2
|
1 Robert Forsman 3-3-93
|
|
2
|
|
3 If there is a file in the netrek directory called conf.sysdef, the
|
|
4 daemon will look in it for various configuration options. If the file
|
|
5 is changed in the middle of the game, the daemon will eventually
|
|
6 notice and reread the values from the file into the shared memory
|
|
7 segment. Note that some of the options will not affect players
|
|
8 immediately (PLKILLS=, SHIP=)
|
|
9
|
|
10 The following options are of the form
|
|
11
|
|
12 OPT=val
|
|
13
|
|
14
|
|
15 SHIPS=%s
|
|
16
|
|
17 Sets which ships are available for flying. The string after the =
|
|
18 is a comma separated list of values from the list:
|
|
19 "SC", "DD", "CA", "BB", "AS", "SB", "AT", "FL", "JS", "WB", "CL",
|
|
20 "CV", "UT", "PT"
|
|
21
|
|
22 WEAPONS=%s
|
|
23
|
|
24 Sets which special "weapons" are allowed on the server. The string
|
|
25 after the = is a comma separated list of values from the list:
|
|
26 "PLASMA", "TRACTOR", "MISSILE", "FIGHTER"
|
|
27
|
|
28 SUN_EFFECT=%s
|
|
29
|
|
30 Sets which systems are affected by stars. The string after the = is
|
|
31 a comma separated list of values from the list:
|
|
32 "PLASMA", "MISSILE", "FIGHTER", "PHOTON"
|
|
33
|
|
34 NEB_EFFECT=%s
|
|
35
|
|
36 Sets systems affected by nebulous terrain. The string after the = is
|
|
37 a comma separated list of values from the list:
|
|
38 "PLASMA", "PHASER", "SHIELD", "SENSOR", "WARP", "CLOAK"
|
|
39
|
|
40 ASTEROID_EFFECT=%s
|
|
41
|
|
42 Sets systems afected by asteroids. The string after the = is
|
|
43 a comma separated list of values from the list:
|
|
44 "PLASMA", "MISSILE", "FIGHTER", "PHOTON", "IMPULSE", "TRACTOR"
|
|
45
|
|
46 SHIP=%d
|
|
47
|
|
48 The text following this has configuration values for ship class %d.
|
|
49 The ship configuration ends with the word "end" on a line by itself.
|
|
50 The format of each configuration line is
|
|
51
|
|
52 %s %s %?
|
|
53
|
|
54 The first string is currently ignored, but should be the 2-character
|
|
55 abbreviation for the ship. The second string is the value name. The
|
|
56 third string is the new value. Each value name can expect a different
|
|
57 type of value. The current value encodings are:
|
|
58
|
|
59 CHAR %c
|
|
60 SHORT %hi
|
|
61 INT %i
|
|
62 LONG %li
|
|
63 FLOAT %f
|
|
64 STRING %s
|
|
65 LONGFLAGS %s (a comma separated list of values from a special list)
|
|
66
|
|
67 The list of value names can be found in the file structdesc.c.
|
|
68 Their meanings are not yet documented. Take a guess :)
|
|
69
|
|
70 RELOAD_SHIPDEFAULTS=
|
|
71
|
|
72 Causes the initial ship defaults to be reread. Clears any changes
|
|
73 that may have been made by previous SHIP= directives.
|
|
74
|
|
75 TOURN=%d
|
|
76
|
|
77 Sets the number of players/team required for tournament mode.
|
|
78
|
|
79 TESTERS=%d
|
|
80
|
|
81 Sets how many slots are reserved for robots/testers.
|
|
82
|
|
83 CONFIRM=%hhd
|
|
84
|
|
85 A non-zero value means that binaries that do not authenticate
|
|
86 properly will be refused access to the game.
|
|
87
|
|
88 MAXLOAD=%f
|
|
89
|
|
90 Sets the maximum server machine load before the server refuses
|
|
91 access. This option might not be fully functional.
|
|
92
|
|
93 UDP=%hhd
|
|
94
|
|
95 Enables UDP protocol. This is customarily on.
|
|
96
|
|
97 MINUPDDELAY=%d
|
|
98
|
|
99 MINOBSUPDDELAY=%d
|
|
100
|
|
101 PLKILLS=%f
|
|
102
|
|
103 Sets the number of kills required for plasmas. The player must
|
|
104 refit to a ship that mounts plasmas before they are available.
|
|
105
|
|
106 MSKILLS=%f
|
|
107
|
|
108 Sets the number of kills required for missiles. The player must refit
|
|
109 to a ship that mounts missiles before they are available.
|
|
110
|
|
111 EROSION=%f
|
|
112
|
|
113 Sets the chance (<1) that a point of damage will cause irreparable
|
|
114 damage to your ship.
|
|
115
|
|
116 PENETRATION=%f
|
|
117
|
|
118 Sets the amount of damage (<1) that leaks through weakened shields.
|
|
119
|
|
120 NEWTURN=%d
|
|
121
|
|
122 A non-zero value enables new turn code. This is rarely enabled.
|
|
123 With newturn on, turning radii are linearly dependent upon speed.
|
|
124 With newturn disabled, turning radii are somewhat exponential with
|
|
125 speed. Current turning numbers on ships are tuned for NEWTURN=0
|
|
126
|
|
127 HIDDEN=%d
|
|
128
|
|
129 A non-zero value means that enemy ships that are far away from all
|
|
130 teammates will not appear on the galactic scans during T-mode.
|
|
131
|
|
132 PLANUPDSPD=%f
|
|
133
|
|
134 Sets the planet update speed. This only affects how fast planets
|
|
135 orbit stars. Reasonable values range from 1 to 3. Anything above 10
|
|
136 is probably too fast. Anything below 0.1 might as well be 0.
|
|
137
|
|
138 GALAXYGENERATOR=%d
|
|
139
|
|
140 Sets which method to generate the galaxy with. 1 is the original
|
|
141 Paradise 2.01 galaxy generator. 2 is Bob Forsman's compact galaxy
|
|
142 generator. 3 is Heath Kehoe's diamond galaxy generator. 4 is Mike
|
|
143 McGrath's Bronco emulator. 5 is Mike McGrath's small galaxy
|
|
144 generator. 6 is a hack on generator 3 to give 2 systems to each race.
|
|
145 Anything else is interpreted as 1.
|
|
146
|
|
147 NUMNEBULA=%d
|
|
148
|
|
149 Sets the number of nebulous cloud "seeds" to be placed in the galaxy.
|
|
150 Nebulae grow from these "seeds" when the galaxy is created. Higher
|
|
151 numbers mean more nebulous terrain.
|
|
152
|
|
153 NEBULASIZE=%d
|
|
154
|
|
155 Sets the amount of nebulous terrain each "seed" represents. See NUMNEBULA.
|
|
156 Higher is more.
|
|
157
|
|
158 NUMASTEROID=%d
|
|
159
|
|
160 Sets the number of asteroid belts -- maximum of one per star.
|
|
161
|
|
162 ASTEROIDTHICKNESS=%f
|
|
163
|
|
164 Sets the width of asteroid belts. 0.5 is skinny, 3.0 would be pretty fat.
|
|
165
|
|
166 ASTEROIDDENSITY=%d
|
|
167
|
|
168 Value from 0 - 100. 100 would be a solid belt of asteroids. 0 would be no
|
|
169 asteroids in the belt at all.
|
|
170
|
|
171 ASTEROIDRADIUS=%d
|
|
172
|
|
173 Distance at which an asteroid belt orbits it's parent star.
|
|
174
|
|
175 ASTEROIDTHICKVAR=%f
|
|
176
|
|
177 Maximum variance from the ASTEROIDTHICKNESS variable.
|
|
178
|
|
179 ASTEROIDDENSVAR=%d
|
|
180
|
|
181 Maximum variance from the ASTEROIDDENSITY variable.
|
|
182
|
|
183 ASTEROIDRADVAR=%d
|
|
184
|
|
185 Maximum variance from the ASTEROIDRADIUS variable.
|
|
186
|
|
187 POPSCHEME=%hhd
|
|
188
|
|
189 A value of 0 is the Paradise II exponential army growth algorithm.
|
|
190 A value of 1 is Bob Forsman's surface-based demi-uniform pop scheme.
|
|
191
|
|
192 POPCHOICE=%hhd
|
|
193
|
|
194 A value of 0 is the Paradise II 1/15 Hz planet sweep pop choice
|
|
195 algorithm. A value of 0 is Bob Forsman's 10Hz progressive empire scan
|
|
196 algorithm.
|
|
197
|
|
198 POPSPEED%=%d
|
|
199
|
|
200 Controls the speed of the planet popping. 100 is base speed, higher
|
|
201 numbers mean faster popping.
|
|
202
|
|
203 RESOURCEBOMBING=%hhd
|
|
204
|
|
205 If non-zero then allow facilities to be bombed. If zero then
|
|
206 facilities can not be bombed (like Bronco).
|
|
207
|
|
208 REVOLTS=%hhd
|
|
209
|
|
210 If non-zero then planetary revolts can happen.
|
|
211
|
|
212 BRONCOSHIPVALS=%hhd
|
|
213
|
|
214 If non-zero then the next time the daemon initializes the ship
|
|
215 values, they will get bronco values. You must follow this directive
|
|
216 with a line that says "RELOAD_SHIPDEFAULTS=".
|
|
217
|
|
218 EVACUATION=%hhd
|
|
219
|
|
220 If non-zero then you are allowed to beam the last armies off a
|
|
221 planet.
|
|
222
|
|
223 AFTERBURNERS=%hhd
|
|
224
|
|
225 If non-zero then you are allowed to use afterburners.
|
|
226
|
|
227 WARPDRIVE=%hhd
|
|
228
|
|
229 If non-zero then you are allowed to use warp engines.
|
|
230
|
|
231 FUELEXPLOSIONS=%hhd
|
|
232
|
|
233 If non-zero then the damage from a ship's explosion is fuel-based.
|
|
234 A zero value emulates Bronco's flat damage.
|
|
235
|
|
236 NEWCLOAK=%hhd
|
|
237
|
|
238 BRONCORANKS=%hhd
|
|
239
|
|
240 NEWARMYGROWTH=%hhd
|
|
241
|
|
242 If NEWARMYGROWTH=0 and POPCHOICE=0 then Bronco-like army growth is
|
|
243 enabled.
|
|
244
|
|
245 WARPDECEL=%hhd
|
|
246
|
|
247 A zero value means that ships instantly decelerate from maxwarp to
|
|
248 maximpulse when the user chooses an impulse speed. Otherwise, a
|
|
249 deceleration is required, during which weapons are still inoperative.
|
|
250 Afterburners can be used to decelerate more quickly, but watch your
|
|
251 etem.
|
|
252
|
|
253 AFFECTSHIPTIMERSOUTSIDET=%hhd
|
|
254
|
|
255 If this setting is non-zero then ship timers will be affected by the
|
|
256 destruction of a ship even outside of tournament mode. The default
|
|
257 value is 0 for league play.
|
|
258
|
|
259 DURABLESCOUTING=%hhd
|
|
260
|
|
261 If this setting is non-zero then a scouted planet is up-to-date
|
|
262 until taken from you by the enemy (bronco emulation). Zero is
|
|
263 paradise style.
|
|
264
|
|
265 FACILITYGROWTH=%hhd
|
|
266
|
|
267 If non-zero then facilities grow from surface properties.
|
|
268
|
|
269 FIREDURINGWARPPREP=%hhd
|
|
270
|
|
271 If non-zero then you are allowed to fire during the warp preparation
|
|
272 period.
|
|
273
|
|
274 FIREDURINGWARP=%hhd
|
|
275
|
|
276 If non-zero then you are allowed to fire while warp drive is engaged.
|
|
277
|
|
278 FIREWHILEDOCKED=%hhd
|
|
279
|
|
280 If non-zero then you can fire while docked to a base.
|
|
281
|
|
282 WARPPREPSTYLE=%hhd
|
|
283
|
|
284 If 0 then tractors (and pressors) do not affect warp preparation.
|
|
285 If 1 then they will cause an abort if the ship is being tractored at
|
|
286 the end of warp prep. If 2 then the ship will be unable to enter warp
|
|
287 until the tractors are disengaged. If 3 then a tractor will abort
|
|
288 warp prep at ANY time. If 4 then a tractor beam suspends the
|
|
289 preparation countdown.
|
|
290
|
|
291 CLOAKDURINGWARPPREP=%hhd
|
|
292
|
|
293 If non-zero then you are allowed to cloak during warp preparation.
|
|
294
|
|
295 CLOAKWHILEWARPING=%hhd
|
|
296
|
|
297 If non-zero then you are allowed to cloak while warp drive is engaged.
|
|
298
|
|
299 ORBITDIRPROB=%f
|
|
300
|
|
301 Probability that you will orbit the planet clockwise.
|
|
302
|
|
303 PLANETSINPLAY=%d
|
|
304
|
|
305 The maximum number of planets that can belong to teams in play.
|
|
306 3rd-race and independent planets don't count.
|
|
307
|
|
308 BEAMLASTARMIES=%d
|
|
309
|
|
310 If non-zero then you can beam up the last armies from the last
|
|
311 planet (surrender).
|
|
312
|
|
313 TIMEOUTS=%d
|
|
314
|
|
315 Number of timeouts allowed in a league game (NYI).
|
|
316
|
|
317 REGULATIONMINUTES=%d
|
|
318
|
|
319 Number of minutes in regulation league play.
|
|
320
|
|
321 OVERTIMEMINUTES=%d
|
|
322
|
|
323 Number of minutes in overtime league play (NYI).
|
|
324
|
|
325 PING_PERIOD=%d
|
|
326 PING_ILOSS_INTERVAL=%d
|
|
327 PING_GHOSTBUST=%d
|
|
328 PING_GHOSTBUST_INTERVAL=%d
|
|
329
|
|
330 Some goop about ping packets.
|
|
331
|
|
332 VARIABLE_WARP=%d
|
|
333
|
|
334 If non-zero then players can alter their warp speed.
|
|
335
|
|
336 WARPPREP_SUSPENDABLE=%d
|
|
337
|
|
338 If non-zero then warp preparation can be suspended and resumed.
|
|
339
|
|
340 HELPFULPLANETS=%d
|
|
341
|
|
342 If nonzero then planets help you refuel and regain etemp capacity.
|
|
343
|
|
344 NUMWORMPAIRS=%d
|
|
345
|
|
346 Number of wormhole pairs placed in the galaxy
|
|
347
|