spam. |
ChatVisibleLines |
8 |
2 to 20 | How many chat lines are visible at once. Tip: More lines = more history on screen, more screen space used. |
ChatFontSize |
18 |
10 to 40 | Chat text size in pixels at 1080p; it scales with your resolution together with the chat box, and applies immediately. Tip: Raise it if you want bigger text on any screen. |
AntiSpamMessagesPer10s |
6 |
1 to 50 | Messages a player may send per 10 seconds; extras are dropped by the host. Tip: Lower to silence spammers. |
8. Coroutines (2 settings)
| Setting | Default | Values | What it does |
|---|---|---|---|
SlowUpdateHz |
7.0 |
1.0 to 30.0 | MEC Pro SlowUpdate segment frequency used for lobby pings, anti-cheat sweeps and UI refresh. Tip: Higher = UI and pings update faster, tiny CPU cost. |
UiRefreshHz |
5.0 |
1.0 to 30.0 | How often per second the lobby/player list UI refreshes. Tip: Higher = snappier lists. |
9. Interface (7 settings)
| Setting | Default | Values | What it does |
|---|---|---|---|
NetStatsKey |
Insert |
Any Unity KeyCode name | Toggles the network statistics overlay. RaveM never uses a key Ravenfield uses: a collision with your game controls moves this key to a free one automatically (logged + shown). Tip: Any free Unity KeyCode name. |
PlayerListKey |
P |
Any Unity KeyCode name | Hold to show the online player list with pings. RaveM never uses a key Ravenfield uses: a collision with your game controls moves this key to a free one automatically (logged + shown). Tip: Any free Unity KeyCode name. |
ShowNetStatsOnStart |
false |
true or false | Show the network statistics overlay automatically in matches. Tip: Handy for hosts watching bandwidth. |
WorkshopWindow |
true |
true or false | Show the Steam Workshop window when a lobby you pick in the server browser, or join, uses a map or mods you don't have: each item with a direct Workshop link, one-click GET (subscribe + download right away) and live download progress. Tip: Leave it on: one click gets everything you're missing. |
OverlayScale |
1.0 |
0.5 to 2.0 | Scale of RaveM's in-game overlays. Tip: Raise on 4K, lower on small screens. |
ShowNameTags |
true |
true or false | Floating name tags above other human players (team-coloured). Tip: Easier to tell friends from bots. |
NameTagMaxDistance |
250.0 |
10.0 to 2000.0 | Name tags are hidden beyond this distance (metres). Tip: Lower = less clutter. |
10. Voting (host defaults) (24 settings)
| Setting | Default | Values | What it does |
|---|---|---|---|
DefaultVoteWhat |
MapAndMode |
Off, Map, Mode, MapAndMode or Combined | What players vote on: Map, Mode (game mode), MapAndMode (two ballots, chosen independently) or Combined (map + mode pairs on one ballot). Off disables voting. Tip: MapAndMode gives players the most say. |
DefaultVoteInLobby |
true |
true or false | Allow the host to start a vote from the lobby (VOTE tab > START VOTE). Tip: Let the lobby pick the first map. |
DefaultVoteAtMatchEnd |
true |
true or false | Start a vote automatically when a match ends - either team wins, so after a victory or a defeat, in every game mode; the winner loads for everyone (replaces AUTO NEXT MAP while on). If nobody votes, the next map in your MAP CYCLE loads. Tip: The classic end-of-round map vote. |
DefaultVoteAutoStart |
false |
true or false | Start the match automatically 5 s after a lobby vote ends. Tip: Hands-free lobbies. |
DefaultVoteSeconds |
30 |
10 to 180 | How long a vote stays open (a runoff lasts at most 15 s). Tip: 20-40 s works well. |
DefaultVoteMapChoices |
5 |
2 to 9 | Maps offered per vote (plus the RANDOM MAP / PLAY AGAIN / KEEP PLAYING options). Tip: 5 keeps the list readable. |
DefaultVoteModeChoices |
3 |
2 to 8 | Game modes offered on the mode ballot. Tip: Official modes: Battle, Domination, Haunted, Point Match, Skirmish, Spec Ops. |
DefaultVotePool |
AllMaps |
AllMaps, BuiltIn, Custom or MapCycle | Which maps votes draw from: every Instant Action map, only built-in, only installed custom maps, or only your MAP CYCLE. Maps hidden from Instant Action are never offered (same rule as the game's map picker). Tip: MapCycle = curated votes. |
DefaultVotePick |
LeastPlayed |
LeastPlayed, Random or CycleOrder | How the offered maps are chosen after nominations: least played first (random among equals), fully random, or the next maps in your cycle. Tip: LeastPlayed spreads play across every map. |
DefaultVoteSkipRecent |
2 |
0 to 5 | Recently played maps left out of votes (the current map is always left out; it can come back only as PLAY AGAIN). Tip: Stops the same maps repeating. |
DefaultVoteRandomOption |
true |
true or false | Add a RANDOM MAP option (a pool map that was not listed). Tip: Fun for mixed lobbies. |
DefaultVotePlayAgain |
true |
true or false | Add PLAY AGAIN (the map just played) to end-of-match votes. Tip: Good maps deserve a rematch. |
DefaultVoteTieBreak |
Runoff |
Runoff, Random, HostDecides or FirstListed | Tie-break: a quick runoff between the tied options (once; then random), random, the host picks (20 s, then random) or the first listed option. No votes at all is not a tie: the next MAP CYCLE map loads (without a cycle list: the first listed real map with FirstListed, otherwise a random real map). Tip: Runoff is the fairest. |
DefaultVoteEndEarly |
true |
true or false | Close the vote as soon as everyone has voted (or, when votes cannot be changed, as soon as the result can no longer change). Tip: Saves waiting. |
DefaultVoteChangeVote |
true |
true or false | Players may change their vote until it closes. Tip: Turn off for one-shot votes. |
DefaultVoteLiveResults |
true |
true or false | Show the vote counts while voting (off = revealed when the vote closes). Tip: Hidden results avoid bandwagons. |
DefaultVoteNominations |
1 |
0 to 3 | Maps each player may nominate for the next vote (VOTE tab > NOMINATE or !nominate <map> [mode]). Nominated maps are offered first. 0 = off. Tip: 1 per player keeps it fair. |
DefaultVoteRtv |
true |
true or false | Rock the vote: during a match players can ask for a map change (VOTE window or !rtv); enough requests start a vote with a KEEP PLAYING option. Tip: Lets players skip a map nobody enjoys. |
DefaultVoteRtvPercent |
60 |
10 to 100 | Share of players needed to start a rock-the-vote (rounded up, at least 1). Tip: 50-66 % is typical. |
DefaultVoteRtvDelay |
60 |
0 to 900 | Seconds after a match starts before rock the vote opens. Tip: Give every map a fair chance. |
DefaultVoteRtvChangeNow |
true |
true or false | A rock-the-vote result loads right away (off = when the current match ends). Tip: Off is gentler for long matches. |
DefaultVoteOnlyShared |
true |
true or false | Options some players do not have installed are marked and cannot win (every player's game checks the offered maps). Tip: Keeps everyone in the next match. |
DefaultVoteScriptedMaps |
false |
true or false | Include scripted maps (maps that bring their own game mode, metaData.hasBuiltInGameMode) in votes. Tip: Scripted maps may ignore the voted mode. |
DefaultVoteModes |
(empty) |
Free text | Game modes allowed in votes, comma separated (empty = all). Edited on HOST GAME > VOTING. Tip: e.g. Battle,Domination,Point Match |
11. Voice (24 settings)
| Setting | Default | Values | What it does |
|---|---|---|---|
VoiceChat |
true |
true or false | Voice chat for you. When off you neither send nor hear voice. Tip: Talk to your squad! |
VoiceMode |
PushToTalk |
PushToTalk, ToggleToTalk or OpenMic | PushToTalk: hold the push-to-talk key (or the team radio key) to talk. ToggleToTalk: press a talk key once to start talking and again to stop. OpenMic: you are sent whenever your voice is louder than VoiceOpenMicDb. Tip: Toggle saves your finger on long call-outs. |
VoicePushToTalkKey |
H |
Any Unity KeyCode name | Hold to talk to players near you (and on your vehicle's intercom). If Ravenfield uses the key, RaveM moves it to a free key at startup. Tip: H is free in Ravenfield's default controls. |
VoiceRadioKey |
BackQuote |
Any Unity KeyCode name | Hold to talk on the team radio: your whole team hears you anywhere on the map (when the host allows it). Tip: BackQuote is the key above Tab. |
VoiceOpenMicDb |
-40.0 |
-70.0 to -10.0 | Open mic only: how loud (dBFS) your voice must be to be sent. Lower = more sensitive. Tip: Watch YOUR MIC in PREFERENCES > VOICE CHAT SETTINGS. |
VoiceVolume |
1.0 |
0.0 to 3.0 | Volume of other players' voices (1.0 = 100 %). Tip: Crank it for loud battles. |
VoiceRadioEffects |
true |
true or false | Team radio sounds like a radio (band-limited, crackle, squelch); the vehicle intercom slightly. Tip: Pure immersion. |
VoiceOcclusion |
true |
true or false | Voices behind walls and terrain sound muffled and quieter. Tip: Hear where people really are. |
VoiceMaxHeard |
8 |
1 to 32 | Most voices you hear at once: radio, vehicle and lobby voices first, then the nearest. Tip: Fewer = clearer in big fights. |
VoiceJitterMs |
80 |
20 to 400 | Voice buffer: higher smooths bad connections, lower reduces delay. Tip: 80 ms suits most connections. |
VoiceSpeakingHud |
true |
true or false | Show who is talking on the right of the screen and your own microphone state. Tip: Know who is calling the shots. |
VoiceReleaseDelayMs |
0 |
0 to 1000 | Keep talking this long after you release (or switch off) a talk key. Steam itself also records a short moment after release. Tip: 150-300 ms stops clipped last words. |
VoiceTalkSounds |
Off |
Off, Click or Beep | A sound only you hear when your microphone opens and closes with a talk key: Click = a short tick, Beep = a radio-style tone. Tip: Beep feels like a real radio. |
VoiceNearbyVolume |
1.0 |
0.0 to 2.0 | Your volume for nearby (proximity) voices and dead players' voices, on top of VoiceVolume (1.0 = 100 %). Tip: Turn nearby chatter down, keep the radio loud. |
VoiceRadioVolume |
1.0 |
0.0 to 2.0 | Your volume for team radio voices, on top of VoiceVolume. Tip: Orders over the radio, loud and clear. |
VoiceIntercomVolume |
1.0 |
0.0 to 2.0 | Your volume for your vehicle's intercom, on top of VoiceVolume. Tip: Hear your gunner over the engine. |
VoiceLobbyVolume |
1.0 |
0.0 to 2.0 | Your volume for voices in the pre-match lobby, on top of VoiceVolume. Tip: Quiet the lobby, loud in battle. |
VoiceDirection3D |
true |
true or false | Nearby voices come from the talker's direction (left / right, quieter and darker behind you). Off = centred; distance and walls still apply. Tip: Off helps with one-ear headphones. |
VoiceHearEnemies |
true |
true or false | Hear the other team's nearby voices when the host lets enemies hear each other. Off = only your own team's voices (on your PC). Tip: Off = no trash talk from the enemy. |
VoiceHearDead |
true |
true or false | Hear dead players' voices when the host's rules send them to you. Tip: Off = only the living. |
VoiceFriendsOnly |
false |
true or false | Hear only players who are your Steam friends (your own sounds still play). Tip: Private squad with strangers around. |
VoiceMuteSteamBlocked |
true |
true or false | Never hear players you blocked on Steam (Steam's relationship 'Ignored': you blocked them from comments and chat). Tip: Blocked stays blocked. |
VoiceMicHud |
true |
true or false | Show your microphone state (talking / radio / mic on / open mic, level meter) above the ammo panel in a match. Tip: Always know when you are live. |
VoiceNameTagMarks |
true |
true or false | Show ((.)) on name tags while that player talks. Tip: Spot the talker at a glance. |
12. Killcam & spawning (10 settings)
| Setting | Default | Values | What it does |
|---|---|---|---|
KillcamShow |
true |
true or false | Show killcams (and the final killcam) on your screen when the host's MODE OPTIONS allow them. Tip: Learn where that sniper was. |
KillcamView |
KillersEyes |
KillersEyes, Shoulder or Cinematic | Your killcam camera when the host leaves the choice to players: through the killer's eyes, over the killer's shoulder, or a cinematic side view of killer and victim. Tip: Killer's eyes shows exactly what they saw. |
KillcamSkipKey |
Backspace |
Any Unity KeyCode name | Skip the killcam (when the host allows skipping). Ravenfield respawns you with Fire while you are dead, so Fire never skips. Tip: Backspace is free in Ravenfield's controls. |
KillcamHud |
true |
true or false | Show the killcam panel on the right (KILLCAM, the killer, weapon, distance, health, camera) and the progress bar. Tip: Off for clean cinematic replays. |
KillcamRecordFps |
20 |
10 to 30 | How many times per second soldiers and vehicles are recorded for killcams (smoother replays cost a little more CPU and memory). Tip: 20 is smooth; 10 saves CPU in huge battles. |
KillcamRecordRange |
800 |
100 to 5000 | Soldiers farther than this from you are not posed in the recording (in killcams they keep their last recorded pose). Tip: Raise it if long-range snipers kill you. |
KillcamAnimateRange |
250 |
0 to 2000 | Ravenfield stops animating AI soldiers nobody can see; within this distance RaveM keeps them animating while recording, so killcams never show frozen killers (0 = the game's default, no extra CPU). Tip: Lower it if big bot battles stutter. |
AutoSpawnUse |
true |
true or false | Follow the host's AUTO SPAWN (MODE OPTIONS > SPAWNING): RaveM presses DEPLOY for you after the host's delay. Off = you always deploy yourself. Tip: Off to pick your loadout every time. |
KillcamGhostRange |
150 |
25 to 2000 | Soldiers and vehicles this close to the killer or the victim appear in the killcam (farther ones are left out; each one shown costs a little when the killcam starts). Tip: Raise it for long-range fights; lower it if killcams hitch on start. |
KillcamMuteWorld |
true |
true or false | Silence the live battle (gunfire, explosions) while a killcam plays; voice chat keeps playing. Tip: Off to keep hearing the fight around your body. |
13. LAN (4 settings)
| Setting | Default | Values | What it does |
|---|---|---|---|
LanPort |
48780 |
1024 to 65535 | UDP port LAN games use (hosting, joining and discovery). Every player on the LAN game needs the same port; allow Ravenfield through your firewall on private networks. Tip: Change only if another program uses 48780. |
LanIPv6 |
false |
true or false | Also use IPv6 for LAN games (dual stack). Off = IPv4 only, which every network supports. Tip: Turn on for IPv6-only networks. |
LanTimeoutSeconds |
10 |
3 to 60 | Seconds without any packet before a LAN connection counts as lost. Tip: Raise it on unreliable Wi-Fi. |
LanRecent |
(empty) |
Free text | Addresses you joined with DIRECT CONNECT (most recent first, up to 8). The server browser also probes these directly, so games on other subnets or VPNs still show up. Tip: Filled in automatically. |
11. Voting (personal) (3 settings)
| Setting | Default | Values | What it does |
|---|---|---|---|
VoteKey |
K |
Any Unity KeyCode name | Opens the vote window during a match (click an option to vote; Esc or this key closes it). RaveM never uses a key Ravenfield uses: a collision moves it automatically. Tip: Any free Unity KeyCode name. |
VoteAutoOpen |
true |
true or false | Open the VOTE tab (lobby) or the vote window (match end) automatically when a vote starts. In the middle of a match only the banner appears. Tip: Turn off to open votes yourself. |
VoteBanner |
true |
true or false | Show a small banner with the vote timer (and rock-the-vote progress) during a match. Tip: Turn off for a clean screen. |