Pig Sty Patch

The Sty server, let us know your thoughts, suggestions...

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Z-Man
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Post by Z-Man »

No, the source looks correct. You need to look for the example files in the source directory, I don't think they get installed.

And yes, you can just delete source files and move whole bzr branches around in your file system as you wish, there's no magic data anywhere else.
superkikim
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Post by superkikim »

Great... It works.....

Fast Track Euro CTF...

I will personalize settings....

Another question:

Is this version also working for any other standard server ? or do I need the original one

I currently have a binary in my /bin directory for the original version. Can I just overwrite it with the Pig Sty one ?
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Z-Man
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Post by Z-Man »

superkikim wrote:Can I just overwrite it with the Pig Sty one ?
I think it should be fine. If you feed it normal, non-sty maps and configuration, it should behave like regular Armagetron.
superkikim
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Post by superkikim »

Hi,

I have tried to run my Fast Track Reloaded server with the pig-sty version. But nwo, when I try to connect with the client, it says my client needs un upgrade :-(

I have no idea what could be the setting which gives this limitation :-( Any help welcome:

Here are the settings:

Code: Select all

map_file Anonymous/polygon/regular/40-gon-0.2.aamap.xml

MAX_CLIENTS_SAME_IP_SOFT 1 
MAX_CLIENTS_SAME_IP_HARD 1 		
NETWORK_SPECTATOR_TIME  30 
ALLOW_VOTING 1
CYCLE_SPEED 50           		# basic cycle speed (m/s)
CYCLE_START_SPEED 50     		# speed at startup
CYCLE_ACCEL 1
CYCLE_ACCEL_SELF 100
CYCLE_ACCEL_ENEMY 500
# CYCLE_ACCEL_RIM 10000
CYCLE_DELAY  .01        		# min time between turns in seconds. Never enable the topology police if this is set lower than 0.001.
CYCLE_BRAKE 10000          		# allow braking
CYCLE_RUBBER 150          		# niceness when hitting a wall
CYCLE_BRAKE_REFILL 0.01 		# refill rate of brake reservoir
CYCLE_BRAKE_DEPLETE 10 		# depletion rate of brake reservoir ( set to 0 to reenable pre 0.2.5 behaviour of infinite brakes )
CYCLE_SPEED_DECAY_ABOVE 0.3
MAX_CLIENTS 12	 		# maximum number of clients that can connect to this machine

SP_EXPLOSION_RADIUS 4				# blast radius of cycle explosions
SP_WALLS_LENGTH 500				# cycle trail length
SP_FINISH_TYPE 0				# 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 1				# arena size factor; increase this by two to double the arena size
SP_SPEED_FACTOR 0				# 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 100					# IQ of the AIs
SP_MIN_PLAYERS 5 				# minimum number of players; missing humans are filled up with AIs
SP_NUM_AIS 1					# minimum number of AIs
SP_LIMIT_ROUNDS 100
SP_WALLS_STAY_UP_DELAY 0

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

EXPLOSION_RADIUS 4				# blast radius of cycle explosions
WALLS_LENGTH 500				# cycle trail length
WALLS_STAY_UP_DELAY 0				# cycle trail stay up this long after the cycle's destruction
FINISH_TYPE 0					# 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 siz
SPEED_FACTOR 0					# cycle speed factor increase this by two to double the speed
AUTO_IQ 1					# 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 100					# IQ of the AIs
MIN_PLAYERS 2					# minimum number of players; missing humans are filled up with AIs
NUM_AIS 0					# minimum number of AIs

TEAM_BALANCE_ON_QUIT 1              # 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 1                # maximum 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 15                        # maximum number of teams
TEAMS_MIN 1 


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 1       # 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 10    # score limit (all limits for one match)
LIMIT_ROUNDS 100

TALK_TO_MASTER 1     			# set this to 1 if you want this server to be known
		     			# on the internet

SPAM_PROTECTION_REPEAT 5.0 # minimum time between identical chat messages.

SPAM_PROTECTION_REPEAT 2.0
SPAM_PROTECTION 4.0      	
SPAM_PROTECTION_VOTE 50.0 
SPAM_PROTECTION_CHAT 1.0 	
SPAM_PENALTY 3.0         	
SPAM_AUTOKICK 14.0       	
SPAM_MAXLEN 500    

WIN_ZONE_MIN_ROUND_TIME 60          # minimum time ( seconds ) the round has to be going on before the instant win zone is activated
WIN_ZONE_MIN_LAST_DEATH 30          # minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is activated
WIN_ZONE_DEATHS 1
WIN_ZONE_EXPANSION 50
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Z-Man
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Post by Z-Man »

Watch the server's output. On loading the configuration, it tells you which setting causes the incompatibility in a warning message.
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Re: Pig Sty Patch

Post by [NNJG]Ben »

Does Dedicated 0.3 support CTF yet?
If so do I need a different patch?
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JOIN HERE!
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[NNJG] Wild Fortress - [NNJG] CTF(S) - [NNJG] Sumo - [NNJG] Racing
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kyle
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Re: Pig Sty Patch

Post by kyle »

the only thing close to supporting capture the flag, is here
there is no /drop for it and the zone does not move with the cycle very well.
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