/etc/armagetronad/settings_dedicated.cfg is in armagetronad-common 0.2.8.3.4-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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#
# 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 someserver.dyndns.org
# 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 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
# 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 Message of the Day
# 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
#
############################################################################################
# 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
# 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 <identifier> "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 <identifier>
#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
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