To those that wanted it back - have fun

To those that have never heard of it - give it a try

Moderator: Lucifer
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CYCLE_SPEED 6 # basic cycle speed (m/s)
CYCLE_START_SPEED 30 # speed at startup
CYCLE_ACCEL 22 # acceleration multiplicator
CYCLE_ACCEL_OFFSET 2 # acceleration offset
CYCLE_DELAY .04 # min time between turns
CYCLE_WALL_NEAR 8 # when is a wall near?
CYCLE_SOUND_SPEED 15 # sound speed divisor
CYCLE_BRAKE 0 # allow braking
CYCLE_RUBBER 4 # niceness when hitting a wall
CYCLE_PING_RUBBER 12 # niceness when hitting a wall, influence of
# your ping
CYCLE_BRAKE_REFILL .05 # refill rate of brake reservoir
CYCLE_BRAKE_DEPLETE 120.0 # depletion rate of brake reservoir ( set to 0 to reenable pre 0.2.5 behaviour of infinite brakes )
The only thing I remember is that under 0.2.7.1 the rubber was at 4.Lucifer wrote:Hmmm, some of these settings aren't in 0.2.7.1, but here you go:
Everything else is default. If you're running 0.2.7.1, fire it up as a dedicated server with this config file and comment out the lines it says aren't valid settings. Then set rubber to 5, and maybe a few other things. Not sure, really. This is just a quick one-off of what's on this computer I'm on....Code: Select all
# single player settings, active while only one client is connected SP_EXPLOSION_RADIUS 4 # blast radius of cycle explosions SP_WALLS_LENGTH 800 # cycle trail length SP_WALLS_STAY_UP_DELAY 7 # 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 100 # maximum permanent team imbalance SP_TEAM_MAX_IMBALANCE 100 # 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 1000 # 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 letthe 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 100 # 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 SP_CYCLE_RUBBER 1 # the same settings, active when more than one client is connected EXPLOSION_RADIUS 4 # blast radius of cycle explosions WALLS_LENGTH 800 # cycle trail length #WALLS_STAY_UP_DELAY 2 # 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 8 # maximum permanent team imbalance TEAM_MAX_IMBALANCE 2 # 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 1000 # maximum number of teams TEAMS_MIN 1 # minimum number of teams WIN_ZONE_MIN_ROUND_TIME 45 # 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 FINISH_TYPE 2 # what happens if all human players are dead? 0 for almost immediate round restart, 1 for slow round restart, 2 to letthe 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 -2 # 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 AI_IQ 100 # 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 CYCLE_ACCEL 29 SIZE_FACTOR -3 CYCLE_WALL_NEAR 10 WALLS_STAY_UP_DELAY 7 CYCLE_SPEED 6 # basic cycle speed (m/s) CYCLE_START_SPEED 30 # speed at startup CYCLE_ACCEL_OFFSET 2 # acceleration offset CYCLE_DELAY .04 # min time between turns CYCLE_SOUND_SPEED 15 # sound speed divisor CYCLE_BRAKE 0 # allow braking CYCLE_RUBBER 10 # niceness when hitting a wall CYCLE_PING_RUBBER 12 # niceness when hitting a wall, influence of # your ping CYCLE_BRAKE_REFILL .05 # refill rate of brake reservoir CYCLE_BRAKE_DEPLETE 120.0 # depletion rate of brake reservoir ( set to 0 to reenable pre 0.2.5 behaviour of infinite brakes ) CYCLE_TIME_TOLERANCE 100 # timeshifting settings. Set to 0 to use only the timestamp on a turn CYCLE_RUBBER_TIMEBASED 0 # rubber usage is based on distance travelled if this is 0 (default) and the time passed if this is 1. Intermediate values and values out of these bounds are supported as well. CYCLE_RUBBER_SPEED 40 # logarithmic speed of wall approximation when rubber is in effect ( every second, you get closer to the wall by a factor of ~0.4^{this value} ) CYCLE_RUBBER_MINDISTANCE 0.01 # the minimal distance rubber code keeps you from the wall in front of you CYCLE_RUBBER_MINDISTANCE_RATIO 0 # additional distance for every length unit of the wall you have in front of you CYCLE_RUBBER_MINADJUST 0.01 # when adjusting to or 180ing into a wall, allow going closer by at least this amount ( relative to the last distance ) CYCLE_RUBBER_LEGACY 0 # fallback to old, frame-dependant rubber code when old clients are present CYCLE_RUBBER_TIME 10 # Timescale rubber is restored on CYCLE_RUBBER_DELAY .3 # during this fraction of the cycle delay time, rubber efficiency will be multiplied... CYCLE_RUBBER_DELAY_BONUS 0 # by this factor ( meaning that rubber usage goes up by the inverse; a value of zero means rubber is completely disabled ) CYCLE_DELAY_TIMEBASED 1 # 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 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 100 # score limit (all limits for one match) LIMIT_ROUNDS 40 # max number of rounds to play LIMIT_TIME 7 # max time (in minutes) # ladder constants
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CYCLE_ACCEL 29
SIZE_FACTOR -3
CYCLE_WALL_NEAR 10
WALLS_STAY_UP_DELAY 7
not sure about this one:
CYCLE_ACCEL_OFFSET 2 # acceleration offset
if any of these don't exist in 0.2.7.1, then don't use it. If it does exist in 0.2.7.1, then this is likely the value that was on BiH:
CYCLE_RUBBER_SPEED 40 # logarithmic speed of wall approximation when rubber is in effect ( every second, you get closer to the wall by a factor of ~0.4^{this value} )
CYCLE_RUBBER_MINDISTANCE 0.01 # the minimal distance rubber code keeps you from the wall in front of you
CYCLE_RUBBER_MINDISTANCE_RATIO 0 # additional distance for every length unit of the wall you have in front of you
CYCLE_RUBBER_MINADJUST 0.01 # when adjusting to or 180ing into a wall, allow going closer by at least this amount ( relative to the last distance )
This is the timed match stuff:
LIMIT_SCORE 100 # score limit (all limits for one match)
LIMIT_ROUNDS 40 # max number of rounds to play
LIMIT_TIME 7 # max time (in minutes)
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SIZE_FACTOR -3
CYCLE_WALL_NEAR 10
CYCLE_ACCEL 29
CYCLE_SPEED 6
CYCLE_RUBBER 4
CYCLE_START_SPEED 30 # speed at startup
CYCLE_RUBBER_MINDISTANCE 0.01 # the minimal distance rubber code keeps you from the wall in front of you
CYCLE_RUBBER_MINDISTANCE_RATIO 0 # additional distance for every length unit of the wall you have in front of you
CYCLE_RUBBER_MINADJUST 0.01 # when adjusting to or 180ing into a wall, allow going closer by at least this amount (
CYCLE_BRAKE 0
CYCLE_TIME_TOLERANCE 10000 # timeshifting settings. Set to 0 to use only the timestamp on a turn
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 100 # score limit (all limits for one match)
LIMIT_ROUNDS 40 # max number of rounds to play
LIMIT_TIME 7 # max time (in minutes)