// +-----------------------------------------------------------------+
// | Subgame 1.34.14 Server settings |
// +-----------------------------------------------------------------+
//
// This file configures your Subgame server. Any line starting with "//" is a comment. You can safely delete this
// as they are only for you to help you get the basics. Go to http://www.shanky.com/server/ for more information,
// https://forums.minegoboom.com/ for assistance.
[Custom]
// This controls the ownership of private arenas. By "own a new subarena", it means that if the selected level of player
// creates a new subarena with ?go, and the arena does not have settings associated yet, subgame will create settings for
// that arena and assign ownership to the creating player. If the player creating the arena is below the selected level,
// subgame will still create settings for the arena, but will not grant ownership.
// 1=Any player can create an own a new subarena
// 2=Only mods+ can own newly created subarenas
// 3=Smods+ own new subarenas
// 4=Sysops own new subarenas
// 5=New subarenas won't make new files, will just use spawn.cfg instead. If a .cfg is already created for subarena, this .cfg will be used instead.
ArenaMode=5
[Arena]
// Number of players allowed in any arena. (This can be overridden in the Misc:Settings of a .cfg for an arena.)
ArenaMaxPlayers=200
// Subgame will create a new public arena for entering players once an arena hits this population. This is different from
// the above setting in that users can still manually enter an arena with this population.
ArenaDesiredPlayers=100
// Minimum number of players in a public arena before subgame automatically sends a message advising players to move on.
ArenaMinimumPlayers=25
// Whether player-spawned arenas keep track of scores. Available options: 1 = yes, 0 = no
SpawnKeepScores=1
// The maximum number of arenas subgame will allow.
MaxArenas=2000
// The maximum amount of memory subgame will allocate for arena data. Normally the default should suffice.
MaxArenasMemory=64000
[Comms]
// Maximum number of clients waiting to login. Any that try when this limit is exceeded will receive the message
// "The server is busy handling other login requests. Please try again in a few moments. If problem persists, seek help at the Tech Support Forums found at
www.subspacehq.com".
MaxQueueToLogin=16
PacketHistoryMax=2000
IncomingBufferSize=131072
OutgoingBufferSize=131072
EncryptMode=1
UnreliableBufferSize=128
TransportBufferSize=160
// Subgame will queue position packets for this amount of time before sending them. Setting this too high will severly lag your zone.
FlushTime=10
// Subgame will stop sending position packets to a spectator after this time of inactivity. Useful for saving bandwidth.
BandwithIdleTime=21600
// Time delay subgame should wait for incoming packets before continuing on. This is recommended over CPU:SleepTime.
SelectTime=10
[Misc]
DisableShareware=0
// Should subgame kick shareware users in favor of registered users when server is full? (Leave set to 0.)
RegisterKickShareware=0
// Maximum number of shareware players allowed on server. Special Value: -1 = unlimited.
MaxSharewarePlayers=-1
MaxPlayers=200
MaxSharewareTime=90000000
// Disables the ability for demo players to have customized names. The default displayed name will just be "~Demo".
DisableSharewareNames=0
// Disables the ability for demo players to use ships 5-8.
DisableSharewareShips=0
// Disables the ability for demo players to retain their scores between sessions. Note: Scores will always be disabled if the players do not have a name.
DisableSharewareScores=0
// Amount of time a player may take logging in before server disconnects client.
MenuKickOutDelay=12000
// If enabled (value = 1), subgame will ignore AntiWarp of a player in a safe zone.
NoAntiInSafe=0
// Determines whether locking an arena locks freqs as well as ships. (1.34.3+) If 1, then *lock doesn't allow freq change.
LockFreqs=0
// If set to 0 (default), sysops see player stats when spectating a player. If set to 1, SMods and higer can. If set to 2, Moderators and higher can.
PositionDataAccess=0
// If a player types any of these commands preceeded by a '?' followed by a message, subgame will send the message to all online staff.
// You can specify multiple values seperated by a comma (,) .
AlertCommand=help,cheater
// If enabled (set to 1), players in public arenas may use the ?scorereset command.
AllowPubScorereset=0
// If enabled (set to 1), players in private/sub arenas may use the ?scorereset command.
AllowPvtScorereset=0
// All flags dropped when timer expires (non-neutral) will drop the flag # of tiles from the ship, overriding the Flag Settings (FlagTerritoryRadius).
// This is useful for respawning neuted flags (set FlagTerritoryRadius to 0). Special value: 0 = always use FlagTerritoryRadius.
TimerDropFlagTerritoryRadius=8
// If non-0 and when someone does X amount of shipchanges (specified in the .cfg) in this amount of time (in milliseconds), kicks them off. Determines
// length of time for Security Settings / MaxShipTypeSwitchCount. Special Value: 0 = disabled.
ShipTypeSwitchResetPeriod=0
// If enabled (set to 1), the server will detect a number of conditions where players are having items/weapons beyond limits. The server will kick off
// the players triggering these security violations. The checks do not apply to SMod+. For more information see http://wiki.minegoboom.com/index.php/Server.ini#CheckWeapons .
CheckWeapons=1
// If this is set to 1, the server will send a sysop alert when fastbombing is detected, 2 = filter out fastbombs, 4 = kick fastbombing player off.
CheckFastBombing=0
// Determines when a 2nd bomb is seen as fastbombing by which then the above is applied.
FastBombingThreshold=30
// If enabled (set to 1), forces players to have obscene checking on.
ForceObsceneCheck=0
// If enabled (set to 1), disables the default reward multiplier limit of 2 for Flag Settings / FlagRewardMode.
NoFlagRewardLimit=0
LogPoints=0
// Number of points that will trigger a score update sent to clients.
PointUpdateDiff=500
// If enabled (set to 1), subgame will broadcast the jackpot points to all zones on the billing server. Not recommended.
JackpotBroadcastPoints=0
// If enabled (set to 1), server will keep a text file log of events.
ServerLog=1
// Delay between keepalive packets sent to clients. Should not be changed.
KeepAliveDelay=500
// Level file (such as _bzw.lvl) that zone will use for public arenas.
DefaultLevelFile=_bzw.lvl
// Game port that subgame will user. Keep it above 1000 to avoid interference with other networking applications. This needs to be different for
// every zone running on the same server.
Port=4483
// Determines whether VIE SubSpace users are allowed to enter zone at all.
AllowVIEClients=1
// These chat channels are only joinable by Mods+. You can specify multiple chats by seperating each using a comma (,) .
StaffChat=
// Listed chat channels are local to the zone.
LocalChat=
// Determines whether only Continuum users are allowed to play.
ForceContinuumOnly=0
// WAN IP address of server computer. This can be found using http://www.whatismyip.com/ (easiest), ipconfig, or a router's status page.
// This setting isn't absolutely necessary as it is only used for *einfo's proxy detection.
ServerIP=
// Determines if players with a pre-release version client can enter. Set to 0, only current client will be allowed in.
// For example, 0.38 is a full version while 0.39pr1 is a prerelease.
AllowPrerelease=1
[CPU]
// These settings determine subgame's CPU usage. Usually it performs well, so these should not be changed.
LoopDelay=0
ProcessMaxTime=4
SleepPerIteration=0
SlowIterationWarningLevel=100
SleepTime=0
[Permission]
// These settings restrict which clients may connect to your zone.
AllowBadMachineId=1
AllowLowBandwidth=1
MinimumSecondsToLogin=0
PermissionMaxPoints=0
// If enabled (set to 1), only allows player names listed in permit.txt.
PermissionMode=0
AutoPermissionPoints=0
AutoPermissionIDList=0
AutoPermissionMessage=Congratulations
[Password]
// Passwords for various player levels. Make sure to have defined these so you are able to login to sysop (if you have Validation;CheckSysop enabled)
SysopPassword=
EnergyPassword=
ModeratorPassword=
SuperModeratorPassword=
VIPPassword=
[Billing]
// Enables "logging" of commands to the biller. It is recommended to turn this off, as it normally just wastes bandwidth.
LogMessages=0
// The address of the biller. If you are running the biller on the same computer as subgame, set this to localhost.
IP=localhost
// The password to connect to the biller. Normally, this should be the same as subbill.ini's Misc:Password.
Password=
// The name of the zone that will be sent to the biller upon connection. This will also be sent to the directory server.
ServerName=
// The port to connect to the biller, which should be equal to subbill.ini's Misc:Port.
Port=185
// The ServerID sent to the biller. This is not often used and should be equal to Misc:Port.
ServerId=4483
// The group this server will join on the biller. This has to do with group operators, and is recommended to leave set to 1
GroupId=1
// The ScoreID of the server which the biller will use to identify your server between connections. This should normally be the same as Misc:Port.
ScoreId=0
ReconnectTime=12000
// How long subgame will attempt unsuccessfully to connect to the biller before it gives up.
AttemptTime=6400
[Advertise]
SendMode=0
DisplayMode=0
Duration=6000
[Validation]
CheckMod=0
CheckSMod=0
CheckSysop=0
LogPubCommands=*
LogPvtCommands=*
DisablePubCommands=
DisablePvtCommands=
//Help at http://www.shanky.com/server/ in FAQ section for Subgame2
[Directory]
// List of directory servers subgame will send its entry to
IP=sscentral.sscuservers.net,sscentral.ds98.com,sscentral.subspace.inet.fi
// This description will be sent to the directory server to be associated with your zone. Include an ss:// DNS address to have Continuum keep your IP
// up to date (see Server Configuration FAQ). You are advised not to use the "&" character inside the description as it displays incorrectly on some
// clients.
Description=
// The password associated with the zone's server prefix. All zones with the same prefix must have the same NamePassword or the Directory server will
// not list them.
NamePassword=
// Do not change this port number, leave it set to 4991. This is what all directory servers use.
Port=4991