Settings

For the Inner, Middle, and Outer district servers.

Moderators: blane, moci

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blane
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Settings

Post by blane » Wed Jun 09, 2004 4:32 pm

Here are the relevant settings currently active on The Inner District (Outer and Middle should basically the same).

/etc/armagetron/settings.cfg

MAX_CLIENTS 16 # maximum number of clients that can connect to this machine
CYCLE_SPEED 23 # basic cycle speed (m/s)
CYCLE_START_SPEED 20 # speed at startup
CYCLE_ACCEL 14 # acceleration multiplicator
CYCLE_ACCEL_OFFSET 2 # acceleration offset
CYCLE_DELAY .03 # min time between turns
CYCLE_WALL_NEAR 5 # when is a wall near?
CYCLE_SOUND_SPEED 15 # sound speed divisor
CYCLE_BRAKE 40 # allow braking
CYCLE_RUBBER 4 # niceness when hitting a wall
CYCLE_PING_RUBBER 3 # niceness when hitting a wall, influence of your ping
CYCLE_BRAKE_REFILL 0 # refill rate of brake reservoir
CYCLE_BRAKE_DEPLETE 0 # depletion rate of brake reservoir ( set to 0 to reenable pre 0.2.5 behaviour of infinite brakes )

FLOOR_RED .15 # floor color (without moviepack)
FLOOR_GREEN .3 # floor color (without moviepack)
FLOOR_BLUE .15 # floor color (without moviepack)
FLOOR_MIRROR_INT .1 # floor mirror (if enabled)
GRID_SIZE 1 # grid size

# visual settings

FADEOUT_NAME_DELAY 5.0 # Time the player names are shown. Set to 0 if you don't want to show them at all or -1 if you want to show them always.
SHOW_OWN_NAME 0 # Should your own name be shown above your cycle, too?

# game rules settings

SCORE_WIN 0 # points you gain for beeing last one alive
SCORE_SUICIDE 0 # points you gain for every stupid death (race
# into the rim/your own wall)
SCORE_KILL 2 # points you gain for everyone racing into your wall
SCORE_DIE 0 # points you gain for every time you race into
# someones wall

LIMIT_SCORE 23 # score limit (all limits for one match)
LIMIT_ROUNDS 7 # max number of rounds to play
LIMIT_TIME 23 # max time (in minutes)

# for single player highscore hunt on this server:

SP_SCORE_WIN 0 # points you gain for beeing last one alive
SP_SCORE_KILL 2
SP_LIMIT_SCORE 23 # score limit (all limits for one match)
SP_LIMIT_ROUNDS 7 # max number of rounds to play
SP_LIMIT_TIME 23 # max time (in minutes)
Last edited by blane on Fri Jun 11, 2004 12:10 am, edited 1 time in total.
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blane
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Post by blane » Wed Jun 09, 2004 4:34 pm

/etc/armagetron/settings_dedicated.cfg

SPAM_PROTECTION 4.0 # minimum average time between chat messages in seconds so they are not considered spammin
g
SPAM_PENALTY 3.0 # spam penalty to add on spam detection
SPAM_AUTOKICK 14.0 # spam protection value that causes someone to get instantly kicked
SPAM_MAXLEN 80 # maximal length of chat message

# voting

ALLOW_VOTING 0 # allow voting?

MIN_VOTERS 3 # number of voters that need to be
# online to enable voting; meant to inhibit single players from
# tyrannizing players with older versions

VOTING_TIMEOUT 300 # number of seconds before a vote times out

VOTING_START_DECAY 60 # number of seconds after that the
# non-voters start to get ignored

VOTING_DECAY 60 # one non-voter is ignored
# everytime this many secons pass


# single player settings, active while only one client is connected

SP_EXPLOSION_RADIUS 0 # blast radius of cycle explosions
SP_WALLS_LENGTH -1 # cycle trail length
SP_WALLS_STAY_UP_DELAY 4 # cycle trail stay up this long after the cycle's destruction
SP_TEAM_BALANCE_ON_QUIT 0 # balance teams if a member quits?
SP_TEAM_BALANCE_WITH_AIS 1 # balance teams with AI players?
SP_TEAM_MAX_IMBALANCE_PERM 1 # maximum permanent team imbalance
SP_TEAM_MAX_IMBALANCE 2 # maximum temporary team imbalance
SP_TEAM_MAX_PLAYERS 1 # maximum number of players per team
SP_TEAM_MIN_PLAYERS 1 # minimum number of players per team
SP_TEAMS_MAX 2 # maximum number of teams
SP_TEAMS_MIN 2 # minimum number of teams
SP_WIN_ZONE_MIN_ROUND_TIME 1000000 # minimum time ( seconds ) the round has to be going on before the instant win zone is activated
SP_WIN_ZONE_MIN_LAST_DEATH 1000000 # minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is ac
tivated
SP_FINISH_TYPE 1 # what happens if all human players are dead? 0 for almost immediate round restart, 1 for
slow round restart, 2 to let the remaining AIs fight in fast forward mode, 3 to let the AIs fight on normally
SP_GAME_TYPE 1 # 1 for normal duel, 0 for freestyle ( round only ends when everyone is dead )
SP_SIZE_FACTOR -3 # arena size factor; increase this by two to double the arena size
SP_SPEED_FACTOR 1 # cycle speed factor increase this by two to double the speed
SP_AUTO_IQ 1 # flag indicating whether the IQ of the AIs should be automatically adapted to the player
strength
SP_AUTO_AIS 0 # flag indicating whether the number of AIs should be automatically adapted to the player
strength
SP_AI_IQ 50 # IQ of the AIs
SP_MIN_PLAYERS 2 # minimum number of players; missing humans are filled up with AIs
SP_NUM_AIS 1 # minimum number of AIs

# the same settings, active when more than one client is connected

CYCLE_RUBBER 4
EXPLOSION_RADIUS 0 # blast radius of cycle explosions
WALLS_LENGTH -1 # cycle trail length
WALLS_STAY_UP_DELAY 8 # cycle trail stay up this long after the cycle's destruction
TEAM_BALANCE_ON_QUIT 0 # balance teams if a member quits?
TEAM_BALANCE_WITH_AIS 0 # balance teams with AI players? ( set it to 0 to disable AIs completely )
TEAM_MAX_IMBALANCE_PERM 0 # maximum permanent team imbalance
TEAM_MAX_IMBALANCE 0 # maximum temporary team imbalance
TEAM_MAX_PLAYERS 1 # maximum number of players per team ( set it to 1 to disable teams )
TEAM_MIN_PLAYERS 1 # minimum number of players per team
TEAMS_MAX 16 # maximum number of teams
TEAMS_MIN 1 # minimum number of teams
WIN_ZONE_MIN_ROUND_TIME 600 # minimum time ( seconds ) the round has to be going on before the instant win zone is activated
WIN_ZONE_MIN_LAST_DEATH 300 # minimum time ( seconds ) since the last interesting event ( player death ) before the instant wi
n zone is activated
FINISH_TYPE 2 # what happens if all human players are dead? 0 for almost immediate round restart, 1 for
slow round restart, 2 to let the remaining AIs fight in fast forward mode, 3 to let the AIs fight on normally
GAME_TYPE 1 # 1 for normal duel, 0 for freestyle ( round only ends when everyone is dead )
SIZE_FACTOR -1 # arena size factor; increase this by two to double the arena size
SPEED_FACTOR 1 # cycle speed factor increase this by two to double the speed
AUTO_IQ 0 # flag indicating whether the IQ of the AIs should be automatically adapted to the
player strength
AUTO_AIS 0 # flag indicating whether the number of AIs should be automatically adapted to the
player strength
AI_IQ 50 # IQ of the AIs
MIN_PLAYERS 0 # minimum number of players; missing humans are filled up with AIs
NUM_AIS 0 # minimum number of AIs
Last edited by blane on Fri Jun 11, 2004 12:10 am, edited 1 time in total.
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iceman
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Post by iceman » Thu Jun 10, 2004 12:00 pm

wall near is the distance from wall that acceleration starts to be effective

low = get close to wall before acceleration starts
extremely high = madness lol !
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blane
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Post by blane » Thu Jun 10, 2004 12:04 pm

Hm, I'm sorry I didn't include the settings here:

[email protected]:/etc/armagetron$ cat settings.cfg |grep NEAR
CYCLE_WALL_NEAR 5 # when is a wall near?


I will add a complete settings.cfg and setting_dedicated.cfg on the website asap.
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blane
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Joined: Tue Jun 08, 2004 3:26 pm
Location: Timbuktu
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Post by blane » Fri Jun 11, 2004 12:09 am

The Outer DIstrict now also runs with

SPEED FACTOR 1

This setting is now permanent default for Inner/Outer/Middle settings.
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