Purple Martians
Technical Code Descriptions
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