TribesReplay/base/scripts/serverDefaults.cs

124 lines
5.4 KiB
C#
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v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-17 23:22:55 -04:00
$Host::teamSkin[0] = "blank";
$Host::teamSkin[1] = "base";
$Host::teamSkin[2] = "baseb";
$Host::teamSkin[3] = "swolf";
$Host::teamSkin[4] = "dsword";
$Host::teamSkin[5] = "beagle";
$Host::teamSkin[6] = "cotp";
2017-07-17 22:51:48 -04:00
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-17 23:22:55 -04:00
$Host::teamName[0] = "Unassigned";
$Host::teamName[1] = "Storm";
$Host::teamName[2] = "Inferno";
$Host::teamName[3] = "Star Wolf";
$Host::teamName[4] = "Diamond Sword";
$Host::teamName[5] = "Blood Eagle";
$Host::teamName[6] = "Phoenix";
2017-07-17 22:51:48 -04:00
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-17 23:22:55 -04:00
$Host::holoName[0] = "";
$Host::holoName[1] = "Storm";
$Host::holoName[2] = "Inferno";
$Host::holoName[3] = "Starwolf";
$Host::holoName[4] = "DSword";
$Host::holoName[5] = "BloodEagle";
$Host::holoName[6] = "Harbinger";
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$Host::AdminList = ""; // all players that will be automatically an admin upon joining server
$Host::SuperAdminList = ""; // all players that will be automatically a super admin upon joining server
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$Host::BindAddress = ""; // set to an ip address if the server wants to specify which NIC/IP to use
2017-07-17 22:51:48 -04:00
$Host::Port = 28000;
$Host::GameName = "Tribes 2 Server";
$Host::Password = "";
$Host::AdminPassword = "";
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-17 23:22:55 -04:00
$Host::PureServer = 1;
2017-07-17 22:51:48 -04:00
$Host::Dedicated = 0;
$Host::MissionType = "CTF";
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-17 23:22:55 -04:00
if (!isDemo())
$Host::Map = "Katabatic";
else
$Host::Map = "SlapDash";
2017-07-17 22:51:48 -04:00
$Host::MaxPlayers = 64;
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-17 23:12:56 -04:00
$Host::TimeLimit = 30;
2017-07-17 22:51:48 -04:00
$Host::BotCount = 2;
$Host::BotsEnabled = 0;
$Host::MinBotDifficulty = 0.5;
$Host::MaxBotDifficulty = 0.75;
$Host::Info = "This is a Tribes 2 Server.";
$Host::NoSmurfs = 0;
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-17 23:22:55 -04:00
$Host::VoteTime = 30; // amount of time before votes are calculated
2017-07-17 22:51:48 -04:00
$Host::VotePassPercent = 60; // percent needed to pass a vote
$Host::KickBanTime = 300; // specified in seconds
$Host::BanTime = 1800; // specified in seconds
$Host::PlayerRespawnTimeout = 60; // time before a dead player is forced into observer mode
$Host::warmupTime = 20;
$Host::TournamentMode = 0;
$Host::allowAdminPlayerVotes = 1;
$Host::FloodProtectionEnabled = 1;
$Host::MaxMessageLen = 120;
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-17 23:12:56 -04:00
$Host::VoteSpread = 20;
$Host::TeamDamageOn = 0;
2017-07-17 22:51:48 -04:00
$MasterServerAddress = "IP:198.74.40.152:28000";
2017-07-17 22:55:25 -04:00
// 0: .v12 (1.2 kbits/sec), 1: .v24 (2.4 kbits/sec), 2: .v29 (2.9kbits/sec)
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-17 23:22:55 -04:00
// 3: GSM (6.6 kbits/sec)
$Audio::maxEncodingLevel = 3;
2017-07-17 22:55:25 -04:00
$Audio::maxVoiceChannels = 2;
$Host::MapPlayerLimits["Abominable", "CnH"] = "-1 32";
$Host::MapPlayerLimits["AgentsOfFortune", "TeamHunters"] = "-1 32";
$Host::MapPlayerLimits["Archipelago", "CTF"] = "16 -1";
$Host::MapPlayerLimits["AshesToAshes", "CnH"] = "16 -1";
$Host::MapPlayerLimits["BeggarsRun", "CTF"] = "-1 16";
$Host::MapPlayerLimits["CasernCavite", "Hunters"] = "-1 32";
$Host::MapPlayerLimits["CasernCavite", "DM"] = "-1 32";
$Host::MapPlayerLimits["CasernCavite", "Bounty"] = "-1 24";
$Host::MapPlayerLimits["Damnation", "CTF"] = "-1 32";
$Host::MapPlayerLimits["DeathBirdsFly", "CTF"] = "32 -1";
$Host::MapPlayerLimits["Desiccator", "CTF"] = "16 -1";
$Host::MapPlayerLimits["DustToDust", "CTF"] = "-1 24";
$Host::MapPlayerLimits["DustToDust", "Hunters"] = "-1 32";
$Host::MapPlayerLimits["DustToDust", "TeamHunters"] = "-1 32";
$Host::MapPlayerLimits["Equinox", "CnH"] = "-1 32";
$Host::MapPlayerLimits["Equinox", "DM"] = "-1 32";
$Host::MapPlayerLimits["Escalade", "Hunters"] = "16 -1";
$Host::MapPlayerLimits["Escalade", "TeamHunters"] = "16 -1";
$Host::MapPlayerLimits["Escalade", "DM"] = "16 -1";
$Host::MapPlayerLimits["Escalade", "Bounty"] = "16 32";
$Host::MapPlayerLimits["Escalade", "Rabbit"] = "16 -1";
$Host::MapPlayerLimits["Firestorm", "CTF"] = "-1 24";
$Host::MapPlayerLimits["Firestorm", "CnH"] = "-1 24";
$Host::MapPlayerLimits["Flashpoint", "CnH"] = "16 -1";
$Host::MapPlayerLimits["Gehenna", "Hunters"] = "16 -1";
$Host::MapPlayerLimits["Gehenna", "TeamHunters"] = "16 -1";
$Host::MapPlayerLimits["Insalubria", "CnH"] = "-1 32";
$Host::MapPlayerLimits["JacobsLadder", "CnH"] = "-1 32";
$Host::MapPlayerLimits["Katabatic", "CTF"] = "-1 24";
$Host::MapPlayerLimits["Masada", "Siege"] = "-1 16";
$Host::MapPlayerLimits["Minotaur", "CTF"] = "-1 24";
$Host::MapPlayerLimits["Myrkwood", "Hunters"] = "-1 16";
$Host::MapPlayerLimits["Myrkwood", "DM"] = "-1 16";
$Host::MapPlayerLimits["Myrkwood", "Rabbit"] = "-1 24";
$Host::MapPlayerLimits["Oasis", "DM"] = "-1 16";
$Host::MapPlayerLimits["Overreach", "CnH"] = "16 -1";
$Host::MapPlayerLimits["Quagmire", "CTF"] = "16 -1";
$Host::MapPlayerLimits["Rasp", "TeamHunters"] = "-1 32";
$Host::MapPlayerLimits["Rasp", "Bounty"] = "-1 24";
$Host::MapPlayerLimits["Recalescence", "CTF"] = "16 -1";
$Host::MapPlayerLimits["Reversion", "CTF"] = "-1 32";
$Host::MapPlayerLimits["Rimehold", "Hunters"] = "16 -1";
$Host::MapPlayerLimits["Rimehold", "Hunters"] = "16 -1";
$Host::MapPlayerLimits["Riverdance", "CTF"] = "8 32";
$Host::MapPlayerLimits["Sanctuary", "CTF"] = "-1 32";
$Host::MapPlayerLimits["Sirocco", "CnH"] = "16 -1";
$Host::MapPlayerLimits["Slapdash", "CTF"] = "16 -1";
$Host::MapPlayerLimits["SunDried", "DM"] = "16 -1";
$Host::MapPlayerLimits["SunDried", "Bounty"] = "16 -1";
$Host::MapPlayerLimits["Talus", "Bounty"] = "-1 24";
$Host::MapPlayerLimits["ThinIce", "CTF"] = "-1 32";
$Host::MapPlayerLimits["Tombstone", "CTF"] = "8 32";
$Host::MapPlayerLimits["UltimaThule", "CTF"] = "-1 -1";
$Host::MapPlayerLimits["Underhill", "DM"] = "16 -1";
$Host::MapPlayerLimits["Underhill", "Bounty"] = "-1 24";
$Host::MapPlayerLimits["Whiteout", "DM"] = "16 -1";
$Host::MapPlayerLimits["Whiteout", "Bounty"] = "16 -1";