Netgame - Config

Overview Settings you can change Settings you probably shouldn't change!

Overview There are a number of variables in the file 'pm.cfg' used to setup and control netgame.

    [NETWORK]
    server_IP=192.168.1.3
    TCP=0
    deathmatch_pbullets=1
    deathmatch_pbullets_damage=5
    suicide_pbullets=1
    control_lead_frames=3
    server_lead_frames=1
    stdf_freq=5
    zlib_cmp=7

Settings you can change

server_IP This is for the clients only. They need to know the server hostname or IP address to connect to. This value is completely ignored by the server. A server doesnt need to have anything set for clients.

    valid entries:
    server_IP=192.168.1.3
    server_IP=myhostname

TCP Used to set the packet type. Must be the same on client and server. Both seem to work about the same. (Probably because netgame only works in a LAN)

    valid entries:
    TCP=0 // use UDP packet type
    TCP=1 // use TCP packet type

    default:
    TCP=0 // use UDP packet type

deathmatch_pbullets Used to set Deathmatch Mode. Controls whether player's bullets affect other players.

    valid entries:
    deathmatch_pbullets=0 // Deathmatch Mode Off
    deathmatch_pbullets=1 // Deathmatch Mode On

    default:
    deathmatch_pbullets=0 // Deathmatch Mode Off

deathmatch_pbullets_damage Used to set the amount of damage player's bullets do in Deathmatch Mode. Has no effect if Deathmatch Mode is off. The value is the amount of health lost when hit with a bullet. 100 will instantly kill. 50 will take 50 health...etc. Note: If set to zero, bullets will not take any health, but will still cause the player to recoil. Note: If set to a negative value, bullets will actually give health!

    valid entries:
    deathmatch_pbullets=100
    deathmatch_pbullets=50
    deathmatch_pbullets=10
    deathmatch_pbullets=0
    deathmatch_pbullets=-10

    default:
    deathmatch_pbullets=5

suicide_pbullets Controls whether player's bullets affect the same player that shot them. This can happen if a player shoots a bullet, then immediately takes a door to where the bullet is heading. It can also happen if a bullet is shot upwards, then a player jumps on a spring.

    valid entries:
    suicide_pbullets=0 // suicide bullets off
    suicide_pbullets=1 // suicide bullets on

    default:
    suicide_pbullets=0 // suicide bullets off

Settings you probably shouldn't change! For the variables below, it is not recommended to change them from their default values.

control_lead_frames When a client's controls change and cdat is sent to server, control_lead_frames is added to the frame_num. Too low and inputs will be dropped, too high and control latency becomes noticeable.

    default:
    control_lead_frames=3

server_lead_frames The clients will adjust their timers to maintain a delay of this many frames behind the server.

    default:
    server_lead_frames=1

stdf_freq How often the server sends state corrections to clients.

    default:
    chdf_freq=5

zlib_cmp The amount of compression zlib applies to state dif data.

    default:
    zlib_cmp=7