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Server Help Community forums for Subgame, ASSS, and bots
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L.C. Server Help Squatter
Age:33 Gender: Joined: Jan 03 2003 Posts: 574 Location: Missouri, US Offline
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Posted: Wed Mar 24, 2010 2:06 pm Post subject: Limits for everything |
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Post every limit you know about Continuum, LVLs, LVZ, Subgame2, etcetera here. Essentially this is a thread about limits, maximums, and minimums; a compilation if you will (to be later organized).
[ASSS]
Supports a maximum of 512 players (more testing required to fully confirm).
[Continuum]
[F1 help]
[Subgame2]
Supports a hardcoded maximum of 1024 players.
Supports a maximum of 254 players per arena.
[server.ini]
[Directory] [Description] Maximum of 249 characters
[server.cfg]
You can only set a maximum of 255 for inventory items.
Maximum energy you can have is 65536 (only if you set maximum to -1), otherwise the maximum you can set is 38527.
Maximum burst shrapnel is 255.
Maximum ship radius is 127 pixels.
[template.sss]
Number of entries: (1398 - High value gets glitched), (1435 - Number of entries allowed to be able to login as SysOp) (1436 - Maximum number of entries shown in ESC+A, requires arena ownership past this point), (1439 - Number of entries allowed to still be able to connect to a billing server), (1760 - Number of entries Subgame2 can handle)
Category can be 12 characters (absolute max untested).
Function can be 35 characters (absolute max untested).
Low can be -2147483648.
High can be 2147483647.
Description can be a maximum of 248 characters.
Category cannot begin with a number, but can begin with + and * (unknown properties; found in template.sss from Subspace CD).
High and low are numeric.
Category and Function can use spaces.
GO!
Last edited by L.C. on Sat Jul 03, 2010 10:15 am, edited 5 times in total |
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Wed Mar 24, 2010 3:01 pm Post subject: |
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Where are you getting that 512 number for asss players? That's awfully specific. I think it's also wrong. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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L.C. Server Help Squatter
Age:33 Gender: Joined: Jan 03 2003 Posts: 574 Location: Missouri, US Offline
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Posted: Wed Mar 24, 2010 3:04 pm Post subject: |
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Dr Brain wrote: | Where are you getting that 512 number for asss players? That's awfully specific. I think it's also wrong. | Well liked I appended, it needs more testing. In my previous test (see experiment thread), I was never able to get past some number in the 500s, which is probably 512. I remember trying several tries in order to figure out exactly what number I could get to before ASSS would crash or whatever; everything is foggy right now and I did not document the player limit (at the time I was really more focused on weeding out problems that hampered my abilities to carry out the 1024-player test as straightforwardly and problem-free as I could with Subgame2). |
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Wed Mar 24, 2010 4:35 pm Post subject: |
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This should be wiki'd
Template.sss number of entries... you sure that doesn't depend on the length of each entry? _________________ (Insert a bunch of dead links here) |
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JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
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Posted: Wed Mar 24, 2010 5:40 pm Post subject: |
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Minimum's and maximum's for clientsettings
#define u2_MAX (3)
#define u5_MAX (31)
#define u8_MAX (255)
#define i8_MIN (-128)
#define i8_MAX (127)
#define i16_MIN (-32768)
#define i16_MAX (32767)
#define i32_MIN (-2147483648)
#define i32_MAX (2147483647)
// i32_MAX / 1000
#define i32_MAX_FUNKY (2147483)
X(Bullet,BulletDamageLevel, 0, i32_MAX_FUNKY)
X(Bomb,BombDamageLevel, 0, i32_MAX_FUNKY)
X(Bullet,BulletAliveTime, 0, i32_MAX)
X(Bomb,BombAliveTime, 0, i32_MAX)
X(Misc,DecoyAliveTime, 0, i32_MAX)
X(Misc,SafetyLimit, 0, i32_MAX)
X(Misc,FrequencyShift, 0, 10000)
X(Team,MaxFrequency, 0, 10000)
X(Repel,RepelSpeed, i32_MIN, i32_MAX)
X(Mine,MineAliveTime, 0, 60000)
X(Burst,BurstDamageLevel, 0, i32_MAX_FUNKY)
X(Bullet,BulletDamageUpgrade, 0, i32_MAX_FUNKY)
X(Flag,FlagDropDelay, 0, i32_MAX)
X(Flag,EnterGameFlaggingDelay, 0, i32_MAX)
X(Rocket,RocketThrust, 0, i32_MAX)
X(Rocket,RocketSpeed, 0, i32_MAX)
X(Shrapnel,InactiveShrapDamage, 0, i32_MAX_FUNKY)
X(Wormhole,SwitchTime, 0, i32_MAX)
X(Misc,ActivateAppShutdownTime, 0, i32_MAX)
X(Shrapnel,ShrapnelSpeed, 0, i32_MAX)
X(Latency,SendRoutePercent, 300, 800)
X(Bomb,BombExplodeDelay, 0, i16_MAX)
X(Misc,SendPositionDelay, 0, 20)
X(Bomb,BombExplodePixels, 0, i16_MAX)
X(Prize,DeathPrizeTime, 0, i16_MAX)
X(Bomb,JitterTime, 0, i16_MAX)
X(Kill,EnterDelay, 0, i16_MAX)
X(Prize,EngineShutdownTime, 0, i16_MAX)
X(Bomb,ProximityDistance, 0, i16_MAX)
X(Kill,BountyIncreaseForKill, 0, i16_MAX)
X(Misc,BounceFactor, 0, i16_MAX)
X(Radar,MapZoomFactor, 2, 48)
X(Kill,MaxBonus, 0, i16_MAX)
X(Kill,MaxPenalty, 0, i16_MAX)
X(Kill,RewardBase, 0, i16_MAX)
X(Repel,RepelTime, 0, i16_MAX)
X(Repel,RepelDistance, 0, i16_MAX)
X(Misc,TickerDelay, 0, i16_MAX)
X(Flag,FlaggerOnRadar, 0, 1)
X(Flag,FlaggerKillMultiplier, 0, i16_MAX)
X(Prize,PrizeFactor, 0, i16_MAX)
X(Prize,PrizeDelay, 0, i16_MAX)
X(Prize,MinimumVirtual, 0, i16_MAX)
X(Prize,UpgradeVirtual, 0, i16_MAX)
X(Prize,PrizeMaxExist, 0, i16_MAX)
X(Prize,PrizeMinExist, 0, i16_MAX)
X(Prize,PrizeNegativeFactor, 0, i16_MAX)
X(Door,DoorDelay, 0, i16_MAX)
X(Toggle,AntiWarpPixels, 0, i16_MAX)
X(Door,DoorMode, -2, 255)
X(Flag,FlagBlankDelay, 0, i16_MAX)
X(Flag,NoDataFlagDropDelay, 0, i16_MAX)
X(Prize,MultiPrizeCount, 0, i16_MAX)
X(Brick,BrickTime, 0, i16_MAX)
X(Misc,WarpRadiusLimit, 0, 1024)
X(Bomb,EBombShutdownTime, 0, i16_MAX)
X(Bomb,EBombDamagePercent, 0, i16_MAX)
X(Radar,RadarNeutralSize, 0, 1024)
X(Misc,WarpPointDelay, 0, i16_MAX)
X(Misc,NearDeathLevel, 0, i16_MAX)
X(Bomb,BBombDamagePercent, 0, i16_MAX)
X(Shrapnel,ShrapnelDamagePercent, 0, i16_MAX)
X(Latency,ClientSlowPacketTime, 20, 200)
X(Flag,FlagDropResetReward, 0, i16_MAX)
X(Flag,FlaggerFireCostPercent, 0, i16_MAX)
X(Flag,FlaggerDamagePercent, 0, i16_MAX)
X(Flag,FlaggerBombFireDelay, 0, i16_MAX)
X(Soccer,PassDelay, 0, 10000)
X(Soccer,BallBlankDelay, 0, i16_MAX)
X(Latency,S2CNoDataKickoutDelay, 100, 32000)
X(Flag,FlaggerThrustAdjustment, i16_MIN, i16_MAX)
X(Flag,FlaggerSpeedAdjustment, i16_MIN, i16_MAX)
X(Latency,ClientSlowPacketSampleSize, 50, 1000)
X(Shrapnel,Random, 0, 1)
X(Soccer,BallBounce, 0, 1)
X(Soccer,AllowBombs, 0, 1)
X(Soccer,AllowGuns, 0, 1)
X(Soccer,Mode, 0, 6)
X(Team,MaxPerTeam, 0, u8_MAX)
X(Team,MaxPerPrivateTeam, 0, u8_MAX)
X(Mine,TeamMaxMines, 0, u8_MAX)
X(Wormhole,GravityBombs, 0, 1)
X(Bomb,BombSafety, 0, 1)
X(Chat,MessageReliable, 0, 1)
X(Prize,TakePrizeReliable, 0, 1)
X(Message,AllowAudioMessages, 0, 1)
X(Prize,PrizeHideCount, 0, u8_MAX)
X(Misc,ExtraPositionData, 0, 1)
X(Misc,SlowFrameCheck, 0, 1)
X(Flag,CarryFlags, 0, u8_MAX)
X(Misc,AllowSavedShips, 0, 1)
X(Radar,RadarMode, 0, 4)
X(Misc,VictoryMusic, 0, 1)
X(Flag,FlaggerGunUpgrade, 0, 1)
X(Flag,FlaggerBombUpgrade, 0, 1)
X(Soccer,UseFlagger, 0, 1)
X(Soccer,BallLocation, 0, 1)
X(Misc,AntiWarpSettleDelay, 0, u8_MAX)
X(Bullet,ExactDamage, 0, 1)
X(Spectator,HideFlags, 0, 1)
X(Spectator,NoXRadar, 0, 1)
X(Misc,DisableScreenshot, 0, 1)
X(Misc,MaxTimerDrift, 0, 1)
X(Misc,DisableBallThroughWalls, 0, 1)
X(Misc,DisableBallKilling, 0, 1)
X(PrizeWeight,QuickCharge, 0, u8_MAX)
X(PrizeWeight,Energy, 0, u8_MAX)
X(PrizeWeight,Rotation, 0, u8_MAX)
X(PrizeWeight,Stealth, 0, u8_MAX)
X(PrizeWeight,Cloak, 0, u8_MAX)
X(PrizeWeight,XRadar, 0, u8_MAX)
X(PrizeWeight,Warp, 0, u8_MAX)
X(PrizeWeight,Gun, 0, u8_MAX)
X(PrizeWeight,Bomb, 0, u8_MAX)
X(PrizeWeight,BouncingBullets, 0, u8_MAX)
X(PrizeWeight,Thruster, 0, u8_MAX)
X(PrizeWeight,TopSpeed, 0, u8_MAX)
X(PrizeWeight,Recharge, 0, u8_MAX)
X(PrizeWeight,Glue, 0, u8_MAX)
X(PrizeWeight,MultiFire, 0, u8_MAX)
X(PrizeWeight,Proximity, 0, u8_MAX)
X(PrizeWeight,AllWeapons, 0, u8_MAX)
X(PrizeWeight,Shields, 0, u8_MAX)
X(PrizeWeight,Shrapnel, 0, u8_MAX)
X(PrizeWeight,AntiWarp, 0, u8_MAX)
X(PrizeWeight,Repel, 0, u8_MAX)
X(PrizeWeight,Burst, 0, u8_MAX)
X(PrizeWeight,Decoy, 0, u8_MAX)
X(PrizeWeight,Thor, 0, u8_MAX)
X(PrizeWeight,MultiPrize, 0, u8_MAX)
X(PrizeWeight,Brick, 0, u8_MAX)
X(PrizeWeight,Rocket, 0, u8_MAX)
X(PrizeWeight,Portal, 0, u8_MAX)
#define tSHIP(SHIP) \
X(SHIP,SuperTime, 0, i32_MAX) \
X(SHIP,ShieldsTime, 0, i32_MAX) \
X(SHIP,Gravity, 0, i16_MAX) \
X(SHIP,GravityTopSpeed, i16_MIN, i16_MAX) \
X(SHIP,BulletFireEnergy, 0, i16_MAX) \
X(SHIP,MultiFireEnergy, 0, i16_MAX) \
X(SHIP,BombFireEnergy, 0, i16_MAX) \
X(SHIP,BombFireEnergyUpgrade, 0, i16_MAX) \
X(SHIP,LandmineFireEnergy, 0, i16_MAX) \
X(SHIP,LandmineFireEnergyUpgrade, 0, i16_MAX) \
X(SHIP,BulletSpeed, 0, i16_MAX) \
X(SHIP,BombSpeed, 0, i16_MAX) \
X(SHIP,MultiFireAngle, 0, i16_MAX) \
X(SHIP,CloakEnergy, 0, 32000) \
X(SHIP,StealthEnergy, 0, 32000) \
X(SHIP,AntiWarpEnergy, 0, 32000) \
X(SHIP,XRadarEnergy, 0, 32000) \
X(SHIP,MaximumRotation, 0, i16_MAX) \
X(SHIP,MaximumThrust, 0, i16_MAX) \
X(SHIP,MaximumSpeed, 0, i16_MAX) \
X(SHIP,MaximumRecharge, 0, i16_MAX) \
X(SHIP,MaximumEnergy, 0, i16_MAX) \
X(SHIP,InitialRotation, 0, i16_MAX) \
X(SHIP,InitialThrust, 0, i16_MAX) \
X(SHIP,InitialSpeed, 0, i16_MAX) \
X(SHIP,InitialRecharge, 0, i16_MAX) \
X(SHIP,InitialEnergy, 0, i16_MAX) \
X(SHIP,UpgradeRotation, 0, i16_MAX) \
X(SHIP,UpgradeThrust, 0, i16_MAX) \
X(SHIP,UpgradeSpeed, 0, i16_MAX) \
X(SHIP,UpgradeRecharge, 0, i16_MAX) \
X(SHIP,UpgradeEnergy, 0, i16_MAX) \
X(SHIP,AfterburnerEnergy, 0, i16_MAX) \
X(SHIP,BombThrust, 0, i16_MAX) \
X(SHIP,BurstSpeed, 0, i16_MAX) \
X(SHIP,TurretThrustPenalty, i16_MIN, i16_MAX) \
X(SHIP,TurretSpeedPenalty, i16_MIN, i16_MAX) \
X(SHIP,BulletFireDelay, 0, i16_MAX) \
X(SHIP,MultiFireDelay, 0, i16_MAX) \
X(SHIP,BombFireDelay, 0, i16_MAX) \
X(SHIP,LandmineFireDelay, 0, i16_MAX) \
X(SHIP,RocketTime, 0, i16_MAX) \
X(SHIP,InitialBounty, 0, i16_MAX) \
X(SHIP,DamageFactor, 0, i16_MAX) \
X(SHIP,PrizeShareLimit, 0, i16_MAX) \
X(SHIP,AttachBounty, 0, i16_MAX) \
X(SHIP,SoccerThrowTime, 0, i16_MAX) \
X(SHIP,SoccerBallFriction, 0, i16_MAX) \
X(SHIP,SoccerBallProximity, 0, i16_MAX) \
X(SHIP,SoccerBallSpeed, 0, i16_MAX) \
\
X(SHIP,TurretLimit, 0, u8_MAX) \
X(SHIP,BurstShrapnel, 0, u8_MAX) \
X(SHIP,MaxMines, 0, u8_MAX) \
X(SHIP,RepelMax, 0, u8_MAX) \
X(SHIP,BurstMax, 0, u8_MAX) \
X(SHIP,DecoyMax, 0, u8_MAX) \
X(SHIP,ThorMax, 0, u8_MAX) \
X(SHIP,BrickMax, 0, u8_MAX) \
X(SHIP,RocketMax, 0, u8_MAX) \
X(SHIP,PortalMax, 0, u8_MAX) \
X(SHIP,InitialRepel, 0, u8_MAX) \
X(SHIP,InitialBurst, 0, u8_MAX) \
X(SHIP,InitialBrick, 0, u8_MAX) \
X(SHIP,InitialRocket, 0, u8_MAX) \
X(SHIP,InitialThor, 0, u8_MAX) \
X(SHIP,InitialDecoy, 0, u8_MAX) \
X(SHIP,InitialPortal, 0, u8_MAX) \
X(SHIP,BombBounceCount, 0, u8_MAX) \
\
X(SHIP,ShrapnelMax, 0, u5_MAX) \
X(SHIP,ShrapnelRate, 0, u5_MAX) \
X(SHIP,AntiWarpStatus, 0, u2_MAX) \
X(SHIP,CloakStatus, 0, u2_MAX) \
X(SHIP,StealthStatus, 0, u2_MAX) \
X(SHIP,XRadarStatus, 0, u2_MAX) \
X(SHIP,InitialGuns, 0, u2_MAX) \
X(SHIP,MaxGuns, 0, u2_MAX) \
X(SHIP,InitialBombs, 0, u2_MAX) \
X(SHIP,MaxBombs, 0, u2_MAX) \
X(SHIP,DoubleBarrel, 0, 1) \
X(SHIP,EmpBomb, 0, 1) \
X(SHIP,SeeMines, 0, 1) \
X(SHIP,SeeBombLevel, 0, u2_MAX) \
X(SHIP,DisableFastShooting, 0, 1) \
X(SHIP,Radius, 1, i8_MAX)
tSHIP(Warbird)
tSHIP(Javelin)
tSHIP(Spider)
tSHIP(Leviathan)
tSHIP(Terrier)
tSHIP(Weasel)
tSHIP(Lancaster)
tSHIP(Shark)
#undef tSHIP
#undef u2_MAX
#undef u5_MAX
#undef u8_MAX
#undef i8_MIN
#undef i8_MAX
#undef i16_MIN
#undef i16_MAX
#undef i32_MIN
#undef i32_MAX
#undef i32_MAX_FUNKY
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Last edited by JoWie on Sat Mar 27, 2010 7:46 am, edited 2 times in total |
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L.C. Server Help Squatter
Age:33 Gender: Joined: Jan 03 2003 Posts: 574 Location: Missouri, US Offline
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Posted: Wed Mar 24, 2010 6:07 pm Post subject: |
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X(Radar,MapZoomFactor, 1, 10000) | 1 = Crashfreezes client and may BSOD operating system
Also, you can set it as high as you want, but anything greater than 48 and your radar will glitch to a zoom that isn't even the value you set it to (plus radar fails to render some things); the zoom appears to be a much smaller value than the 49+ value you might try setting it to ... (or I think it's just really hard to tell because the radar isn't rendering correctly! Anything past 48 = does not work.)
X(SHIP,Radius, 1, u8_MAX) | I tested 127 to be the maximum.
X(SHIP,InitialRepel, 0, i8_MAX) \
X(SHIP,InitialBurst, 0, i8_MAX) \
X(SHIP,InitialBrick, 0, i8_MAX) \
X(SHIP,InitialRocket, 0, i8_MAX) \
X(SHIP,InitialThor, 0, i8_MAX) \
X(SHIP,InitialDecoy, 0, i8_MAX) \
X(SHIP,InitialPortal, 0, i8_MAX) \ | This is incorrect. 255 is max; I tested it.
X(SHIP,BurstShrapnel, 0, i8_MAX) \ | Nope. I counted 255 by screenshot.
How accurate do you think that file is?
I don't know if THIS would be worth mentioning, but...
X(Repel,RepelSpeed, i32_MIN, i32_MAX) | Everything else that deals with speed uses i16, NOT i32.
I think it is safe to say that there are some inconsistencies as well as inaccurate limits in that file; I doubt it has all been actually tested and confirmed, and are based on haste guesses and some copy-and-pastes from existing template.sss files. Therefore I cannot accept or use anything from this file, for all I know it could all be totally incorrect from actual tested values.
Samapico wrote: | This should be wiki'd
Template.sss number of entries... you sure that doesn't depend on the length of each entry? | I poked around at that when trying to find the maximum number of entries just to make sure, but it doesn't appear the length matters. However, I will specifically test this again and fill in the category, function, low, high, and description to the maximum values I tested (except category and function will only be the visible maximum, not the absolute -- only so that it would be a little practical).
During my test I did have a thought that maybe, for whatever reason, the contents of server.ini are being factored in. O_o Not sure why I thought this -- maybe because after a certain point I couldn't login as SysOp (but I could still login as VIP, which is set to use the very same password!). Then after a certain point after that, I couldn't login to VIP either. And it would demand I be arena owner (but without billing connection, what's your userid? ).
I suppose that's why the thought that maybe (even though unlikely) server.ini is factored into the entry limit somehow is because of the symptoms noticed on sysop, vip, and billing connection. Or it just might be Subgame2 glitching up simply because I'm going too high. I don't know. |
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JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
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Posted: Sat Mar 27, 2010 7:43 am Post subject: |
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Of course it was not 100% tested, that would be crazy.
Most of those values are pulled out of the client set packet and template.sss.
the whole block with InitialRepel, etc was supposed to be u8, bad copy paste job.
Repel:RepelSpeed is 32 bits in the settings packet however, just like Rocket:RocketSpeed and Shrapnel:ShrapnelSpeed. All other speed stuff is indeed 16 bits. |
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Chambahs Power attack
Joined: Jun 19 2005 Posts: 820 Offline
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Posted: Sat Mar 27, 2010 4:05 pm Post subject: |
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I know bomb max speed is 12000. |
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L.C. Server Help Squatter
Age:33 Gender: Joined: Jan 03 2003 Posts: 574 Location: Missouri, US Offline
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Posted: Sun May 16, 2010 9:23 pm Post subject: |
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[Subgame2] [server.ini] [Directory] [Description]
Maximum of 249 characters or 255? SSCV Sector Eight's description breaks with a total of 249 characters displayed. Will have to test this later. |
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Mon May 17, 2010 2:24 pm Post subject: |
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thats because the last char of every string is a \0. _________________ SSC Distension Owner
SSCU Trench Wars Developer |
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Mon May 17, 2010 4:25 pm Post subject: |
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/0 doesn't take 6 characters.... |
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Mon May 17, 2010 5:42 pm Post subject: |
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idk, could be reserved then, or just 250 is a nice round number... |
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JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
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Posted: Tue May 18, 2010 6:15 am Post subject: |
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Could be related to the max length for chat messages being 250 (with \0) as well. That way the max size for a chat packet is 255. (packet type + chat type + sound + player id + chat message) |
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L.C. Server Help Squatter
Age:33 Gender: Joined: Jan 03 2003 Posts: 574 Location: Missouri, US Offline
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Posted: Fri Jul 02, 2010 2:54 pm Post subject: |
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This should be pinned. |
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Fri Jul 02, 2010 9:28 pm Post subject: |
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Now you're testing our limits.
BTW, I still think that number is wrong. |
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