comparison docs/README.sysdef @ 2:2719a89505ba

First entry of Paradise Server 2.9 patch 10 Beta
author darius
date Sat, 06 Dec 1997 04:37:01 +0000
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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