############################################################################################ # # 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. #Notice: the master server can't handle this currently. I hope to get it #upgraded for 0.2.8.0. Leave this setting alone for now. #SERVER_DNS someserver.dyndns.org # SERVER_IP can be set to the IPs you want the server to listen on. 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 200 # maximum simulation steps per second the dedicated server will perform ############################################################################################ # # Public information # ############################################################################################ TALK_TO_MASTER 0 # 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 # example: # MESSAGE_OF_DAY Line1\nLine2\n\ Line3 # 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.armagetronad.net # the server name as it appears in the server browser. SERVER_NAME Unnamed Server # 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 # ############################################################################################ 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 1.0 # Extra factor for SPAM_PROTECTION for chat messages. Increase for more spam protection. 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 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 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_TIME 300 # Minimum time in seconds between kick votes against the same player. VOTE_USE_SERVER_CONTROLLED_KICK 0 # Set to 1 to use the enhanced server controlled vote items for kick votes. Does not work for clients prior to 0.2.8.0_rc1. 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 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. ############################################################################################ # # 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 # single player settings, active while only one client is connected. # Either SP_MIN_PLAYERS or SP_MIN_TEAMS 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 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 # 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_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