what should a default settings_dedicated.cfg look like can someone give me an example. my current cfg is this and it wont broadcast to the internet list. heres my current cfg
########################################################################################## # Do not modify this file! Instead, create two files in the same directory this file is in. # settings_custom.cfg # Actual gameplay settings # server_info.cfg # The server name, network setup, etc. # # You only need to put in these two files what is different from here. Also, # settings_custom.cfg will override server_info.cfg # ############################################################################################ # special settings useful for dedicated servers ############################################################################################ # # Network interface setup # ############################################################################################ # if you are running the server on a machine with no fixed IP address, but have a dynamic DNS # address that always resolves to your machine's IP, uncomment the following line and enter the # correct dynamic DNS name. This will help the master and the clients to remember your server # even after its IP changed. #SERVER_DNS # SERVER_IP can be set to the IPs you want the server to listen on. Usually, you can # leave this setting alone; it's designed for the case that you have multiple network cards # and want to make the server listen only to one, for example because you want to run many # servers on that machine, each listening on a different network card but on the same port. # # Special values are: # ANY opens one socket listening to all IPs ( this was the only available # option for 0.2.7.1 and before ). You need one entry of this form if # your server is to appear on the LAN browsers. # ALL opens one socket for each IP. ( equivalent to typing your hostname ) # ONEOF only one socket is opened after this keyword. # RELAXED will consider the initialization as successful if at least one # socket was opened. # IGNOREERRORS will continue despite fatal errors like DNS lookup failures and # attempts to bind to IPs not owned by the local machine. # You can also specify a hostname instead of an IP. In that case, every IP that # the hostname is known under will get its own socket. # You can modify the port to listen on by adding an offset to the current port after a colon. # If you bind your server to multiple IPs, only one of them ( the first from which the connection # to the master server succeeds ) will be made public by the master server. # If your settings of SERVER_IP fails to initialize, "ANY" is tried insead, if that fails, # "ALL" is tried. # examples: # default: bind to one generic socket on one port. SERVER_IP ANY # bind to all available sockets on the default port #SERVER_IP ALL # only bind to the loopback interface on the default port (this # server will only be visible on your own machine) #SERVER_IP 127.0.0.1 # bind to all local IPs with one socket each ( for the internet traffic ) # and open another socket listening to no specific IP on the next port # ( to catch LAN server browser broadcasts ). Relies on a thoroughly # configured hosts file that maps your hostname to all IPs your computer # has. # SERVER_IP ALL ANY:1 # the settings for my CVS test servers. armagetron.kicks-ass.net will resolve to the # current dynamic IP of my server. Additionally, a broadcast listening socket is created. # use this (adapted to your IP, of course), maybe without the ANY:1 part, # if you want your own sever to appear on your internet server list. #SERVER_IP armagetron.kicks-ass.net ANY:1 # hypothetical server setup: bind to the first of the listed IPs availablbe. # This is for running multiple servers with the same config that should bind to # different IPs instead of to differnt ports. #SERVER_IP ONEOF ip1 ip2 ip2 ip3 ip4 ... # same as above, but open three servers per IP before going to the next. #SERVER_IP ONEOF ip1:0 ip1:1 ip1:2 ip2:0 ip2:1 ip2:2 .... # the port the server listens on SERVER_PORT 4534 MAX_IN_RATE 8 # network bandwidth limitation, incoming ( useless right now ) MAX_OUT_RATE 8 # per client network bandwidth limitation DEDICATED_IDLE 0 # if you run a dedicated server and set this # value to something greater than zero, the server will quit afer # running that many hours in an idle moment (to avoid hitting a # cpulimit or server stability issues) DEDICATED_FPS 40 # maximum simulation steps per second the dedicated server will perform DEDICATED_FPS_IDLE_FACTOR 2.0 # number of times per frame the server should check whether simulation can be done if no network input is coming ############################################################################################ # # Authentication # ############################################################################################ # if you compiled your server with authentication enabled, you can uncomment the following line: # SINCLUDE settings_authentication.cfg ############################################################################################ # # Public information # ############################################################################################ TALK_TO_MASTER 1 # set this to 1 if you want this server to be known # on the internet # the message of the day sent to connecting clients. use \n to break it into # several lines. A \ before the newline lets you write the message in multiple # lines. MESSAGE_OF_DAY wELCOME PLEASE FOLLOW THE RULES OR GET KICKED. # example: # MESSAGE_OF_DAY Line1\nLine2\n\ Line3 # if the clients support it, the message of the day is displayed as a modal message. Nothing # but the message is displayed. These two variables control the title and the time it is # displayed at most: MESSAGE_OF_DAY_TIMEOUT 60 TITLE_OF_DAY CHAOS SERVER 1.0 # messages displayed between rounds on the console and in big letters, # same rules for multi-line messages as MESSAGE_OF_DAY: ROUND_CONSOLE_MESSAGE ROUND_CENTER_MESSAGE # URL associated with this server. Maximal length: 75 characters. URL http://www.imaninja.com # the server name as it appears in the server browser. SERVER_NAME Chaos Server 1.0 # a short description of the options you set, or server policies. Has no effect # on gameplay, it will only be displayed in the server browser. # Maximal length: 240 characters (but keep in mind longer descriptions make # your server look bad in the browser, and they increase your displayed ping.) SERVER_OPTIONS All settings at default values. # default language LANGUAGE_FIRST American English # fallback language LANGUAGE_SECOND American English ############################################################################################ # # Politics: Voting and Spam protection # ############################################################################################ # Per round, per player limit on the number of shuffle messages displayed. A negative or zero value disables this check. SHUFFLE_SPAM_MESSAGES_PER_ROUND 3 SPAM_PROTECTION_REPEAT 5.0 # minimum time between identical chat messages. SPAM_PROTECTION 4.0 # minimum average time between chat messages in seconds so they are not considered spamming. Increase for more spam protection. SPAM_PROTECTION_VOTE 50.0 # Extra factor for SPAM_PROTECTION for votes. Increase for more spam protection. SPAM_PROTECTION_CHAT .3 # Extra factor for SPAM_PROTECTION for chat messages. Increase for more spam protection. SPAM_PENALTY 0.0 # spam penalty to add on spam detection. This makes repeated spams extra painful. SPAM_AUTOKICK 14.0 # spam protection value that causes someone to get instantly kicked SPAM_AUTOKICK_COUNT 3 # minimal number of spam warnings before someone is kicked for spam. SPAM_MAXLEN 80 # maximal length of chat message # prefix spam PREFIX_SPAM_ENABLE 1 # Should spam prefix checking be enabled? Set to 1 to enable, 0 to disable. PREFIX_SPAM_START_COLOR_MULTIPLIER 1.5 # If a prefix begins with a color code it will have this multiplier applied to its score. PREFIX_SPAM_LENGTH_MULTIPLIER 1.2 # Multiplier applied to prefix length when calculating prefix spam score. PREFIX_SPAM_NUMBER_COLOR_CODES_MULTIPLIER 1.2 # Multiplier applied to the number of color codes in prefix when calculating prefix spam score. PREFIX_SPAM_NUMBER_KNOWN_PREFIXES_MULTIPLIER 1.0 # Multiplier applied to the number of known spam prefixes when calculating prefix spam score. PREFIX_SPAM_REQUIRED_SCORE 10.0 # The required prefix spam score a prefix must have for it to be considered spam. PREFIX_SPAM_TIMEOUT_MULTIPLIER 15.0 # Multiplier applied to time calculation to determine how long a known prefix is remembered. # voting ALLOW_VOTING 1 # allow voting? MAX_VOTES 5 # maximum number of concurrent votes MAX_VOTES_PER_VOTER 2 # maximum number of concurrent votes per voter ALLOW_VOTING_SPECTATOR 0 # allow voting for spectators VOTING_BIAS 0 # number of virtual voters opposing every change VOTING_PRIVACY 1 # level of secrecy of the votes. 2 makes the vote as secret as possible, -2 makes it fully public. VOTING_SPAM_ISSUE 1 # spam level for issuing a vote VOTING_SPAM_REJECT 5 # spam level for issuing a vote that gets rejected VOTING_MATURITY 300 # minimum time in seconds a player needs to be online with the same name before he can issue votes MIN_VOTERS 3 # number of voters that need to be online to enable voting VOTING_TIMEOUT 60 # base number of seconds before a vote times out VOTING_TIMEOUT_PER_VOTER 15 # additional number of seconds before a vote times out for every voter present 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 # note: if DECAY < TIMEOUT or START_DECAY < TIMEOUT, votes that get ignored by everyone may be accepted. VOTING_SPAM_ISSUE 1.0 # The spam level of issuing a vote. VOTING_SPAM_REJECT 5.0 # The spam level of getting your vote rejected. VOTING_KICK_MINHARM 0 # Minimum number of other harmful votes (kicks, suspensions) before a menu-issued kick vote really kicks. Before that, it just suspends. VOTING_KICK_TIME 300 # Minimum time in seconds between kick votes against the same player. VOTING_HARM_TIME 180 # Minimum time in seconds between harmful votes against the same player. VOTING_SUSPEND_ROUNDS 5 # Number of rounds "/vote suspend" suspends for. CONSOLE_DECORATE_ID 1 # Decorates every line of console output with the client ID CONSOLE_DECORATE_IP 0 # Decorates every line of console output with the client IP LADDERLOG_GAME_TIME_INTERVAL -1 # write a line to ladderlog.txt indicating how "old" the curent game is at most every n seconds. Negative values disable this feature. SINCLUDE server_info.cfg # ping flood response DOS protection: if pings from a single machine are requested more often than this, # they are not answered. Setting the last item to a negative value disables the system. PING_FLOOD_TIME_10 1.0 # Minimum time for 10 ping packets to arrive. PING_FLOOD_TIME_20 4.0 # Minimum time for 20 ping packets to arrive. PING_FLOOD_TIME_50 20.0 # Minimum time for 50 ping packets to arrive. PING_FLOOD_TIME_100 100.0 # Minimum time for 100 ping packets to arrive. PING_FLOOD_GLOBAL .1 # The same times, multiplied by this value, count for all pings from all machines. Negative values disable global flood protection. # default settings for MOVE/KICK(_TO) # default kick reason given for the KICK console command #DEFAULT_KICK_REASON # default redirection kick/move reason given for the KICK/MOVE_TO console commands #DEFAULT_KICK_TO_REASON DEFAULT_KICK_TO_SERVER # default server to kick/move to (IP or hostname) DEFAULT_KICK_TO_PORT 4534 # default port of the server to kick/move to # Minimal play time requirements. Clients starting from 0.2.8.3 record the play time # in three categories: total play time (all games count), online play time (games on # a server count) and team play time (only online games with teammates count). # With the following settings, you can keep players lacking experience in these # categories out of the game. Players not meeting the requirements will be forced # to spectate. MIN_PLAY_TIME_TOTAL 0.0 # required total play time in minutes MIN_PLAY_TIME_ONLINE 0.0 # required online play time in minutes MIN_PLAY_TIME_TEAM 0.0 # required team play time in minutes ############################################################################################ # # Game settings # ############################################################################################ # cycle physics CYCLE_RUBBER_MINDISTANCE_LEGACY 1 # extra factor for minimal distance to walls enforced by the rubber code, active when peers with the rip bug are connected CYCLE_RUBBER 80 CYCLE_SPEED 20 CYCLE_BRAKE 80 CYCLE_BRAKE_REFILL 100 # single player settings, active while only one client is connected. # Either SP_MIN_PLAYERS or SP_TEAMS_MIN must be bigger than 1, otherwise there will # be no opponent and no meaningful rounds. SP_TEAM_BALANCE_WITH_AIS needs to stay enabled, # too. SP_EXPLOSION_RADIUS 4 # blast radius of cycle explosions SP_WALLS_LENGTH -1 # cycle trail length SP_WALLS_STAY_UP_DELAY 8 # 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 1 # maximum team imbalance SP_TEAM_MAX_PLAYERS 1 # maximum number of players per team ( Don't change, it's meaningless in SP mode anyway. The only effect would be a bug when the second player connects. ) SP_TEAM_MIN_PLAYERS 1 # minimum number of players per team SP_TEAMS_MAX 16 # maximum number of teams SP_TEAMS_MIN 1 # 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 activated 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 0 # cycle speed factor increase this by two to double the speed SP_AUTO_IQ 0 # 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 4 # minimum number of players; missing humans are filled up with AIs SP_NUM_AIS 0 # minimum number of AIs # the same settings, active when more than one client is connected EXPLOSION_RADIUS 4 # 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 1 # balance teams if a member quits? TEAM_BALANCE_WITH_AIS 1 # balance teams with AI players? ( set it to 0 to disable AIs completely ) TEAM_MAX_IMBALANCE 1 # maximum team imbalance TEAM_MAX_PLAYERS 5 # 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 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 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 0 # arena size factor; increase this by two to double the arena size SPEED_FACTOR 0 # 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 AUTO_TEAM 1 # flag indicating whether players should be put into a team automatically ALLOW_TEAM_CHANGE 1 # flag indicating whether players should be allowed to join/leave teams 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 WAIT_FOR_EXTERNAL_SCRIPT 0 # set to 1 if you want the server to sleep between rounds until it is set back to 0 or WAIT_FOR_EXTERNAL_SCRIPT_TIMEOUT 3 # seconds # team name ALLOW_TEAM_NAME_COLOR 1 # allow teams to be named after a color ALLOW_TEAM_NAME_PLAYER 1 # allow teams to be named after the leading player # team name options. Effective if ALLOW_TEAM_NAME_PLAYER is set to 0. # the defaults refer to localized language strings, but custom strings are also possible TEAM_NAME_1 $team_name_blue # name of team 1 TEAM_NAME_2 $team_name_gold # name of team 2 TEAM_NAME_3 $team_name_red # name of team 3 TEAM_NAME_4 $team_name_green # name of team 4 TEAM_NAME_5 $team_name_violet # name of team 5 TEAM_NAME_6 $team_name_ugly # name of team 6 TEAM_NAME_7 $team_name_white # name of team 7 TEAM_NAME_8 $team_name_black # name of team 8 # team color options. Effective if ALLOW_TEAM_NAME_PLAYER is set to 0. TEAM_RED_1 4 # red portion of team 1's color TEAM_RED_2 15 # red portion of team 2's color TEAM_RED_3 15 # red portion of team 3's color TEAM_RED_4 4 # red portion of team 4's color TEAM_RED_5 15 # red portion of team 5's color TEAM_RED_6 4 # red portion of team 6's color TEAM_RED_7 15 # red portion of team 7's color TEAM_RED_8 7 # red portion of team 8's color TEAM_GREEN_1 8 # green portion of team 1's color TEAM_GREEN_2 15 # green portion of team 2's color TEAM_GREEN_3 4 # green portion of team 3's color TEAM_GREEN_4 15 # green portion of team 4's color TEAM_GREEN_5 4 # green portion of team 5's color TEAM_GREEN_6 15 # green portion of team 6's color TEAM_GREEN_7 15 # green portion of team 7's color TEAM_GREEN_8 7 # green portion of team 8's color TEAM_BLUE_1 15 # blue portion of team 1's color TEAM_BLUE_2 4 # blue portion of team 2's color TEAM_BLUE_3 4 # blue portion of team 3's color TEAM_BLUE_4 4 # blue portion of team 4's color TEAM_BLUE_5 15 # blue portion of team 5's color TEAM_BLUE_6 15 # blue portion of team 6's color TEAM_BLUE_7 15 # blue portion of team 7's color TEAM_BLUE_8 7 # blue portion of team 8's color # Help stuff # This is a message that will be displayed if someone uses the /help chat # command without arguments: HELP_INTRODUCTORY_BLURB # to add your own help topics you can use the following command: # ADD_HELP_TOPIC "short description" "help\ntext\nthat\ncan\nspan\nmany\nlines" # the quotes are required if you want to use spaces. # if the identifier contains underscores (_) it will be treated as a # sub-identifier. For example, if you have an identifier "rules" and an # identifier "rules_swearing", the last one will not appear on the listing # you get with a plain "/help", but it will be at the bottom of the text # you get with /help rules. You can nest them as deeply as you want, but # remember that the player who seeks help has to type your identifiers... # to get rid of a help command (either in scripts of if it was added by # accident you can use # REMOVE_HELP_TOPIC #TEAM_ALLOW_SHUFFLE_UP 0 # if set to 1, players are allowed to change their position in the team as they wish. If 0, they only can drop in rank. TEAM_CENTER_IS_BOSS 1 # if set to 1, the center player is the team's boss. If at 0, it's the player who is on that team longest. ############################################################################################ # # Debugging (only available if compiled for debug) # ############################################################################################ # Debugging a game on a dedicated server can be tricky since you don't have a # representation of the world handy in visual form. Therefore, the game offers # to log all cycle movements in text files for easy processing in a display # tool ( plain gnuplot is often enough ). The files' names are the player # name with appended _sync for the network sync turn positions, _step for # dumps of every timestep and _turn for all turns. All topology police a # posteriory wall collision events are logged in _topology. # Activate this crude debugging help by uncommenting the following line: # DEBUG_GNUPLOT 1 ############################################################################################ # # For Master Server # ############################################################################################ MASTER_PORT 4533 # port the master server should listen on MASTER_IDLE 2.0 # after this many hours, the master server process quits and gets restarted by the script MASTER_SAVE_INTERVAL 300.0 # interval in seconds between saves of the server list MASTER_QUERY_INTERVAL 10.0 # time in seconds between query packets sent out # put your own config settings in this file SINCLUDE settings_custom.cfg ############################################################################################ # EXPERT SECTION # The settings in this section sometimes have obsucre effects and you # sometimes need to know how the settings are used in the code to predict # the effects of changes. # They're unsupported, undocumented (apart from what you see in this file) # and may change meaning from release to release. ############################################################################################ # if something interesting is going to happen to a game object not more # than MAX_SIMULATE_AHEAD seconds from the time it should be simulated to, # simulate it up to the interesting bit, not only the scheduled time. MAX_SIMULATE_AHEAD .01 # should cycle walls be predicted? This prevents the dreaded rubberless death if # active, but may cause other odd artefacts. Experimental, use with care. # Enable it if you have high lag compensation settings. PREDICT_WALLS 1
I need help quick
- kyle
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Re: I need help quick
from what i can tell out of that
you need to set your SERVER_IP to your servers IP address
Also make sure you forward the UDP port 4534 if you are behind a firewall/router
you need to set your SERVER_IP to your servers IP address
Also make sure you forward the UDP port 4534 if you are behind a firewall/router
Re: I need help quick
is this right?
########################################################################################## # Do not modify this file! Instead, create two files in the same directory this file is in. # settings_custom.cfg # Actual gameplay settings # server_info.cfg # The server name, network setup, etc. # # You only need to put in these two files what is different from here. Also, # settings_custom.cfg will override server_info.cfg # ############################################################################################ # special settings useful for dedicated servers ############################################################################################ # # Network interface setup # ############################################################################################ # if you are running the server on a machine with no fixed IP address, but have a dynamic DNS # address that always resolves to your machine's IP, uncomment the following line and enter the # correct dynamic DNS name. This will help the master and the clients to remember your server # even after its IP changed. #SERVER_DNS # SERVER_IP can be set to the IPs you want the server to listen on. Usually, you can # leave this setting alone; it's designed for the case that you have multiple network cards # and want to make the server listen only to one, for example because you want to run many # servers on that machine, each listening on a different network card but on the same port. # # Special values are: # ANY opens one socket listening to all IPs ( this was the only available # option for 0.2.7.1 and before ). You need one entry of this form if # your server is to appear on the LAN browsers. # ALL opens one socket for each IP. ( equivalent to typing your hostname ) # ONEOF only one socket is opened after this keyword. # RELAXED will consider the initialization as successful if at least one # socket was opened. # IGNOREERRORS will continue despite fatal errors like DNS lookup failures and # attempts to bind to IPs not owned by the local machine. # You can also specify a hostname instead of an IP. In that case, every IP that # the hostname is known under will get its own socket. # You can modify the port to listen on by adding an offset to the current port after a colon. # If you bind your server to multiple IPs, only one of them ( the first from which the connection # to the master server succeeds ) will be made public by the master server. # If your settings of SERVER_IP fails to initialize, "ANY" is tried insead, if that fails, # "ALL" is tried. # examples: # default: bind to one generic socket on one port. SERVER_IP 96.127.188.3 # bind to all available sockets on the default port #SERVER_IP ALL # only bind to the loopback interface on the default port (this # server will only be visible on your own machine) #SERVER_IP 127.0.0.1 # bind to all local IPs with one socket each ( for the internet traffic ) # and open another socket listening to no specific IP on the next port # ( to catch LAN server browser broadcasts ). Relies on a thoroughly # configured hosts file that maps your hostname to all IPs your computer # has. # SERVER_IP ALL ANY:1 # the settings for my CVS test servers. armagetron.kicks-ass.net will resolve to the # current dynamic IP of my server. Additionally, a broadcast listening socket is created. # use this (adapted to your IP, of course), maybe without the ANY:1 part, # if you want your own sever to appear on your internet server list. #SERVER_IP armagetron.kicks-ass.net ANY:1 # hypothetical server setup: bind to the first of the listed IPs availablbe. # This is for running multiple servers with the same config that should bind to # different IPs instead of to differnt ports. #SERVER_IP ONEOF ip1 ip2 ip2 ip3 ip4 ... # same as above, but open three servers per IP before going to the next. #SERVER_IP ONEOF ip1:0 ip1:1 ip1:2 ip2:0 ip2:1 ip2:2 .... # the port the server listens on SERVER_PORT 4534 MAX_IN_RATE 8 # network bandwidth limitation, incoming ( useless right now ) MAX_OUT_RATE 8 # per client network bandwidth limitation DEDICATED_IDLE 0 # if you run a dedicated server and set this # value to something greater than zero, the server will quit afer # running that many hours in an idle moment (to avoid hitting a # cpulimit or server stability issues) DEDICATED_FPS 40 # maximum simulation steps per second the dedicated server will perform DEDICATED_FPS_IDLE_FACTOR 2.0 # number of times per frame the server should check whether simulation can be done if no network input is coming ############################################################################################ # # Authentication # ############################################################################################ # if you compiled your server with authentication enabled, you can uncomment the following line: # SINCLUDE settings_authentication.cfg ############################################################################################ # # Public information # ############################################################################################ TALK_TO_MASTER 1 # set this to 1 if you want this server to be known # on the internet # the message of the day sent to connecting clients. use \n to break it into # several lines. A \ before the newline lets you write the message in multiple # lines. MESSAGE_OF_DAY wELCOME PLEASE FOLLOW THE RULES OR GET KICKED. # example: # MESSAGE_OF_DAY Line1\nLine2\n\ Line3 # if the clients support it, the message of the day is displayed as a modal message. Nothing # but the message is displayed. These two variables control the title and the time it is # displayed at most: MESSAGE_OF_DAY_TIMEOUT 60 TITLE_OF_DAY CHAOS SERVER 1.0 # messages displayed between rounds on the console and in big letters, # same rules for multi-line messages as MESSAGE_OF_DAY: ROUND_CONSOLE_MESSAGE ROUND_CENTER_MESSAGE # URL associated with this server. Maximal length: 75 characters. URL http://www.imaninja.com # the server name as it appears in the server browser. SERVER_NAME Chaos Server 1.0 # a short description of the options you set, or server policies. Has no effect # on gameplay, it will only be displayed in the server browser. # Maximal length: 240 characters (but keep in mind longer descriptions make # your server look bad in the browser, and they increase your displayed ping.) SERVER_OPTIONS All settings at default values. # default language LANGUAGE_FIRST American English # fallback language LANGUAGE_SECOND American English ############################################################################################ # # Politics: Voting and Spam protection # ############################################################################################ # Per round, per player limit on the number of shuffle messages displayed. A negative or zero value disables this check. SHUFFLE_SPAM_MESSAGES_PER_ROUND 3 SPAM_PROTECTION_REPEAT 5.0 # minimum time between identical chat messages. SPAM_PROTECTION 4.0 # minimum average time between chat messages in seconds so they are not considered spamming. Increase for more spam protection. SPAM_PROTECTION_VOTE 50.0 # Extra factor for SPAM_PROTECTION for votes. Increase for more spam protection. SPAM_PROTECTION_CHAT .3 # Extra factor for SPAM_PROTECTION for chat messages. Increase for more spam protection. SPAM_PENALTY 0.0 # spam penalty to add on spam detection. This makes repeated spams extra painful. SPAM_AUTOKICK 14.0 # spam protection value that causes someone to get instantly kicked SPAM_AUTOKICK_COUNT 3 # minimal number of spam warnings before someone is kicked for spam. SPAM_MAXLEN 80 # maximal length of chat message # prefix spam PREFIX_SPAM_ENABLE 1 # Should spam prefix checking be enabled? Set to 1 to enable, 0 to disable. PREFIX_SPAM_START_COLOR_MULTIPLIER 1.5 # If a prefix begins with a color code it will have this multiplier applied to its score. PREFIX_SPAM_LENGTH_MULTIPLIER 1.2 # Multiplier applied to prefix length when calculating prefix spam score. PREFIX_SPAM_NUMBER_COLOR_CODES_MULTIPLIER 1.2 # Multiplier applied to the number of color codes in prefix when calculating prefix spam score. PREFIX_SPAM_NUMBER_KNOWN_PREFIXES_MULTIPLIER 1.0 # Multiplier applied to the number of known spam prefixes when calculating prefix spam score. PREFIX_SPAM_REQUIRED_SCORE 10.0 # The required prefix spam score a prefix must have for it to be considered spam. PREFIX_SPAM_TIMEOUT_MULTIPLIER 15.0 # Multiplier applied to time calculation to determine how long a known prefix is remembered. # voting ALLOW_VOTING 1 # allow voting? MAX_VOTES 5 # maximum number of concurrent votes MAX_VOTES_PER_VOTER 2 # maximum number of concurrent votes per voter ALLOW_VOTING_SPECTATOR 0 # allow voting for spectators VOTING_BIAS 0 # number of virtual voters opposing every change VOTING_PRIVACY 1 # level of secrecy of the votes. 2 makes the vote as secret as possible, -2 makes it fully public. VOTING_SPAM_ISSUE 1 # spam level for issuing a vote VOTING_SPAM_REJECT 5 # spam level for issuing a vote that gets rejected VOTING_MATURITY 300 # minimum time in seconds a player needs to be online with the same name before he can issue votes MIN_VOTERS 3 # number of voters that need to be online to enable voting VOTING_TIMEOUT 60 # base number of seconds before a vote times out VOTING_TIMEOUT_PER_VOTER 15 # additional number of seconds before a vote times out for every voter present 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 # note: if DECAY < TIMEOUT or START_DECAY < TIMEOUT, votes that get ignored by everyone may be accepted. VOTING_SPAM_ISSUE 1.0 # The spam level of issuing a vote. VOTING_SPAM_REJECT 5.0 # The spam level of getting your vote rejected. VOTING_KICK_MINHARM 0 # Minimum number of other harmful votes (kicks, suspensions) before a menu-issued kick vote really kicks. Before that, it just suspends. VOTING_KICK_TIME 300 # Minimum time in seconds between kick votes against the same player. VOTING_HARM_TIME 180 # Minimum time in seconds between harmful votes against the same player. VOTING_SUSPEND_ROUNDS 5 # Number of rounds "/vote suspend" suspends for. CONSOLE_DECORATE_ID 1 # Decorates every line of console output with the client ID CONSOLE_DECORATE_IP 0 # Decorates every line of console output with the client IP LADDERLOG_GAME_TIME_INTERVAL -1 # write a line to ladderlog.txt indicating how "old" the curent game is at most every n seconds. Negative values disable this feature. SINCLUDE server_info.cfg # ping flood response DOS protection: if pings from a single machine are requested more often than this, # they are not answered. Setting the last item to a negative value disables the system. PING_FLOOD_TIME_10 1.0 # Minimum time for 10 ping packets to arrive. PING_FLOOD_TIME_20 4.0 # Minimum time for 20 ping packets to arrive. PING_FLOOD_TIME_50 20.0 # Minimum time for 50 ping packets to arrive. PING_FLOOD_TIME_100 100.0 # Minimum time for 100 ping packets to arrive. PING_FLOOD_GLOBAL .1 # The same times, multiplied by this value, count for all pings from all machines. Negative values disable global flood protection. # default settings for MOVE/KICK(_TO) # default kick reason given for the KICK console command #DEFAULT_KICK_REASON # default redirection kick/move reason given for the KICK/MOVE_TO console commands #DEFAULT_KICK_TO_REASON DEFAULT_KICK_TO_SERVER # default server to kick/move to (IP or hostname) DEFAULT_KICK_TO_PORT 4534 # default port of the server to kick/move to # Minimal play time requirements. Clients starting from 0.2.8.3 record the play time # in three categories: total play time (all games count), online play time (games on # a server count) and team play time (only online games with teammates count). # With the following settings, you can keep players lacking experience in these # categories out of the game. Players not meeting the requirements will be forced # to spectate. MIN_PLAY_TIME_TOTAL 0.0 # required total play time in minutes MIN_PLAY_TIME_ONLINE 0.0 # required online play time in minutes MIN_PLAY_TIME_TEAM 0.0 # required team play time in minutes ############################################################################################ # # Game settings # ############################################################################################ # cycle physics CYCLE_RUBBER_MINDISTANCE_LEGACY 1 # extra factor for minimal distance to walls enforced by the rubber code, active when peers with the rip bug are connected CYCLE_RUBBER 80 CYCLE_SPEED 20 CYCLE_BRAKE 80 CYCLE_BRAKE_REFILL 100 # single player settings, active while only one client is connected. # Either SP_MIN_PLAYERS or SP_TEAMS_MIN must be bigger than 1, otherwise there will # be no opponent and no meaningful rounds. SP_TEAM_BALANCE_WITH_AIS needs to stay enabled, # too. SP_EXPLOSION_RADIUS 4 # blast radius of cycle explosions SP_WALLS_LENGTH -1 # cycle trail length SP_WALLS_STAY_UP_DELAY 8 # 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 1 # maximum team imbalance SP_TEAM_MAX_PLAYERS 1 # maximum number of players per team ( Don't change, it's meaningless in SP mode anyway. The only effect would be a bug when the second player connects. ) SP_TEAM_MIN_PLAYERS 1 # minimum number of players per team SP_TEAMS_MAX 16 # maximum number of teams SP_TEAMS_MIN 1 # 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 activated 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 0 # cycle speed factor increase this by two to double the speed SP_AUTO_IQ 0 # 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 4 # minimum number of players; missing humans are filled up with AIs SP_NUM_AIS 0 # minimum number of AIs # the same settings, active when more than one client is connected EXPLOSION_RADIUS 4 # 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 1 # balance teams if a member quits? TEAM_BALANCE_WITH_AIS 1 # balance teams with AI players? ( set it to 0 to disable AIs completely ) TEAM_MAX_IMBALANCE 1 # maximum team imbalance TEAM_MAX_PLAYERS 5 # 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 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 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 0 # arena size factor; increase this by two to double the arena size SPEED_FACTOR 0 # 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 AUTO_TEAM 1 # flag indicating whether players should be put into a team automatically ALLOW_TEAM_CHANGE 1 # flag indicating whether players should be allowed to join/leave teams 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 WAIT_FOR_EXTERNAL_SCRIPT 0 # set to 1 if you want the server to sleep between rounds until it is set back to 0 or WAIT_FOR_EXTERNAL_SCRIPT_TIMEOUT 3 # seconds # team name ALLOW_TEAM_NAME_COLOR 1 # allow teams to be named after a color ALLOW_TEAM_NAME_PLAYER 1 # allow teams to be named after the leading player # team name options. Effective if ALLOW_TEAM_NAME_PLAYER is set to 0. # the defaults refer to localized language strings, but custom strings are also possible TEAM_NAME_1 $team_name_blue # name of team 1 TEAM_NAME_2 $team_name_gold # name of team 2 TEAM_NAME_3 $team_name_red # name of team 3 TEAM_NAME_4 $team_name_green # name of team 4 TEAM_NAME_5 $team_name_violet # name of team 5 TEAM_NAME_6 $team_name_ugly # name of team 6 TEAM_NAME_7 $team_name_white # name of team 7 TEAM_NAME_8 $team_name_black # name of team 8 # team color options. Effective if ALLOW_TEAM_NAME_PLAYER is set to 0. TEAM_RED_1 4 # red portion of team 1's color TEAM_RED_2 15 # red portion of team 2's color TEAM_RED_3 15 # red portion of team 3's color TEAM_RED_4 4 # red portion of team 4's color TEAM_RED_5 15 # red portion of team 5's color TEAM_RED_6 4 # red portion of team 6's color TEAM_RED_7 15 # red portion of team 7's color TEAM_RED_8 7 # red portion of team 8's color TEAM_GREEN_1 8 # green portion of team 1's color TEAM_GREEN_2 15 # green portion of team 2's color TEAM_GREEN_3 4 # green portion of team 3's color TEAM_GREEN_4 15 # green portion of team 4's color TEAM_GREEN_5 4 # green portion of team 5's color TEAM_GREEN_6 15 # green portion of team 6's color TEAM_GREEN_7 15 # green portion of team 7's color TEAM_GREEN_8 7 # green portion of team 8's color TEAM_BLUE_1 15 # blue portion of team 1's color TEAM_BLUE_2 4 # blue portion of team 2's color TEAM_BLUE_3 4 # blue portion of team 3's color TEAM_BLUE_4 4 # blue portion of team 4's color TEAM_BLUE_5 15 # blue portion of team 5's color TEAM_BLUE_6 15 # blue portion of team 6's color TEAM_BLUE_7 15 # blue portion of team 7's color TEAM_BLUE_8 7 # blue portion of team 8's color # Help stuff # This is a message that will be displayed if someone uses the /help chat # command without arguments: HELP_INTRODUCTORY_BLURB # to add your own help topics you can use the following command: # ADD_HELP_TOPIC "short description" "help\ntext\nthat\ncan\nspan\nmany\nlines" # the quotes are required if you want to use spaces. # if the identifier contains underscores (_) it will be treated as a # sub-identifier. For example, if you have an identifier "rules" and an # identifier "rules_swearing", the last one will not appear on the listing # you get with a plain "/help", but it will be at the bottom of the text # you get with /help rules. You can nest them as deeply as you want, but # remember that the player who seeks help has to type your identifiers... # to get rid of a help command (either in scripts of if it was added by # accident you can use # REMOVE_HELP_TOPIC #TEAM_ALLOW_SHUFFLE_UP 0 # if set to 1, players are allowed to change their position in the team as they wish. If 0, they only can drop in rank. TEAM_CENTER_IS_BOSS 1 # if set to 1, the center player is the team's boss. If at 0, it's the player who is on that team longest. ############################################################################################ # # Debugging (only available if compiled for debug) # ############################################################################################ # Debugging a game on a dedicated server can be tricky since you don't have a # representation of the world handy in visual form. Therefore, the game offers # to log all cycle movements in text files for easy processing in a display # tool ( plain gnuplot is often enough ). The files' names are the player # name with appended _sync for the network sync turn positions, _step for # dumps of every timestep and _turn for all turns. All topology police a # posteriory wall collision events are logged in _topology. # Activate this crude debugging help by uncommenting the following line: # DEBUG_GNUPLOT 1 ############################################################################################ # # For Master Server # ############################################################################################ MASTER_PORT 4533 # port the master server should listen on MASTER_IDLE 2.0 # after this many hours, the master server process quits and gets restarted by the script MASTER_SAVE_INTERVAL 300.0 # interval in seconds between saves of the server list MASTER_QUERY_INTERVAL 10.0 # time in seconds between query packets sent out # put your own config settings in this file SINCLUDE settings_custom.cfg ############################################################################################ # EXPERT SECTION # The settings in this section sometimes have obsucre effects and you # sometimes need to know how the settings are used in the code to predict # the effects of changes. # They're unsupported, undocumented (apart from what you see in this file) # and may change meaning from release to release. ############################################################################################ # if something interesting is going to happen to a game object not more # than MAX_SIMULATE_AHEAD seconds from the time it should be simulated to, # simulate it up to the interesting bit, not only the scheduled time. MAX_SIMULATE_AHEAD .01 # should cycle walls be predicted? This prevents the dreaded rubberless death if # active, but may cause other odd artefacts. Experimental, use with care. # Enable it if you have high lag compensation settings. PREDICT_WALLS 1
########################################################################################## # Do not modify this file! Instead, create two files in the same directory this file is in. # settings_custom.cfg # Actual gameplay settings # server_info.cfg # The server name, network setup, etc. # # You only need to put in these two files what is different from here. Also, # settings_custom.cfg will override server_info.cfg # ############################################################################################ # special settings useful for dedicated servers ############################################################################################ # # Network interface setup # ############################################################################################ # if you are running the server on a machine with no fixed IP address, but have a dynamic DNS # address that always resolves to your machine's IP, uncomment the following line and enter the # correct dynamic DNS name. This will help the master and the clients to remember your server # even after its IP changed. #SERVER_DNS # SERVER_IP can be set to the IPs you want the server to listen on. Usually, you can # leave this setting alone; it's designed for the case that you have multiple network cards # and want to make the server listen only to one, for example because you want to run many # servers on that machine, each listening on a different network card but on the same port. # # Special values are: # ANY opens one socket listening to all IPs ( this was the only available # option for 0.2.7.1 and before ). You need one entry of this form if # your server is to appear on the LAN browsers. # ALL opens one socket for each IP. ( equivalent to typing your hostname ) # ONEOF only one socket is opened after this keyword. # RELAXED will consider the initialization as successful if at least one # socket was opened. # IGNOREERRORS will continue despite fatal errors like DNS lookup failures and # attempts to bind to IPs not owned by the local machine. # You can also specify a hostname instead of an IP. In that case, every IP that # the hostname is known under will get its own socket. # You can modify the port to listen on by adding an offset to the current port after a colon. # If you bind your server to multiple IPs, only one of them ( the first from which the connection # to the master server succeeds ) will be made public by the master server. # If your settings of SERVER_IP fails to initialize, "ANY" is tried insead, if that fails, # "ALL" is tried. # examples: # default: bind to one generic socket on one port. SERVER_IP 96.127.188.3 # bind to all available sockets on the default port #SERVER_IP ALL # only bind to the loopback interface on the default port (this # server will only be visible on your own machine) #SERVER_IP 127.0.0.1 # bind to all local IPs with one socket each ( for the internet traffic ) # and open another socket listening to no specific IP on the next port # ( to catch LAN server browser broadcasts ). Relies on a thoroughly # configured hosts file that maps your hostname to all IPs your computer # has. # SERVER_IP ALL ANY:1 # the settings for my CVS test servers. armagetron.kicks-ass.net will resolve to the # current dynamic IP of my server. Additionally, a broadcast listening socket is created. # use this (adapted to your IP, of course), maybe without the ANY:1 part, # if you want your own sever to appear on your internet server list. #SERVER_IP armagetron.kicks-ass.net ANY:1 # hypothetical server setup: bind to the first of the listed IPs availablbe. # This is for running multiple servers with the same config that should bind to # different IPs instead of to differnt ports. #SERVER_IP ONEOF ip1 ip2 ip2 ip3 ip4 ... # same as above, but open three servers per IP before going to the next. #SERVER_IP ONEOF ip1:0 ip1:1 ip1:2 ip2:0 ip2:1 ip2:2 .... # the port the server listens on SERVER_PORT 4534 MAX_IN_RATE 8 # network bandwidth limitation, incoming ( useless right now ) MAX_OUT_RATE 8 # per client network bandwidth limitation DEDICATED_IDLE 0 # if you run a dedicated server and set this # value to something greater than zero, the server will quit afer # running that many hours in an idle moment (to avoid hitting a # cpulimit or server stability issues) DEDICATED_FPS 40 # maximum simulation steps per second the dedicated server will perform DEDICATED_FPS_IDLE_FACTOR 2.0 # number of times per frame the server should check whether simulation can be done if no network input is coming ############################################################################################ # # Authentication # ############################################################################################ # if you compiled your server with authentication enabled, you can uncomment the following line: # SINCLUDE settings_authentication.cfg ############################################################################################ # # Public information # ############################################################################################ TALK_TO_MASTER 1 # set this to 1 if you want this server to be known # on the internet # the message of the day sent to connecting clients. use \n to break it into # several lines. A \ before the newline lets you write the message in multiple # lines. MESSAGE_OF_DAY wELCOME PLEASE FOLLOW THE RULES OR GET KICKED. # example: # MESSAGE_OF_DAY Line1\nLine2\n\ Line3 # if the clients support it, the message of the day is displayed as a modal message. Nothing # but the message is displayed. These two variables control the title and the time it is # displayed at most: MESSAGE_OF_DAY_TIMEOUT 60 TITLE_OF_DAY CHAOS SERVER 1.0 # messages displayed between rounds on the console and in big letters, # same rules for multi-line messages as MESSAGE_OF_DAY: ROUND_CONSOLE_MESSAGE ROUND_CENTER_MESSAGE # URL associated with this server. Maximal length: 75 characters. URL http://www.imaninja.com # the server name as it appears in the server browser. SERVER_NAME Chaos Server 1.0 # a short description of the options you set, or server policies. Has no effect # on gameplay, it will only be displayed in the server browser. # Maximal length: 240 characters (but keep in mind longer descriptions make # your server look bad in the browser, and they increase your displayed ping.) SERVER_OPTIONS All settings at default values. # default language LANGUAGE_FIRST American English # fallback language LANGUAGE_SECOND American English ############################################################################################ # # Politics: Voting and Spam protection # ############################################################################################ # Per round, per player limit on the number of shuffle messages displayed. A negative or zero value disables this check. SHUFFLE_SPAM_MESSAGES_PER_ROUND 3 SPAM_PROTECTION_REPEAT 5.0 # minimum time between identical chat messages. SPAM_PROTECTION 4.0 # minimum average time between chat messages in seconds so they are not considered spamming. Increase for more spam protection. SPAM_PROTECTION_VOTE 50.0 # Extra factor for SPAM_PROTECTION for votes. Increase for more spam protection. SPAM_PROTECTION_CHAT .3 # Extra factor for SPAM_PROTECTION for chat messages. Increase for more spam protection. SPAM_PENALTY 0.0 # spam penalty to add on spam detection. This makes repeated spams extra painful. SPAM_AUTOKICK 14.0 # spam protection value that causes someone to get instantly kicked SPAM_AUTOKICK_COUNT 3 # minimal number of spam warnings before someone is kicked for spam. SPAM_MAXLEN 80 # maximal length of chat message # prefix spam PREFIX_SPAM_ENABLE 1 # Should spam prefix checking be enabled? Set to 1 to enable, 0 to disable. PREFIX_SPAM_START_COLOR_MULTIPLIER 1.5 # If a prefix begins with a color code it will have this multiplier applied to its score. PREFIX_SPAM_LENGTH_MULTIPLIER 1.2 # Multiplier applied to prefix length when calculating prefix spam score. PREFIX_SPAM_NUMBER_COLOR_CODES_MULTIPLIER 1.2 # Multiplier applied to the number of color codes in prefix when calculating prefix spam score. PREFIX_SPAM_NUMBER_KNOWN_PREFIXES_MULTIPLIER 1.0 # Multiplier applied to the number of known spam prefixes when calculating prefix spam score. PREFIX_SPAM_REQUIRED_SCORE 10.0 # The required prefix spam score a prefix must have for it to be considered spam. PREFIX_SPAM_TIMEOUT_MULTIPLIER 15.0 # Multiplier applied to time calculation to determine how long a known prefix is remembered. # voting ALLOW_VOTING 1 # allow voting? MAX_VOTES 5 # maximum number of concurrent votes MAX_VOTES_PER_VOTER 2 # maximum number of concurrent votes per voter ALLOW_VOTING_SPECTATOR 0 # allow voting for spectators VOTING_BIAS 0 # number of virtual voters opposing every change VOTING_PRIVACY 1 # level of secrecy of the votes. 2 makes the vote as secret as possible, -2 makes it fully public. VOTING_SPAM_ISSUE 1 # spam level for issuing a vote VOTING_SPAM_REJECT 5 # spam level for issuing a vote that gets rejected VOTING_MATURITY 300 # minimum time in seconds a player needs to be online with the same name before he can issue votes MIN_VOTERS 3 # number of voters that need to be online to enable voting VOTING_TIMEOUT 60 # base number of seconds before a vote times out VOTING_TIMEOUT_PER_VOTER 15 # additional number of seconds before a vote times out for every voter present 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 # note: if DECAY < TIMEOUT or START_DECAY < TIMEOUT, votes that get ignored by everyone may be accepted. VOTING_SPAM_ISSUE 1.0 # The spam level of issuing a vote. VOTING_SPAM_REJECT 5.0 # The spam level of getting your vote rejected. VOTING_KICK_MINHARM 0 # Minimum number of other harmful votes (kicks, suspensions) before a menu-issued kick vote really kicks. Before that, it just suspends. VOTING_KICK_TIME 300 # Minimum time in seconds between kick votes against the same player. VOTING_HARM_TIME 180 # Minimum time in seconds between harmful votes against the same player. VOTING_SUSPEND_ROUNDS 5 # Number of rounds "/vote suspend" suspends for. CONSOLE_DECORATE_ID 1 # Decorates every line of console output with the client ID CONSOLE_DECORATE_IP 0 # Decorates every line of console output with the client IP LADDERLOG_GAME_TIME_INTERVAL -1 # write a line to ladderlog.txt indicating how "old" the curent game is at most every n seconds. Negative values disable this feature. SINCLUDE server_info.cfg # ping flood response DOS protection: if pings from a single machine are requested more often than this, # they are not answered. Setting the last item to a negative value disables the system. PING_FLOOD_TIME_10 1.0 # Minimum time for 10 ping packets to arrive. PING_FLOOD_TIME_20 4.0 # Minimum time for 20 ping packets to arrive. PING_FLOOD_TIME_50 20.0 # Minimum time for 50 ping packets to arrive. PING_FLOOD_TIME_100 100.0 # Minimum time for 100 ping packets to arrive. PING_FLOOD_GLOBAL .1 # The same times, multiplied by this value, count for all pings from all machines. Negative values disable global flood protection. # default settings for MOVE/KICK(_TO) # default kick reason given for the KICK console command #DEFAULT_KICK_REASON # default redirection kick/move reason given for the KICK/MOVE_TO console commands #DEFAULT_KICK_TO_REASON DEFAULT_KICK_TO_SERVER # default server to kick/move to (IP or hostname) DEFAULT_KICK_TO_PORT 4534 # default port of the server to kick/move to # Minimal play time requirements. Clients starting from 0.2.8.3 record the play time # in three categories: total play time (all games count), online play time (games on # a server count) and team play time (only online games with teammates count). # With the following settings, you can keep players lacking experience in these # categories out of the game. Players not meeting the requirements will be forced # to spectate. MIN_PLAY_TIME_TOTAL 0.0 # required total play time in minutes MIN_PLAY_TIME_ONLINE 0.0 # required online play time in minutes MIN_PLAY_TIME_TEAM 0.0 # required team play time in minutes ############################################################################################ # # Game settings # ############################################################################################ # cycle physics CYCLE_RUBBER_MINDISTANCE_LEGACY 1 # extra factor for minimal distance to walls enforced by the rubber code, active when peers with the rip bug are connected CYCLE_RUBBER 80 CYCLE_SPEED 20 CYCLE_BRAKE 80 CYCLE_BRAKE_REFILL 100 # single player settings, active while only one client is connected. # Either SP_MIN_PLAYERS or SP_TEAMS_MIN must be bigger than 1, otherwise there will # be no opponent and no meaningful rounds. SP_TEAM_BALANCE_WITH_AIS needs to stay enabled, # too. SP_EXPLOSION_RADIUS 4 # blast radius of cycle explosions SP_WALLS_LENGTH -1 # cycle trail length SP_WALLS_STAY_UP_DELAY 8 # 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 1 # maximum team imbalance SP_TEAM_MAX_PLAYERS 1 # maximum number of players per team ( Don't change, it's meaningless in SP mode anyway. The only effect would be a bug when the second player connects. ) SP_TEAM_MIN_PLAYERS 1 # minimum number of players per team SP_TEAMS_MAX 16 # maximum number of teams SP_TEAMS_MIN 1 # 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 activated 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 0 # cycle speed factor increase this by two to double the speed SP_AUTO_IQ 0 # 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 4 # minimum number of players; missing humans are filled up with AIs SP_NUM_AIS 0 # minimum number of AIs # the same settings, active when more than one client is connected EXPLOSION_RADIUS 4 # 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 1 # balance teams if a member quits? TEAM_BALANCE_WITH_AIS 1 # balance teams with AI players? ( set it to 0 to disable AIs completely ) TEAM_MAX_IMBALANCE 1 # maximum team imbalance TEAM_MAX_PLAYERS 5 # 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 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 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 0 # arena size factor; increase this by two to double the arena size SPEED_FACTOR 0 # 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 AUTO_TEAM 1 # flag indicating whether players should be put into a team automatically ALLOW_TEAM_CHANGE 1 # flag indicating whether players should be allowed to join/leave teams 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 WAIT_FOR_EXTERNAL_SCRIPT 0 # set to 1 if you want the server to sleep between rounds until it is set back to 0 or WAIT_FOR_EXTERNAL_SCRIPT_TIMEOUT 3 # seconds # team name ALLOW_TEAM_NAME_COLOR 1 # allow teams to be named after a color ALLOW_TEAM_NAME_PLAYER 1 # allow teams to be named after the leading player # team name options. Effective if ALLOW_TEAM_NAME_PLAYER is set to 0. # the defaults refer to localized language strings, but custom strings are also possible TEAM_NAME_1 $team_name_blue # name of team 1 TEAM_NAME_2 $team_name_gold # name of team 2 TEAM_NAME_3 $team_name_red # name of team 3 TEAM_NAME_4 $team_name_green # name of team 4 TEAM_NAME_5 $team_name_violet # name of team 5 TEAM_NAME_6 $team_name_ugly # name of team 6 TEAM_NAME_7 $team_name_white # name of team 7 TEAM_NAME_8 $team_name_black # name of team 8 # team color options. Effective if ALLOW_TEAM_NAME_PLAYER is set to 0. TEAM_RED_1 4 # red portion of team 1's color TEAM_RED_2 15 # red portion of team 2's color TEAM_RED_3 15 # red portion of team 3's color TEAM_RED_4 4 # red portion of team 4's color TEAM_RED_5 15 # red portion of team 5's color TEAM_RED_6 4 # red portion of team 6's color TEAM_RED_7 15 # red portion of team 7's color TEAM_RED_8 7 # red portion of team 8's color TEAM_GREEN_1 8 # green portion of team 1's color TEAM_GREEN_2 15 # green portion of team 2's color TEAM_GREEN_3 4 # green portion of team 3's color TEAM_GREEN_4 15 # green portion of team 4's color TEAM_GREEN_5 4 # green portion of team 5's color TEAM_GREEN_6 15 # green portion of team 6's color TEAM_GREEN_7 15 # green portion of team 7's color TEAM_GREEN_8 7 # green portion of team 8's color TEAM_BLUE_1 15 # blue portion of team 1's color TEAM_BLUE_2 4 # blue portion of team 2's color TEAM_BLUE_3 4 # blue portion of team 3's color TEAM_BLUE_4 4 # blue portion of team 4's color TEAM_BLUE_5 15 # blue portion of team 5's color TEAM_BLUE_6 15 # blue portion of team 6's color TEAM_BLUE_7 15 # blue portion of team 7's color TEAM_BLUE_8 7 # blue portion of team 8's color # Help stuff # This is a message that will be displayed if someone uses the /help chat # command without arguments: HELP_INTRODUCTORY_BLURB # to add your own help topics you can use the following command: # ADD_HELP_TOPIC "short description" "help\ntext\nthat\ncan\nspan\nmany\nlines" # the quotes are required if you want to use spaces. # if the identifier contains underscores (_) it will be treated as a # sub-identifier. For example, if you have an identifier "rules" and an # identifier "rules_swearing", the last one will not appear on the listing # you get with a plain "/help", but it will be at the bottom of the text # you get with /help rules. You can nest them as deeply as you want, but # remember that the player who seeks help has to type your identifiers... # to get rid of a help command (either in scripts of if it was added by # accident you can use # REMOVE_HELP_TOPIC #TEAM_ALLOW_SHUFFLE_UP 0 # if set to 1, players are allowed to change their position in the team as they wish. If 0, they only can drop in rank. TEAM_CENTER_IS_BOSS 1 # if set to 1, the center player is the team's boss. If at 0, it's the player who is on that team longest. ############################################################################################ # # Debugging (only available if compiled for debug) # ############################################################################################ # Debugging a game on a dedicated server can be tricky since you don't have a # representation of the world handy in visual form. Therefore, the game offers # to log all cycle movements in text files for easy processing in a display # tool ( plain gnuplot is often enough ). The files' names are the player # name with appended _sync for the network sync turn positions, _step for # dumps of every timestep and _turn for all turns. All topology police a # posteriory wall collision events are logged in _topology. # Activate this crude debugging help by uncommenting the following line: # DEBUG_GNUPLOT 1 ############################################################################################ # # For Master Server # ############################################################################################ MASTER_PORT 4533 # port the master server should listen on MASTER_IDLE 2.0 # after this many hours, the master server process quits and gets restarted by the script MASTER_SAVE_INTERVAL 300.0 # interval in seconds between saves of the server list MASTER_QUERY_INTERVAL 10.0 # time in seconds between query packets sent out # put your own config settings in this file SINCLUDE settings_custom.cfg ############################################################################################ # EXPERT SECTION # The settings in this section sometimes have obsucre effects and you # sometimes need to know how the settings are used in the code to predict # the effects of changes. # They're unsupported, undocumented (apart from what you see in this file) # and may change meaning from release to release. ############################################################################################ # if something interesting is going to happen to a game object not more # than MAX_SIMULATE_AHEAD seconds from the time it should be simulated to, # simulate it up to the interesting bit, not only the scheduled time. MAX_SIMULATE_AHEAD .01 # should cycle walls be predicted? This prevents the dreaded rubberless death if # active, but may cause other odd artefacts. Experimental, use with care. # Enable it if you have high lag compensation settings. PREDICT_WALLS 1
- compguygene
- Adjust Outside Corner Grinder
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Re: I need help quick
It appears that you are just modifying the original file. If you read it carefully, it is stated that you SHOULD NOT MODIFY this file. You should copy/paste any settings you are modifying to another file. The most common file to create is called settings_custom.cfg, which is meant to be used to store the settings that you are changing to make your server complete. You also are encouraged to put server information, like the SERVER_NAME, etc. in a file called server_info.cfg.
Also, when you paste such a file into this forum, it is much more readable if you use the code button so that the original formatting will be retained. The copy/paste that you did is pretty unreadable, as I am sure you noticed.
Also, when you paste such a file into this forum, it is much more readable if you use the code button so that the original formatting will be retained. The copy/paste that you did is pretty unreadable, as I am sure you noticed.
Armagetron: It's a video game that people should just play and enjoy
https://bit.ly/2KBGYjvCheck out the simple site about TheServerPharm
https://bit.ly/2KBGYjvCheck out the simple site about TheServerPharm
- kyle
- Reverse Outside Corner Grinder
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Re: I need help quick
depending on where you have new lines it may or may not be right, all together like that it won't work.
- AI-team
- Shutout Match Winner
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Re: I need help quick
OT:
we need a spoiler
we need a spoiler
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