Code: Show/Hide I <module> Loading module 'directory' from 'external'
D <directory> Server name: Turf SVS I <directory> Using 'sscentral.subspace.inet.fi' at 62.65.37.101 as a directory server I <directory> Using 'sscentral.ds98.com' at 199.232.158.6 as a directory server I <directory> Using 'sscentral.subspacehq.com' at 199.232.158.5 as a directory server I <directory> Using 'sscentral.subspace.net' at 216.37.52.235 as a directory server |
Code: Show/Hide D <directory> Sending information to directory servers |
Code: Show/Hide [ Directory ]
Name = Turf SVS Description = Classic Turf Arizona gameplay with the original map and standard VIE ship settings. Server1 = sscentral.subspace.inet.fi Server2 = sscentral.ds98.com Server3 = sscentral.subspacehq.com Server4 = sscentral.subspace.net |
Code: Show/Hide [ General ]
;PublicArenas = turf pb [ Billing ] ;Proxy = bin/proxy ;IP = 127.0.0.1 ;Port = 1850 ;ServerName = Turf SVS ;Password = bill [mysql] hostname=localhost user=asssuser password=[removed] database=asss [ Log ] LogFile = asss.log ;; the syntax for these is: ;; [log_whatever] ;; modulename = DIMWE ;; D = debug, I = info, M = malicious, W = warning, E = error ;; they MUST be in caps ;; the modulename can be "all" to catch unmatched modules. ;; if you don't filter it out, it's enabled by default. ;[log_console] ; all = DIMWE [log_file] all = IMWE persist = MWE chat = DIMWE [log_sysop] all = ME [ Net ] ;; the main listening port Port = 4004 ;; delay to get no packets before client is dropped (this is 30 seconds) DropTimeout = 3000 ;; position packet routeing tuning BulletPixels = 1024 WeaponPixels = 2048 WeaponBuffer = 500 PositionExtraPixels = 8192 [ Chat ] MessageReliable = 1 [ Directory ] Name = Tengun test zone (ASSS) Description = Classic Turf Arizona gameplay with the original map and standard VIE ship settings. Server1 = sscentral.subspace.inet.fi ;Server2 = sscentral.ds98.com ;Server3 = sscentral.subspacehq.com Server2 = sscentral.subspace.net ; changed settings: |
Code: Show/Hide ;; this file contains the names of modules to load at startup. modules
;; are specified as 'modname' for internal modules, or ;; 'file:modulename'. file is the name of the .so file (without the ;; .so). ;; ;; the load order of some of these is very sensitive. don't move stuff ;; around without verifying that it's a valid load order. core:logman core:mainloop core:config core:playerdata core:lagdata core:net funky:chatnet core:arenaman core:mapdata core:capman core:mapnewsdl core:core command:cmdman ; enable this for password security without a billing server ; funky:auth_file scoring:persist game:chat scoring:stats scoring:basicstats game:game loggers:log_console loggers:log_file loggers:log_sysop core:clientset security:security core:lagaction ; external:billing external:directory game:game_timer game:flags game:balls game:koth game:fm_normal command:cfghelp admin:filetrans admin:quickfix scoring:jackpot scoring:periodic scoring:points_kill scoring:points_flag scoring:points_goal command:playercmd command:admincmd command:help funky:sendfile funky:bricklayer command:buy funky:fake funky:autoturret ;funky:auth_prefix ;; uncomment this for multiple pub arena support ;funky:ap_multipub ;; important: nullenc cannot coexist with either of the other ;; encryption modules! comment it out to use them. ;core:nullenc security:contenc core:encrypt1 ; db stuff: ;database:mysql ;database:aliasdb |
Code: Show/Hide general:allowunknown = yes
[users] ; new users password hashes will get added here |