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Sgt.Sargent Newbie
Joined: Jul 20 2005 Posts: 12 Location: location, location Offline
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Posted: Fri Jul 22, 2005 1:36 pm Post subject: What exactly does server.cfg do? |
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OK, I know some of the basics and I have CSEdit to give me descriptions of what the ships do, but is there anything that tells a newb what exactly the rest of it does?
For example, here's a copy-and-paste from notes I started making:
[PrizeWeight]
Chance for a given prize to be in a green. Chance is =# out of total for all PrizeWeight entries
[Spectator]
HideFlags= 0 doesn't hide flags from spectator viewers, 1 hides them
NoXRadar= 0 doesn't disable XRadar view from spectator viewers, 1 keeps them from seeing as though XRadar were active
[Bullet]
ExactDamage= 0 allows bullets to do variable damage, 1 forces them to do exactly the damage listed below
BulletDamageLevel= damage done by level 1 bullets
BulletDamageUpgrade= additional damage done by each increasing level of bullet
BulletAliveTime= how long a bullet exists if it doesn't end otherwise (by hitting a wall, shooting someone, or falling in to a wormhole)
[Misc]
BounceFactor= is how much momentum is *lost* when hitting a wall. 0 is continual high speed deflection, as if ships were large bullets or bombs with infinite bounces
LevelFiles= ?is for files included in the level, such as .lvz? |
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Bak ?ls -s 0 in

Age:26 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Fri Jul 22, 2005 4:08 pm Post subject: |
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SERVER.CFG file
This is the main controlling file for your zones gameplay. Lets go
through all of the parameters. If you are having difficulty with a
paremter do a WORD search of this document to take you to it. Or if
its not there then post on the SERVER WEB BOARD (there is a link
from the SubSpace client in the full version)
How do you read entries?
A typical entry looks something like this……
PrizeWeight:QuickCharge:0:0:255:Likelyhood of 'Full Energy' prize
appearing
PrizeWeight:Energy:0:0:255:Likelyhood of 'Energy Upgrade' prize
appearing
PrizeWeight:Rotation:0:0:255:Likelyhood of 'Rotation' prize
appearing
PrizeWeight:Stealth:0:0:255:Likelyhood of 'Stealth' prize appearing
PrizeWeight:Cloak:0:0:255:Likelyhood of 'Cloak' prize appearing
PrizeWeight:AntiWarp:0:0:255:Likelyhood of 'AntiWarp' prize
appearing
Lets run down the columns…
First off all look to the far right of the first column. This gives
you a rough idea of what the entry is about, in this case it says..
"Likelyhood of 'Full Energy' prize appearing"
This means that the line sets a number that determines how likely it
is that the prize a player picks up is a FULL ENERGY prize. This
does NOT govern how many prizes appear (that’s another parameter)
merely what KIND of prize it will be.
Next there are three numbers that in this case are..
"0:0:255:"
The first number is what you have the parameter set to. The second
is the minimum possible to set it to. The Third number is the
maximum possible to set it to. As it is set to zero that prize will
never appear. However if you set it above zero then the probability
is based on a comparison of how likely compared to other prizes you
want it to be. For example if you set all your prizes to a number
between 1 and 100 then the prize set to 100 would appear most
frequently but a prize set to 1 would appear around 1 in 100 times.
It IS possible to have numbers the same for prizes of equal value.
NOTE: In OUR examples below there are only two numbers eg:0:255
these are the maximum and minimum.
Next is only piece of text that gives a short text note to what the
parameter is about. In this case.
"Quickcharge"
Finally the category of prize is listed. In this case.
"PrizeWeight"
The only thing you need to worry about is the first number. You
CANNOT change the minimum or maximum (the second & third numbers)
they are there for your reference only.
THE PARAMETERS
I will go through all of the parameters as if I was making a zone to
give you an idea of the creation process. The prefered method is to
change these parameters WITHIN the game by using the ESC C command.
This gives you a reminder of which parameter does what and a breif
explantation.
+Bomb:BombDamageLevel:0:32000:Amount of damage a bomb causes at its
center point (for all bomb levels)
This is the amount of damage that a bomb does at "ground zero". All
bombs actually do the same amount of damage at the impact point but
larger bombs have larger blast radii. The damage is reduced
exponentially from the point of ground zero.
+Bomb:BombAliveTime:100:12000:Time bomb is alive (in hundredths of a
second)
Bombs have a built in "expiration date" that is measured in
milliseconds. Thus if you fire any bomb it will disappear after this
time. We do not allow bombs to go on forever until they hit the edge
of the map because of the addition traffic that this would cause
with an arena of many players, however you may want to up this time
limit for smaller player games.
+Bomb:BombExplodeDelay:0:250:How long after the proximity sensor is
triggered before bomb explodes. (note: it explodes immediately if
ship moves away from it after triggering it)
Bombs in SubSpace are actually semi-smart this delay is the amount
of time (in ms) the bomb will wait for the target to move closer
before exploding. Bombs will automatically detonate if the closest
enemy ship to it starts to move away thus ensuring the most amount
of damage.
+Bomb:BombExplodePixels:1:250:Blast radius in pixels for an L1 bomb
(L2 bombs double this, L3 bombs triple this)
This is the blast radius in pixels of each level of bombs. The
initial setting is for level one bombs and from then on it is
multiplied by the bomb level.
+Bomb:ProximityDistance:0:10:Radius of proximity trigger in tiles.
Each bomb level adds 1 to this amount.
The bomb proximity radius is measured in tiles (squares of 8 pixels)
rather than actual pixels. Thus you can have a bomb that will
detonate even when it can do no damage to the nearest enemy or a
bomb whose fuse turns on only when the target is well within the
blast radius. This setting is for level 1 bombs, each levl of bombs
adds 1 tile.
+Bomb:JitterTime:0:250:How long the screen jitters from a bomb hit.
(in hundredths of a second)
When a bomb explodes a special effect of the screen "wobbling"
happens. This can be increased if you want the bombs to feel
beefier.
+Bomb:BombSafety:0:1:Whether proximity bombs have a firing safety
(0=no 1=yes). If enemy ship is within proximity radius, will it
allow you to fire.
This safety fuse will not allow you to fire a bomb if an enemy is so
close that it would cause you harm. You can turn this off if you
want to live a little "wild".
+Bomb:EBombShutdownTime:0:32000:Maximum time recharge is stopped on
players hit with an EMP bomb.
This is the amount of time that the enemies recharge rate is stopped
for when they are hit by an EMP bomb (as fired by the weasel
usually).
+Bomb:EBombDamagePercent:0:2000:Percentage of normal damage applied
to an EMP bomb 0=0% 1000=100% 2000=200%
This is the amount of "real" damage inflicted by an EMP bomb when it
explodes in addition to its shutdown damage.
+Bomb:BBombDamagePercent:0:2000:Percentage of normal damage applied
to a bouncing bomb 0=0% 1000=100% 2000=200%
If you want a bouncing bomb can do more or less damage than usual.
You can set it to upto 200% of regular bombs
Brick:BrickTime:500:30000:How long bricks last (in hundredths of a
second)
This is how long a brick lasts before it disappears (in MS)
Brick:BrickSpan:1:100:How many tiles bricks are able to span
This is how large a brick is when dropped in tiles (a tile is 8
pixels)
+Bullet:BulletDamageLevel:0:32000:Maximum amount of damage that a L1
bullet will cause
The amount of damage that a level one bullet will cause. This is
subtracted from the targets energy.
+Bullet:BulletDamageUpgrade:0:32000:Amount of extra damage each
bullet level will cause
Unlike bombs bullets damage increases by a fixed amount of damage
rather than a multiplier. Thus is this number is set to 100 a level
three bomb will cause the base bullet damage plus 200.
+Bullet:BulletAliveTime:100:1000:How long bullets live before
disappearing (in hundredths of a second)
This is the lifetime of each bullet in ms before it disappears. For
latency reasons you should rarely increase this number although in
smaller zones this may be applicable.
+Burst:BurstDamageLevel:0:5000:Maximum amount of damage caused by a
single burst bullet.
This is the amount of damage that a bullet from the "burst" weapon
inflicts.
+Cost:PurchaseAnytime:0:1:Where prizes can be purchased 0 = safe
zone, 1 = anywhere
You can allow players to purchase items from their score by using
the ?buy command if you wish. This parameter determines whether or
not players need to be in a safe zone to buy items or whether he can
buy them anywhere.
+Cost:Recharge:0:32000:Cost (in points) to purchase this prize
+Cost:Energy:0:32000:Cost (in points) to purchase this prize
+Cost:Rotation:0:32000:Cost (in points) to purchase this prize
+Cost:Stealth:0:32000:Cost (in points) to purchase this prize
+Cost:Cloak:0:32000:Cost (in points) to purchase this prize
+Cost:XRadar:0:32000:Cost (in points) to purchase this prize
+Cost:Gun:0:32000:Cost (in points) to purchase this prize
+Cost:Bomb:0:32000:Cost (in points) to purchase this prize
+Cost:Bounce:0:32000:Cost (in points) to purchase this prize
+Cost:Thrust:0:32000:Cost (in points) to purchase this prize
+Cost:Speed:0:32000:Cost (in points) to purchase this prize
+Cost:MultiFire:0:32000:Cost (in points) to purchase this prize
+Cost:Prox:0:32000:Cost (in points) to purchase this prize
+Cost:Super:0:32000:Cost (in points) to purchase this prize
+Cost:Shield:0:32000:Cost (in points) to purchase this prize
+Cost:Shrap:0:32000:Cost (in points) to purchase this prize
+Cost:AntiWarp:0:32000:Cost (in points) to purchase this prize
+Cost:Repel:0:32000:Cost (in points) to purchase this prize
+Cost:Burst:0:32000:Cost (in points) to purchase this prize
+Cost:Decoy:0:32000:Cost (in points) to purchase this prize
+Cost:Thor:0:32000:Cost (in points) to purchase this prize
+Cost:Brick:0:32000:Cost (in points) to purchase this prize
+Cost:Rocket:0:32000:Cost (in points) to purchase this prize
+Cost:Portal:0:32000:Cost (in points) to purchase this prize
All of the above are the costs in points for each item when using
the ?buy command. If the item cost is zero then the item is
unavailable.
+Door:DoorDelay:100:32000:How often doors attempt to switch their
state.
The doors or "gates" in the tileset switch on and off at various
rates depending on their postion in the tile sets (most changing to
least changing left to right). This timer determines how often the
doors ‘check’ to see if they should switch.
+Door:DoorMode:-2:255:Door mode (-2=all doors completely random,
-1=weighted random (some doors open more often than others),
0-255=fixed doors (1 bit of byte for each door specifying whether it
is open or not)
+Flag:FlaggerOnRadar:0:1:Whether the flaggers appear on radar in red
0=no 1=yes
DO flag carriers appear on radar? If set to ON then enemies will
appear red and freinds will appear bright yellow.
+Flag:FlaggerKillMultiplier:0:255:Number of times more points are
given to a flagger (1 = double points, 2 = triple points)
When a player is carrying a flag you can give him a multiplier for
every kill he gets while carrying the flag.
+Flag:FlaggerGunUpgrade:0:1:Whether the flaggers get a gun upgrade
0=no 1=yes
When carrying a flag the carrier can have a bonus of one gun level
if this parameter is set to On. Thus a warbird with level three guns
carrying a flag will have level 4 guns.
+Flag:FlaggerBombUpgrade:0:1:Whether the flaggers get a bomb upgrade
0=no 1=yes
When carrying a flag the carrier can have a bonus of one bomb level
if this parameter is set to On. Thus a Leviathan with level three
bombs carrying a flag will have level 4 bombs.
+Flag:FlaggerFireCostPercent:0:2000:Percentage of normal weapon
firing cost for flaggers 0=Super 1000=100% 2000=200%
When carrying a flag the carrier can have modified firing energy
costs. If set to "super’ then the carryer fires energy free! The
Rabbit zone for example allows carriers to fire at 75% energy so you
would set the parameter to 750.
+Flag:FlaggerDamagePercent:0:2000:Percentage of normal damage
received by flaggers 0=Invincible 1000=100% 2000=200%
When carrying a flag this is the amount of built in "armor" or
damage that the carrier takes. Thus a setting of 500 then he would
only receive 50% of all damage inflicted upon him.
+Flag:FlaggerSpeedAdjustment:-4000:4000:Amount of speed adjustment
player carrying flag gets (negative numbers mean slower)
When carrying a flag you can alter how fast in comparison to his
normal ship he moves. You can speed him up or slow him down.
+Flag:FlaggerThrustAdjustment:-25:5:Amount of thrust adjustment
player carrying flag gets (negative numbers mean less thrust)
When carrying a flag this is the amount of thrust given or taken
away from the flagger.
+Flag:FlaggerBombFireDelay:0:32000:Delay given to flaggers for
firing bombs (0=ships normal firing rate -- note: please do not set
this number less than 20)
This is the modified bomb fire rate for flag carriers. The delay is
in MS.
Flag:CarryFlags:0:2:Whether the flags can be picked up and carried
(0=no, 1=yes, 2=yes-one at a time)
This parameter sets whether or not flags are able to be picked up or
not. 0 will give you a turf style game, 1 will allow you to pick up
as many flags as you like, 2 will only allow you to pick up flags
one at a time (good for running style games).
+Flag:FlagDropDelay:0:720000:Time before flag is dropped by carrier
(0=never)
This is the amount of time (in ms) that the player has after he
picks up a flag before he drops it. Setting this to zero will allow
him to carry it forever ( or until he dies).
+Flag:FlagDropResetReward:0:32000:Minimum kill reward that a player
must get in order to have his flag drop timer reset.
When carrying a flag the player can reset the carrying timer to
maximum by killing a player with a large enough bounty, this
parameter sets that bounty.
+Flag:EnterGameFlaggingDelay:0:32000:Time a new player must wait
before they are allowed to see flags
When a player enters the zone flags are not visible to him for a
little while. This parameter sets the timer.
Flag:FlagMode:0:2:Style of flag game (0=dropped flags are un-owned,
carry all flags to win)(1=dropped flags are owned, own all flags to
win)(2=Turf style flag game)
This parameter sets the game style of a flag game. 0 sets the game
to a running style game. When a player drops a flag it becomes un
owned again. The first team to carry all flags at once wins. 1 sets
the game to a warzone style game where even after players have
dropped flags they remain "owned" until and enemy comes and steals
them. The first team to own all flags wins. 2 sets the game to
static flags that can be owned but not carried. This is similar to
the ‘turf" zone.
+Flag:FlagResetDelay:1000:10000000:Amount of time before an un-won
flag game is reset (in hundredths of a second)
Flag:MaxFlags:0:32:Maximum number of flags in the arena. (0=no flag
game)
This is the maximum number of flags that are randomly distributed
around the map. Setting this to zero means that no flags are placed.
Flag:RandomFlags:0:1:Whether the actual number of flags is randomly
picked up to MaxFlags (0=no 1=yes)
+Flag:FlagReward:0:5000:Number of points given for a flag victory.
Formula = (playersInGame *
playersInGame * FlagReward / 1000). (0=no flag victory is EVER
declared)
This is the number of points awarded for winning the flag game. If
this is set to zero then the game goes on forever EG: rabbit zone or
turf.
+Flag:FlagRewardMode:0:1:How flag reward points are divided up (0 =
each team member gets rewardPoints) (1 = each team member gets
(rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam))
+Flag:FlagTerritoryRadius:0:1024:When flagger drops flags, this is
how spread out they are (distance from drop-centroid in tiles).
(note: 0 = special value meaning hide flags in center area of board
as normal)
This setting determines how far from the flag carrier the flags are
dropped to give a small spread affect. If you always want flags to
drop right next to the player then set this to 1. If you set it to
zero then the flags are dropped no where near the player but are
rather randomly reset around the board, this is the case for the
"rabbit" zone.
+Flag:FlagTerritoryRadiusCentroid:0:1024:When flagger drops flags,
this is how far the drop-centroid is randomly adjusted from the
actual drop location) (note: 1024 = hide anywhere on level)
+Flag:FriendlyTransfer:0:1:Whether the flaggers can transfer flags
to other teammates (0=no 1=yes)
This parameter sets whether or not freindly players can pick up the
flag after you drop it. This is not the case for the "wazrone" style
game but IS the case for the "rabbit" zone.
+Kill:BountyIncreaseForKill:0:255:Number of points added to players
bounty each time he kills an opponent.
A players bounty can go up because he picks up prizes or because he
kills other players this parameter sets the amount of increase for
each kill a player gets. EG: if you set this variable to 30 and the
player had a bounty of 100 then when he killed a player his bounty
would increase to 130.
+Kill:EnterDelay:200:32000:How long after a player dies before he
can re-enter the game.
Players will have noticed this most evidently in the "powerball"
zone. It is a ‘sin bin’ or delay after having died. This can
actually be very useful to give the player a few "insult" moments
before he re entered the game.
+Kill:KillPointsPerFlag:0:250:Number of bonus points given to a
player based on the number of flags his team has (as is done in Turf
zone now)
Every time count in a flag game (defined below) then the player can
be awarded a stock amount of points for his entire teams flags. This
is most evident in the turf zone.
+Kill:KillPointsMinimumBounty:0:32000:Bounty of target must be over
this value to get any KillPointsPerFlag bonus points.
+Kill:DebtKills:0:250:Number of kills a player must get after dying
or resetting-ship before he starts getting points for kills.
You can set the game so that you need to get a certain number of
KILLS before you receive any points for kills. This is useful for
games where you really want to encourage survival.
+Kill:NoRewardKillDelay:0:32000:If you kill the same guy twice
within this amount of time, you get no points for the second kill.
(in hundredths of a second)
This parameter was put in to stop people continually killing a
"friend" in order to rack up points. It is a timer that gives zero
points if you kill the same player twice within it.
+Kill:BountyRewardPercent:0:5000:Percentage of your own bounty added
to your reward when you kill somebody else.
A "rich get richer" scheme that encourages survival. Useful in zones
where people have stopped wanting to get their bounties high to
avoid giving enemies so many points, by reseting their ships they
can effectively remove a large amount of points from enemies. By
giving a % of the kill you encourage people to keep high bounties
making nice juicy targets.
+Kill:FixedKillReward:-1:1000:Fixed number of points given for any
kill (regardless of bounty) (-1 = use bounty as always)
Useful for nice simple zones. You could design a zone for example
that simply gave 1 point per kill and the first to 6 kills was the
winner. Leaving this at -1 uses the standard bounty system.
+Kill:JackpotBountyPercent:0:4000:Percentage of kill value added to
Jackpot 0=No Jackpot Game 1000=100% 2000=200%
KING OF THE HILL
King of the hill games give players a ‘crown" that they get when the
game starts, this crown is removed when they die a certain number of
times or when a timer runs out after which it is removed. The last
player in the zone with a crown is "king of the hill" and wins the
game. The following parameters define various aspects of this game
style.
+King:DeathCount:0:255:Number of deaths a player is allowed until
his crown is removed
+King:ExpireTime:500:720000:Initial time given to each player at
beginning of 'King of the Hill' round
+King:RewardFactor:0:5000:Number of points given to winner of 'King
of the Hill' round (uses FlagReward formula)
+King:NonCrownAdjustTime:0:30000:Amount of time added for killing a
player without a crown
+King:NonCrownMinimumBounty:0:32000:Minimum amount of bounty a
player must have in order to receive the extra time.
+King:CrownRecoverKills:0:200:Number of crown kills a non-crown
player must get in order to get their crown back.
+Message:AllowAudioMessages:0:1:Whether players can send audio
messages (0=no 1=yes)
Determines whether or not you allow players to send audio clips to
each other as set up in the game options menu of their cleint. You
may wish to disable this if bandwidth or audio content is an issue.
+Message:QuickMessageLimit:3:10:Maximum number of messages that can
be sent in a row before player is kicked.
Some players like to ‘spam’ a zone making rather a nuisance of
themselves. This parameter sets how many messages they can send in a
row before they are booted off the server. A pause of a few seconds
willreset this so you can validly send a lot of messages in a team
game.
+Mine:MineAliveTime:200:60000:Time that mines are active (in
hundredths of a second)
Determines how long mines last in a game. Setting this short will
create "tactical" mines that dissapear quickly, setting it high
makes for "strategic" mines that will last a long time.
+Mine:TeamMaxMines:0:255:Maximum number of mines allowed to be
placed by an entire team
Sets the maximum amount of mines that can be set by the WHOLE TEAM,
thus if it is set to 10 and there is a team of 4 players then once
ten mines are set then NO ONE on that team can lay any more mines.
Misc:FrequencyShipTypes:0:1:Whether ship type is based on frequency
player is on or not (0=no 1=yes)
If this is set to 1 then freqs 0-5 determines what kind of ship you
can fly. Thus EVERYONE on freq 0 flys a warbird everyone on 2 a JAV
etc.
+Misc:WarpPointDelay:100:32000:How long a Portal point is active.
Sets how long a portal lasta before it dissapears, note that a
portal is always removed after you have used it anyway.
+Misc:DecoyAliveTime:200:12000:Time a decoy is alive (in hundredths
of a second)
How long a decoy lasts, Not usually much point in setting this too
high as it causes lots of confusion J
+Misc:BounceFactor:16:255:How bouncy the walls are
(16=no-speed-loss)
This is a fun one. This determines how bouncy walls are. Setting it
below 16 can lead to a rather solid "thump" feel whereas setting it
high can lead to a crazy bouncy zone J
+Misc:SafetyLimit:100:900000:Amount of time that can be spent in the
safe zone.
The amount of time that a player can stay in the saftey zone before
he is booted. Try to make it only as long as a "bathroom break" (or
just less if you are feeling sadistic). Players who just want to
hang and chat should be in SPECTATOR mode anyway.
+Misc:TickerDelay:100:32000:Amount of time between ticker help
messages.
The delay between HELP ticker messages.
+Misc:WarpRadiusLimit:8:1024:When ships are randomly placed in the
arena, this parameter will limit how far from the center of the
arena they can be placed (1024=anywhere)
If you wish you can limit where players ships start by this
parameter. You should note that even when this is set to 1024 the
game detects how many players are in the zone and the less players
there are the more likely they are to start at the center anyway (to
keep players together in a big open map).
+Misc:ActivateAppShutdownTime:0:3000:Amount of time a ship is
shutdown after application is reactivated (ie. when they come back
from windows mode)
Some people just get up to no good. Who know what they could be
doing when they miminze the program? Thus we give them a nice engine
shutdown for this amount of time to encourage only minimizing when
in a safe zone.
+Misc:NearDeathLevel:0:800:Amount of energy that constitutes a
near-death experience (ships bounty will be decreased by 1 when this
occurs -- used for dueling zone)
useful for "marking" players who have nearly died in dueling
matches.
+Misc:VictoryMusic:0:1:Whether the zone plays victory music or not.
Just before a flag game is won then the Victory music can be played.
Some people find this annoying and you can shut it off with this
parameter.
+Misc:BannerPoints:0:720000:Number of points require to display a
banner
How many point must be earned in this zone before a banner can be
set.
+Misc:MaxLossesToPlay:0:255:Number of deaths before a player is
forced into spectator mode (0=never)
This is very useful for scenario games where you want to limit the
amount of deaths a player can have. Some of the best scenarios I
have played have been "one death" zones. After this death you are
booted into spec mode where you can watch the end of the match.
+Misc:SpectatorQuiet:0:1:Whether spectators can talk to active
players (1=no 0=yes)
This is to stop specators giving hints to players in the game when
set to off.
+Misc:MaxPlaying:0:200:Maximum number of players that can be playing
at one time (does not count spectators, 0=limited only by maximum
allowed in arena (not a user setting))
useful for mass spectator games with only a few contestants.
Misc:TimedGame:0:10000000:Amount of time in a timed game (like speed
zone) (0=not a timed game)
The amount of time that a timed game lasts.
Misc:ResetScoreOnFrequencyChange:0:1:Whether a players score should
be reset when they change frequencies (used primarily for timed
games like soccer)
The following group of parameters is only for those who are very
interested in connection speeds. They should be rarely changed.
+PacketLoss:C2SKickOutPercent:750:970:ClientToServer packetloss
percentage before being kicked (this is percentage that make it 800
= 80% good or allow 20% packetloss)
+PacketLoss:S2CKickOutPercent:750:970:ServerToClient packetloss
percentage before being kicked (this is percentage that make it 800
= 80% good or allow 20% packetloss)
+PacketLoss:SpectatorPercentAdjust:0:500:Amount of extra packetloss
a spectator is allowed to have.
+Periodic:RewardDelay:0:720000:Time interval between each periodic
reward (0=no periodic reward)
An example of this would be the turf zone that gives players a
reward based on the flags held by that team every few minutes.
+Periodic:RewardMinimumPlayers:1:255:Number of players that must be
in the arena before periodic rewards will occur
+Periodic:RewardPoints:-50:1000:Number of points given out to team
members (per flag owned). (Negative numbers = flagCount *
playersInArena)
+Prize:MultiPrizeCount:2:255:Number of random 'Greens' given with a
'MultiPrize'
The standard setting for this is 10. If you wish to give players
powerful ships at the start the "initial bounty" parameter may be
more useful.
+Prize:PrizeFactor:0:5000:Number of prizes hidden is based on number
of players in game. This number adjusts the formula, higher numbers
mean more prizes.
+Prize:PrizeDelay:100:12000:How often prizes are regenerated (in
hundredths of a second)
+Prize:PrizeHideCount:0:100:Number of prizes that are regenerated
every PrizeDelay.
+Prize:MinimumVirtual:10:512:Distance from center of arena that
prizes/flags/soccer-balls will generate
This number is in tiles (8*8 pixel squares)
+Prize:UpgradeVirtual:0:512:Amount of additional distance added to
MinimumVirtual for each player that is in the game.
As more players enter a zone we increase the radius that prizes,
flags and new players are placed, thus with only a few players
everything will be placed near the center. You can adjust this to
make it more spread out if you wish.
+Prize:PrizeMaxExist:200:12000:Maximum amount of time that a hidden
prize will remain on screen. (actual time is random)
Note that by "hidden" we just mean a prize that has appeared in the
zone and has not yet been picked up.
+Prize:PrizeMinExist:200:12000:Minimum amount of time that a hidden
prize will remain on screen. (actual time is random)
+Prize:PrizeNegativeFactor:1:32000:Odds of getting a negative prize.
(1 = every prize, 32000 = extremely rare)
Negative prizes REMOVE or downgrade that item from a players
inventory. Very unpopular item. This will use the same table as
regular prizes thus the most common UPGRADE will be the most common
DOWNGRADE,
+Prize:DeathPrizeTime:100:12000:How long the prize exists that
appears after killing somebody.
When a player dies he leaves behind a prize that can be picked up
this determines how long that prize lasts.
+Prize:EngineShutdownTime:50:32000:Time the player is affected by an
'Engine Shutdown' Prize (in hundredth of a second)
The following lists the PROBABILTY of a certain prize being
generated. Note that the ranger of numbers is purely for fine tuning
thus if all prizes are set at 255 it will have the same effect as if
they were all set at 1 however setting one prize at 255 and all the
others at 1 would result in that prize being generated far more
often. We usually set all of our prize ranges between 1-100. Setting
any of these numbers to zero results in the prize never appearing.
+PrizeWeight:QuickCharge:1:255:Likelyhood of 'Full Energy' prize
appearing
+PrizeWeight:Energy:0:255:Likelyhood of 'Energy Upgrade' prize
appearing
+PrizeWeight:Rotation:0:255:Likelyhood of 'Rotation' prize appearing
+PrizeWeight:Stealth:0:255:Likelyhood of 'Stealth' prize appearing
+PrizeWeight:Cloak:0:255:Likelyhood of 'Cloak' prize appearing
+PrizeWeight:AntiWarp:0:255:Likelyhood of 'AntiWarp' prize appearing
+PrizeWeight:XRadar:0:255:Likelyhood of 'XRadar' prize appearing
+PrizeWeight:Warp:0:255:Likelyhood of 'Warp' prize appearing
+PrizeWeight:Gun:0:255:Likelyhood of 'Gun Upgrade' prize appearing
+PrizeWeight:Bomb:0:255:Likelyhood of 'Bomb Upgrade' prize appearing
+PrizeWeight:BouncingBullets:0:255:Likelyhood of 'Bouncing Bullets'
prize appearing
+PrizeWeight:Thruster:0:255:Likelyhood of 'Thruster' prize appearing
+PrizeWeight:TopSpeed:0:255:Likelyhood of 'Speed' prize appearing
+PrizeWeight:Recharge:0:255:Likelyhood of 'Recharge Rate' prize
appearing
+PrizeWeight:MultiFire:0:255:Likelyhood of 'MultiFire' prize
appearing
+PrizeWeight:Proximity:0:255:Likelyhood of 'Proximity Bomb' prize
appearing
+PrizeWeight:Glue:0:255:Likelyhood of 'Engine Shutdown' prize
appearing
+PrizeWeight:AllWeapons:0:255:Likelyhood of 'Super!' prize appearing
+PrizeWeight:Shields:0:255:Likelyhood of 'Shields' prize appearing
+PrizeWeight:Shrapnel:0:255:Likelyhood of 'Shrapnel Upgrade' prize
appearing
+PrizeWeight:Repel:0:255:Likelyhood of 'Repel' prize appearing
+PrizeWeight:Burst:0:255:Likelyhood of 'Burst' prize appearing
+PrizeWeight:Decoy:0:255:Likelyhood of 'Decoy' prize appearing
+PrizeWeight:Thor:0:255:Likelyhood of 'Thor' prize appearing
+PrizeWeight:Portal:0:255:Likelyhood of 'Portal' prize appearing
+PrizeWeight:Brick:0:255:Likelyhood of 'Brick' prize appearing
+PrizeWeight:Rocket:0:255:Likelyhood of 'Rocket' prize appearing
+PrizeWeight:MultiPrize:0:255:Likelyhood of 'Multi-Prize' prize
appearing
+Radar:RadarMode:0:4:Radar mode (0=normal, 1=half/half, 2=quarters,
3=half/half-see team mates, 4=quarters-see team mates)
In this mode the teams are divided by radar map. 1= all odd numbers
are on the left and all even on the right. When you go into enemy
territory then you LOSE ALL RADAR. This can be very frightening. 2=
Same as 1 but when in enemy territory you can see friends on radar.
3= is the same as above but divides the zone into 4 areas not 2.
+Radar:RadarNeutralSize:0:1024:Size of area between blinded radar
zones (in pixels)
This sets up the size of the nuetral "buffer" zone where everyone
can see (only used with RADAR modes 1-4)
Radar:MapZoomFactor:8:12:A number representing how far you can see
on radar.
How far the radar sees. Increasing it makes the radar more strategic
but increases modem traffic.
Parameters for the REPEL (CTRL+SHIFT) weapon which hurls opponents
away from you.
+Repel:RepelSpeed:500:8000:Speed at which players are repelled
+Repel:RepelTime:10:500:Time players are affected by the repel (in
hundredths of a second)
+Repel:RepelDistance:0:1000:Number of pixels from the player that
are affected by a repel.
Parameters for using the ROCKET (F5) which gives a huge increase in
speed to the player.
+Rocket:RocketThrust:1:30:Thrust value given while a rocket is
active.
+Rocket:RocketSpeed:0:8000:Speed value given while a rocket is
active.
+Shrapnel:ShrapnelSpeed:1:6000:Speed that shrapnel travels
+Shrapnel:InactiveShrapDamage:0:100:Amount of damage shrapnel causes
in it's first 1/4 second of life.
This parameter was introduced because it was discovered that when a
bomb landed nearby a player he would receive damage from many
bullets at once from the shrapnel. To avoid this dilemma you can
reduce the amount of damage that shrapnel does for the first ¼.
+Shrapnel:ShrapnelDamagePercent:0:2000:Percentage of normal damage
applied to shrapnel (relative to bullets of same level) 0=0%
1000=100% 2000=200%
using this you can make shrapnel less or more powerful. Remember
that a players base damage level for shrapnel is the same as his
CURRENT bullet damage.
+Shrapnel:Random:0:1:Whether shrapnel spreads in circular or random
patterns 0=circular 1=random
Good players can avoid predictable shrapnel damage so we introduced
random shrapnel. You can keep the old "classic" look by changing
this setting.
The following govern the SOCCER or POWERBALL game for SubSpace.
+Soccer:BallBounce:0:1:Whether the ball bounces off walls (0=ball go
through walls, 1=ball bounces off walls)
+Soccer:AllowBombs:0:1:Whether the ball carrier can fire his bombs
(0=no 1=yes)
+Soccer:AllowGuns:0:1:Whether the ball carrier can fire his guns
(0=no 1=yes)
+Soccer:PassDelay:10:1000:How long after the ball is fired before
anybody can pick it up (in hundredths of a second)
This is an important parameter. If you set it higher then players
can only do long passes as short passes will go straight through the
freindly player. However if you make very short passes possible then
lag will mean that players will often miss the ball for 200ms
anyway.
+Soccer:Mode:0:6:Goal configuration (0=any goal,
1=left-half/right-half, 2=top-half/bottom-half,
3=quadrants-defend-one-goal, 4=quadrants-defend-three-goals,
5=sides-defend-one-goal, 6=sides-defend-three-goals)
Sets which quad each team can score in. the usual is 1 giving the
traditional left right game however it can be set all the way upto a
six team match (you must of course place these goals on the map).
Soccer:BallCount:0:3:Number of soccer balls in the arena (0=soccer
game off)
+Soccer:SendTime:80:500:How often the balls position is updated
(note: set larger if you have more soccer balls to prevent too much
modem traffic)
+Soccer:Reward:-32000:5000:Negative numbers equal absolute points
given, positive numbers use FlagReward formula.
Soccer:CapturePoints:-1000:1000:If positive, these points are
distributed to each goal/team. When you make a goal, the points get
transferred to your goal/team. In timed games, team with most points
in their goal wins. If one team gets all the points, then they win
as well. If negative, teams are given 1 point for each goal, first
team to reach -CapturePoints points wins the game.
+Soccer:UseFlagger:0:1:If player with soccer ball should use the
Flag:Flagger* ship adjustments or not (0=no, 1=yes)
By setting this to ON you can handicap or enhance the soccer ball
carrier just as you would a flagger.
+Soccer:BallLocation:0:1:Whether the balls location is displayed at
all times or not (0=not, 1=yes)
This refers to the balls position on the large radar (ALT).
Team:MaxFrequency:0:9999:Maximum number of frequencies allowed in
arena (5 would allow frequencies 0,1,2,3,4)
How many teams you are going to allow in your zone. EG: Chaos zone
has upto 9999 wheras the POWERBALL zone only has 2.
Team:MaxPerTeam:1:100:Maximum number of players on a non-private
frequency
Team:MaxPerPrivateTeam:0:32000:Maximum number of players on a
private frequency (0=same as MaxPerTeam)
+Team:DesiredTeams:1:20:Number of teams the server creates when
adding new players before it starts adding new players to existing
teams.
When players add a zone they are added to additional freqs until
this number is reached then the intial freqs are filled out.
+Team:ForceEvenTeams:0:10:Whether people are allowed to change teams
if it would make the teams uneven. 0 = no restrictions, 1-10 =
allowed variance
In some games you will want to force fairness into the game by
keeping the sides balanced (EG: powerball). Using this you can
restrict people from joining the "winning team" .
+Team:SpectatorFrequency:0:9999:Frequency reserved for spectators
(does not have to be within MaxFrequency limit)
Territory parameters are primarily used for TURF style games.
+Territory:RewardDelay:0:720000:Time interval between each territory
reward (0=no territory reward)
+Territory:RewardBaseFlags:0:255:Minimum number of flags required to
receive the territory reward
+Territory:RewardMinimumPlayers:0:255:Minimum number of players
required in game to receive the territory reward
+Territory:RewardPoints:0:500:Amount of points given out to the
players at end of each time interval (formula is complicated)
+Toggle:AntiWarpPixels:0:3000:Distance Anti-Warp affects other
players (in pixels) (note: enemy must also be on radar)
The ANTIWARP device stops enemies from warping away this parameter
sets the distance of this holding effect.
+Wormhole:GravityBombs:0:1:Whether a wormhole affects bombs (0=no
1=yes)
You can change this etting to allow bombs to sail by wormholes
without being warped by gravity the way bullets do.
+Wormhole:SwitchTime:0:32000:How often the wormhole switches its
destination.
Wormholes will warp ships to the same point (or nearby) if they both
enter within this time period, This allows for wormhole chases. If
you want the wormholes to be sure fire escape from pursueres then
set this to a low number.
"ALL SHIPS" PARAMTERS.
These are actually set for each ship individually so you can
customize each ship type. Thus there is an "InitialRotation" for the
warbird, jav etc all of which are independent. We highly recommend
taking the existing ship models and tweaking them slowly rather than
designing a new ship from scratch. This six ship types in the game
have been worked out over 2 years and its very easy to unbalance
ship types. Tread carefully but dont be afraid to experiment.
All:InitialRotation:0:800:Initial rotation rate of the ship (0 =
can't rotate, 400 = full rotation in 1 second)
This parameter sets how much INITIAL rotation a ship gets it does
not set the MAXIMUM that is set elsewhere below.
How fast the ship type rotates.
All:InitialThrust:0:24:Initial thrust of ship (0 = none)
This parameter sets how much INITIAL thrust a ship gets it does not
set the MAXIMUM that is set elsewhere below.
Be very wary about setting this high. Thrust = lag. Any ship more
maneuverable than the warbird will probably appear jumpy to most
Internet users.
All:InitialSpeed:0:6000:Initial speed of ship (0 = can't move)
This parameter sets how much INITIAL speed a ship gets it does not
set the MAXIMUM that is set elsewhere below.
All:InitialRecharge:0:32000:Initial recharge rate, or how quickly
this ship recharges its energy.
This parameter sets how much INITIAL recharge a ship gets it does
not set the MAXIMUM that is set elsewhere below.
We have found the recharge rate to be a critical parameter. While
decreasing can lead to excellent ‘energy’ games increasing it tends
to make for dull zones.
All:InitialEnergy:1:32000:Initial amount of energy that the ship can
have.
This parameter sets how much INITIAL recharge a ship gets it does
not set the MAXIMUM that is set elsewhere below.
The "hit points" of SubSpace we made it a rule that all ships must
be able to get the same amount of energy and charge rate however you
may find different.
All:MaximumRotation:0:800:Maximum rotation rate of the ship (0 =
can't rotate, 400 = full rotation in 1 second)
This is the MAXIMUM rotation that can be achieved after greening. It
is not the INITIAL setting that is set above..
All:MaximumThrust:0:24:Maximum thrust of ship (0 = none)
This is the MAXIMUM thrust that can be achieved after greening. It
is not the INITIAL setting that is set above.
All:MaximumSpeed:0:6000:Maximum speed of ship (0 = can't move)
This is the MAXIMUM speed that can be achieved after greening. It is
not the INITIAL setting that is set above.
All:MaximumRecharge:0:32000:Maximum recharge rate, or how quickly
this ship recharges its energy.
This is the MAXIMUM recharge that can be achieved after greening. It
is not the INITIAL setting that is set above.
All:MaximumEnergy:1:32000:Maximum amount of energy that the ship can
have.
This is the MAXIMUM energy that can be achieved after greening. It
is not the INITIAL setting that is set above.
These upgrade settings determine how fast or slowly a ship gains in
each of these areas when its gets a green. Thus if you want the Jav
to be fast but want it to take a long time to achive this speed
through greening then you would set the UPGRADE THRUST to 1 for the
JAV.
All:UpgradeRotation:0:800:Amount added per 'Rotation' Prize
All:UpgradeThrust:0:24:Amount added per 'Thruster' Prize
All:UpgradeSpeed:0:6000:Amount added per 'Speed' Prize
All:UpgradeRecharge:0:32000:Amount added per 'Recharge Rate' Prize
All:UpgradeEnergy:0:32000:Amount added per 'Energy Upgrade' Prize
All:CloakStatus:0:2:Whether ships are allowed to receive 'Cloak'
0=no 1=yes 2=yes/start-with
In the Standard game only the Spider gets cloak but you can give any
ship cloak by changing this parameter.
All:StealthStatus:0:2:Whether ships are allowed to receive 'Stealth'
0=no 1=yes 2=yes/start-with
All:XRadarStatus:0:2:Whether ships are allowed to receive 'X-Radar'
0=no 1=yes 2=yes/start-with
All:AntiWarpStatus:0:2:Whether ships are allowed to receive
'Anti-Warp' 0=no 1=yes 2=yes/start-with
+All:CloakEnergy:0:32000:Amount of energy required to have 'Cloak'
activated (thousanths per hundredth of a second)
+All:StealthEnergy:0:32000:Amount of energy required to have
'Stealth' activated (thousanths per hundredth of a second)
+All:XRadarEnergy:0:32000:Amount of energy required to have
'X-Radar' activated (thousanths per hundredth of a second)
+All:AntiWarpEnergy:0:32000:Amount of energy required to have
'Anti-Warp' activated (thousanths per hundredth of a second)
All:InitialRepel:0:255:Initial number of Repels given to ships when
they start
All:InitialBurst:0:255:Initial number of Bursts given to ships when
they start
All:InitialBrick:0:255:Initial number of Bricks given to ships when
they start
All:InitialRocket:0:255:Initial number of Rockets given to ships
when they start
All:InitialThor:0:255:Initial number of Thor's Hammers given to
ships when they start
All:InitialDecoy:0:255:Initial number of Decoys given to ships when
they start
All:InitialPortal:0:255:Initial number of Portals given to ships
when they start
All:InitialGuns:0:3:Initial level a ship's guns fire 0=no guns
All:InitialBombs:0:3:Initial level a ship's bombs fire 0=no bombs
All:RepelMax:0:255:Maximum number of Repels allowed in ships
All:BurstMax:0:255:Maximum number of Bursts allowed in ships
All:DecoyMax:0:255:Maximum number of Decoys allowed in ships
All:ThorMax:0:255:Maximum number of Thor's Hammers allowed in ships
All:BrickMax:0:255:Maximum number of Bricks allowed in ships
All:PortalMax:0:255:Maximum number of Portals allowed in ships
All:MaxGuns:0:3:Maximum level a ship's guns can fire 0=no guns
All:MaxBombs:0:3:Maximum level a ship's bombs can fire 0=no bombs
For example in the game we only allow the LEVIATHAN to have lev3
bombs but you can configure your ships any way you wish.
+All:BulletFireEnergy:0:32000:Amount of energy it takes a ship to
fire a single L1 bullet
+All:BulletSpeed:1:5000:How fast bullets travel
+All:BulletFireDelay:10:32000:delay that ship waits after a bullet
is fired until another weapon may be fired (in hundredths of a
second)
+All:MultiFireEnergy:0:32000:Amount of energy it takes a ship to
fire multifire L1 bullets
+All:MultiFireDelay:10:32000:delay that ship waits after a multifire
bullet is fired until another weapon may be fired (in hundredths of
a second)
+All:MultiFireAngle:0:20000:Angle spread between multi-fire bullets
and standard forward firing bullets. (111 = 1 degree, 1000 = 1
ship-rotation-point)
This is a particular favorite of mine. As you can see you can easily
make rearward or side firing weapons using this parameter. See the
RABBIT zone weasel on Multifire for an example of this. Or you can
make a "tight burst" multifire ship by decreasing the angle. Do
remember that once one bullet of a multifre hits however all the
others are destroyed so you cannot hit a ship with all three bullets
at once.
+All:DoubleBarrel:0:1:Whether ships fire with double barrel bullets
0=no 1=yes
+All:BombFireEnergy:0:32000:Amount of energy it takes a ship to fire
a single bomb
+All:BombFireEnergyUpgrade:0:32000:Extra amount of energy it takes a
ship to fire an upgraded bomb. ie. L2 =
BombFireEnergy+BombFireEnergyUpgrade
+All:BombThrust:0:2000:Amount of back-thrust you receive when firing
a bomb.
+All:BombBounceCount:0:255:Number of times a ship's bombs bounce
before they explode on impact
+All:BombSpeed:1:5000:How fast bombs travel
+All:BombFireDelay:10:32000:delay that ship waits after a bomb is
fired until another weapon may be fired (in hundredths of a second)
+All:EmpBomb:0:1:Whether ships fire EMP bombs 0=no 1=yes
+All:MaxMines:0:20:Maximum number of mines allowed in ships
+All:SeeMines:0:1:Whether ships see mines on radar 0=no 1=yes
This setting is limited to the weasel in our zones.
+All:LandmineFireEnergy:0:32000:Amount of energy it takes a ship to
place a single L1 mine
+All:LandmineFireEnergyUpgrade:0:32000:Extra amount of energy it
takes to place an upgraded landmine. ie. L2 =
LandmineFireEnergy+LandmineFireEnergyUpgrade
+All:LandmineFireDelay:10:32000:delay that ship waits after a mine
is fired until another weapon may be fired (in hundredths of a
second)
All:ShrapnelMax:0:31:Maximum amount of shrapnel released from a
ship's bomb
All:ShrapnelRate:0:31:Amount of additional shrapnel gained by a
'Shrapnel Upgrade' prize.
+All:BurstSpeed:1:8000:How fast the burst shrapnel is for this ship.
+All:BurstShrapnel:1:32:Number of bullets released when a 'Burst' is
activated
+All:TurretThrustPenalty:0:24:Amount the ship's thrust is decreased
with a turret riding
+All:TurretSpeedPenalty:0:6000:Amount the ship's speed is decreased
with a turret riding
+All:TurretLimit:0:6:Number of turrets allowed on a ship.
+All:RocketTime:100:32000:How long a Rocket lasts (in hundredths of
a second)
+All:InitialBounty:0:500:Number of 'Greens' given to ships when they
start
+All:AttachBounty:0:32000:Bounty required by ships to attach as a
turret
+All:AfterburnerEnergy:0:32000:Amount of energy required to have
'Afterburners' activated.
+All:DamageFactor:0:5000:How likely a the ship is to take damamage
(ie. lose a prize) (0=special-case-never, 1=extremely likely,
5000=almost never)
+All:PrizeShareLimit:0:32000:Maximum bounty that ships receive Team
Prizes
In our zones this limit is et to 100, thus after 100 bounty you no
longer receive team prizes, however you may wish to increase this
for some ship types to reflect "battle computers" or something J
+All:SuperTime:500:30000:How long Super lasts on the ship (in
hundredths of a second)
+All:ShieldsTime:500:30000:How long Shields lasts on the ship (in
hundredths of a second)
+All:Gravity:0:20000:How strong of an effect the wormhole has on
this ship (0 = none)
You can configure individual ships to be less affected by gravity if
you like.
+All:GravityTopSpeed:0:250:Ship are allowed to move faster than
their maximum speed while effected by a wormhole. This determines
how much faster they can go (0 = no extra speed)
You can change these settings to make different ships handle the
soccer ball differently. Perhaps a zone where leviathans can carry
the ball a long way but cannot throw it far who team up with
warbirds you can pass very fast but cannot carry it for more than 10
seconds etc.
+All:SoccerBallFriction:1:500:Amount the friction on the soccer ball
(how quickly it slows down -- higher numbers mean faster slowdown)
+All:SoccerBallProximity:1:200:How close the player must be in order
to pick up ball (in pixels)
+All:SoccerBallSpeed:100:8000:Initial speed given to the ball when
fired by the carrier.
+All:SoccerThrowTime:200:32000:Time player has to carry soccer ball
(in hundredths of a second)
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Guest
Offline
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Posted: Fri Jul 22, 2005 4:09 pm Post subject: |
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Additional continuum settings are not covered.
- G-Man |
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Chambahs Power attack

Joined: Jun 19 2005 Posts: 820 Offline
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Posted: Fri Jul 22, 2005 9:42 pm Post subject: |
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He could have just looked in the wiki (is it done yet for subgame?)
Thats what its there for |
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Sgt.Sargent Newbie
Joined: Jul 20 2005 Posts: 12 Location: location, location Offline
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Posted: Sat Jul 23, 2005 3:42 am Post subject: |
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WooHoo, great stuff "Guest", just what I was looking for (though I do kind of wish I knew where you got it from).
What does Chambahs mean "wiki"... like, wikipedia? There is a wikipedia article on subspace, but it has no details on the files. |
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Gravitron VIE Vet

Age:43 Gender: Joined: Aug 02 2002 Posts: 993 Location: Israel Offline
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Posted: Sat Jul 23, 2005 6:47 am Post subject: |
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Guest's me.
And that's from the SS/OS file that comes with the game CD.
Way too lazy to go about it my own way. |
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Mine GO BOOM Hunch Hunch What What

Age:42 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Sat Jul 23, 2005 12:33 pm Post subject: |
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Sgt.Sargent wrote: | WooHoo, great stuff "Guest", just what I was looking for :-P (though I do kind of wish I knew where you got it from). |
A copy of the SS/OS file that was included on the original CD can be found on my Server Help site.
Sgt.Sargent wrote: | What does Chambahs mean "wiki"... like, wikipedia? There is a wikipedia article on subspace, but it has no details on the files. |
I've created a wiki, ASSS Wiki, in which contains a lot of information about the new server software, ASSS. It also contains a lot of information about all the server settings, both for subgame and ASSS. |
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Gravitron VIE Vet

Age:43 Gender: Joined: Aug 02 2002 Posts: 993 Location: Israel Offline
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Posted: Sat Jul 23, 2005 12:47 pm Post subject: |
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Oh, so that's why I couldn't find it in your downloads section.
Pissed me off that I had to go take out the SS CD.
Heh.
Wait a second, "my server help site"?
Didn't you say it's Shanky's, and you're cool with it being called shanky's because he started it and since it is infact www.shanky.com/server?
Yes, I'm just being an ass for sake of being an ass, but you brought it upon yourself by saying what you've said to me. |
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Sat Jul 23, 2005 4:21 pm Post subject: |
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Shanky owns the domain, MGB does (and started, IIRC) the /server. What's so hard about that? Anyway, Shanky's left SS anyway.
... But I think you've ignored me anyhow. _________________ This help is informational only. No representation is made or warranty given as to its content. User assumes all risk of use. Cyan~Fire assumes no responsibility for any loss or delay resulting from such use.
Wise men STILL seek Him. |
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