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				<updated>2010-02-24T19:48:48Z</updated>
		
		<summary type="html">&lt;p&gt;L.C.: /* MinimumSecondsToLogin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The file server.ini is the initialization file for [[subgame]] that controls all of the global settings. Individual arena's settings are stored in arenaname.cfg. The following are the various sections in the server.ini.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Validation ==&lt;br /&gt;
&lt;br /&gt;
See [[Validation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom ==&lt;br /&gt;
These settings configure custom arenas. (I think?)&lt;br /&gt;
&lt;br /&gt;
=== ArenaMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
This controls the ownership of private arenas. By &amp;quot;own a new subarena&amp;quot;, it means that if the selected level of player creates a new subarena with ?go, and the arena does not have settings associated yet, Subgame2 will create settings for that arena and assign ownership to the creating player. If the player creating the arena is below the selected level, Subgame2 will still create settings for the arena, but will not grant ownership.&lt;br /&gt;
#Any player can own a new subarena&lt;br /&gt;
#Mods+ can own a new subarena&lt;br /&gt;
#SMods+ can own a new subarena&lt;br /&gt;
#Sysops can own a new subarena&lt;br /&gt;
#''Special:'' New subarenas will just use spawn.cfg (that is, a new CFG must be placed in the server directory manually to give an arena its own settings)&lt;br /&gt;
Setting the value to 0 disables subarenas altogether.&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
These settings configure default arena settings.&lt;br /&gt;
&lt;br /&gt;
=== ArenaMaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Number of players allowed in any arena. (This can be overridden in the [[Misc Settings]] for an arena.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaDesiredPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Subgame will create a new 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaMinimumPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Minimum number of players in a public arena before subgame automatically sends a message advising players to move on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SpawnKeepScores ===&lt;br /&gt;
''Datatype:'' Boolean (1=yes,0=no).&lt;br /&gt;
&lt;br /&gt;
Whether player-spawned arenas keep track of scores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenas ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
The maximum number of arenas subgame will allow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenasMemory ===&lt;br /&gt;
''Datatype:'' Bytes.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of memory subgame will allocate for arena data. Normally the default should suffice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comms ==&lt;br /&gt;
Communication (networking) settings.&lt;br /&gt;
&lt;br /&gt;
=== MaxQueueToLogin ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of clients waiting to login. Any that try when this limit is exceeded will receive the message &amp;quot;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&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PacketHistoryMax ===&lt;br /&gt;
&lt;br /&gt;
=== IncomingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== OutgoingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== EncryptMode ===&lt;br /&gt;
&lt;br /&gt;
=== UnreliableBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== TransportBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== FlushTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will queue position packets for this amount of time before sending them. ''Setting this too high will severly lag your zone.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BandwithIdleTime ===&lt;br /&gt;
''Datatype:'' Seconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will stop sending position packets to a spectator after this time of inactivity. Useful for saving bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SelectTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Time delay subgame should wait for incoming packets before continuing on. This is recommended over CPU:SleepTime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
Miscellaneous settings.&lt;br /&gt;
&lt;br /&gt;
=== DisableShareware ===&lt;br /&gt;
&lt;br /&gt;
=== RegisterKickShareware ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Should subgame kick shareware users in favor of registered users when server is full? (Leave set to 0.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewarePlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of shareware players allowed on server. ''Special Value:'' -1 = unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum total players allowed in zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewareTime ===&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareNames ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to have customized names. The default displayed name will just be &amp;quot;~Demo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareShips ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to use ships 5-8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareScores ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MenuKickOutDelay ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
Amount of time a player may take logging in before server disconnects client.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoAntiInSafe ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will ignore [[AntiWarp]] of a player in a safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LockFreqs ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether [[Commands#Arena Management|locking]] an arena locks freqs as well as ships. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PositionDataAccess ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
Determines staff level that will receive extra position data when speccing. Useful if [[Misc Settings#ExtraPositionData]] is disabled.&lt;br /&gt;
*0=Sysop (default)&lt;br /&gt;
*1=SMod+&lt;br /&gt;
*2=Mod+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AlertCommand ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
If a player types any of these commands preceeded by a '?' followed by a message, subgame will send the message to all online staff. This is a replacement to the BanG ?cheater command. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPubScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in public arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPvtScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in private arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TimerDropFlagTerritoryRadius ===&lt;br /&gt;
''Datatype:'' Tiles.&lt;br /&gt;
&lt;br /&gt;
All flags dropped when timer expires (non-neutral) will drop this radius from the ship, overriding [[Flag Settings#FlagTerritoryRadius]]. This is useful for respawning neuted flags (set FlagTerritoryRadius to 0). ''Special value:'' 0 = always use FlagTerritoryRadius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ShipTypeSwitchResetPeriod ===&lt;br /&gt;
''Datatype:'' Milliseconds (?).&lt;br /&gt;
&lt;br /&gt;
Determines length of time for [[Security Settings#MaxShipTypeSwitchCount]]. ''Special Value:'' 0 = disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CheckWeapons ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, any of the following conditions will trigger a security violation. The checks do not apply to SMod+.&lt;br /&gt;
* Bullet fired with level &amp;gt; [ship]MaxGuns + [Flag]FlaggerGunUpgrade&lt;br /&gt;
* Bouncing bullet fired and [PrizeWeight]BouncingBullets is 0 and [Cost]Bounce  is 0&lt;br /&gt;
* Bomb fired with level &amp;gt; [ship]MaxBombs + [Flag]FlaggerBombUpgrade&lt;br /&gt;
* Prox bomb fired and [PrizeWeight]Proximity is 0 and [Cost]Prox is 0&lt;br /&gt;
* Bomb fired with shrap &amp;gt; [ship]ShrapnelMax&lt;br /&gt;
* Bomb fired with bouncing shrap and [PrizeWeight]BouncingBullets is 0 and  [Cost]Bounce is 0&lt;br /&gt;
* Mine is fired and [ship]MaxMines is 0&lt;br /&gt;
* A prize is picked up and [PrizeWeight] of that prize is 0&lt;br /&gt;
* Stealth is turned on and [ship]StealthStatus is 0&lt;br /&gt;
* Cloak is turned on and [ship]CloakStatus is 0&lt;br /&gt;
* XRadar is turned on and [ship]XRadarStatus is 0&lt;br /&gt;
* Anti-Warp is turned on and [ship]AntiWarpStatus is 0&lt;br /&gt;
* Player uses UFO&lt;br /&gt;
&lt;br /&gt;
=== CheckFastBombing ===&lt;br /&gt;
''Datatype:'' Bitfield.&lt;br /&gt;
&lt;br /&gt;
*1 - Send sysop alert when fastbombing is detected&lt;br /&gt;
*2 - Filter out fastbombs&lt;br /&gt;
*4 - Kick fastbombing player off&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FastBombingThreshold ===&lt;br /&gt;
See above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LocalChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
Listed chat channels are local to the zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceObsceneCheck ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Forces players to have obscene checking on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoFlagRewardLimit ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the default reward multiplier limit of 2 for [[Flag Settings#FlagRewardMode]].&lt;br /&gt;
&lt;br /&gt;
=== LogPoints ===&lt;br /&gt;
=== PointUpdateDiff ===&lt;br /&gt;
''Datatype:'' Points.&lt;br /&gt;
&lt;br /&gt;
Number of points that will trigger a score update sent to clients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== JackpotBroadcastPoints ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will broadcast the jackpot points to all zones on the [[biller]]. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerLog ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, server will keep a text file log of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== KeepAliveDelay ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Delay between keepalive packets sent to clients. Should not be changed.&lt;br /&gt;
&lt;br /&gt;
=== DefaultLevelFile ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
Level file (such as _bzw.lvl) that zone will use for public arenas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Short.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowVIEClients ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether VIE [[SubSpace]] users are allowed to enter zone at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== StaffChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
These chat channels are only joinable by Mods+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceContinuumOnly ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether only [[Continuum]] users are allowed to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerIP ===&lt;br /&gt;
''Datatype:'' IP Address.&lt;br /&gt;
&lt;br /&gt;
WAN IP address of server computer. This can be found using http://www.whatismyip.com/ (easiest), ipconfig, or a router's status page.&lt;br /&gt;
&lt;br /&gt;
=== SafetyOnly ===&lt;br /&gt;
&lt;br /&gt;
== CPU ==&lt;br /&gt;
These settings determine subgame's CPU usage. Usually it performs well, so these should not be changed.&lt;br /&gt;
&lt;br /&gt;
If you don't want subgame to take large amounts of CPU use these settings (or similar):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ProcessMaxTime=4&lt;br /&gt;
SleepPerIteration=1&lt;br /&gt;
SleepTime=10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LoopDelay ===&lt;br /&gt;
=== ProcessMaxTime ===&lt;br /&gt;
How long in CPU.&lt;br /&gt;
=== SleepPerIteration ===&lt;br /&gt;
Turns sleep on.&lt;br /&gt;
=== SlowIterationWarningLevel ===&lt;br /&gt;
=== SleepTime ===&lt;br /&gt;
How long until next in CPU.&lt;br /&gt;
&lt;br /&gt;
== Permission ==&lt;br /&gt;
These settings restrict which clients may connect to your zone.&lt;br /&gt;
&lt;br /&gt;
=== AllowBadMachineId ===&lt;br /&gt;
=== AllowLowBandwidth ===&lt;br /&gt;
=== MinimumSecondsToLogin ===&lt;br /&gt;
Amount of time you must have played on your username in ?usage to be allowed to join (in seconds)&lt;br /&gt;
&lt;br /&gt;
=== PermissionMaxPoints ===&lt;br /&gt;
=== PermissionMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
#Only players with their username in permit.txt is allowed to enter&lt;br /&gt;
#Players are allowed to enter, but must have their username in permit.txt to be able to play in a ship&lt;br /&gt;
&lt;br /&gt;
=== AutoPermissionPoints ===&lt;br /&gt;
=== AutoPermissionIDList ===&lt;br /&gt;
=== AutoPermissionMessage ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Password ==&lt;br /&gt;
Passwords for various player levels. Change to your heart's content.&lt;br /&gt;
&lt;br /&gt;
=== SysopPassword ===&lt;br /&gt;
=== EnergyPassword ===&lt;br /&gt;
=== ModeratorPassword ===&lt;br /&gt;
=== SuperModeratorPassword ===&lt;br /&gt;
=== VIPPassword ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Billing ==&lt;br /&gt;
Configures subgame's interaction with the [[biller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LogMessages ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Enables &amp;quot;logging&amp;quot; of commands to the biller. It is recommended to turn this off, as it normally just wastes bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS address.&lt;br /&gt;
&lt;br /&gt;
The address of the biller. If you are running the biller on the same computer as subgame, set this to &amp;lt;tt&amp;gt;localhost&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Password ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The password to connect to the biller. Normally, this should be the same as subbill.ini's Misc:Password.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerName ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The name of the zone that will be sent to the biller upon connection. This will also be sent to the directory server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The port to connect to the biller, which should be equal to subbill.ini's Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The ServerID sent to the biller. This is not often used and should be equal to Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GroupId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The group this server will join on the biller. This has to do with group operators, and is recommended to leave set to &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ScoreId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ReconnectTime ===&lt;br /&gt;
Seems to have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AttemptTime ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
How long subgame will attempt unsuccessfully to connect to the biller before it gives up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advertise ==&lt;br /&gt;
These settings control subgame's built-in advertisement capability. To use advertisements, just create bitmaps in the SS Palette and save them in the subgame directory as ad0.bmp,ad1.bmp, etc. Prefix the name with &amp;quot;s_&amp;quot; to send to shareware players, with &amp;quot;r_&amp;quot; to send to registered players, and &amp;quot;b_&amp;quot; to send to both. For example, &amp;quot;b_ad0.bmp&amp;quot;. Subgame will then randomly pick advertisements to display to players.&lt;br /&gt;
&lt;br /&gt;
=== SendMode ===&lt;br /&gt;
''Datatype:'' Sum (bitfield).&lt;br /&gt;
&lt;br /&gt;
Determines when advertisements are sent.&lt;br /&gt;
*1 = send them when the player enters the zone.&lt;br /&gt;
*2 = send them when player dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisplayMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
*0 = at top of screen behind all other graphics.&lt;br /&gt;
*1 = at top of screen on top of all other graphics.&lt;br /&gt;
*2 = floating around like a backdrop.&lt;br /&gt;
&lt;br /&gt;
=== Duration ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Length of time an advertisement is displayed. ''Special Value:'' 0 = always on.&lt;br /&gt;
&lt;br /&gt;
== Directory ==&lt;br /&gt;
These settings configure subgame's interaction with the [[directory server]].&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS list.&lt;br /&gt;
&lt;br /&gt;
List of directory servers subgame will send its entry to. As of April 2009, the following list is recommended:&lt;br /&gt;
&amp;lt;pre&amp;gt;sscentral.sscuservers.net,sscentral.trenchwars.org,ssdir.playsubspace.com,sharvil.nanavati.org&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- note: many hostnames point to the same dirserv which is run by PriitK, only one of these needs to be in the list. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- comment by L.C.: Which ones are those? Too lazy to lookup myself --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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#What_does_the_ss:.2F.2Fsome.dns_mean_in_zone_description.3F|Server Configuration FAQ]]). You are advised not to use the &amp;quot;&amp;amp;&amp;quot; character inside the description, it displays incorrectly on some clients.&lt;br /&gt;
&lt;br /&gt;
=== NamePassword ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
Leave this set to &amp;lt;tt&amp;gt;4991&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Settings]]&lt;/div&gt;</summary>
		<author><name>L.C.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Server.ini&amp;diff=6102</id>
		<title>Server.ini</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Server.ini&amp;diff=6102"/>
				<updated>2010-02-24T19:48:20Z</updated>
		
		<summary type="html">&lt;p&gt;L.C.: /* MinimumSecondsToLogin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The file server.ini is the initialization file for [[subgame]] that controls all of the global settings. Individual arena's settings are stored in arenaname.cfg. The following are the various sections in the server.ini.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Validation ==&lt;br /&gt;
&lt;br /&gt;
See [[Validation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom ==&lt;br /&gt;
These settings configure custom arenas. (I think?)&lt;br /&gt;
&lt;br /&gt;
=== ArenaMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
This controls the ownership of private arenas. By &amp;quot;own a new subarena&amp;quot;, it means that if the selected level of player creates a new subarena with ?go, and the arena does not have settings associated yet, Subgame2 will create settings for that arena and assign ownership to the creating player. If the player creating the arena is below the selected level, Subgame2 will still create settings for the arena, but will not grant ownership.&lt;br /&gt;
#Any player can own a new subarena&lt;br /&gt;
#Mods+ can own a new subarena&lt;br /&gt;
#SMods+ can own a new subarena&lt;br /&gt;
#Sysops can own a new subarena&lt;br /&gt;
#''Special:'' New subarenas will just use spawn.cfg (that is, a new CFG must be placed in the server directory manually to give an arena its own settings)&lt;br /&gt;
Setting the value to 0 disables subarenas altogether.&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
These settings configure default arena settings.&lt;br /&gt;
&lt;br /&gt;
=== ArenaMaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Number of players allowed in any arena. (This can be overridden in the [[Misc Settings]] for an arena.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaDesiredPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Subgame will create a new 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaMinimumPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Minimum number of players in a public arena before subgame automatically sends a message advising players to move on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SpawnKeepScores ===&lt;br /&gt;
''Datatype:'' Boolean (1=yes,0=no).&lt;br /&gt;
&lt;br /&gt;
Whether player-spawned arenas keep track of scores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenas ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
The maximum number of arenas subgame will allow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenasMemory ===&lt;br /&gt;
''Datatype:'' Bytes.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of memory subgame will allocate for arena data. Normally the default should suffice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comms ==&lt;br /&gt;
Communication (networking) settings.&lt;br /&gt;
&lt;br /&gt;
=== MaxQueueToLogin ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of clients waiting to login. Any that try when this limit is exceeded will receive the message &amp;quot;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&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PacketHistoryMax ===&lt;br /&gt;
&lt;br /&gt;
=== IncomingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== OutgoingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== EncryptMode ===&lt;br /&gt;
&lt;br /&gt;
=== UnreliableBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== TransportBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== FlushTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will queue position packets for this amount of time before sending them. ''Setting this too high will severly lag your zone.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BandwithIdleTime ===&lt;br /&gt;
''Datatype:'' Seconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will stop sending position packets to a spectator after this time of inactivity. Useful for saving bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SelectTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Time delay subgame should wait for incoming packets before continuing on. This is recommended over CPU:SleepTime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
Miscellaneous settings.&lt;br /&gt;
&lt;br /&gt;
=== DisableShareware ===&lt;br /&gt;
&lt;br /&gt;
=== RegisterKickShareware ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Should subgame kick shareware users in favor of registered users when server is full? (Leave set to 0.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewarePlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of shareware players allowed on server. ''Special Value:'' -1 = unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum total players allowed in zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewareTime ===&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareNames ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to have customized names. The default displayed name will just be &amp;quot;~Demo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareShips ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to use ships 5-8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareScores ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MenuKickOutDelay ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
Amount of time a player may take logging in before server disconnects client.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoAntiInSafe ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will ignore [[AntiWarp]] of a player in a safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LockFreqs ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether [[Commands#Arena Management|locking]] an arena locks freqs as well as ships. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PositionDataAccess ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
Determines staff level that will receive extra position data when speccing. Useful if [[Misc Settings#ExtraPositionData]] is disabled.&lt;br /&gt;
*0=Sysop (default)&lt;br /&gt;
*1=SMod+&lt;br /&gt;
*2=Mod+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AlertCommand ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
If a player types any of these commands preceeded by a '?' followed by a message, subgame will send the message to all online staff. This is a replacement to the BanG ?cheater command. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPubScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in public arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPvtScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in private arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TimerDropFlagTerritoryRadius ===&lt;br /&gt;
''Datatype:'' Tiles.&lt;br /&gt;
&lt;br /&gt;
All flags dropped when timer expires (non-neutral) will drop this radius from the ship, overriding [[Flag Settings#FlagTerritoryRadius]]. This is useful for respawning neuted flags (set FlagTerritoryRadius to 0). ''Special value:'' 0 = always use FlagTerritoryRadius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ShipTypeSwitchResetPeriod ===&lt;br /&gt;
''Datatype:'' Milliseconds (?).&lt;br /&gt;
&lt;br /&gt;
Determines length of time for [[Security Settings#MaxShipTypeSwitchCount]]. ''Special Value:'' 0 = disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CheckWeapons ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, any of the following conditions will trigger a security violation. The checks do not apply to SMod+.&lt;br /&gt;
* Bullet fired with level &amp;gt; [ship]MaxGuns + [Flag]FlaggerGunUpgrade&lt;br /&gt;
* Bouncing bullet fired and [PrizeWeight]BouncingBullets is 0 and [Cost]Bounce  is 0&lt;br /&gt;
* Bomb fired with level &amp;gt; [ship]MaxBombs + [Flag]FlaggerBombUpgrade&lt;br /&gt;
* Prox bomb fired and [PrizeWeight]Proximity is 0 and [Cost]Prox is 0&lt;br /&gt;
* Bomb fired with shrap &amp;gt; [ship]ShrapnelMax&lt;br /&gt;
* Bomb fired with bouncing shrap and [PrizeWeight]BouncingBullets is 0 and  [Cost]Bounce is 0&lt;br /&gt;
* Mine is fired and [ship]MaxMines is 0&lt;br /&gt;
* A prize is picked up and [PrizeWeight] of that prize is 0&lt;br /&gt;
* Stealth is turned on and [ship]StealthStatus is 0&lt;br /&gt;
* Cloak is turned on and [ship]CloakStatus is 0&lt;br /&gt;
* XRadar is turned on and [ship]XRadarStatus is 0&lt;br /&gt;
* Anti-Warp is turned on and [ship]AntiWarpStatus is 0&lt;br /&gt;
* Player uses UFO&lt;br /&gt;
&lt;br /&gt;
=== CheckFastBombing ===&lt;br /&gt;
''Datatype:'' Bitfield.&lt;br /&gt;
&lt;br /&gt;
*1 - Send sysop alert when fastbombing is detected&lt;br /&gt;
*2 - Filter out fastbombs&lt;br /&gt;
*4 - Kick fastbombing player off&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FastBombingThreshold ===&lt;br /&gt;
See above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LocalChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
Listed chat channels are local to the zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceObsceneCheck ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Forces players to have obscene checking on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoFlagRewardLimit ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the default reward multiplier limit of 2 for [[Flag Settings#FlagRewardMode]].&lt;br /&gt;
&lt;br /&gt;
=== LogPoints ===&lt;br /&gt;
=== PointUpdateDiff ===&lt;br /&gt;
''Datatype:'' Points.&lt;br /&gt;
&lt;br /&gt;
Number of points that will trigger a score update sent to clients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== JackpotBroadcastPoints ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will broadcast the jackpot points to all zones on the [[biller]]. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerLog ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, server will keep a text file log of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== KeepAliveDelay ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Delay between keepalive packets sent to clients. Should not be changed.&lt;br /&gt;
&lt;br /&gt;
=== DefaultLevelFile ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
Level file (such as _bzw.lvl) that zone will use for public arenas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Short.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowVIEClients ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether VIE [[SubSpace]] users are allowed to enter zone at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== StaffChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
These chat channels are only joinable by Mods+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceContinuumOnly ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether only [[Continuum]] users are allowed to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerIP ===&lt;br /&gt;
''Datatype:'' IP Address.&lt;br /&gt;
&lt;br /&gt;
WAN IP address of server computer. This can be found using http://www.whatismyip.com/ (easiest), ipconfig, or a router's status page.&lt;br /&gt;
&lt;br /&gt;
=== SafetyOnly ===&lt;br /&gt;
&lt;br /&gt;
== CPU ==&lt;br /&gt;
These settings determine subgame's CPU usage. Usually it performs well, so these should not be changed.&lt;br /&gt;
&lt;br /&gt;
If you don't want subgame to take large amounts of CPU use these settings (or similar):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ProcessMaxTime=4&lt;br /&gt;
SleepPerIteration=1&lt;br /&gt;
SleepTime=10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LoopDelay ===&lt;br /&gt;
=== ProcessMaxTime ===&lt;br /&gt;
How long in CPU.&lt;br /&gt;
=== SleepPerIteration ===&lt;br /&gt;
Turns sleep on.&lt;br /&gt;
=== SlowIterationWarningLevel ===&lt;br /&gt;
=== SleepTime ===&lt;br /&gt;
How long until next in CPU.&lt;br /&gt;
&lt;br /&gt;
== Permission ==&lt;br /&gt;
These settings restrict which clients may connect to your zone.&lt;br /&gt;
&lt;br /&gt;
=== AllowBadMachineId ===&lt;br /&gt;
=== AllowLowBandwidth ===&lt;br /&gt;
=== MinimumSecondsToLogin ===&lt;br /&gt;
Amount of time you must have played on your username in ?usage (in seconds)&lt;br /&gt;
&lt;br /&gt;
=== PermissionMaxPoints ===&lt;br /&gt;
=== PermissionMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
#Only players with their username in permit.txt is allowed to enter&lt;br /&gt;
#Players are allowed to enter, but must have their username in permit.txt to be able to play in a ship&lt;br /&gt;
&lt;br /&gt;
=== AutoPermissionPoints ===&lt;br /&gt;
=== AutoPermissionIDList ===&lt;br /&gt;
=== AutoPermissionMessage ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Password ==&lt;br /&gt;
Passwords for various player levels. Change to your heart's content.&lt;br /&gt;
&lt;br /&gt;
=== SysopPassword ===&lt;br /&gt;
=== EnergyPassword ===&lt;br /&gt;
=== ModeratorPassword ===&lt;br /&gt;
=== SuperModeratorPassword ===&lt;br /&gt;
=== VIPPassword ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Billing ==&lt;br /&gt;
Configures subgame's interaction with the [[biller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LogMessages ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Enables &amp;quot;logging&amp;quot; of commands to the biller. It is recommended to turn this off, as it normally just wastes bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS address.&lt;br /&gt;
&lt;br /&gt;
The address of the biller. If you are running the biller on the same computer as subgame, set this to &amp;lt;tt&amp;gt;localhost&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Password ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The password to connect to the biller. Normally, this should be the same as subbill.ini's Misc:Password.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerName ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The name of the zone that will be sent to the biller upon connection. This will also be sent to the directory server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The port to connect to the biller, which should be equal to subbill.ini's Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The ServerID sent to the biller. This is not often used and should be equal to Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GroupId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The group this server will join on the biller. This has to do with group operators, and is recommended to leave set to &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ScoreId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ReconnectTime ===&lt;br /&gt;
Seems to have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AttemptTime ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
How long subgame will attempt unsuccessfully to connect to the biller before it gives up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advertise ==&lt;br /&gt;
These settings control subgame's built-in advertisement capability. To use advertisements, just create bitmaps in the SS Palette and save them in the subgame directory as ad0.bmp,ad1.bmp, etc. Prefix the name with &amp;quot;s_&amp;quot; to send to shareware players, with &amp;quot;r_&amp;quot; to send to registered players, and &amp;quot;b_&amp;quot; to send to both. For example, &amp;quot;b_ad0.bmp&amp;quot;. Subgame will then randomly pick advertisements to display to players.&lt;br /&gt;
&lt;br /&gt;
=== SendMode ===&lt;br /&gt;
''Datatype:'' Sum (bitfield).&lt;br /&gt;
&lt;br /&gt;
Determines when advertisements are sent.&lt;br /&gt;
*1 = send them when the player enters the zone.&lt;br /&gt;
*2 = send them when player dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisplayMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
*0 = at top of screen behind all other graphics.&lt;br /&gt;
*1 = at top of screen on top of all other graphics.&lt;br /&gt;
*2 = floating around like a backdrop.&lt;br /&gt;
&lt;br /&gt;
=== Duration ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Length of time an advertisement is displayed. ''Special Value:'' 0 = always on.&lt;br /&gt;
&lt;br /&gt;
== Directory ==&lt;br /&gt;
These settings configure subgame's interaction with the [[directory server]].&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS list.&lt;br /&gt;
&lt;br /&gt;
List of directory servers subgame will send its entry to. As of April 2009, the following list is recommended:&lt;br /&gt;
&amp;lt;pre&amp;gt;sscentral.sscuservers.net,sscentral.trenchwars.org,ssdir.playsubspace.com,sharvil.nanavati.org&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- note: many hostnames point to the same dirserv which is run by PriitK, only one of these needs to be in the list. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- comment by L.C.: Which ones are those? Too lazy to lookup myself --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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#What_does_the_ss:.2F.2Fsome.dns_mean_in_zone_description.3F|Server Configuration FAQ]]). You are advised not to use the &amp;quot;&amp;amp;&amp;quot; character inside the description, it displays incorrectly on some clients.&lt;br /&gt;
&lt;br /&gt;
=== NamePassword ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
Leave this set to &amp;lt;tt&amp;gt;4991&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Settings]]&lt;/div&gt;</summary>
		<author><name>L.C.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Server.ini&amp;diff=6101</id>
		<title>Server.ini</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Server.ini&amp;diff=6101"/>
				<updated>2010-02-24T19:41:50Z</updated>
		
		<summary type="html">&lt;p&gt;L.C.: /* PermissionMode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The file server.ini is the initialization file for [[subgame]] that controls all of the global settings. Individual arena's settings are stored in arenaname.cfg. The following are the various sections in the server.ini.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Validation ==&lt;br /&gt;
&lt;br /&gt;
See [[Validation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom ==&lt;br /&gt;
These settings configure custom arenas. (I think?)&lt;br /&gt;
&lt;br /&gt;
=== ArenaMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
This controls the ownership of private arenas. By &amp;quot;own a new subarena&amp;quot;, it means that if the selected level of player creates a new subarena with ?go, and the arena does not have settings associated yet, Subgame2 will create settings for that arena and assign ownership to the creating player. If the player creating the arena is below the selected level, Subgame2 will still create settings for the arena, but will not grant ownership.&lt;br /&gt;
#Any player can own a new subarena&lt;br /&gt;
#Mods+ can own a new subarena&lt;br /&gt;
#SMods+ can own a new subarena&lt;br /&gt;
#Sysops can own a new subarena&lt;br /&gt;
#''Special:'' New subarenas will just use spawn.cfg (that is, a new CFG must be placed in the server directory manually to give an arena its own settings)&lt;br /&gt;
Setting the value to 0 disables subarenas altogether.&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
These settings configure default arena settings.&lt;br /&gt;
&lt;br /&gt;
=== ArenaMaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Number of players allowed in any arena. (This can be overridden in the [[Misc Settings]] for an arena.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaDesiredPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Subgame will create a new 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaMinimumPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Minimum number of players in a public arena before subgame automatically sends a message advising players to move on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SpawnKeepScores ===&lt;br /&gt;
''Datatype:'' Boolean (1=yes,0=no).&lt;br /&gt;
&lt;br /&gt;
Whether player-spawned arenas keep track of scores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenas ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
The maximum number of arenas subgame will allow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenasMemory ===&lt;br /&gt;
''Datatype:'' Bytes.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of memory subgame will allocate for arena data. Normally the default should suffice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comms ==&lt;br /&gt;
Communication (networking) settings.&lt;br /&gt;
&lt;br /&gt;
=== MaxQueueToLogin ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of clients waiting to login. Any that try when this limit is exceeded will receive the message &amp;quot;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&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PacketHistoryMax ===&lt;br /&gt;
&lt;br /&gt;
=== IncomingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== OutgoingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== EncryptMode ===&lt;br /&gt;
&lt;br /&gt;
=== UnreliableBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== TransportBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== FlushTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will queue position packets for this amount of time before sending them. ''Setting this too high will severly lag your zone.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BandwithIdleTime ===&lt;br /&gt;
''Datatype:'' Seconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will stop sending position packets to a spectator after this time of inactivity. Useful for saving bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SelectTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Time delay subgame should wait for incoming packets before continuing on. This is recommended over CPU:SleepTime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
Miscellaneous settings.&lt;br /&gt;
&lt;br /&gt;
=== DisableShareware ===&lt;br /&gt;
&lt;br /&gt;
=== RegisterKickShareware ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Should subgame kick shareware users in favor of registered users when server is full? (Leave set to 0.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewarePlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of shareware players allowed on server. ''Special Value:'' -1 = unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum total players allowed in zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewareTime ===&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareNames ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to have customized names. The default displayed name will just be &amp;quot;~Demo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareShips ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to use ships 5-8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareScores ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MenuKickOutDelay ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
Amount of time a player may take logging in before server disconnects client.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoAntiInSafe ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will ignore [[AntiWarp]] of a player in a safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LockFreqs ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether [[Commands#Arena Management|locking]] an arena locks freqs as well as ships. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PositionDataAccess ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
Determines staff level that will receive extra position data when speccing. Useful if [[Misc Settings#ExtraPositionData]] is disabled.&lt;br /&gt;
*0=Sysop (default)&lt;br /&gt;
*1=SMod+&lt;br /&gt;
*2=Mod+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AlertCommand ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
If a player types any of these commands preceeded by a '?' followed by a message, subgame will send the message to all online staff. This is a replacement to the BanG ?cheater command. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPubScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in public arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPvtScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in private arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TimerDropFlagTerritoryRadius ===&lt;br /&gt;
''Datatype:'' Tiles.&lt;br /&gt;
&lt;br /&gt;
All flags dropped when timer expires (non-neutral) will drop this radius from the ship, overriding [[Flag Settings#FlagTerritoryRadius]]. This is useful for respawning neuted flags (set FlagTerritoryRadius to 0). ''Special value:'' 0 = always use FlagTerritoryRadius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ShipTypeSwitchResetPeriod ===&lt;br /&gt;
''Datatype:'' Milliseconds (?).&lt;br /&gt;
&lt;br /&gt;
Determines length of time for [[Security Settings#MaxShipTypeSwitchCount]]. ''Special Value:'' 0 = disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CheckWeapons ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, any of the following conditions will trigger a security violation. The checks do not apply to SMod+.&lt;br /&gt;
* Bullet fired with level &amp;gt; [ship]MaxGuns + [Flag]FlaggerGunUpgrade&lt;br /&gt;
* Bouncing bullet fired and [PrizeWeight]BouncingBullets is 0 and [Cost]Bounce  is 0&lt;br /&gt;
* Bomb fired with level &amp;gt; [ship]MaxBombs + [Flag]FlaggerBombUpgrade&lt;br /&gt;
* Prox bomb fired and [PrizeWeight]Proximity is 0 and [Cost]Prox is 0&lt;br /&gt;
* Bomb fired with shrap &amp;gt; [ship]ShrapnelMax&lt;br /&gt;
* Bomb fired with bouncing shrap and [PrizeWeight]BouncingBullets is 0 and  [Cost]Bounce is 0&lt;br /&gt;
* Mine is fired and [ship]MaxMines is 0&lt;br /&gt;
* A prize is picked up and [PrizeWeight] of that prize is 0&lt;br /&gt;
* Stealth is turned on and [ship]StealthStatus is 0&lt;br /&gt;
* Cloak is turned on and [ship]CloakStatus is 0&lt;br /&gt;
* XRadar is turned on and [ship]XRadarStatus is 0&lt;br /&gt;
* Anti-Warp is turned on and [ship]AntiWarpStatus is 0&lt;br /&gt;
* Player uses UFO&lt;br /&gt;
&lt;br /&gt;
=== CheckFastBombing ===&lt;br /&gt;
''Datatype:'' Bitfield.&lt;br /&gt;
&lt;br /&gt;
*1 - Send sysop alert when fastbombing is detected&lt;br /&gt;
*2 - Filter out fastbombs&lt;br /&gt;
*4 - Kick fastbombing player off&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FastBombingThreshold ===&lt;br /&gt;
See above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LocalChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
Listed chat channels are local to the zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceObsceneCheck ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Forces players to have obscene checking on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoFlagRewardLimit ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the default reward multiplier limit of 2 for [[Flag Settings#FlagRewardMode]].&lt;br /&gt;
&lt;br /&gt;
=== LogPoints ===&lt;br /&gt;
=== PointUpdateDiff ===&lt;br /&gt;
''Datatype:'' Points.&lt;br /&gt;
&lt;br /&gt;
Number of points that will trigger a score update sent to clients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== JackpotBroadcastPoints ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will broadcast the jackpot points to all zones on the [[biller]]. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerLog ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, server will keep a text file log of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== KeepAliveDelay ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Delay between keepalive packets sent to clients. Should not be changed.&lt;br /&gt;
&lt;br /&gt;
=== DefaultLevelFile ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
Level file (such as _bzw.lvl) that zone will use for public arenas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Short.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowVIEClients ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether VIE [[SubSpace]] users are allowed to enter zone at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== StaffChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
These chat channels are only joinable by Mods+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceContinuumOnly ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether only [[Continuum]] users are allowed to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerIP ===&lt;br /&gt;
''Datatype:'' IP Address.&lt;br /&gt;
&lt;br /&gt;
WAN IP address of server computer. This can be found using http://www.whatismyip.com/ (easiest), ipconfig, or a router's status page.&lt;br /&gt;
&lt;br /&gt;
=== SafetyOnly ===&lt;br /&gt;
&lt;br /&gt;
== CPU ==&lt;br /&gt;
These settings determine subgame's CPU usage. Usually it performs well, so these should not be changed.&lt;br /&gt;
&lt;br /&gt;
If you don't want subgame to take large amounts of CPU use these settings (or similar):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ProcessMaxTime=4&lt;br /&gt;
SleepPerIteration=1&lt;br /&gt;
SleepTime=10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LoopDelay ===&lt;br /&gt;
=== ProcessMaxTime ===&lt;br /&gt;
How long in CPU.&lt;br /&gt;
=== SleepPerIteration ===&lt;br /&gt;
Turns sleep on.&lt;br /&gt;
=== SlowIterationWarningLevel ===&lt;br /&gt;
=== SleepTime ===&lt;br /&gt;
How long until next in CPU.&lt;br /&gt;
&lt;br /&gt;
== Permission ==&lt;br /&gt;
These settings restrict which clients may connect to your zone.&lt;br /&gt;
&lt;br /&gt;
=== AllowBadMachineId ===&lt;br /&gt;
=== AllowLowBandwidth ===&lt;br /&gt;
=== MinimumSecondsToLogin ===&lt;br /&gt;
=== PermissionMaxPoints ===&lt;br /&gt;
=== PermissionMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
#Only players with their username in permit.txt is allowed to enter&lt;br /&gt;
#Players are allowed to enter, but must have their username in permit.txt to be able to play in a ship&lt;br /&gt;
&lt;br /&gt;
=== AutoPermissionPoints ===&lt;br /&gt;
=== AutoPermissionIDList ===&lt;br /&gt;
=== AutoPermissionMessage ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Password ==&lt;br /&gt;
Passwords for various player levels. Change to your heart's content.&lt;br /&gt;
&lt;br /&gt;
=== SysopPassword ===&lt;br /&gt;
=== EnergyPassword ===&lt;br /&gt;
=== ModeratorPassword ===&lt;br /&gt;
=== SuperModeratorPassword ===&lt;br /&gt;
=== VIPPassword ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Billing ==&lt;br /&gt;
Configures subgame's interaction with the [[biller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LogMessages ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Enables &amp;quot;logging&amp;quot; of commands to the biller. It is recommended to turn this off, as it normally just wastes bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS address.&lt;br /&gt;
&lt;br /&gt;
The address of the biller. If you are running the biller on the same computer as subgame, set this to &amp;lt;tt&amp;gt;localhost&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Password ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The password to connect to the biller. Normally, this should be the same as subbill.ini's Misc:Password.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerName ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The name of the zone that will be sent to the biller upon connection. This will also be sent to the directory server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The port to connect to the biller, which should be equal to subbill.ini's Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The ServerID sent to the biller. This is not often used and should be equal to Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GroupId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The group this server will join on the biller. This has to do with group operators, and is recommended to leave set to &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ScoreId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ReconnectTime ===&lt;br /&gt;
Seems to have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AttemptTime ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
How long subgame will attempt unsuccessfully to connect to the biller before it gives up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advertise ==&lt;br /&gt;
These settings control subgame's built-in advertisement capability. To use advertisements, just create bitmaps in the SS Palette and save them in the subgame directory as ad0.bmp,ad1.bmp, etc. Prefix the name with &amp;quot;s_&amp;quot; to send to shareware players, with &amp;quot;r_&amp;quot; to send to registered players, and &amp;quot;b_&amp;quot; to send to both. For example, &amp;quot;b_ad0.bmp&amp;quot;. Subgame will then randomly pick advertisements to display to players.&lt;br /&gt;
&lt;br /&gt;
=== SendMode ===&lt;br /&gt;
''Datatype:'' Sum (bitfield).&lt;br /&gt;
&lt;br /&gt;
Determines when advertisements are sent.&lt;br /&gt;
*1 = send them when the player enters the zone.&lt;br /&gt;
*2 = send them when player dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisplayMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
*0 = at top of screen behind all other graphics.&lt;br /&gt;
*1 = at top of screen on top of all other graphics.&lt;br /&gt;
*2 = floating around like a backdrop.&lt;br /&gt;
&lt;br /&gt;
=== Duration ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Length of time an advertisement is displayed. ''Special Value:'' 0 = always on.&lt;br /&gt;
&lt;br /&gt;
== Directory ==&lt;br /&gt;
These settings configure subgame's interaction with the [[directory server]].&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS list.&lt;br /&gt;
&lt;br /&gt;
List of directory servers subgame will send its entry to. As of April 2009, the following list is recommended:&lt;br /&gt;
&amp;lt;pre&amp;gt;sscentral.sscuservers.net,sscentral.trenchwars.org,ssdir.playsubspace.com,sharvil.nanavati.org&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- note: many hostnames point to the same dirserv which is run by PriitK, only one of these needs to be in the list. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- comment by L.C.: Which ones are those? Too lazy to lookup myself --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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#What_does_the_ss:.2F.2Fsome.dns_mean_in_zone_description.3F|Server Configuration FAQ]]). You are advised not to use the &amp;quot;&amp;amp;&amp;quot; character inside the description, it displays incorrectly on some clients.&lt;br /&gt;
&lt;br /&gt;
=== NamePassword ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
Leave this set to &amp;lt;tt&amp;gt;4991&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Settings]]&lt;/div&gt;</summary>
		<author><name>L.C.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Server.ini&amp;diff=6100</id>
		<title>Server.ini</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Server.ini&amp;diff=6100"/>
				<updated>2010-02-24T19:20:29Z</updated>
		
		<summary type="html">&lt;p&gt;L.C.: /* ArenaMode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The file server.ini is the initialization file for [[subgame]] that controls all of the global settings. Individual arena's settings are stored in arenaname.cfg. The following are the various sections in the server.ini.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Validation ==&lt;br /&gt;
&lt;br /&gt;
See [[Validation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom ==&lt;br /&gt;
These settings configure custom arenas. (I think?)&lt;br /&gt;
&lt;br /&gt;
=== ArenaMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
This controls the ownership of private arenas. By &amp;quot;own a new subarena&amp;quot;, it means that if the selected level of player creates a new subarena with ?go, and the arena does not have settings associated yet, Subgame2 will create settings for that arena and assign ownership to the creating player. If the player creating the arena is below the selected level, Subgame2 will still create settings for the arena, but will not grant ownership.&lt;br /&gt;
#Any player can own a new subarena&lt;br /&gt;
#Mods+ can own a new subarena&lt;br /&gt;
#SMods+ can own a new subarena&lt;br /&gt;
#Sysops can own a new subarena&lt;br /&gt;
#''Special:'' New subarenas will just use spawn.cfg (that is, a new CFG must be placed in the server directory manually to give an arena its own settings)&lt;br /&gt;
Setting the value to 0 disables subarenas altogether.&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
These settings configure default arena settings.&lt;br /&gt;
&lt;br /&gt;
=== ArenaMaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Number of players allowed in any arena. (This can be overridden in the [[Misc Settings]] for an arena.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaDesiredPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Subgame will create a new 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaMinimumPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Minimum number of players in a public arena before subgame automatically sends a message advising players to move on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SpawnKeepScores ===&lt;br /&gt;
''Datatype:'' Boolean (1=yes,0=no).&lt;br /&gt;
&lt;br /&gt;
Whether player-spawned arenas keep track of scores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenas ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
The maximum number of arenas subgame will allow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenasMemory ===&lt;br /&gt;
''Datatype:'' Bytes.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of memory subgame will allocate for arena data. Normally the default should suffice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comms ==&lt;br /&gt;
Communication (networking) settings.&lt;br /&gt;
&lt;br /&gt;
=== MaxQueueToLogin ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of clients waiting to login. Any that try when this limit is exceeded will receive the message &amp;quot;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&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PacketHistoryMax ===&lt;br /&gt;
&lt;br /&gt;
=== IncomingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== OutgoingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== EncryptMode ===&lt;br /&gt;
&lt;br /&gt;
=== UnreliableBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== TransportBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== FlushTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will queue position packets for this amount of time before sending them. ''Setting this too high will severly lag your zone.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BandwithIdleTime ===&lt;br /&gt;
''Datatype:'' Seconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will stop sending position packets to a spectator after this time of inactivity. Useful for saving bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SelectTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Time delay subgame should wait for incoming packets before continuing on. This is recommended over CPU:SleepTime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
Miscellaneous settings.&lt;br /&gt;
&lt;br /&gt;
=== DisableShareware ===&lt;br /&gt;
&lt;br /&gt;
=== RegisterKickShareware ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Should subgame kick shareware users in favor of registered users when server is full? (Leave set to 0.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewarePlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of shareware players allowed on server. ''Special Value:'' -1 = unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum total players allowed in zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewareTime ===&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareNames ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to have customized names. The default displayed name will just be &amp;quot;~Demo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareShips ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to use ships 5-8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareScores ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MenuKickOutDelay ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
Amount of time a player may take logging in before server disconnects client.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoAntiInSafe ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will ignore [[AntiWarp]] of a player in a safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LockFreqs ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether [[Commands#Arena Management|locking]] an arena locks freqs as well as ships. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PositionDataAccess ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
Determines staff level that will receive extra position data when speccing. Useful if [[Misc Settings#ExtraPositionData]] is disabled.&lt;br /&gt;
*0=Sysop (default)&lt;br /&gt;
*1=SMod+&lt;br /&gt;
*2=Mod+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AlertCommand ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
If a player types any of these commands preceeded by a '?' followed by a message, subgame will send the message to all online staff. This is a replacement to the BanG ?cheater command. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPubScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in public arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPvtScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in private arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TimerDropFlagTerritoryRadius ===&lt;br /&gt;
''Datatype:'' Tiles.&lt;br /&gt;
&lt;br /&gt;
All flags dropped when timer expires (non-neutral) will drop this radius from the ship, overriding [[Flag Settings#FlagTerritoryRadius]]. This is useful for respawning neuted flags (set FlagTerritoryRadius to 0). ''Special value:'' 0 = always use FlagTerritoryRadius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ShipTypeSwitchResetPeriod ===&lt;br /&gt;
''Datatype:'' Milliseconds (?).&lt;br /&gt;
&lt;br /&gt;
Determines length of time for [[Security Settings#MaxShipTypeSwitchCount]]. ''Special Value:'' 0 = disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CheckWeapons ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, any of the following conditions will trigger a security violation. The checks do not apply to SMod+.&lt;br /&gt;
* Bullet fired with level &amp;gt; [ship]MaxGuns + [Flag]FlaggerGunUpgrade&lt;br /&gt;
* Bouncing bullet fired and [PrizeWeight]BouncingBullets is 0 and [Cost]Bounce  is 0&lt;br /&gt;
* Bomb fired with level &amp;gt; [ship]MaxBombs + [Flag]FlaggerBombUpgrade&lt;br /&gt;
* Prox bomb fired and [PrizeWeight]Proximity is 0 and [Cost]Prox is 0&lt;br /&gt;
* Bomb fired with shrap &amp;gt; [ship]ShrapnelMax&lt;br /&gt;
* Bomb fired with bouncing shrap and [PrizeWeight]BouncingBullets is 0 and  [Cost]Bounce is 0&lt;br /&gt;
* Mine is fired and [ship]MaxMines is 0&lt;br /&gt;
* A prize is picked up and [PrizeWeight] of that prize is 0&lt;br /&gt;
* Stealth is turned on and [ship]StealthStatus is 0&lt;br /&gt;
* Cloak is turned on and [ship]CloakStatus is 0&lt;br /&gt;
* XRadar is turned on and [ship]XRadarStatus is 0&lt;br /&gt;
* Anti-Warp is turned on and [ship]AntiWarpStatus is 0&lt;br /&gt;
* Player uses UFO&lt;br /&gt;
&lt;br /&gt;
=== CheckFastBombing ===&lt;br /&gt;
''Datatype:'' Bitfield.&lt;br /&gt;
&lt;br /&gt;
*1 - Send sysop alert when fastbombing is detected&lt;br /&gt;
*2 - Filter out fastbombs&lt;br /&gt;
*4 - Kick fastbombing player off&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FastBombingThreshold ===&lt;br /&gt;
See above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LocalChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
Listed chat channels are local to the zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceObsceneCheck ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Forces players to have obscene checking on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoFlagRewardLimit ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the default reward multiplier limit of 2 for [[Flag Settings#FlagRewardMode]].&lt;br /&gt;
&lt;br /&gt;
=== LogPoints ===&lt;br /&gt;
=== PointUpdateDiff ===&lt;br /&gt;
''Datatype:'' Points.&lt;br /&gt;
&lt;br /&gt;
Number of points that will trigger a score update sent to clients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== JackpotBroadcastPoints ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will broadcast the jackpot points to all zones on the [[biller]]. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerLog ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, server will keep a text file log of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== KeepAliveDelay ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Delay between keepalive packets sent to clients. Should not be changed.&lt;br /&gt;
&lt;br /&gt;
=== DefaultLevelFile ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
Level file (such as _bzw.lvl) that zone will use for public arenas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Short.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowVIEClients ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether VIE [[SubSpace]] users are allowed to enter zone at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== StaffChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
These chat channels are only joinable by Mods+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceContinuumOnly ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether only [[Continuum]] users are allowed to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerIP ===&lt;br /&gt;
''Datatype:'' IP Address.&lt;br /&gt;
&lt;br /&gt;
WAN IP address of server computer. This can be found using http://www.whatismyip.com/ (easiest), ipconfig, or a router's status page.&lt;br /&gt;
&lt;br /&gt;
=== SafetyOnly ===&lt;br /&gt;
&lt;br /&gt;
== CPU ==&lt;br /&gt;
These settings determine subgame's CPU usage. Usually it performs well, so these should not be changed.&lt;br /&gt;
&lt;br /&gt;
If you don't want subgame to take large amounts of CPU use these settings (or similar):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ProcessMaxTime=4&lt;br /&gt;
SleepPerIteration=1&lt;br /&gt;
SleepTime=10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LoopDelay ===&lt;br /&gt;
=== ProcessMaxTime ===&lt;br /&gt;
How long in CPU.&lt;br /&gt;
=== SleepPerIteration ===&lt;br /&gt;
Turns sleep on.&lt;br /&gt;
=== SlowIterationWarningLevel ===&lt;br /&gt;
=== SleepTime ===&lt;br /&gt;
How long until next in CPU.&lt;br /&gt;
&lt;br /&gt;
== Permission ==&lt;br /&gt;
These settings restrict which clients may connect to your zone.&lt;br /&gt;
&lt;br /&gt;
=== AllowBadMachineId ===&lt;br /&gt;
=== AllowLowBandwidth ===&lt;br /&gt;
=== MinimumSecondsToLogin ===&lt;br /&gt;
=== PermissionMaxPoints ===&lt;br /&gt;
=== PermissionMode ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, only allows player names listed in permit.txt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoPermissionPoints ===&lt;br /&gt;
=== AutoPermissionIDList ===&lt;br /&gt;
=== AutoPermissionMessage ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Password ==&lt;br /&gt;
Passwords for various player levels. Change to your heart's content.&lt;br /&gt;
&lt;br /&gt;
=== SysopPassword ===&lt;br /&gt;
=== EnergyPassword ===&lt;br /&gt;
=== ModeratorPassword ===&lt;br /&gt;
=== SuperModeratorPassword ===&lt;br /&gt;
=== VIPPassword ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Billing ==&lt;br /&gt;
Configures subgame's interaction with the [[biller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LogMessages ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Enables &amp;quot;logging&amp;quot; of commands to the biller. It is recommended to turn this off, as it normally just wastes bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS address.&lt;br /&gt;
&lt;br /&gt;
The address of the biller. If you are running the biller on the same computer as subgame, set this to &amp;lt;tt&amp;gt;localhost&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Password ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The password to connect to the biller. Normally, this should be the same as subbill.ini's Misc:Password.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerName ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The name of the zone that will be sent to the biller upon connection. This will also be sent to the directory server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The port to connect to the biller, which should be equal to subbill.ini's Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The ServerID sent to the biller. This is not often used and should be equal to Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GroupId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The group this server will join on the biller. This has to do with group operators, and is recommended to leave set to &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ScoreId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ReconnectTime ===&lt;br /&gt;
Seems to have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AttemptTime ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
How long subgame will attempt unsuccessfully to connect to the biller before it gives up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advertise ==&lt;br /&gt;
These settings control subgame's built-in advertisement capability. To use advertisements, just create bitmaps in the SS Palette and save them in the subgame directory as ad0.bmp,ad1.bmp, etc. Prefix the name with &amp;quot;s_&amp;quot; to send to shareware players, with &amp;quot;r_&amp;quot; to send to registered players, and &amp;quot;b_&amp;quot; to send to both. For example, &amp;quot;b_ad0.bmp&amp;quot;. Subgame will then randomly pick advertisements to display to players.&lt;br /&gt;
&lt;br /&gt;
=== SendMode ===&lt;br /&gt;
''Datatype:'' Sum (bitfield).&lt;br /&gt;
&lt;br /&gt;
Determines when advertisements are sent.&lt;br /&gt;
*1 = send them when the player enters the zone.&lt;br /&gt;
*2 = send them when player dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisplayMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
*0 = at top of screen behind all other graphics.&lt;br /&gt;
*1 = at top of screen on top of all other graphics.&lt;br /&gt;
*2 = floating around like a backdrop.&lt;br /&gt;
&lt;br /&gt;
=== Duration ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Length of time an advertisement is displayed. ''Special Value:'' 0 = always on.&lt;br /&gt;
&lt;br /&gt;
== Directory ==&lt;br /&gt;
These settings configure subgame's interaction with the [[directory server]].&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS list.&lt;br /&gt;
&lt;br /&gt;
List of directory servers subgame will send its entry to. As of April 2009, the following list is recommended:&lt;br /&gt;
&amp;lt;pre&amp;gt;sscentral.sscuservers.net,sscentral.trenchwars.org,ssdir.playsubspace.com,sharvil.nanavati.org&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- note: many hostnames point to the same dirserv which is run by PriitK, only one of these needs to be in the list. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- comment by L.C.: Which ones are those? Too lazy to lookup myself --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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#What_does_the_ss:.2F.2Fsome.dns_mean_in_zone_description.3F|Server Configuration FAQ]]). You are advised not to use the &amp;quot;&amp;amp;&amp;quot; character inside the description, it displays incorrectly on some clients.&lt;br /&gt;
&lt;br /&gt;
=== NamePassword ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
Leave this set to &amp;lt;tt&amp;gt;4991&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Settings]]&lt;/div&gt;</summary>
		<author><name>L.C.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Server.ini&amp;diff=6099</id>
		<title>Server.ini</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Server.ini&amp;diff=6099"/>
				<updated>2010-02-24T19:18:39Z</updated>
		
		<summary type="html">&lt;p&gt;L.C.: /* ArenaMode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The file server.ini is the initialization file for [[subgame]] that controls all of the global settings. Individual arena's settings are stored in arenaname.cfg. The following are the various sections in the server.ini.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Validation ==&lt;br /&gt;
&lt;br /&gt;
See [[Validation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom ==&lt;br /&gt;
These settings configure custom arenas. (I think?)&lt;br /&gt;
&lt;br /&gt;
=== ArenaMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
This controls the ownership of private arenas. By &amp;quot;own a new subarena&amp;quot;, it means that if the selected level of player creates a new subarena with ?go, and the arena does not have settings associated yet, Subgame2 will create settings for that arena and assign ownership to the creating player. If the player creating the arena is below the selected level, Subgame2 will still create settings for the arena, but will not grant ownership.&lt;br /&gt;
#Any player can own a new subarena.&lt;br /&gt;
#Mods+ can own a new subarena.&lt;br /&gt;
#Smods+ can own a new subarena.&lt;br /&gt;
#Sysops can own a new subarena.&lt;br /&gt;
#''Special:'' New subarenas will just use spawn.cfg. (That is, a new CFG must be placed in the server directory manually to give an arena its own settings.)&lt;br /&gt;
Setting the value to 0 disables Subarenas altogether.&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
These settings configure default arena settings.&lt;br /&gt;
&lt;br /&gt;
=== ArenaMaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Number of players allowed in any arena. (This can be overridden in the [[Misc Settings]] for an arena.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaDesiredPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Subgame will create a new 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaMinimumPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Minimum number of players in a public arena before subgame automatically sends a message advising players to move on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SpawnKeepScores ===&lt;br /&gt;
''Datatype:'' Boolean (1=yes,0=no).&lt;br /&gt;
&lt;br /&gt;
Whether player-spawned arenas keep track of scores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenas ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
The maximum number of arenas subgame will allow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenasMemory ===&lt;br /&gt;
''Datatype:'' Bytes.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of memory subgame will allocate for arena data. Normally the default should suffice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comms ==&lt;br /&gt;
Communication (networking) settings.&lt;br /&gt;
&lt;br /&gt;
=== MaxQueueToLogin ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of clients waiting to login. Any that try when this limit is exceeded will receive the message &amp;quot;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&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PacketHistoryMax ===&lt;br /&gt;
&lt;br /&gt;
=== IncomingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== OutgoingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== EncryptMode ===&lt;br /&gt;
&lt;br /&gt;
=== UnreliableBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== TransportBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== FlushTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will queue position packets for this amount of time before sending them. ''Setting this too high will severly lag your zone.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BandwithIdleTime ===&lt;br /&gt;
''Datatype:'' Seconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will stop sending position packets to a spectator after this time of inactivity. Useful for saving bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SelectTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Time delay subgame should wait for incoming packets before continuing on. This is recommended over CPU:SleepTime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
Miscellaneous settings.&lt;br /&gt;
&lt;br /&gt;
=== DisableShareware ===&lt;br /&gt;
&lt;br /&gt;
=== RegisterKickShareware ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Should subgame kick shareware users in favor of registered users when server is full? (Leave set to 0.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewarePlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of shareware players allowed on server. ''Special Value:'' -1 = unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum total players allowed in zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewareTime ===&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareNames ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to have customized names. The default displayed name will just be &amp;quot;~Demo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareShips ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to use ships 5-8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareScores ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MenuKickOutDelay ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
Amount of time a player may take logging in before server disconnects client.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoAntiInSafe ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will ignore [[AntiWarp]] of a player in a safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LockFreqs ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether [[Commands#Arena Management|locking]] an arena locks freqs as well as ships. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PositionDataAccess ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
Determines staff level that will receive extra position data when speccing. Useful if [[Misc Settings#ExtraPositionData]] is disabled.&lt;br /&gt;
*0=Sysop (default)&lt;br /&gt;
*1=SMod+&lt;br /&gt;
*2=Mod+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AlertCommand ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
If a player types any of these commands preceeded by a '?' followed by a message, subgame will send the message to all online staff. This is a replacement to the BanG ?cheater command. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPubScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in public arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPvtScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in private arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TimerDropFlagTerritoryRadius ===&lt;br /&gt;
''Datatype:'' Tiles.&lt;br /&gt;
&lt;br /&gt;
All flags dropped when timer expires (non-neutral) will drop this radius from the ship, overriding [[Flag Settings#FlagTerritoryRadius]]. This is useful for respawning neuted flags (set FlagTerritoryRadius to 0). ''Special value:'' 0 = always use FlagTerritoryRadius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ShipTypeSwitchResetPeriod ===&lt;br /&gt;
''Datatype:'' Milliseconds (?).&lt;br /&gt;
&lt;br /&gt;
Determines length of time for [[Security Settings#MaxShipTypeSwitchCount]]. ''Special Value:'' 0 = disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CheckWeapons ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, any of the following conditions will trigger a security violation. The checks do not apply to SMod+.&lt;br /&gt;
* Bullet fired with level &amp;gt; [ship]MaxGuns + [Flag]FlaggerGunUpgrade&lt;br /&gt;
* Bouncing bullet fired and [PrizeWeight]BouncingBullets is 0 and [Cost]Bounce  is 0&lt;br /&gt;
* Bomb fired with level &amp;gt; [ship]MaxBombs + [Flag]FlaggerBombUpgrade&lt;br /&gt;
* Prox bomb fired and [PrizeWeight]Proximity is 0 and [Cost]Prox is 0&lt;br /&gt;
* Bomb fired with shrap &amp;gt; [ship]ShrapnelMax&lt;br /&gt;
* Bomb fired with bouncing shrap and [PrizeWeight]BouncingBullets is 0 and  [Cost]Bounce is 0&lt;br /&gt;
* Mine is fired and [ship]MaxMines is 0&lt;br /&gt;
* A prize is picked up and [PrizeWeight] of that prize is 0&lt;br /&gt;
* Stealth is turned on and [ship]StealthStatus is 0&lt;br /&gt;
* Cloak is turned on and [ship]CloakStatus is 0&lt;br /&gt;
* XRadar is turned on and [ship]XRadarStatus is 0&lt;br /&gt;
* Anti-Warp is turned on and [ship]AntiWarpStatus is 0&lt;br /&gt;
* Player uses UFO&lt;br /&gt;
&lt;br /&gt;
=== CheckFastBombing ===&lt;br /&gt;
''Datatype:'' Bitfield.&lt;br /&gt;
&lt;br /&gt;
*1 - Send sysop alert when fastbombing is detected&lt;br /&gt;
*2 - Filter out fastbombs&lt;br /&gt;
*4 - Kick fastbombing player off&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FastBombingThreshold ===&lt;br /&gt;
See above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LocalChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
Listed chat channels are local to the zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceObsceneCheck ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Forces players to have obscene checking on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoFlagRewardLimit ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the default reward multiplier limit of 2 for [[Flag Settings#FlagRewardMode]].&lt;br /&gt;
&lt;br /&gt;
=== LogPoints ===&lt;br /&gt;
=== PointUpdateDiff ===&lt;br /&gt;
''Datatype:'' Points.&lt;br /&gt;
&lt;br /&gt;
Number of points that will trigger a score update sent to clients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== JackpotBroadcastPoints ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will broadcast the jackpot points to all zones on the [[biller]]. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerLog ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, server will keep a text file log of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== KeepAliveDelay ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Delay between keepalive packets sent to clients. Should not be changed.&lt;br /&gt;
&lt;br /&gt;
=== DefaultLevelFile ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
Level file (such as _bzw.lvl) that zone will use for public arenas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Short.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowVIEClients ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether VIE [[SubSpace]] users are allowed to enter zone at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== StaffChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
These chat channels are only joinable by Mods+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceContinuumOnly ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether only [[Continuum]] users are allowed to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerIP ===&lt;br /&gt;
''Datatype:'' IP Address.&lt;br /&gt;
&lt;br /&gt;
WAN IP address of server computer. This can be found using http://www.whatismyip.com/ (easiest), ipconfig, or a router's status page.&lt;br /&gt;
&lt;br /&gt;
=== SafetyOnly ===&lt;br /&gt;
&lt;br /&gt;
== CPU ==&lt;br /&gt;
These settings determine subgame's CPU usage. Usually it performs well, so these should not be changed.&lt;br /&gt;
&lt;br /&gt;
If you don't want subgame to take large amounts of CPU use these settings (or similar):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ProcessMaxTime=4&lt;br /&gt;
SleepPerIteration=1&lt;br /&gt;
SleepTime=10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LoopDelay ===&lt;br /&gt;
=== ProcessMaxTime ===&lt;br /&gt;
How long in CPU.&lt;br /&gt;
=== SleepPerIteration ===&lt;br /&gt;
Turns sleep on.&lt;br /&gt;
=== SlowIterationWarningLevel ===&lt;br /&gt;
=== SleepTime ===&lt;br /&gt;
How long until next in CPU.&lt;br /&gt;
&lt;br /&gt;
== Permission ==&lt;br /&gt;
These settings restrict which clients may connect to your zone.&lt;br /&gt;
&lt;br /&gt;
=== AllowBadMachineId ===&lt;br /&gt;
=== AllowLowBandwidth ===&lt;br /&gt;
=== MinimumSecondsToLogin ===&lt;br /&gt;
=== PermissionMaxPoints ===&lt;br /&gt;
=== PermissionMode ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, only allows player names listed in permit.txt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoPermissionPoints ===&lt;br /&gt;
=== AutoPermissionIDList ===&lt;br /&gt;
=== AutoPermissionMessage ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Password ==&lt;br /&gt;
Passwords for various player levels. Change to your heart's content.&lt;br /&gt;
&lt;br /&gt;
=== SysopPassword ===&lt;br /&gt;
=== EnergyPassword ===&lt;br /&gt;
=== ModeratorPassword ===&lt;br /&gt;
=== SuperModeratorPassword ===&lt;br /&gt;
=== VIPPassword ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Billing ==&lt;br /&gt;
Configures subgame's interaction with the [[biller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LogMessages ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Enables &amp;quot;logging&amp;quot; of commands to the biller. It is recommended to turn this off, as it normally just wastes bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS address.&lt;br /&gt;
&lt;br /&gt;
The address of the biller. If you are running the biller on the same computer as subgame, set this to &amp;lt;tt&amp;gt;localhost&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Password ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The password to connect to the biller. Normally, this should be the same as subbill.ini's Misc:Password.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerName ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The name of the zone that will be sent to the biller upon connection. This will also be sent to the directory server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The port to connect to the biller, which should be equal to subbill.ini's Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The ServerID sent to the biller. This is not often used and should be equal to Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GroupId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The group this server will join on the biller. This has to do with group operators, and is recommended to leave set to &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ScoreId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ReconnectTime ===&lt;br /&gt;
Seems to have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AttemptTime ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
How long subgame will attempt unsuccessfully to connect to the biller before it gives up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advertise ==&lt;br /&gt;
These settings control subgame's built-in advertisement capability. To use advertisements, just create bitmaps in the SS Palette and save them in the subgame directory as ad0.bmp,ad1.bmp, etc. Prefix the name with &amp;quot;s_&amp;quot; to send to shareware players, with &amp;quot;r_&amp;quot; to send to registered players, and &amp;quot;b_&amp;quot; to send to both. For example, &amp;quot;b_ad0.bmp&amp;quot;. Subgame will then randomly pick advertisements to display to players.&lt;br /&gt;
&lt;br /&gt;
=== SendMode ===&lt;br /&gt;
''Datatype:'' Sum (bitfield).&lt;br /&gt;
&lt;br /&gt;
Determines when advertisements are sent.&lt;br /&gt;
*1 = send them when the player enters the zone.&lt;br /&gt;
*2 = send them when player dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisplayMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
*0 = at top of screen behind all other graphics.&lt;br /&gt;
*1 = at top of screen on top of all other graphics.&lt;br /&gt;
*2 = floating around like a backdrop.&lt;br /&gt;
&lt;br /&gt;
=== Duration ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Length of time an advertisement is displayed. ''Special Value:'' 0 = always on.&lt;br /&gt;
&lt;br /&gt;
== Directory ==&lt;br /&gt;
These settings configure subgame's interaction with the [[directory server]].&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS list.&lt;br /&gt;
&lt;br /&gt;
List of directory servers subgame will send its entry to. As of April 2009, the following list is recommended:&lt;br /&gt;
&amp;lt;pre&amp;gt;sscentral.sscuservers.net,sscentral.trenchwars.org,ssdir.playsubspace.com,sharvil.nanavati.org&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- note: many hostnames point to the same dirserv which is run by PriitK, only one of these needs to be in the list. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- comment by L.C.: Which ones are those? Too lazy to lookup myself --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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#What_does_the_ss:.2F.2Fsome.dns_mean_in_zone_description.3F|Server Configuration FAQ]]). You are advised not to use the &amp;quot;&amp;amp;&amp;quot; character inside the description, it displays incorrectly on some clients.&lt;br /&gt;
&lt;br /&gt;
=== NamePassword ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
Leave this set to &amp;lt;tt&amp;gt;4991&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Settings]]&lt;/div&gt;</summary>
		<author><name>L.C.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Main_Page&amp;diff=6064</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Main_Page&amp;diff=6064"/>
				<updated>2009-10-31T03:35:36Z</updated>
		
		<summary type="html">&lt;p&gt;L.C.: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;border: 1px solid #c6c9ff; background-color: #f0f0ff; text-align: center; font-variant: small-caps;&amp;quot;&amp;gt;&lt;br /&gt;
Quicklinks:&lt;br /&gt;
[[:Category:ASSS|ASSS Documents]] | [[:Category:FAQ|Frequently Asked Questions]] | [[:Category:Guides|Guides]] | [[:Category:Definitions|Glossary]] | [[:Category:Utilities|Utilities]] | [[Special:Categories|More...]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=10&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;What is ASSS?&amp;lt;/h3&amp;gt;&lt;br /&gt;
[[ASSS]] (A Small Subspace Server) is an open source server, created by [[User:grelminar|grelminar]], that facilitates games among [[Continuum]] users. It's a replacement, not a clone, of [[Subgame]], which was the old server created by [[VIE]] and later upgraded by [[PriitK|Priit Kasesalu]], a freelance [[Subspace]] programmer who also wrote Continuum with the assistance of [[Mr Ekted]]. &lt;br /&gt;
&lt;br /&gt;
ASSS allows many advanced features never before offered by Subgame nor user-made [[Bots]]. Within this wiki, you'll find documents about how to use some of these advanced features, and documentation on how to create your own extensions to the server software.  There is also an [[ASSS Commands Cheatsheet]] to help you get started.&lt;br /&gt;
&lt;br /&gt;
To start finding answers, try the quicklinks (above) or check out the [[Special:Categories|Categories]]. If you're having problems with your server, try reading the [[Server Troubleshooting]] guide. If you would like to contribute see [[ASSS_Wiki:Community Portal|Community Portal]]. For further assistance or questions, please visit the [http://forums.minegoboom.com Server Help Forums] where other users will be able to respond to your questions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;External Links&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[http://asss.yi.org/asss/ Official ASSS Site]&lt;br /&gt;
*[http://www.shanky.com/server/ Server Help]&lt;br /&gt;
*[http://forums.minegoboom.com/ Server Help Forums]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;width: 30%; border: 1px solid #c6c9ff; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Current Events&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ASSS version 1.4.4 has been released as of September 7, 2007. This version addresses several bug fixes, and now requires Continuum 0.40.&lt;br /&gt;
&lt;br /&gt;
'''Download'''&lt;br /&gt;
*[http://asss.yi.org/files/asss-1.4.4.tar.gz Linux]&lt;br /&gt;
*[http://asss.yi.org/files/asss-1.4.4-srconly.tar.gz Source Only]&lt;br /&gt;
*[http://asss.yi.org/files/asss-1.4.4.zip Windows]&lt;br /&gt;
*[http://asss.yi.org/viewmtn/branch.psp?branch=asss.asss.main Change Log]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Current events|More Events...]]&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Wiki]]&lt;/div&gt;</summary>
		<author><name>L.C.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Server.ini&amp;diff=6007</id>
		<title>Server.ini</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Server.ini&amp;diff=6007"/>
				<updated>2009-04-02T11:20:15Z</updated>
		
		<summary type="html">&lt;p&gt;L.C.: /* Misc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The file server.ini is the initialization file for [[subgame]] that controls all of the global settings. Individual arena's settings are stored in arenaname.cfg. The following are the various sections in the server.ini.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Validation ==&lt;br /&gt;
&lt;br /&gt;
See [[Validation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom ==&lt;br /&gt;
These settings configure custom arenas. (I think?)&lt;br /&gt;
&lt;br /&gt;
=== ArenaMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
This controls the ownership of private arenas. By &amp;quot;own a new subarena&amp;quot;, 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.&lt;br /&gt;
#Any player can own a new subarena.&lt;br /&gt;
#Mods+ can own a new subarena.&lt;br /&gt;
#Smods+ can own a new subarena.&lt;br /&gt;
#Sysops can own a new subarena.&lt;br /&gt;
#''Special:'' New subarenas will just use spawn.cfg. (That is, a new cfg must be placed in the server directory manually to give an arena its own settings.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
These settings configure default arena settings.&lt;br /&gt;
&lt;br /&gt;
=== ArenaMaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Number of players allowed in any arena. (This can be overridden in the [[Misc Settings]] for an arena.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaDesiredPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Subgame will create a new 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaMinimumPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Minimum number of players in a public arena before subgame automatically sends a message advising players to move on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SpawnKeepScores ===&lt;br /&gt;
''Datatype:'' Boolean (1=yes,0=no).&lt;br /&gt;
&lt;br /&gt;
Whether player-spawned arenas keep track of scores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenas ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
The maximum number of arenas subgame will allow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenasMemory ===&lt;br /&gt;
''Datatype:'' Bytes.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of memory subgame will allocate for arena data. Normally the default should suffice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comms ==&lt;br /&gt;
Communication (networking) settings.&lt;br /&gt;
&lt;br /&gt;
=== MaxQueueToLogin ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of clients waiting to login. Any that try when this limit is exceeded will receive the message &amp;quot;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&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PacketHistoryMax ===&lt;br /&gt;
&lt;br /&gt;
=== IncomingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== OutgoingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== EncryptMode ===&lt;br /&gt;
&lt;br /&gt;
=== UnreliableBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== TransportBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== FlushTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will queue position packets for this amount of time before sending them. ''Setting this too high will severly lag your zone.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BandwithIdleTime ===&lt;br /&gt;
''Datatype:'' Seconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will stop sending position packets to a spectator after this time of inactivity. Useful for saving bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SelectTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Time delay subgame should wait for incoming packets before continuing on. This is recommended over CPU:SleepTime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
Miscellaneous settings.&lt;br /&gt;
&lt;br /&gt;
=== DisableShareware ===&lt;br /&gt;
&lt;br /&gt;
=== RegisterKickShareware ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Should subgame kick shareware users in favor of registered users when server is full? (Leave set to 0.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewarePlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of shareware players allowed on server. ''Special Value:'' -1 = unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum total players allowed in zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewareTime ===&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareNames ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to have customized names. The default displayed name will just be &amp;quot;~Demo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareShips ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to use ships 5-8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareScores ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MenuKickOutDelay ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
Amount of time a player may take logging in before server disconnects client.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoAntiInSafe ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will ignore [[AntiWarp]] of a player in a safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LockFreqs ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether [[Commands#Arena Management|locking]] an arena locks freqs as well as ships. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PositionDataAccess ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
Determines staff level that will receive extra position data when speccing. Useful if [[Misc Settings#ExtraPositionData]] is disabled.&lt;br /&gt;
*0=Sysop (default)&lt;br /&gt;
*1=SMod+&lt;br /&gt;
*2=Mod+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AlertCommand ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
If a player types any of these commands preceeded by a '?' followed by a message, subgame will send the message to all online staff. This is a replacement to the BanG ?cheater command. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPubScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in public arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPvtScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in private arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TimerDropFlagTerritoryRadius ===&lt;br /&gt;
''Datatype:'' Tiles.&lt;br /&gt;
&lt;br /&gt;
All flags dropped when timer expires (non-neutral) will drop this radius from the ship, overriding [[Flag Settings#FlagTerritoryRadius]]. This is useful for respawning neuted flags (set FlagTerritoryRadius to 0). ''Special value:'' 0 = always use FlagTerritoryRadius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ShipTypeSwitchResetPeriod ===&lt;br /&gt;
''Datatype:'' Milliseconds (?).&lt;br /&gt;
&lt;br /&gt;
Determines length of time for [[Security Settings#MaxShipTypeSwitchCount]]. ''Special Value:'' 0 = disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CheckWeapons ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, any of the following conditions will trigger a security violation. The checks do not apply to SMod+.&lt;br /&gt;
* Bullet fired with level &amp;gt; [ship]MaxGuns + [Flag]FlaggerGunUpgrade&lt;br /&gt;
* Bouncing bullet fired and [PrizeWeight]BouncingBullets is 0 and [Cost]Bounce  is 0&lt;br /&gt;
* Bomb fired with level &amp;gt; [ship]MaxBombs + [Flag]FlaggerBombUpgrade&lt;br /&gt;
* Prox bomb fired and [PrizeWeight]Proximity is 0 and [Cost]Prox is 0&lt;br /&gt;
* Bomb fired with shrap &amp;gt; [ship]ShrapnelMax&lt;br /&gt;
* Bomb fired with bouncing shrap and [PrizeWeight]BouncingBullets is 0 and  [Cost]Bounce is 0&lt;br /&gt;
* Mine is fired and [ship]MaxMines is 0&lt;br /&gt;
* A prize is picked up and [PrizeWeight] of that prize is 0&lt;br /&gt;
* Stealth is turned on and [ship]StealthStatus is 0&lt;br /&gt;
* Cloak is turned on and [ship]CloakStatus is 0&lt;br /&gt;
* XRadar is turned on and [ship]XRadarStatus is 0&lt;br /&gt;
* Anti-Warp is turned on and [ship]AntiWarpStatus is 0&lt;br /&gt;
* Player uses UFO&lt;br /&gt;
&lt;br /&gt;
=== CheckFastBombing ===&lt;br /&gt;
''Datatype:'' Bitfield.&lt;br /&gt;
&lt;br /&gt;
*1 - Send sysop alert when fastbombing is detected&lt;br /&gt;
*2 - Filter out fastbombs&lt;br /&gt;
*4 - Kick fastbombing player off&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FastBombingThreshold ===&lt;br /&gt;
See above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LocalChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
Listed chat channels are local to the zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceObsceneCheck ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Forces players to have obscene checking on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoFlagRewardLimit ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the default reward multiplier limit of 2 for [[Flag Settings#FlagRewardMode]].&lt;br /&gt;
&lt;br /&gt;
=== LogPoints ===&lt;br /&gt;
=== PointUpdateDiff ===&lt;br /&gt;
''Datatype:'' Points.&lt;br /&gt;
&lt;br /&gt;
Number of points that will trigger a score update sent to clients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== JackpotBroadcastPoints ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will broadcast the jackpot points to all zones on the [[biller]]. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerLog ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, server will keep a text file log of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== KeepAliveDelay ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Delay between keepalive packets sent to clients. Should not be changed.&lt;br /&gt;
&lt;br /&gt;
=== DefaultLevelFile ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
Level file (such as _bzw.lvl) that zone will use for public arenas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Short.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowVIEClients ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether VIE [[SubSpace]] users are allowed to enter zone at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== StaffChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
These chat channels are only joinable by Mods+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceContinuumOnly ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether only [[Continuum]] users are allowed to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerIP ===&lt;br /&gt;
''Datatype:'' IP Address.&lt;br /&gt;
&lt;br /&gt;
WAN IP address of server computer. This can be found using http://www.whatismyip.com/ (easiest), ipconfig, or a router's status page.&lt;br /&gt;
&lt;br /&gt;
=== SafetyOnly ===&lt;br /&gt;
&lt;br /&gt;
== CPU ==&lt;br /&gt;
These settings determine subgame's CPU usage. Usually it performs well, so these should not be changed.&lt;br /&gt;
&lt;br /&gt;
If you don't want subgame to take large amounts of CPU use these settings (or similar):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ProcessMaxTime=4&lt;br /&gt;
SleepPerIteration=1&lt;br /&gt;
SleepTime=10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LoopDelay ===&lt;br /&gt;
=== ProcessMaxTime ===&lt;br /&gt;
How long in CPU.&lt;br /&gt;
=== SleepPerIteration ===&lt;br /&gt;
Turns sleep on.&lt;br /&gt;
=== SlowIterationWarningLevel ===&lt;br /&gt;
=== SleepTime ===&lt;br /&gt;
How long until next in CPU.&lt;br /&gt;
&lt;br /&gt;
== Permission ==&lt;br /&gt;
These settings restrict which clients may connect to your zone.&lt;br /&gt;
&lt;br /&gt;
=== AllowBadMachineId ===&lt;br /&gt;
=== AllowLowBandwidth ===&lt;br /&gt;
=== MinimumSecondsToLogin ===&lt;br /&gt;
=== PermissionMaxPoints ===&lt;br /&gt;
=== PermissionMode ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, only allows player names listed in permit.txt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoPermissionPoints ===&lt;br /&gt;
=== AutoPermissionIDList ===&lt;br /&gt;
=== AutoPermissionMessage ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Password ==&lt;br /&gt;
Passwords for various player levels. Change to your heart's content.&lt;br /&gt;
&lt;br /&gt;
=== SysopPassword ===&lt;br /&gt;
=== EnergyPassword ===&lt;br /&gt;
=== ModeratorPassword ===&lt;br /&gt;
=== SuperModeratorPassword ===&lt;br /&gt;
=== VIPPassword ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Billing ==&lt;br /&gt;
Configures subgame's interaction with the [[biller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LogMessages ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Enables &amp;quot;logging&amp;quot; of commands to the biller. It is recommended to turn this off, as it normally just wastes bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS address.&lt;br /&gt;
&lt;br /&gt;
The address of the biller. If you are running the biller on the same computer as subgame, set this to &amp;lt;tt&amp;gt;localhost&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Password ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The password to connect to the biller. Normally, this should be the same as subbill.ini's Misc:Password.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerName ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The name of the zone that will be sent to the biller upon connection. This will also be sent to the directory server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The port to connect to the biller, which should be equal to subbill.ini's Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The ServerID sent to the biller. This is not often used and should be equal to Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GroupId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The group this server will join on the biller. This has to do with group operators, and is recommended to leave set to &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ScoreId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ReconnectTime ===&lt;br /&gt;
Seems to have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AttemptTime ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
How long subgame will attempt unsuccessfully to connect to the biller before it gives up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advertise ==&lt;br /&gt;
These settings control subgame's built-in advertisement capability. To use advertisements, just create bitmaps in the SS Palette and save them in the subgame directory as ad0.bmp,ad1.bmp, etc. Prefix the name with &amp;quot;s_&amp;quot; to send to shareware players, with &amp;quot;r_&amp;quot; to send to registered players, and &amp;quot;b_&amp;quot; to send to both. For example, &amp;quot;b_ad0.bmp&amp;quot;. Subgame will then randomly pick advertisements to display to players.&lt;br /&gt;
&lt;br /&gt;
=== SendMode ===&lt;br /&gt;
''Datatype:'' Sum (bitfield).&lt;br /&gt;
&lt;br /&gt;
Determines when advertisements are sent.&lt;br /&gt;
*1 = send them when the player enters the zone.&lt;br /&gt;
*2 = send them when player dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisplayMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
*0 = at top of screen behind all other graphics.&lt;br /&gt;
*1 = at top of screen on top of all other graphics.&lt;br /&gt;
*2 = floating around like a backdrop.&lt;br /&gt;
&lt;br /&gt;
=== Duration ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Length of time an advertisement is displayed. ''Special Value:'' 0 = always on.&lt;br /&gt;
&lt;br /&gt;
== Directory ==&lt;br /&gt;
These settings configure subgame's interaction with the [[directory server]].&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS list.&lt;br /&gt;
&lt;br /&gt;
List of directory servers subgame will send its entry to. As of April 2009, the following list is recommended:&lt;br /&gt;
&amp;lt;pre&amp;gt;auto.subdir.net,auto.subdir.org,sscentral.sscuservers.net,sscentral.trenchwars.org,ssdir.playsubspace.com,dirserver.ssnecentral.net,dir.cz.sshq.net&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- note: many hostnames point to the same dirserv which is run by PriitK, only one of these needs to be in the list. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- comment by L.C.: Which ones are those? Too lazy to lookup myself --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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#What_does_the_ss:.2F.2Fsome.dns_mean_in_zone_description.3F|Server Configuration FAQ]]). You are advised not to use the &amp;quot;&amp;amp;&amp;quot; character inside the description, it displays incorrectly on some clients.&lt;br /&gt;
&lt;br /&gt;
=== NamePassword ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
Leave this set to &amp;lt;tt&amp;gt;4991&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Settings]]&lt;/div&gt;</summary>
		<author><name>L.C.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Server.ini&amp;diff=6006</id>
		<title>Server.ini</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Server.ini&amp;diff=6006"/>
				<updated>2009-04-02T11:17:55Z</updated>
		
		<summary type="html">&lt;p&gt;L.C.: /* Misc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The file server.ini is the initialization file for [[subgame]] that controls all of the global settings. Individual arena's settings are stored in arenaname.cfg. The following are the various sections in the server.ini.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Validation ==&lt;br /&gt;
&lt;br /&gt;
See [[Validation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom ==&lt;br /&gt;
These settings configure custom arenas. (I think?)&lt;br /&gt;
&lt;br /&gt;
=== ArenaMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
This controls the ownership of private arenas. By &amp;quot;own a new subarena&amp;quot;, 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.&lt;br /&gt;
#Any player can own a new subarena.&lt;br /&gt;
#Mods+ can own a new subarena.&lt;br /&gt;
#Smods+ can own a new subarena.&lt;br /&gt;
#Sysops can own a new subarena.&lt;br /&gt;
#''Special:'' New subarenas will just use spawn.cfg. (That is, a new cfg must be placed in the server directory manually to give an arena its own settings.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
These settings configure default arena settings.&lt;br /&gt;
&lt;br /&gt;
=== ArenaMaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Number of players allowed in any arena. (This can be overridden in the [[Misc Settings]] for an arena.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaDesiredPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Subgame will create a new 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaMinimumPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Minimum number of players in a public arena before subgame automatically sends a message advising players to move on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SpawnKeepScores ===&lt;br /&gt;
''Datatype:'' Boolean (1=yes,0=no).&lt;br /&gt;
&lt;br /&gt;
Whether player-spawned arenas keep track of scores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenas ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
The maximum number of arenas subgame will allow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenasMemory ===&lt;br /&gt;
''Datatype:'' Bytes.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of memory subgame will allocate for arena data. Normally the default should suffice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comms ==&lt;br /&gt;
Communication (networking) settings.&lt;br /&gt;
&lt;br /&gt;
=== MaxQueueToLogin ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of clients waiting to login. Any that try when this limit is exceeded will receive the message &amp;quot;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&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PacketHistoryMax ===&lt;br /&gt;
&lt;br /&gt;
=== IncomingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== OutgoingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== EncryptMode ===&lt;br /&gt;
&lt;br /&gt;
=== UnreliableBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== TransportBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== FlushTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will queue position packets for this amount of time before sending them. ''Setting this too high will severly lag your zone.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BandwithIdleTime ===&lt;br /&gt;
''Datatype:'' Seconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will stop sending position packets to a spectator after this time of inactivity. Useful for saving bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SelectTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Time delay subgame should wait for incoming packets before continuing on. This is recommended over CPU:SleepTime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
Miscellaneous settings.&lt;br /&gt;
&lt;br /&gt;
=== DisableShareware ===&lt;br /&gt;
&lt;br /&gt;
=== RegisterKickShareware ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Should subgame kick shareware users in favor of registered users when server is full? (Leave set to 0.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewarePlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of shareware players allowed on server. ''Special Value:'' -1 = unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum total players allowed in zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewareTime ===&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareNames ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to have customized names. The default displayed name will just be &amp;quot;~Demo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareShips ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to use ships 5-8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareScores ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MenuKickOutDelay ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
Amount of time a player may take logging in before server disconnects client.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoAntiInSafe ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will ignore [[AntiWarp]] of a player in a safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LockFreqs ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether [[Commands#Arena Management|locking]] an arena locks freqs as well as ships. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PositionDataAccess ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
Determines staff level that will receive extra position data when speccing. Useful if [[Misc Settings#ExtraPositionData]] is disabled.&lt;br /&gt;
*0=Sysop (default)&lt;br /&gt;
*1=SMod+&lt;br /&gt;
*2=Mod+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AlertCommand ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
If a player types any of these commands preceeded by a '?' followed by a message, subgame will send the message to all online staff. This is a replacement to the BanG ?cheater command. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPubScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in public arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPvtScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in private arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TimerDropFlagTerritoryRadius ===&lt;br /&gt;
''Datatype:'' Tiles.&lt;br /&gt;
&lt;br /&gt;
All flags dropped when timer expires (non-neutral) will drop this radius from the ship, overriding [[Flag Settings#FlagTerritoryRadius]]. This is useful for respawning neuted flags (set FlagTerritoryRadius to 0). ''Special value:'' 0 = always use FlagTerritoryRadius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ShipTypeSwitchResetPeriod ===&lt;br /&gt;
''Datatype:'' Milliseconds (?).&lt;br /&gt;
&lt;br /&gt;
Determines length of time for [[Security Settings#MaxShipTypeSwitchCount]]. ''Special Value:'' 0 = disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CheckWeapons ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, any of the following conditions will trigger a security violation. The checks do not apply to SMod+.&lt;br /&gt;
* Bullet fired with level &amp;gt; [ship]MaxGuns + [Flag]FlaggerGunUpgrade&lt;br /&gt;
* Bouncing bullet fired and [PrizeWeight]BouncingBullets is 0 and [Cost]Bounce  is 0&lt;br /&gt;
* Bomb fired with level &amp;gt; [ship]MaxBombs + [Flag]FlaggerBombUpgrade&lt;br /&gt;
* Prox bomb fired and [PrizeWeight]Proximity is 0 and [Cost]Prox is 0&lt;br /&gt;
* Bomb fired with shrap &amp;gt; [ship]ShrapnelMax&lt;br /&gt;
* Bomb fired with bouncing shrap and [PrizeWeight]BouncingBullets is 0 and  [Cost]Bounce is 0&lt;br /&gt;
* Mine is fired and [ship]MaxMines is 0&lt;br /&gt;
* A prize is picked up and [PrizeWeight] of that prize is 0&lt;br /&gt;
* Stealth is turned on and [ship]StealthStatus is 0&lt;br /&gt;
* Cloak is turned on and [ship]CloakStatus is 0&lt;br /&gt;
* XRadar is turned on and [ship]XRadarStatus is 0&lt;br /&gt;
* Anti-Warp is turned on and [ship]AntiWarpStatus is 0&lt;br /&gt;
* Player uses UFO&lt;br /&gt;
&lt;br /&gt;
=== CheckFastBombing ===&lt;br /&gt;
''Datatype:'' Bitfield.&lt;br /&gt;
&lt;br /&gt;
*1 - Send sysop alert when fastbombing is detected&lt;br /&gt;
*2 - Filter out fastbombs&lt;br /&gt;
*4 - Kick fastbombing player off&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FastBombingThreshold ===&lt;br /&gt;
See above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LocalChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
Listed chat channels are local to the zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceObsceneCheck ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Forces players to have obscene checking on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoFlagRewardLimit ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the default reward multiplier limit of 2 for [[Flag Settings#FlagRewardMode]].&lt;br /&gt;
&lt;br /&gt;
=== LogPoints ===&lt;br /&gt;
=== PointUpdateDiff ===&lt;br /&gt;
''Datatype:'' Points.&lt;br /&gt;
&lt;br /&gt;
Number of points that will trigger a score update sent to clients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== JackpotBroadcastPoints ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will broadcast the jackpot points to all zones on the [[biller]]. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerLog ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, server will keep a text file log of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== KeepAliveDelay ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Delay between keepalive packets sent to clients. Should not be changed.&lt;br /&gt;
&lt;br /&gt;
=== DefaultLevelFile ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
Level file (such as _bzw.lvl) that zone will use for public arenas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Short.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowVIEClients ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether VIE [[SubSpace]] users are allowed to enter zone at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== StaffChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
These chat channels are only joinable by Mods+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceContinuumOnly ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether only [[Continuum]] users are allowed to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerIP ===&lt;br /&gt;
''Datatype:'' IP Address.&lt;br /&gt;
&lt;br /&gt;
WAN IP address of server computer. This can be found using http://www.whatismyip.com/ (easiest), ipconfig, or a router's status page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SafetyOnly ===&lt;br /&gt;
&lt;br /&gt;
== CPU ==&lt;br /&gt;
These settings determine subgame's CPU usage. Usually it performs well, so these should not be changed.&lt;br /&gt;
&lt;br /&gt;
If you don't want subgame to take large amounts of CPU use these settings (or similar):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ProcessMaxTime=4&lt;br /&gt;
SleepPerIteration=1&lt;br /&gt;
SleepTime=10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LoopDelay ===&lt;br /&gt;
=== ProcessMaxTime ===&lt;br /&gt;
How long in CPU.&lt;br /&gt;
=== SleepPerIteration ===&lt;br /&gt;
Turns sleep on.&lt;br /&gt;
=== SlowIterationWarningLevel ===&lt;br /&gt;
=== SleepTime ===&lt;br /&gt;
How long until next in CPU.&lt;br /&gt;
&lt;br /&gt;
== Permission ==&lt;br /&gt;
These settings restrict which clients may connect to your zone.&lt;br /&gt;
&lt;br /&gt;
=== AllowBadMachineId ===&lt;br /&gt;
=== AllowLowBandwidth ===&lt;br /&gt;
=== MinimumSecondsToLogin ===&lt;br /&gt;
=== PermissionMaxPoints ===&lt;br /&gt;
=== PermissionMode ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, only allows player names listed in permit.txt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoPermissionPoints ===&lt;br /&gt;
=== AutoPermissionIDList ===&lt;br /&gt;
=== AutoPermissionMessage ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Password ==&lt;br /&gt;
Passwords for various player levels. Change to your heart's content.&lt;br /&gt;
&lt;br /&gt;
=== SysopPassword ===&lt;br /&gt;
=== EnergyPassword ===&lt;br /&gt;
=== ModeratorPassword ===&lt;br /&gt;
=== SuperModeratorPassword ===&lt;br /&gt;
=== VIPPassword ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Billing ==&lt;br /&gt;
Configures subgame's interaction with the [[biller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LogMessages ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Enables &amp;quot;logging&amp;quot; of commands to the biller. It is recommended to turn this off, as it normally just wastes bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS address.&lt;br /&gt;
&lt;br /&gt;
The address of the biller. If you are running the biller on the same computer as subgame, set this to &amp;lt;tt&amp;gt;localhost&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Password ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The password to connect to the biller. Normally, this should be the same as subbill.ini's Misc:Password.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerName ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The name of the zone that will be sent to the biller upon connection. This will also be sent to the directory server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The port to connect to the biller, which should be equal to subbill.ini's Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The ServerID sent to the biller. This is not often used and should be equal to Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GroupId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The group this server will join on the biller. This has to do with group operators, and is recommended to leave set to &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ScoreId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ReconnectTime ===&lt;br /&gt;
Seems to have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AttemptTime ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
How long subgame will attempt unsuccessfully to connect to the biller before it gives up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advertise ==&lt;br /&gt;
These settings control subgame's built-in advertisement capability. To use advertisements, just create bitmaps in the SS Palette and save them in the subgame directory as ad0.bmp,ad1.bmp, etc. Prefix the name with &amp;quot;s_&amp;quot; to send to shareware players, with &amp;quot;r_&amp;quot; to send to registered players, and &amp;quot;b_&amp;quot; to send to both. For example, &amp;quot;b_ad0.bmp&amp;quot;. Subgame will then randomly pick advertisements to display to players.&lt;br /&gt;
&lt;br /&gt;
=== SendMode ===&lt;br /&gt;
''Datatype:'' Sum (bitfield).&lt;br /&gt;
&lt;br /&gt;
Determines when advertisements are sent.&lt;br /&gt;
*1 = send them when the player enters the zone.&lt;br /&gt;
*2 = send them when player dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisplayMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
*0 = at top of screen behind all other graphics.&lt;br /&gt;
*1 = at top of screen on top of all other graphics.&lt;br /&gt;
*2 = floating around like a backdrop.&lt;br /&gt;
&lt;br /&gt;
=== Duration ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Length of time an advertisement is displayed. ''Special Value:'' 0 = always on.&lt;br /&gt;
&lt;br /&gt;
== Directory ==&lt;br /&gt;
These settings configure subgame's interaction with the [[directory server]].&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS list.&lt;br /&gt;
&lt;br /&gt;
List of directory servers subgame will send its entry to. As of April 2009, the following list is recommended:&lt;br /&gt;
&amp;lt;pre&amp;gt;auto.subdir.net,auto.subdir.org,sscentral.sscuservers.net,sscentral.trenchwars.org,ssdir.playsubspace.com,dirserver.ssnecentral.net,dir.cz.sshq.net&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- note: many hostnames point to the same dirserv which is run by PriitK, only one of these needs to be in the list. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- comment by L.C.: Which ones are those? Too lazy to lookup myself --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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#What_does_the_ss:.2F.2Fsome.dns_mean_in_zone_description.3F|Server Configuration FAQ]]). You are advised not to use the &amp;quot;&amp;amp;&amp;quot; character inside the description, it displays incorrectly on some clients.&lt;br /&gt;
&lt;br /&gt;
=== NamePassword ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
Leave this set to &amp;lt;tt&amp;gt;4991&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Settings]]&lt;/div&gt;</summary>
		<author><name>L.C.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Server.ini&amp;diff=6005</id>
		<title>Server.ini</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Server.ini&amp;diff=6005"/>
				<updated>2009-04-02T11:16:38Z</updated>
		
		<summary type="html">&lt;p&gt;L.C.: /* IP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The file server.ini is the initialization file for [[subgame]] that controls all of the global settings. Individual arena's settings are stored in arenaname.cfg. The following are the various sections in the server.ini.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Validation ==&lt;br /&gt;
&lt;br /&gt;
See [[Validation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom ==&lt;br /&gt;
These settings configure custom arenas. (I think?)&lt;br /&gt;
&lt;br /&gt;
=== ArenaMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
This controls the ownership of private arenas. By &amp;quot;own a new subarena&amp;quot;, 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.&lt;br /&gt;
#Any player can own a new subarena.&lt;br /&gt;
#Mods+ can own a new subarena.&lt;br /&gt;
#Smods+ can own a new subarena.&lt;br /&gt;
#Sysops can own a new subarena.&lt;br /&gt;
#''Special:'' New subarenas will just use spawn.cfg. (That is, a new cfg must be placed in the server directory manually to give an arena its own settings.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
These settings configure default arena settings.&lt;br /&gt;
&lt;br /&gt;
=== ArenaMaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Number of players allowed in any arena. (This can be overridden in the [[Misc Settings]] for an arena.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaDesiredPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Subgame will create a new 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ArenaMinimumPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Minimum number of players in a public arena before subgame automatically sends a message advising players to move on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SpawnKeepScores ===&lt;br /&gt;
''Datatype:'' Boolean (1=yes,0=no).&lt;br /&gt;
&lt;br /&gt;
Whether player-spawned arenas keep track of scores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenas ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
The maximum number of arenas subgame will allow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxArenasMemory ===&lt;br /&gt;
''Datatype:'' Bytes.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of memory subgame will allocate for arena data. Normally the default should suffice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comms ==&lt;br /&gt;
Communication (networking) settings.&lt;br /&gt;
&lt;br /&gt;
=== MaxQueueToLogin ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of clients waiting to login. Any that try when this limit is exceeded will receive the message &amp;quot;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&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PacketHistoryMax ===&lt;br /&gt;
&lt;br /&gt;
=== IncomingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== OutgoingBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== EncryptMode ===&lt;br /&gt;
&lt;br /&gt;
=== UnreliableBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== TransportBufferSize ===&lt;br /&gt;
&lt;br /&gt;
=== FlushTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will queue position packets for this amount of time before sending them. ''Setting this too high will severly lag your zone.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BandwithIdleTime ===&lt;br /&gt;
''Datatype:'' Seconds.&lt;br /&gt;
&lt;br /&gt;
Subgame will stop sending position packets to a spectator after this time of inactivity. Useful for saving bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SelectTime ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Time delay subgame should wait for incoming packets before continuing on. This is recommended over CPU:SleepTime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
Miscellaneous settings.&lt;br /&gt;
&lt;br /&gt;
=== DisableShareware ===&lt;br /&gt;
&lt;br /&gt;
=== RegisterKickShareware ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Should subgame kick shareware users in favor of registered users when server is full? (Leave set to 0.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewarePlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of shareware players allowed on server. ''Special Value:'' -1 = unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxPlayers ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum total players allowed in zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxSharewareTime ===&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareNames ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to have customized names. The default displayed name will just be &amp;quot;~Demo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareShips ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the ability for demo players to use ships 5-8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableSharewareScores ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MenuKickOutDelay ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
Amount of time a player may take logging in before server disconnects client.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoAntiInSafe ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will ignore [[AntiWarp]] of a player in a safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LockFreqs ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether [[Commands#Arena Management|locking]] an arena locks freqs as well as ships. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PositionDataAccess ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
Determines staff level that will receive extra position data when speccing. Useful if [[Misc Settings#ExtraPositionData]] is disabled.&lt;br /&gt;
*0=Sysop (default)&lt;br /&gt;
*1=SMod+&lt;br /&gt;
*2=Mod+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AlertCommand ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
If a player types any of these commands preceeded by a '?' followed by a message, subgame will send the message to all online staff. This is a replacement to the BanG ?cheater command. (1.34.3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPubScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in public arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowPvtScorereset ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, players in private arenas may use the ?scorereset command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TimerDropFlagTerritoryRadius ===&lt;br /&gt;
''Datatype:'' Tiles.&lt;br /&gt;
&lt;br /&gt;
All flags dropped when timer expires (non-neutral) will drop this radius from the ship, overriding [[Flag Settings#FlagTerritoryRadius]]. This is useful for respawning neuted flags (set FlagTerritoryRadius to 0). ''Special value:'' 0 = always use FlagTerritoryRadius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ShipTypeSwitchResetPeriod ===&lt;br /&gt;
''Datatype:'' Milliseconds (?).&lt;br /&gt;
&lt;br /&gt;
Determines length of time for [[Security Settings#MaxShipTypeSwitchCount]]. ''Special Value:'' 0 = disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CheckWeapons ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, any of the following conditions will trigger a security violation. The checks do not apply to SMod+.&lt;br /&gt;
* Bullet fired with level &amp;gt; [ship]MaxGuns + [Flag]FlaggerGunUpgrade&lt;br /&gt;
* Bouncing bullet fired and [PrizeWeight]BouncingBullets is 0 and [Cost]Bounce  is 0&lt;br /&gt;
* Bomb fired with level &amp;gt; [ship]MaxBombs + [Flag]FlaggerBombUpgrade&lt;br /&gt;
* Prox bomb fired and [PrizeWeight]Proximity is 0 and [Cost]Prox is 0&lt;br /&gt;
* Bomb fired with shrap &amp;gt; [ship]ShrapnelMax&lt;br /&gt;
* Bomb fired with bouncing shrap and [PrizeWeight]BouncingBullets is 0 and  [Cost]Bounce is 0&lt;br /&gt;
* Mine is fired and [ship]MaxMines is 0&lt;br /&gt;
* A prize is picked up and [PrizeWeight] of that prize is 0&lt;br /&gt;
* Stealth is turned on and [ship]StealthStatus is 0&lt;br /&gt;
* Cloak is turned on and [ship]CloakStatus is 0&lt;br /&gt;
* XRadar is turned on and [ship]XRadarStatus is 0&lt;br /&gt;
* Anti-Warp is turned on and [ship]AntiWarpStatus is 0&lt;br /&gt;
* Player uses UFO&lt;br /&gt;
&lt;br /&gt;
=== CheckFastBombing ===&lt;br /&gt;
''Datatype:'' Bitfield.&lt;br /&gt;
&lt;br /&gt;
*1 - Send sysop alert when fastbombing is detected&lt;br /&gt;
*2 - Filter out fastbombs&lt;br /&gt;
*4 - Kick fastbombing player off&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FastBombingThreshold ===&lt;br /&gt;
See above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LocalChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
Listed chat channels are local to the zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceObsceneCheck ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Forces players to have obscene checking on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NoFlagRewardLimit ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Disables the default reward multiplier limit of 2 for [[Flag Settings#FlagRewardMode]].&lt;br /&gt;
&lt;br /&gt;
=== LogPoints ===&lt;br /&gt;
=== PointUpdateDiff ===&lt;br /&gt;
''Datatype:'' Points.&lt;br /&gt;
&lt;br /&gt;
Number of points that will trigger a score update sent to clients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== JackpotBroadcastPoints ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, subgame will broadcast the jackpot points to all zones on the [[biller]]. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerLog ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, server will keep a text file log of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== KeepAliveDelay ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Delay between keepalive packets sent to clients. Should not be changed.&lt;br /&gt;
&lt;br /&gt;
=== DefaultLevelFile ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
Level file (such as _bzw.lvl) that zone will use for public arenas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Short.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AllowVIEClients ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether VIE [[SubSpace]] users are allowed to enter zone at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== StaffChat ===&lt;br /&gt;
''Datatype:'' Comma-delimited list.&lt;br /&gt;
&lt;br /&gt;
These chat channels are only joinable by Mods+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ForceContinuumOnly ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Determines whether only [[Continuum]] users are allowed to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerIP ===&lt;br /&gt;
''Datatype:'' IP Address.&lt;br /&gt;
&lt;br /&gt;
WAN IP address of server computer. This can be found using http://www.whatismyip.com/ (easiest), ipconfig, or a router's status page.&lt;br /&gt;
&lt;br /&gt;
== CPU ==&lt;br /&gt;
These settings determine subgame's CPU usage. Usually it performs well, so these should not be changed.&lt;br /&gt;
&lt;br /&gt;
If you don't want subgame to take large amounts of CPU use these settings (or similar):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ProcessMaxTime=4&lt;br /&gt;
SleepPerIteration=1&lt;br /&gt;
SleepTime=10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LoopDelay ===&lt;br /&gt;
=== ProcessMaxTime ===&lt;br /&gt;
How long in CPU.&lt;br /&gt;
=== SleepPerIteration ===&lt;br /&gt;
Turns sleep on.&lt;br /&gt;
=== SlowIterationWarningLevel ===&lt;br /&gt;
=== SleepTime ===&lt;br /&gt;
How long until next in CPU.&lt;br /&gt;
&lt;br /&gt;
== Permission ==&lt;br /&gt;
These settings restrict which clients may connect to your zone.&lt;br /&gt;
&lt;br /&gt;
=== AllowBadMachineId ===&lt;br /&gt;
=== AllowLowBandwidth ===&lt;br /&gt;
=== MinimumSecondsToLogin ===&lt;br /&gt;
=== PermissionMaxPoints ===&lt;br /&gt;
=== PermissionMode ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
If enabled, only allows player names listed in permit.txt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoPermissionPoints ===&lt;br /&gt;
=== AutoPermissionIDList ===&lt;br /&gt;
=== AutoPermissionMessage ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Password ==&lt;br /&gt;
Passwords for various player levels. Change to your heart's content.&lt;br /&gt;
&lt;br /&gt;
=== SysopPassword ===&lt;br /&gt;
=== EnergyPassword ===&lt;br /&gt;
=== ModeratorPassword ===&lt;br /&gt;
=== SuperModeratorPassword ===&lt;br /&gt;
=== VIPPassword ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Billing ==&lt;br /&gt;
Configures subgame's interaction with the [[biller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LogMessages ===&lt;br /&gt;
''Datatype:'' Boolean.&lt;br /&gt;
&lt;br /&gt;
Enables &amp;quot;logging&amp;quot; of commands to the biller. It is recommended to turn this off, as it normally just wastes bandwidth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS address.&lt;br /&gt;
&lt;br /&gt;
The address of the biller. If you are running the biller on the same computer as subgame, set this to &amp;lt;tt&amp;gt;localhost&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Password ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The password to connect to the biller. Normally, this should be the same as subbill.ini's Misc:Password.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerName ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
The name of the zone that will be sent to the biller upon connection. This will also be sent to the directory server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The port to connect to the biller, which should be equal to subbill.ini's Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ServerId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The ServerID sent to the biller. This is not often used and should be equal to Misc:Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GroupId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
The group this server will join on the biller. This has to do with group operators, and is recommended to leave set to &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ScoreId ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ReconnectTime ===&lt;br /&gt;
Seems to have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AttemptTime ===&lt;br /&gt;
''Datatype:'' Hundredths of seconds.&lt;br /&gt;
&lt;br /&gt;
How long subgame will attempt unsuccessfully to connect to the biller before it gives up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advertise ==&lt;br /&gt;
These settings control subgame's built-in advertisement capability. To use advertisements, just create bitmaps in the SS Palette and save them in the subgame directory as ad0.bmp,ad1.bmp, etc. Prefix the name with &amp;quot;s_&amp;quot; to send to shareware players, with &amp;quot;r_&amp;quot; to send to registered players, and &amp;quot;b_&amp;quot; to send to both. For example, &amp;quot;b_ad0.bmp&amp;quot;. Subgame will then randomly pick advertisements to display to players.&lt;br /&gt;
&lt;br /&gt;
=== SendMode ===&lt;br /&gt;
''Datatype:'' Sum (bitfield).&lt;br /&gt;
&lt;br /&gt;
Determines when advertisements are sent.&lt;br /&gt;
*1 = send them when the player enters the zone.&lt;br /&gt;
*2 = send them when player dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisplayMode ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
*0 = at top of screen behind all other graphics.&lt;br /&gt;
*1 = at top of screen on top of all other graphics.&lt;br /&gt;
*2 = floating around like a backdrop.&lt;br /&gt;
&lt;br /&gt;
=== Duration ===&lt;br /&gt;
''Datatype:'' Milliseconds.&lt;br /&gt;
&lt;br /&gt;
Length of time an advertisement is displayed. ''Special Value:'' 0 = always on.&lt;br /&gt;
&lt;br /&gt;
== Directory ==&lt;br /&gt;
These settings configure subgame's interaction with the [[directory server]].&lt;br /&gt;
&lt;br /&gt;
=== IP ===&lt;br /&gt;
''Datatype:'' IP/DNS list.&lt;br /&gt;
&lt;br /&gt;
List of directory servers subgame will send its entry to. As of April 2009, the following list is recommended:&lt;br /&gt;
&amp;lt;pre&amp;gt;auto.subdir.net,auto.subdir.org,sscentral.sscuservers.net,sscentral.trenchwars.org,ssdir.playsubspace.com,dirserver.ssnecentral.net,dir.cz.sshq.net&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- note: many hostnames point to the same dirserv which is run by PriitK, only one of these needs to be in the list. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- comment by L.C.: Which ones are those? Too lazy to lookup myself --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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#What_does_the_ss:.2F.2Fsome.dns_mean_in_zone_description.3F|Server Configuration FAQ]]). You are advised not to use the &amp;quot;&amp;amp;&amp;quot; character inside the description, it displays incorrectly on some clients.&lt;br /&gt;
&lt;br /&gt;
=== NamePassword ===&lt;br /&gt;
''Datatype:'' String.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port ===&lt;br /&gt;
''Datatype:'' Integer.&lt;br /&gt;
&lt;br /&gt;
Leave this set to &amp;lt;tt&amp;gt;4991&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Settings]]&lt;/div&gt;</summary>
		<author><name>L.C.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Server_Configuration_Faq&amp;diff=6004</id>
		<title>Server Configuration Faq</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Server_Configuration_Faq&amp;diff=6004"/>
				<updated>2009-04-02T11:14:41Z</updated>
		
		<summary type="html">&lt;p&gt;L.C.: /* What does the ss://some.dns mean in zone description? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some answers to basic questions that most people unfamiliar with each server usually have. More info can usually be found on the specific [[settings]] pages.&lt;br /&gt;
&lt;br /&gt;
==ASSS==&lt;br /&gt;
&lt;br /&gt;
=== I can't connect to Catid's biller using the billing_ssc module ===&lt;br /&gt;
You need to add '''ScoreID''' and '''ServerID''' values to the &amp;lt;tt&amp;gt;[Billing]&amp;lt;/tt&amp;gt; section in &amp;lt;tt&amp;gt;global.conf&amp;lt;/tt&amp;gt;. These CANNOT be zero if you are using Catid's biller.&lt;br /&gt;
&lt;br /&gt;
Example entry in &amp;lt;tt&amp;gt;global.conf&amp;lt;/tt&amp;gt;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Billing]&lt;br /&gt;
ScoreID = 1&lt;br /&gt;
ServerID = 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== I've added myself to the [(global)] section of staff.conf, but it doesn't set me as staff! ===&lt;br /&gt;
&lt;br /&gt;
There are a number of things that could be happening here. Firstly if you were in the zone at the same time as you were editing staff.conf you should now re-enter. If you are not using a biller you must add a passwd.conf entry for your alias and make sure you have the module auth_file loaded. The easiest way to do this is to log in and type ?passwd &amp;lt;subspace login password&amp;gt;. You can then log out and back in.&lt;br /&gt;
&lt;br /&gt;
=== How do I add LVZ files? ===&lt;br /&gt;
First, make sure the objects module is enabled in [[modules.conf]] (it is commented out by default).&lt;br /&gt;
&lt;br /&gt;
Add LVZ files through the same setting as in Server.cfg in your [[arena.conf]]:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[General]&lt;br /&gt;
LevelFiles = mylvz.lvz&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then add your lvzs to the maps/ directory located in the main ASSS directory.  You can also add F1 Help(.HLP) files this way.&lt;br /&gt;
&lt;br /&gt;
=== Where is my *arena? ===&lt;br /&gt;
&lt;br /&gt;
With ASSS there is no distinction between ? and * commands. Since ?arena is hardcoded into the client (esc + a) and cannot be changed a compromise had to be made. Subgame style *arena and *zone are now ?a and ?z respectively. Alternatively you can load the sgcompat module which will restore the * style commands.&lt;br /&gt;
&lt;br /&gt;
=== There's something weird about my arena. (The arena ends with a number) ===&lt;br /&gt;
&lt;br /&gt;
Arena names cannot end with a number since ASSS supports multiple subarenas of the same type, just like there can be many public arenas sharing the same settings. If your arena is named elim, then elim1, elim2, etc use the same settings.&lt;br /&gt;
&lt;br /&gt;
==Subgame==&lt;br /&gt;
&lt;br /&gt;
=== What does the ss://some.dns mean in zone description? ===&lt;br /&gt;
This allows users who host on a dynamic IP address to have Continuum always find the server, even if it changes its location. A good service to use is [http://www.dyndns.org/ DynDNS], [http://www.no-ip.com No-IP]. From there, you can create an address such as myzonename.game-server.cc or any of their other [http://www.dyndns.org/services/dyndns/domains.html domains]. Then, in your Server.ini file, under the Directory:Description, add ss://myzonename.game-server.cc to the very beginning of your description. Then, whenever you get a new IP address and your DynDNS client updates, users can automatically find your new address and will see it online again, without having to search through the zone list.&lt;br /&gt;
&lt;br /&gt;
[[Category: ASSS]]&lt;br /&gt;
[[Category: FAQ]]&lt;/div&gt;</summary>
		<author><name>L.C.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Talk:TCP_Billing_FAQ&amp;diff=4142</id>
		<title>Talk:TCP Billing FAQ</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Talk:TCP_Billing_FAQ&amp;diff=4142"/>
				<updated>2007-02-10T05:57:01Z</updated>
		
		<summary type="html">&lt;p&gt;L.C.: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;just noticed this is the protocol faq, someone (read, pests) can split this into general faq --[[User:Smong|Smong]]&lt;br /&gt;
&lt;br /&gt;
The part about the Biller being unable to restart/shutdown zones is incorrect. Catid's biller is capable of doing so. -L.C.&lt;/div&gt;</summary>
		<author><name>L.C.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Talk:Biller&amp;diff=4144</id>
		<title>Talk:Biller</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Talk:Biller&amp;diff=4144"/>
				<updated>2007-02-10T05:53:00Z</updated>
		
		<summary type="html">&lt;p&gt;L.C.: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Today, the name Billing Server is confusing as it is just a user database.&amp;quot;&lt;br /&gt;
How is that so? -L.C.&lt;/div&gt;</summary>
		<author><name>L.C.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Subgame&amp;diff=4143</id>
		<title>Subgame</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Subgame&amp;diff=4143"/>
				<updated>2007-02-10T05:19:01Z</updated>
		
		<summary type="html">&lt;p&gt;L.C.: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Based on [[VIE]]'s special Subgame, [[Subgame]] (or Subgame2) is the alternate server to [[ASSS]]. It was originally made by [[VIE]], but was edited by [[PriitK]] to support [[Continuum]]. It uses more memory, is not as flexible, and is not open source as compared to ASSS. However Subgame is far more compact, simple, user friendly, cleaner, and offers an acceptable standard of features. Subgame works in connection with a [[Billing Server]] to allow users to enter a zone. Old and stable, Subgame is used by most zones today.&lt;br /&gt;
&lt;br /&gt;
== .scr files ==&lt;br /&gt;
Subgame saves private arena scores in .scr files, one for each arena. These files are composed of repeating structures that hold score information for one player as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;struct PlayerScore&lt;br /&gt;
{&lt;br /&gt;
	unsigned long userid;	//given by ?userid command&lt;br /&gt;
	unsigned short kills, deaths;&lt;br /&gt;
	unsigned short victories;	//incremented on a team victory, player must be in a ship, not spec.&lt;br /&gt;
	long killpoints, flagpoints;&lt;br /&gt;
};&amp;lt;/pre&amp;gt;&lt;br /&gt;
[http://www.shanky.com/cgi-bin/ryan/download.cgi?scrfiles.zip Here] are two tools to manipulate .scr files.&lt;br /&gt;
&lt;br /&gt;
== Change Log ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
----------------------------- version 1.34.14bs2 ------------------------------&lt;br /&gt;
Small update to disable &amp;quot;Unknown Integrity Violation&amp;quot; alerts caused by a yet&lt;br /&gt;
unsupported packet.&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.14bs -------------------------------&lt;br /&gt;
Removed handler for 'Process debugger' security warnings, as Cont039pr3 sends&lt;br /&gt;
them (as well as your process list) erroneously.&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.14b --------------------------------&lt;br /&gt;
Added new security checks for Continuum 0.39pr2&lt;br /&gt;
&lt;br /&gt;
Fixed rare crash on certain invalid packet sequence&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:BindIP - local IP address to bind server ports &lt;br /&gt;
to. Useful in multihomed systems only.&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.14a --------------------------------&lt;br /&gt;
New server.ini variable: Misc:BotsIP - clients with that IP are allowed to&lt;br /&gt;
exceed packet flood limits&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.14 ---------------------------------&lt;br /&gt;
New server.ini variable: Misc:AllowPrerelease - default 1, when set, users with&lt;br /&gt;
new prerelease versions are allowed to play&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:SaveSpawnScore - default 0, when set, server will save&lt;br /&gt;
arena score to arenaname.scr file. NB! default setting changes differs from&lt;br /&gt;
older subgame versions, where spawn scores were always saved to .scr file and&lt;br /&gt;
there was no option to disable it. Disabling .scr file save will make server&lt;br /&gt;
run smoother and will prevent server directory filling up with useless files.&lt;br /&gt;
&lt;br /&gt;
Fixed false connection flood alerts&lt;br /&gt;
&lt;br /&gt;
Fixed player not taking damage after macroing ?go arena several times&lt;br /&gt;
													   &lt;br /&gt;
----------------------------- version 1.34.13c --------------------------------&lt;br /&gt;
Added client timer drift percentage to /*einfo&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.13b --------------------------------&lt;br /&gt;
Added support for position packet queueing and smart clustering to save &lt;br /&gt;
bandwidth. To enable it, set in server.ini Routing:QueuePositions:1. Following&lt;br /&gt;
variables can be used to control clustering process: &lt;br /&gt;
Routing:PosSendRadar - how long radar packets are queued, default 100 ms &lt;br /&gt;
Routing:PosSendEdge - how long packets on screen edge are queued, default 30 ms&lt;br /&gt;
Routing:PosSendClose - how long close packets are queue, default 20 ms&lt;br /&gt;
Routing:ClosePosPixels - how near are packets considered close, default 250 &lt;br /&gt;
pixels&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:MaxTimerDrift - percentage how much client timer is &lt;br /&gt;
allowed to differ from server timer [Continuum 0.38+]&lt;br /&gt;
&lt;br /&gt;
Added support for chat channel multicast to prevent zone&amp;lt;&amp;gt;biller connection&lt;br /&gt;
overload on very popular chats like Hockey zone's ?chat=zilla&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Latency:NegativeClientSlowPacketTime - packets with future&lt;br /&gt;
timestamp farther in future than this variable are considered as slow packets.&lt;br /&gt;
Default value: 0 - feature is disabled. Feature is still experimental.&lt;br /&gt;
[Continuum 0.38+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Soccer:DisableWallPass - default 0, when set, passing ball&lt;br /&gt;
through walls is diabled. There must be clear line between ball and ship &lt;br /&gt;
center to pick up ball [Continuum 0.38+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Soccer:DisableBallKilling - default 0, when set, ships with&lt;br /&gt;
0 velocity in safezone don't catch ball [Continuum 0.38+]&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.13a --------------------------------&lt;br /&gt;
Fixed extreme lagging bug when subgame was stated when GetTickCount() returned&lt;br /&gt;
negative values (Windows has been running without rebooting 25 days)&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.13 ---------------------------------&lt;br /&gt;
Removed incoming bandwidth limit from localhost connections&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:AntiWarpSettleDelay - time in 1/100th seconds after &lt;br /&gt;
warping/portaling/attaching during which artificial antiwarp is activated&lt;br /&gt;
[Continuum 0.38+]&lt;br /&gt;
&lt;br /&gt;
New cfg variables: Spawn:Team0-X, Spawn:Team0-Y, Spawn:Team0-Radius - allows&lt;br /&gt;
specify spawn location and radius per team. If only Team0 variables are set, &lt;br /&gt;
all teams use them, if Team0 and Team1 variables are set, even teams use Team0&lt;br /&gt;
ones and odd team Team1 ones. It is possible to set spawn positions upto 4&lt;br /&gt;
teams (Team0-Team3) [Continuum 0.38+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:DisableScreenshot - disables Continuum's screenshot&lt;br /&gt;
functionality for non-spectators if set to 1 [Continuum 0.37+]&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Comms:FlushTime - time in millseconds how long server&lt;br /&gt;
will collect position packets before sending them to clients. Recommended&lt;br /&gt;
setting: 10 - 20&lt;br /&gt;
&lt;br /&gt;
Fixed unauthenticated users (name starting with ^) getting moderator powers&lt;br /&gt;
when using billing server proxy and billing server is down&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Comms:BandwithIdleTime - time in seconds when server&lt;br /&gt;
stops sending position packets to idle spectators. Useful to save bandwidth. &lt;br /&gt;
Idle time is also shown in /*einfo now&lt;br /&gt;
&lt;br /&gt;
Fixed server crash when client requested to go to negative frequency&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Comms:SelectTime - time in millseconds how long server&lt;br /&gt;
should wait incoming packet using select() function. This is replacement for &lt;br /&gt;
CPU:SleepTime, which sleeps constant time, regardless if there are incoming&lt;br /&gt;
packets waiting processing or not. Recommended settings: Comms:SelectTime:10,&lt;br /&gt;
CPU:SleepTime:0 and CPU:SleepPerIteration:0&lt;br /&gt;
&lt;br /&gt;
Fixed bug in Continuum's protocol. NB! Continuum 0.38 will require 1.34.13&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.12a --------------------------------&lt;br /&gt;
Added proxy detection to /*einfo. Proxy is detected for Continuum 0.37 and&lt;br /&gt;
later clients. You need to set server IP address in server.ini [Misc] ServerIP&lt;br /&gt;
for it to work. &lt;br /&gt;
* Undetermined - SS 1.3x or Continuum 0.36 clients&lt;br /&gt;
* SOCKS5 proxy - User is using Continuum's built in SOCKS5 proxy&lt;br /&gt;
* Using proxy at localhost - player is using proxy ran in same machine as &lt;br /&gt;
Continuum client. There is no other reason to do so than monitoring or &lt;br /&gt;
tampering with packet stream&lt;br /&gt;
* Using custom proxy - player is using custom proxy. Suspect cheating.&lt;br /&gt;
* Using NAT - player is using router or firewall doing NAT translation&lt;br /&gt;
* Not using proxy - no proxy was detected between client and server&lt;br /&gt;
&lt;br /&gt;
Fixed timer desync and slow FPS sysop messages. Before &amp;quot;Unknown interity &lt;br /&gt;
violation&amp;quot; was displayed&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:StartInSpec - if set, players entering arena are always&lt;br /&gt;
put to spectator mode&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:ForceContinuumOnly - if set server will ignore&lt;br /&gt;
ContinuumOnly variable is all cfg files and require Continuum in all arenas&lt;br /&gt;
&lt;br /&gt;
New command: *objset +/-&amp;lt;object id&amp;gt;,+/-&amp;lt;object id&amp;gt;,... - sets state of listed&lt;br /&gt;
map/screen objects. +&amp;lt;object id&amp;gt; shows object and -&amp;lt;object id&amp;gt; hides it. For &lt;br /&gt;
example &amp;quot;*objset +1,-20,+13&amp;quot; shows objects 1 and 13 and hides object 20.&lt;br /&gt;
Command is meant to replace *objon and *objoff commands and it can be sent&lt;br /&gt;
to player privately or to whole arena. Command is meant for humans to use, for&lt;br /&gt;
bots there is special packet for toggling objects states which is much more&lt;br /&gt;
efficient. See BuildLevel documentation for more info about the objects. &lt;br /&gt;
[Continuum 0.38+]&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.12 release -------------------------&lt;br /&gt;
Added support for zone staff chats. To use local chats set Misc:StaffChat in&lt;br /&gt;
server.ini to comma separated chat name list. Only players with moderator and&lt;br /&gt;
higher powers can enter these chats and in ?chat these chats are listed as&lt;br /&gt;
(staff) chatname&lt;br /&gt;
&lt;br /&gt;
Disabled non-public chat ? commands (ie /?password or '?squadleave) as there &lt;br /&gt;
has beed a lot of accidents where players trying to help others will do the&lt;br /&gt;
command without intention&lt;br /&gt;
&lt;br /&gt;
Bugfix in Continuum 0.37 user handling&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.12pr4 ------------------------------&lt;br /&gt;
Fixed a crash bug introduced in 1.34.12pr3 in user sound checking&lt;br /&gt;
&lt;br /&gt;
New command: /*watchdamage - Toggles player damage reporting on/off for &lt;br /&gt;
selected player. When turned on moderator will see something like that:&lt;br /&gt;
PriitK took 500 damage from l33t L2 bomb having 1400 nrg [Continuum 0.37+]&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.12pr3 ------------------------------&lt;br /&gt;
Added support for team sounds. Regular users can play sounds %150 - %255 in&lt;br /&gt;
team chat, zone sysops can upload these sounds in lvz file&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:MinUsage. Specifies amount of usage in hours for players&lt;br /&gt;
to play in arena.&lt;br /&gt;
&lt;br /&gt;
Adding + in front of level files specified by Misc:LevelFiles will make &lt;br /&gt;
downloading them optional for users&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.12pr2 ------------------------------&lt;br /&gt;
Fixed crash when lvz file is specified in cfg, but file is not present&lt;br /&gt;
&lt;br /&gt;
Fixed /*tinfo to display invalid last line&lt;br /&gt;
&lt;br /&gt;
Fixed vip functionality to bypass code checksums&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.12pr1 ------------------------------&lt;br /&gt;
Added collecting of server&amp;lt;-&amp;gt; client clock synchronization info and commad &lt;br /&gt;
/*tinfo to view it. &lt;br /&gt;
&lt;br /&gt;
Removed printing of XXX killed by YYY to server console&lt;br /&gt;
&lt;br /&gt;
Removed updating of LastUsedStamp for spawn cfg files&lt;br /&gt;
&lt;br /&gt;
New cfg variable: &amp;lt;ship&amp;gt;:Radius. It specifies ship radius in pixels. In old&lt;br /&gt;
Subspace all ships have fixed radius 14 pixels. This means that ships will fit&lt;br /&gt;
through 2 tile holes, will take damage from weapons 14 pixels away from ship&lt;br /&gt;
center etc. Changing the radius will make ships smaller or bigger from game&lt;br /&gt;
play aspect, you can also change visual aspect to players by specifying custom&lt;br /&gt;
level graphics and also sounds [Continuum 0.37+]&lt;br /&gt;
&lt;br /&gt;
New command: *objon &amp;lt;object id&amp;gt; - shows objects on map/screen with specified &lt;br /&gt;
id. Can be sent to player privately or to whole arena. See BuildLevel &lt;br /&gt;
documentation for more info. [Continuum 0.37+]&lt;br /&gt;
&lt;br /&gt;
New command: *objoff &amp;lt;object id&amp;gt; - hides objects on map/screen with specified&lt;br /&gt;
id. Can be sent to player privately or to whole arena. [Continuum 0.37+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:LevelFiles. Comma separated list of level files built &lt;br /&gt;
with BuildLevel.exe (lvz files). These files contain screen and map object &lt;br /&gt;
definitions and graphics, custom shipsets, sounds, help texts, etc. See&lt;br /&gt;
BuildLevel documentation for more info. [Continuum 0.37+]&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:AllowVIEClients. When set to 0 Subspace client&lt;br /&gt;
users are not allowed to enter zone. (It was actually added a while ago but&lt;br /&gt;
I forgot to document it)&lt;br /&gt;
&lt;br /&gt;
Added vip.txt. Players listed in vip.txt can enter zone with old Subspace&lt;br /&gt;
client when zone is set to Misc:AllowVIEClients:0 and can play in arenas that&lt;br /&gt;
have Misc:ContinuumOnly set to 1 in config. Also players listed can enter zone&lt;br /&gt;
with Continuum 0.37 pre-release versions. When billing server is down vip.txt&lt;br /&gt;
is ignored, naturally&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.11 ---------------------------------&lt;br /&gt;
New command: /*warpto xcoord ycoord - privately sent to player will warp player &lt;br /&gt;
to given position. Coordinates are given in tiles (1-1023), when there is wall&lt;br /&gt;
at specified location, random position is chosen. [Continuum 0.35+]&lt;br /&gt;
&lt;br /&gt;
Modified /*watchgreen to show negative prizes&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Spectator:HideFlags. When set dropped flags are not shown to&lt;br /&gt;
spectators. [Continuum 0.36+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Spectator:NoXRadar. When set spectators won't have X-Radar&lt;br /&gt;
[Continuum 0.36+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Bullet:ExactDamage. When set bullet damage is exact, not&lt;br /&gt;
random [Continuum 0.36+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:SlowFrameRate. Specifies minimum frame rate for client.&lt;br /&gt;
When frame rate falls below specified rate for 10 seconds, client is &lt;br /&gt;
disconnected. 0 - disable check, maximum is 35 [Continuum 0.36+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: &amp;lt;ship&amp;gt;:SeeBombLevel. 1=see all bombs on radar, 2=see bombs&lt;br /&gt;
greater than level 1 on radar, 3=see bombs greater than level 2 on radar, &lt;br /&gt;
0 = no bombs are shown on radar [Continuum 0.36+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: &amp;lt;ship&amp;gt;:DisableFastShooting. When set firing bullets, bombs&lt;br /&gt;
and thors is disabled when using afterburner [Continuum 0.36+]&lt;br /&gt;
&lt;br /&gt;
Fixed a bug in Continuum communcation protocol that caused connection to get&lt;br /&gt;
stuck infrequently&lt;br /&gt;
&lt;br /&gt;
Added confirmation message to /*warn command&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:NoFlagRewardLimit. If set non-zero reward &lt;br /&gt;
multiplier limit is removed in FlagRewardMode 1. Multiplier is &lt;br /&gt;
(maximumAllowedPerTeam / numberOfTeamMembers), if NoFlagRewardLimit is set 0&lt;br /&gt;
multiplier is limited by 2.&lt;br /&gt;
&lt;br /&gt;
Fixed bug causing infrequent server crashes (Access violation at &lt;br /&gt;
address 41d006)&lt;br /&gt;
&lt;br /&gt;
Fixed another crash bug (Access violation at address 428e20)&lt;br /&gt;
&lt;br /&gt;
Fixed security hole that allows anybody to upload moderate.txt and permit.txt&lt;br /&gt;
&lt;br /&gt;
Fixed 'shadow KOTH' bug. When entering arena other players sometimes see that &lt;br /&gt;
entered player has KOTH, while he doesn't. Happends very seldom, but when it is&lt;br /&gt;
triggered all players entering had KOTH and only server shutdown/start would&lt;br /&gt;
fix that&lt;br /&gt;
&lt;br /&gt;
Fixed problem of public teams becoming uneven when there are private teams in &lt;br /&gt;
arena.&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:ContinuumOnly. When set to 1 non-Continuum players are&lt;br /&gt;
locked to spec and get message to use Continuum to play&lt;br /&gt;
&lt;br /&gt;
New cfg variables: Latency:C2SNoDataAction and Latency:C2SNoDataTime. If &lt;br /&gt;
C2SNoDataAction is set to non-zero and there is no data coming from player for &lt;br /&gt;
C2SNoDataTime (in 1/100th seconds) follwing action is performed:&lt;br /&gt;
C2SNoDataAction=1: Report it using sysop message&lt;br /&gt;
C2SNoDataAction=2: Put player to spec mode&lt;br /&gt;
C2SNoDataAction=4; Kick player.&lt;br /&gt;
C2SNoDataAction can be combination (sum) of above actions.&lt;br /&gt;
&lt;br /&gt;
Added new ArenaMode 5 (Custom:ArenaMode in server.ini). In arena mode 1-4 &lt;br /&gt;
arenaname.cfg is created (copied from server.cfg) every time a user enters a &lt;br /&gt;
spawn. This means that over time cfg files are piling up in server directory&lt;br /&gt;
and changes in server.cfg are not reflected in spawns, makeing maintenance of&lt;br /&gt;
settings pain in the ass. In ArenaMode 5 if arenaname.cfg is not found, server&lt;br /&gt;
will use spawn.cfg.&lt;br /&gt;
&lt;br /&gt;
Fixed bug in server that allowed sending cross-arena private messages so that &lt;br /&gt;
they appear to come from user without name.&lt;br /&gt;
&lt;br /&gt;
New command: *relkills &amp;lt;0 or 1&amp;gt; - toggles sending kills reliably on and off.&lt;br /&gt;
Normally server sends kill messages as non-reliable messages if killed player's&lt;br /&gt;
bounty is less than 200 (teamkills are always non-reliable). Setting &lt;br /&gt;
*relkills 1 will make server send kill messages reliably, &lt;br /&gt;
&lt;br /&gt;
New command: /*bandwidth &amp;lt;bandwidth&amp;gt; - allow to set cutback watermark per &lt;br /&gt;
player, overriding arena's Latency:CutbackWatermark setting&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.10 ---------------------------------&lt;br /&gt;
New command: *warn &amp;lt;text&amp;gt; - privately sent to player will display moderator&lt;br /&gt;
warning using red font to player&lt;br /&gt;
&lt;br /&gt;
Fixed problem with keepalive. After sending large amouts of data, such as&lt;br /&gt;
voice messages, settings, etc players got often kicked with low keepalive &lt;br /&gt;
values.&lt;br /&gt;
&lt;br /&gt;
Added client version display to /*einfo&lt;br /&gt;
&lt;br /&gt;
Fixed 3 buffer length checking/overflow bugs in lowlevel protocol&lt;br /&gt;
&lt;br /&gt;
Added ability to disable *shutdown command as sysops can execute arbitrary &lt;br /&gt;
commands with it and it is potential threat to host security. To disable &lt;br /&gt;
*shutdown create noshutdown directory to server directory. Don't forget to&lt;br /&gt;
set file permissions of that directory if sysops have FTP access&lt;br /&gt;
&lt;br /&gt;
Tons of continuum client releated changes&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.9 ----------------------------------&lt;br /&gt;
Fixed protection against IP spoofed packet floods. Made a simple mistake and &lt;br /&gt;
left it open to smart flooders. Smack me&lt;br /&gt;
&lt;br /&gt;
New command: *flags - displays locations of uncarried flags&lt;br /&gt;
&lt;br /&gt;
New command: /*greeninfo - displays how many particular prizes player has&lt;br /&gt;
picked up and it's difference from normal distribution&lt;br /&gt;
&lt;br /&gt;
Added displaying of client type to /*einfo to distinquish between VIE and&lt;br /&gt;
Continuum clients&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.8 ----------------------------------&lt;br /&gt;
Added protection against IP spoofed packet floods&lt;br /&gt;
&lt;br /&gt;
Fix against another DoS attack (voice sending with incomplete packet)&lt;br /&gt;
&lt;br /&gt;
New sysop command: *lag: shows average lag of all players in zone&lt;br /&gt;
&lt;br /&gt;
?getnews is now available only in spectator mode&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.7 ----------------------------------&lt;br /&gt;
Added fix against Catid's zone flooder. When flood is detected IP address is&lt;br /&gt;
added to blacklist and all traffic from that IP is ignored for time relative&lt;br /&gt;
to amount of flood received. Flooder's IP is reported once using sysop alert&lt;br /&gt;
&lt;br /&gt;
Added fastbombing detection. To enable it set Misc:CheckFastBombing in &lt;br /&gt;
server.ini as combination (sum) of following values:&lt;br /&gt;
 1 - Send sysop alert when fastbombing is detected&lt;br /&gt;
 2 - Filter out fastbombs&lt;br /&gt;
 4 - Kick fastbombing player off&lt;br /&gt;
There is Misc:FastBombingThreshold variable in server.ini to tune detection.&lt;br /&gt;
Default and recommended value for that variable is 30. Bomb/mine is considered&lt;br /&gt;
for fastbombing if delay between 2 bombs/mines is less than &lt;br /&gt;
ship:BombFireDelay - Misc:FastBombingThreshold&lt;br /&gt;
&lt;br /&gt;
Added support for multiple alert commands. Misc:AlertCommand is now comma&lt;br /&gt;
separated list of player alert commands (f.ex. cheater,help,illegal)&lt;br /&gt;
&lt;br /&gt;
Alert commands are now logged to server log&lt;br /&gt;
&lt;br /&gt;
Added support for zone local chats. To use local chats set Misc:LocalChat in&lt;br /&gt;
server.ini to comma separated chat name list&lt;br /&gt;
&lt;br /&gt;
Added ability to force obscene checking on for all clients. To enable it set&lt;br /&gt;
Misc:ForceObsceneCheck in server.ini to 1. Users can toggle obscenity blocking&lt;br /&gt;
by ?obscene command&lt;br /&gt;
&lt;br /&gt;
Added new player command: ?find &amp;lt;player name&amp;gt;. Tells in what arena specified&lt;br /&gt;
player is if not in private arena (starting with #). Moderators can find&lt;br /&gt;
players in private arenas too&lt;br /&gt;
&lt;br /&gt;
Players with name ^Banned are silenced and locked to spec&lt;br /&gt;
&lt;br /&gt;
Added feature to limit player's screen resolution. To enable set in an arena&lt;br /&gt;
cfg file Misc:MaxXRes and Misc:MaxYRes variables. 0 = no limit&lt;br /&gt;
&lt;br /&gt;
Added scorereset support without need to recycle zone (needs same functionality&lt;br /&gt;
to be added to billing server before it can be used)&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.6 ----------------------------------&lt;br /&gt;
Fix against Sage386's DoS attack (At least one that crashed Trench Wars and&lt;br /&gt;
I have crash dump about). It is a simple buffer overflow bug in login code&lt;br /&gt;
&lt;br /&gt;
New sysop command *version. Tells version for the server&lt;br /&gt;
&lt;br /&gt;
Added weapons server to client packetloss to /*lag command&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.5 ----------------------------------&lt;br /&gt;
Added weapons checking. To enable it set in server.ini Misc:CheckWeapons:1&lt;br /&gt;
If enabled follwing checks are preformed:&lt;br /&gt;
* Bullet fired with level &amp;gt; [ship]MaxGuns + [Flag]FlaggerGunUpgrade&lt;br /&gt;
* Boucning bullet fired and [PrizeWeight]BouncingBullets is 0 and [Cost]Bounce&lt;br /&gt;
  is 0&lt;br /&gt;
* Bomb fired with level &amp;gt; [ship]MaxBombs + [Flag]FlaggerBombUpgrade&lt;br /&gt;
* Prox bomb fired and [PrizeWeight]Proximity is 0 and [Cost]Prox is 0&lt;br /&gt;
* Bomb fired with shrap &amp;gt; [ship]ShrapnelMax&lt;br /&gt;
* Bomb fired with bouncing shrap and [PrizeWeight]BouncingBullets is 0 and&lt;br /&gt;
  [Cost]Bounce is 0&lt;br /&gt;
* Mine is fired and [ship]MaxMines is 0&lt;br /&gt;
* A prize is picked up and [PrizeWeight] of that prize is 0&lt;br /&gt;
* Stealth is turned on and [ship]StealthStatus is 0&lt;br /&gt;
* Cloak is turned on and [ship]CloakStatus is 0&lt;br /&gt;
* XRadar is turned on and [ship]XRadarStatus is 0&lt;br /&gt;
* Anti-Warp is turned on and [ship]AntiWarpStatus is 0&lt;br /&gt;
* Player uses ufo&lt;br /&gt;
&lt;br /&gt;
If one of the above conditions is true red sysop alert message is triggered and&lt;br /&gt;
that weapon packet is ignored. If [security]SecurityKickoff is 1 in server.cfg&lt;br /&gt;
file player is kicked out too. Check is deactiveded for smod+&lt;br /&gt;
&lt;br /&gt;
Added functinality to enable mod/smod/sysop commands only in certain arenas. &lt;br /&gt;
Access is controlled via moderate.txt/smod.txt/sysop.txt. To restrict access&lt;br /&gt;
append to moderate.txt/smod.txt/sysop.txt:&lt;br /&gt;
+playername:arenaname&lt;br /&gt;
If arenaname is empty access is granted in main (public) arenas. If arenaname&lt;br /&gt;
is @ access is granted in all private (not main) arenas. Here is an example of&lt;br /&gt;
smod.txt to grant smod access to PriitK in all arenas, to Foobar in public&lt;br /&gt;
arenas only, to Poophead in all private arenas and to Lagger in elim and super&lt;br /&gt;
arena&lt;br /&gt;
------smod.txt------&lt;br /&gt;
PriitK&lt;br /&gt;
Foobar&lt;br /&gt;
Poophead&lt;br /&gt;
Lagger&lt;br /&gt;
+Foobar:&lt;br /&gt;
+Poophead:@&lt;br /&gt;
+Lagger:elim&lt;br /&gt;
+Lagger:super&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:MaxPlayers. Overrides server.ini's Arena:ArenaMaxPlayers&lt;br /&gt;
variable for a spawn&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:ShipTypeSwitchResetPeriod. If set non-zero player&lt;br /&gt;
shipchange counters are reset in given period. It allows to set &lt;br /&gt;
Security:MaxShipTypeSwitchCount low to kick out players that use ship changes&lt;br /&gt;
to get good configuration or spawning spot&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:GreetMessage. It is sent to player when s/he enters&lt;br /&gt;
spawn&lt;br /&gt;
&lt;br /&gt;
New cfg variables: Misc:PeriodicMessage0-PeriodicMessage4. Value must have&lt;br /&gt;
following syntax: &amp;lt;period&amp;gt; &amp;lt;delay&amp;gt; [*]&amp;lt;text&amp;gt;&lt;br /&gt;
If set and players are in spawn &amp;lt;text&amp;gt;s starting with * are sent out as zone&lt;br /&gt;
messages and without * as arena messages. &amp;lt;period&amp;gt; &amp;lt;delay&amp;gt; are in minutes,&lt;br /&gt;
&amp;lt;delay&amp;gt; indicates when first message is sent after arena creation.&lt;br /&gt;
&lt;br /&gt;
New command: /*watchgreen. Toggles player green pickup logging on/off for&lt;br /&gt;
selected player. Then turned on, moderator who did it will receive notification&lt;br /&gt;
message every time when that player picks up green&lt;br /&gt;
&lt;br /&gt;
New command: /*einfo. Displays player billing user id and screen resolution&lt;br /&gt;
&lt;br /&gt;
New command: /*lag. Displays player ping and packetloss&lt;br /&gt;
&lt;br /&gt;
New command: ?lag. Displays ping and packetloss&lt;br /&gt;
&lt;br /&gt;
New commads: *getfile, *putfile and *delfile. Allow sysop to get/put/delete&lt;br /&gt;
files from server directory. exe, com, dll, bat and cmd files are offlimits.&lt;br /&gt;
Following commands were removed: get/putsysoplist, get/putsmodlist, &lt;br /&gt;
get/putnews, get/putobscene&lt;br /&gt;
&lt;br /&gt;
New command: *listban. Lists all active /*kill &amp;lt;minutes&amp;gt; bans with machine id,&lt;br /&gt;
time in seconds since ban was made, ban length in seconds&lt;br /&gt;
&lt;br /&gt;
New command: *removeban &amp;lt;machineid&amp;gt;. Removes a /*kill &amp;lt;minutes&amp;gt; ban&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.4 ----------------------------------&lt;br /&gt;
New command: /*ufo&lt;br /&gt;
&lt;br /&gt;
New command: /*super. If player isn't smod+ server will give data checksum&lt;br /&gt;
warnings&lt;br /&gt;
&lt;br /&gt;
New command: ?scorereset and 2 server.ini settings: Misc:AllowPubScorereset and&lt;br /&gt;
Misc:AllowPvtScorereset&lt;br /&gt;
&lt;br /&gt;
New command: *listmod - lists all mods+ in zone. SMod+ access is required for&lt;br /&gt;
this commad&lt;br /&gt;
&lt;br /&gt;
Fixed flag neuting: New server.ini setting Misc:TimerDropFlagTerritoryRadius&lt;br /&gt;
same as Flag:FlagTerritoryRadius, but will used only if flags are dropped when&lt;br /&gt;
timer expires. So, if you set Flag:FlagTerritoryRadius to 0 and &lt;br /&gt;
Misc:TimerDropFlagTerritoryRadius to 8 flags will be respawned on freq/ship&lt;br /&gt;
change&lt;br /&gt;
&lt;br /&gt;
Removed /*setfreq restrictions&lt;br /&gt;
&lt;br /&gt;
Fixed bug that caused occasional zone crashes&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.3 ----------------------------------&lt;br /&gt;
? commands flooding protection (?chat macro)&lt;br /&gt;
&lt;br /&gt;
freq change flooding protection (=%freq macro in spec)&lt;br /&gt;
&lt;br /&gt;
New command: *specall - puts all players in arena to spec, but doesn't lock&lt;br /&gt;
them. Usual access restrictions apply: mods and smods cant spec sysops and mods&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:NoAntiInSafe. If set to non-zero antiwarp is &lt;br /&gt;
disabled in safe zones&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:LockFreqs. If set to non-zero freq changing when&lt;br /&gt;
arena is locked is disabled&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:PositionDataAccess. Extra position data is really &lt;br /&gt;
information about the player ship. It is displayed to spectators in the top of&lt;br /&gt;
screen (energy, rockets, walls, portals, etc). Normally only sysops see it, but&lt;br /&gt;
it can be configured in server.cfg via Misc:ExtraPositionData so, that all&lt;br /&gt;
players see it. It is not recommended, because it increases bandwidth players&lt;br /&gt;
use about 50% thus increasing ping/packetloss. This variable controls, who see&lt;br /&gt;
extra data. 0 - only sysops, 1 - smod+, 2 - mod+. It is meaningful only if &lt;br /&gt;
Misc:ExtraPositionData is 0 in server.cfg&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:AlertCommand. Replacement to BanG ?cheater&lt;br /&gt;
command. Players can type ?&amp;lt;Misc:AlertCommand&amp;gt; &amp;lt;text&amp;gt;, that &amp;lt;text&amp;gt; is sent to&lt;br /&gt;
all mods+ who are in the zone. Command is disabled, if value of this variable&lt;br /&gt;
is empty.&lt;br /&gt;
&lt;br /&gt;
Negative bounty fix. Negative bounty is ignored and will trigger red sysop&lt;br /&gt;
messages&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Subgame]]&lt;br /&gt;
[[Category: Servers]]&lt;/div&gt;</summary>
		<author><name>L.C.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Subgame&amp;diff=4140</id>
		<title>Subgame</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Subgame&amp;diff=4140"/>
				<updated>2007-02-10T05:17:11Z</updated>
		
		<summary type="html">&lt;p&gt;L.C.: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Based on [[VIE]]'s special Subgame, [[Subgame]] (or Subgame2) is the alternate server to [[ASSS]]. It was originally made by [[VIE]], but was edited by [[PriitK]] to support [[Continuum]]. It uses more memory, is not as flexible, and is not open source as compared to ASSS. However, Subgame is far more compact, simple, user friendly, cleaner, and offers an acceptable standard of features. Subgame works in connection with a [[Billing Server]] to allow users to enter a zone. Old and stable, Subgame is used by most zones today.&lt;br /&gt;
&lt;br /&gt;
== .scr files ==&lt;br /&gt;
Subgame saves private arena scores in .scr files, one for each arena. These files are composed of repeating structures that hold score information for one player as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;struct PlayerScore&lt;br /&gt;
{&lt;br /&gt;
	unsigned long userid;	//given by ?userid command&lt;br /&gt;
	unsigned short kills, deaths;&lt;br /&gt;
	unsigned short victories;	//incremented on a team victory, player must be in a ship, not spec.&lt;br /&gt;
	long killpoints, flagpoints;&lt;br /&gt;
};&amp;lt;/pre&amp;gt;&lt;br /&gt;
[http://www.shanky.com/cgi-bin/ryan/download.cgi?scrfiles.zip Here] are two tools to manipulate .scr files.&lt;br /&gt;
&lt;br /&gt;
== Change Log ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
----------------------------- version 1.34.14bs2 ------------------------------&lt;br /&gt;
Small update to disable &amp;quot;Unknown Integrity Violation&amp;quot; alerts caused by a yet&lt;br /&gt;
unsupported packet.&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.14bs -------------------------------&lt;br /&gt;
Removed handler for 'Process debugger' security warnings, as Cont039pr3 sends&lt;br /&gt;
them (as well as your process list) erroneously.&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.14b --------------------------------&lt;br /&gt;
Added new security checks for Continuum 0.39pr2&lt;br /&gt;
&lt;br /&gt;
Fixed rare crash on certain invalid packet sequence&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:BindIP - local IP address to bind server ports &lt;br /&gt;
to. Useful in multihomed systems only.&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.14a --------------------------------&lt;br /&gt;
New server.ini variable: Misc:BotsIP - clients with that IP are allowed to&lt;br /&gt;
exceed packet flood limits&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.14 ---------------------------------&lt;br /&gt;
New server.ini variable: Misc:AllowPrerelease - default 1, when set, users with&lt;br /&gt;
new prerelease versions are allowed to play&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:SaveSpawnScore - default 0, when set, server will save&lt;br /&gt;
arena score to arenaname.scr file. NB! default setting changes differs from&lt;br /&gt;
older subgame versions, where spawn scores were always saved to .scr file and&lt;br /&gt;
there was no option to disable it. Disabling .scr file save will make server&lt;br /&gt;
run smoother and will prevent server directory filling up with useless files.&lt;br /&gt;
&lt;br /&gt;
Fixed false connection flood alerts&lt;br /&gt;
&lt;br /&gt;
Fixed player not taking damage after macroing ?go arena several times&lt;br /&gt;
													   &lt;br /&gt;
----------------------------- version 1.34.13c --------------------------------&lt;br /&gt;
Added client timer drift percentage to /*einfo&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.13b --------------------------------&lt;br /&gt;
Added support for position packet queueing and smart clustering to save &lt;br /&gt;
bandwidth. To enable it, set in server.ini Routing:QueuePositions:1. Following&lt;br /&gt;
variables can be used to control clustering process: &lt;br /&gt;
Routing:PosSendRadar - how long radar packets are queued, default 100 ms &lt;br /&gt;
Routing:PosSendEdge - how long packets on screen edge are queued, default 30 ms&lt;br /&gt;
Routing:PosSendClose - how long close packets are queue, default 20 ms&lt;br /&gt;
Routing:ClosePosPixels - how near are packets considered close, default 250 &lt;br /&gt;
pixels&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:MaxTimerDrift - percentage how much client timer is &lt;br /&gt;
allowed to differ from server timer [Continuum 0.38+]&lt;br /&gt;
&lt;br /&gt;
Added support for chat channel multicast to prevent zone&amp;lt;&amp;gt;biller connection&lt;br /&gt;
overload on very popular chats like Hockey zone's ?chat=zilla&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Latency:NegativeClientSlowPacketTime - packets with future&lt;br /&gt;
timestamp farther in future than this variable are considered as slow packets.&lt;br /&gt;
Default value: 0 - feature is disabled. Feature is still experimental.&lt;br /&gt;
[Continuum 0.38+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Soccer:DisableWallPass - default 0, when set, passing ball&lt;br /&gt;
through walls is diabled. There must be clear line between ball and ship &lt;br /&gt;
center to pick up ball [Continuum 0.38+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Soccer:DisableBallKilling - default 0, when set, ships with&lt;br /&gt;
0 velocity in safezone don't catch ball [Continuum 0.38+]&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.13a --------------------------------&lt;br /&gt;
Fixed extreme lagging bug when subgame was stated when GetTickCount() returned&lt;br /&gt;
negative values (Windows has been running without rebooting 25 days)&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.13 ---------------------------------&lt;br /&gt;
Removed incoming bandwidth limit from localhost connections&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:AntiWarpSettleDelay - time in 1/100th seconds after &lt;br /&gt;
warping/portaling/attaching during which artificial antiwarp is activated&lt;br /&gt;
[Continuum 0.38+]&lt;br /&gt;
&lt;br /&gt;
New cfg variables: Spawn:Team0-X, Spawn:Team0-Y, Spawn:Team0-Radius - allows&lt;br /&gt;
specify spawn location and radius per team. If only Team0 variables are set, &lt;br /&gt;
all teams use them, if Team0 and Team1 variables are set, even teams use Team0&lt;br /&gt;
ones and odd team Team1 ones. It is possible to set spawn positions upto 4&lt;br /&gt;
teams (Team0-Team3) [Continuum 0.38+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:DisableScreenshot - disables Continuum's screenshot&lt;br /&gt;
functionality for non-spectators if set to 1 [Continuum 0.37+]&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Comms:FlushTime - time in millseconds how long server&lt;br /&gt;
will collect position packets before sending them to clients. Recommended&lt;br /&gt;
setting: 10 - 20&lt;br /&gt;
&lt;br /&gt;
Fixed unauthenticated users (name starting with ^) getting moderator powers&lt;br /&gt;
when using billing server proxy and billing server is down&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Comms:BandwithIdleTime - time in seconds when server&lt;br /&gt;
stops sending position packets to idle spectators. Useful to save bandwidth. &lt;br /&gt;
Idle time is also shown in /*einfo now&lt;br /&gt;
&lt;br /&gt;
Fixed server crash when client requested to go to negative frequency&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Comms:SelectTime - time in millseconds how long server&lt;br /&gt;
should wait incoming packet using select() function. This is replacement for &lt;br /&gt;
CPU:SleepTime, which sleeps constant time, regardless if there are incoming&lt;br /&gt;
packets waiting processing or not. Recommended settings: Comms:SelectTime:10,&lt;br /&gt;
CPU:SleepTime:0 and CPU:SleepPerIteration:0&lt;br /&gt;
&lt;br /&gt;
Fixed bug in Continuum's protocol. NB! Continuum 0.38 will require 1.34.13&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.12a --------------------------------&lt;br /&gt;
Added proxy detection to /*einfo. Proxy is detected for Continuum 0.37 and&lt;br /&gt;
later clients. You need to set server IP address in server.ini [Misc] ServerIP&lt;br /&gt;
for it to work. &lt;br /&gt;
* Undetermined - SS 1.3x or Continuum 0.36 clients&lt;br /&gt;
* SOCKS5 proxy - User is using Continuum's built in SOCKS5 proxy&lt;br /&gt;
* Using proxy at localhost - player is using proxy ran in same machine as &lt;br /&gt;
Continuum client. There is no other reason to do so than monitoring or &lt;br /&gt;
tampering with packet stream&lt;br /&gt;
* Using custom proxy - player is using custom proxy. Suspect cheating.&lt;br /&gt;
* Using NAT - player is using router or firewall doing NAT translation&lt;br /&gt;
* Not using proxy - no proxy was detected between client and server&lt;br /&gt;
&lt;br /&gt;
Fixed timer desync and slow FPS sysop messages. Before &amp;quot;Unknown interity &lt;br /&gt;
violation&amp;quot; was displayed&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:StartInSpec - if set, players entering arena are always&lt;br /&gt;
put to spectator mode&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:ForceContinuumOnly - if set server will ignore&lt;br /&gt;
ContinuumOnly variable is all cfg files and require Continuum in all arenas&lt;br /&gt;
&lt;br /&gt;
New command: *objset +/-&amp;lt;object id&amp;gt;,+/-&amp;lt;object id&amp;gt;,... - sets state of listed&lt;br /&gt;
map/screen objects. +&amp;lt;object id&amp;gt; shows object and -&amp;lt;object id&amp;gt; hides it. For &lt;br /&gt;
example &amp;quot;*objset +1,-20,+13&amp;quot; shows objects 1 and 13 and hides object 20.&lt;br /&gt;
Command is meant to replace *objon and *objoff commands and it can be sent&lt;br /&gt;
to player privately or to whole arena. Command is meant for humans to use, for&lt;br /&gt;
bots there is special packet for toggling objects states which is much more&lt;br /&gt;
efficient. See BuildLevel documentation for more info about the objects. &lt;br /&gt;
[Continuum 0.38+]&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.12 release -------------------------&lt;br /&gt;
Added support for zone staff chats. To use local chats set Misc:StaffChat in&lt;br /&gt;
server.ini to comma separated chat name list. Only players with moderator and&lt;br /&gt;
higher powers can enter these chats and in ?chat these chats are listed as&lt;br /&gt;
(staff) chatname&lt;br /&gt;
&lt;br /&gt;
Disabled non-public chat ? commands (ie /?password or '?squadleave) as there &lt;br /&gt;
has beed a lot of accidents where players trying to help others will do the&lt;br /&gt;
command without intention&lt;br /&gt;
&lt;br /&gt;
Bugfix in Continuum 0.37 user handling&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.12pr4 ------------------------------&lt;br /&gt;
Fixed a crash bug introduced in 1.34.12pr3 in user sound checking&lt;br /&gt;
&lt;br /&gt;
New command: /*watchdamage - Toggles player damage reporting on/off for &lt;br /&gt;
selected player. When turned on moderator will see something like that:&lt;br /&gt;
PriitK took 500 damage from l33t L2 bomb having 1400 nrg [Continuum 0.37+]&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.12pr3 ------------------------------&lt;br /&gt;
Added support for team sounds. Regular users can play sounds %150 - %255 in&lt;br /&gt;
team chat, zone sysops can upload these sounds in lvz file&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:MinUsage. Specifies amount of usage in hours for players&lt;br /&gt;
to play in arena.&lt;br /&gt;
&lt;br /&gt;
Adding + in front of level files specified by Misc:LevelFiles will make &lt;br /&gt;
downloading them optional for users&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.12pr2 ------------------------------&lt;br /&gt;
Fixed crash when lvz file is specified in cfg, but file is not present&lt;br /&gt;
&lt;br /&gt;
Fixed /*tinfo to display invalid last line&lt;br /&gt;
&lt;br /&gt;
Fixed vip functionality to bypass code checksums&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.12pr1 ------------------------------&lt;br /&gt;
Added collecting of server&amp;lt;-&amp;gt; client clock synchronization info and commad &lt;br /&gt;
/*tinfo to view it. &lt;br /&gt;
&lt;br /&gt;
Removed printing of XXX killed by YYY to server console&lt;br /&gt;
&lt;br /&gt;
Removed updating of LastUsedStamp for spawn cfg files&lt;br /&gt;
&lt;br /&gt;
New cfg variable: &amp;lt;ship&amp;gt;:Radius. It specifies ship radius in pixels. In old&lt;br /&gt;
Subspace all ships have fixed radius 14 pixels. This means that ships will fit&lt;br /&gt;
through 2 tile holes, will take damage from weapons 14 pixels away from ship&lt;br /&gt;
center etc. Changing the radius will make ships smaller or bigger from game&lt;br /&gt;
play aspect, you can also change visual aspect to players by specifying custom&lt;br /&gt;
level graphics and also sounds [Continuum 0.37+]&lt;br /&gt;
&lt;br /&gt;
New command: *objon &amp;lt;object id&amp;gt; - shows objects on map/screen with specified &lt;br /&gt;
id. Can be sent to player privately or to whole arena. See BuildLevel &lt;br /&gt;
documentation for more info. [Continuum 0.37+]&lt;br /&gt;
&lt;br /&gt;
New command: *objoff &amp;lt;object id&amp;gt; - hides objects on map/screen with specified&lt;br /&gt;
id. Can be sent to player privately or to whole arena. [Continuum 0.37+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:LevelFiles. Comma separated list of level files built &lt;br /&gt;
with BuildLevel.exe (lvz files). These files contain screen and map object &lt;br /&gt;
definitions and graphics, custom shipsets, sounds, help texts, etc. See&lt;br /&gt;
BuildLevel documentation for more info. [Continuum 0.37+]&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:AllowVIEClients. When set to 0 Subspace client&lt;br /&gt;
users are not allowed to enter zone. (It was actually added a while ago but&lt;br /&gt;
I forgot to document it)&lt;br /&gt;
&lt;br /&gt;
Added vip.txt. Players listed in vip.txt can enter zone with old Subspace&lt;br /&gt;
client when zone is set to Misc:AllowVIEClients:0 and can play in arenas that&lt;br /&gt;
have Misc:ContinuumOnly set to 1 in config. Also players listed can enter zone&lt;br /&gt;
with Continuum 0.37 pre-release versions. When billing server is down vip.txt&lt;br /&gt;
is ignored, naturally&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.11 ---------------------------------&lt;br /&gt;
New command: /*warpto xcoord ycoord - privately sent to player will warp player &lt;br /&gt;
to given position. Coordinates are given in tiles (1-1023), when there is wall&lt;br /&gt;
at specified location, random position is chosen. [Continuum 0.35+]&lt;br /&gt;
&lt;br /&gt;
Modified /*watchgreen to show negative prizes&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Spectator:HideFlags. When set dropped flags are not shown to&lt;br /&gt;
spectators. [Continuum 0.36+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Spectator:NoXRadar. When set spectators won't have X-Radar&lt;br /&gt;
[Continuum 0.36+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Bullet:ExactDamage. When set bullet damage is exact, not&lt;br /&gt;
random [Continuum 0.36+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:SlowFrameRate. Specifies minimum frame rate for client.&lt;br /&gt;
When frame rate falls below specified rate for 10 seconds, client is &lt;br /&gt;
disconnected. 0 - disable check, maximum is 35 [Continuum 0.36+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: &amp;lt;ship&amp;gt;:SeeBombLevel. 1=see all bombs on radar, 2=see bombs&lt;br /&gt;
greater than level 1 on radar, 3=see bombs greater than level 2 on radar, &lt;br /&gt;
0 = no bombs are shown on radar [Continuum 0.36+]&lt;br /&gt;
&lt;br /&gt;
New cfg variable: &amp;lt;ship&amp;gt;:DisableFastShooting. When set firing bullets, bombs&lt;br /&gt;
and thors is disabled when using afterburner [Continuum 0.36+]&lt;br /&gt;
&lt;br /&gt;
Fixed a bug in Continuum communcation protocol that caused connection to get&lt;br /&gt;
stuck infrequently&lt;br /&gt;
&lt;br /&gt;
Added confirmation message to /*warn command&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:NoFlagRewardLimit. If set non-zero reward &lt;br /&gt;
multiplier limit is removed in FlagRewardMode 1. Multiplier is &lt;br /&gt;
(maximumAllowedPerTeam / numberOfTeamMembers), if NoFlagRewardLimit is set 0&lt;br /&gt;
multiplier is limited by 2.&lt;br /&gt;
&lt;br /&gt;
Fixed bug causing infrequent server crashes (Access violation at &lt;br /&gt;
address 41d006)&lt;br /&gt;
&lt;br /&gt;
Fixed another crash bug (Access violation at address 428e20)&lt;br /&gt;
&lt;br /&gt;
Fixed security hole that allows anybody to upload moderate.txt and permit.txt&lt;br /&gt;
&lt;br /&gt;
Fixed 'shadow KOTH' bug. When entering arena other players sometimes see that &lt;br /&gt;
entered player has KOTH, while he doesn't. Happends very seldom, but when it is&lt;br /&gt;
triggered all players entering had KOTH and only server shutdown/start would&lt;br /&gt;
fix that&lt;br /&gt;
&lt;br /&gt;
Fixed problem of public teams becoming uneven when there are private teams in &lt;br /&gt;
arena.&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:ContinuumOnly. When set to 1 non-Continuum players are&lt;br /&gt;
locked to spec and get message to use Continuum to play&lt;br /&gt;
&lt;br /&gt;
New cfg variables: Latency:C2SNoDataAction and Latency:C2SNoDataTime. If &lt;br /&gt;
C2SNoDataAction is set to non-zero and there is no data coming from player for &lt;br /&gt;
C2SNoDataTime (in 1/100th seconds) follwing action is performed:&lt;br /&gt;
C2SNoDataAction=1: Report it using sysop message&lt;br /&gt;
C2SNoDataAction=2: Put player to spec mode&lt;br /&gt;
C2SNoDataAction=4; Kick player.&lt;br /&gt;
C2SNoDataAction can be combination (sum) of above actions.&lt;br /&gt;
&lt;br /&gt;
Added new ArenaMode 5 (Custom:ArenaMode in server.ini). In arena mode 1-4 &lt;br /&gt;
arenaname.cfg is created (copied from server.cfg) every time a user enters a &lt;br /&gt;
spawn. This means that over time cfg files are piling up in server directory&lt;br /&gt;
and changes in server.cfg are not reflected in spawns, makeing maintenance of&lt;br /&gt;
settings pain in the ass. In ArenaMode 5 if arenaname.cfg is not found, server&lt;br /&gt;
will use spawn.cfg.&lt;br /&gt;
&lt;br /&gt;
Fixed bug in server that allowed sending cross-arena private messages so that &lt;br /&gt;
they appear to come from user without name.&lt;br /&gt;
&lt;br /&gt;
New command: *relkills &amp;lt;0 or 1&amp;gt; - toggles sending kills reliably on and off.&lt;br /&gt;
Normally server sends kill messages as non-reliable messages if killed player's&lt;br /&gt;
bounty is less than 200 (teamkills are always non-reliable). Setting &lt;br /&gt;
*relkills 1 will make server send kill messages reliably, &lt;br /&gt;
&lt;br /&gt;
New command: /*bandwidth &amp;lt;bandwidth&amp;gt; - allow to set cutback watermark per &lt;br /&gt;
player, overriding arena's Latency:CutbackWatermark setting&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.10 ---------------------------------&lt;br /&gt;
New command: *warn &amp;lt;text&amp;gt; - privately sent to player will display moderator&lt;br /&gt;
warning using red font to player&lt;br /&gt;
&lt;br /&gt;
Fixed problem with keepalive. After sending large amouts of data, such as&lt;br /&gt;
voice messages, settings, etc players got often kicked with low keepalive &lt;br /&gt;
values.&lt;br /&gt;
&lt;br /&gt;
Added client version display to /*einfo&lt;br /&gt;
&lt;br /&gt;
Fixed 3 buffer length checking/overflow bugs in lowlevel protocol&lt;br /&gt;
&lt;br /&gt;
Added ability to disable *shutdown command as sysops can execute arbitrary &lt;br /&gt;
commands with it and it is potential threat to host security. To disable &lt;br /&gt;
*shutdown create noshutdown directory to server directory. Don't forget to&lt;br /&gt;
set file permissions of that directory if sysops have FTP access&lt;br /&gt;
&lt;br /&gt;
Tons of continuum client releated changes&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.9 ----------------------------------&lt;br /&gt;
Fixed protection against IP spoofed packet floods. Made a simple mistake and &lt;br /&gt;
left it open to smart flooders. Smack me&lt;br /&gt;
&lt;br /&gt;
New command: *flags - displays locations of uncarried flags&lt;br /&gt;
&lt;br /&gt;
New command: /*greeninfo - displays how many particular prizes player has&lt;br /&gt;
picked up and it's difference from normal distribution&lt;br /&gt;
&lt;br /&gt;
Added displaying of client type to /*einfo to distinquish between VIE and&lt;br /&gt;
Continuum clients&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.8 ----------------------------------&lt;br /&gt;
Added protection against IP spoofed packet floods&lt;br /&gt;
&lt;br /&gt;
Fix against another DoS attack (voice sending with incomplete packet)&lt;br /&gt;
&lt;br /&gt;
New sysop command: *lag: shows average lag of all players in zone&lt;br /&gt;
&lt;br /&gt;
?getnews is now available only in spectator mode&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.7 ----------------------------------&lt;br /&gt;
Added fix against Catid's zone flooder. When flood is detected IP address is&lt;br /&gt;
added to blacklist and all traffic from that IP is ignored for time relative&lt;br /&gt;
to amount of flood received. Flooder's IP is reported once using sysop alert&lt;br /&gt;
&lt;br /&gt;
Added fastbombing detection. To enable it set Misc:CheckFastBombing in &lt;br /&gt;
server.ini as combination (sum) of following values:&lt;br /&gt;
 1 - Send sysop alert when fastbombing is detected&lt;br /&gt;
 2 - Filter out fastbombs&lt;br /&gt;
 4 - Kick fastbombing player off&lt;br /&gt;
There is Misc:FastBombingThreshold variable in server.ini to tune detection.&lt;br /&gt;
Default and recommended value for that variable is 30. Bomb/mine is considered&lt;br /&gt;
for fastbombing if delay between 2 bombs/mines is less than &lt;br /&gt;
ship:BombFireDelay - Misc:FastBombingThreshold&lt;br /&gt;
&lt;br /&gt;
Added support for multiple alert commands. Misc:AlertCommand is now comma&lt;br /&gt;
separated list of player alert commands (f.ex. cheater,help,illegal)&lt;br /&gt;
&lt;br /&gt;
Alert commands are now logged to server log&lt;br /&gt;
&lt;br /&gt;
Added support for zone local chats. To use local chats set Misc:LocalChat in&lt;br /&gt;
server.ini to comma separated chat name list&lt;br /&gt;
&lt;br /&gt;
Added ability to force obscene checking on for all clients. To enable it set&lt;br /&gt;
Misc:ForceObsceneCheck in server.ini to 1. Users can toggle obscenity blocking&lt;br /&gt;
by ?obscene command&lt;br /&gt;
&lt;br /&gt;
Added new player command: ?find &amp;lt;player name&amp;gt;. Tells in what arena specified&lt;br /&gt;
player is if not in private arena (starting with #). Moderators can find&lt;br /&gt;
players in private arenas too&lt;br /&gt;
&lt;br /&gt;
Players with name ^Banned are silenced and locked to spec&lt;br /&gt;
&lt;br /&gt;
Added feature to limit player's screen resolution. To enable set in an arena&lt;br /&gt;
cfg file Misc:MaxXRes and Misc:MaxYRes variables. 0 = no limit&lt;br /&gt;
&lt;br /&gt;
Added scorereset support without need to recycle zone (needs same functionality&lt;br /&gt;
to be added to billing server before it can be used)&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.6 ----------------------------------&lt;br /&gt;
Fix against Sage386's DoS attack (At least one that crashed Trench Wars and&lt;br /&gt;
I have crash dump about). It is a simple buffer overflow bug in login code&lt;br /&gt;
&lt;br /&gt;
New sysop command *version. Tells version for the server&lt;br /&gt;
&lt;br /&gt;
Added weapons server to client packetloss to /*lag command&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.5 ----------------------------------&lt;br /&gt;
Added weapons checking. To enable it set in server.ini Misc:CheckWeapons:1&lt;br /&gt;
If enabled follwing checks are preformed:&lt;br /&gt;
* Bullet fired with level &amp;gt; [ship]MaxGuns + [Flag]FlaggerGunUpgrade&lt;br /&gt;
* Boucning bullet fired and [PrizeWeight]BouncingBullets is 0 and [Cost]Bounce&lt;br /&gt;
  is 0&lt;br /&gt;
* Bomb fired with level &amp;gt; [ship]MaxBombs + [Flag]FlaggerBombUpgrade&lt;br /&gt;
* Prox bomb fired and [PrizeWeight]Proximity is 0 and [Cost]Prox is 0&lt;br /&gt;
* Bomb fired with shrap &amp;gt; [ship]ShrapnelMax&lt;br /&gt;
* Bomb fired with bouncing shrap and [PrizeWeight]BouncingBullets is 0 and&lt;br /&gt;
  [Cost]Bounce is 0&lt;br /&gt;
* Mine is fired and [ship]MaxMines is 0&lt;br /&gt;
* A prize is picked up and [PrizeWeight] of that prize is 0&lt;br /&gt;
* Stealth is turned on and [ship]StealthStatus is 0&lt;br /&gt;
* Cloak is turned on and [ship]CloakStatus is 0&lt;br /&gt;
* XRadar is turned on and [ship]XRadarStatus is 0&lt;br /&gt;
* Anti-Warp is turned on and [ship]AntiWarpStatus is 0&lt;br /&gt;
* Player uses ufo&lt;br /&gt;
&lt;br /&gt;
If one of the above conditions is true red sysop alert message is triggered and&lt;br /&gt;
that weapon packet is ignored. If [security]SecurityKickoff is 1 in server.cfg&lt;br /&gt;
file player is kicked out too. Check is deactiveded for smod+&lt;br /&gt;
&lt;br /&gt;
Added functinality to enable mod/smod/sysop commands only in certain arenas. &lt;br /&gt;
Access is controlled via moderate.txt/smod.txt/sysop.txt. To restrict access&lt;br /&gt;
append to moderate.txt/smod.txt/sysop.txt:&lt;br /&gt;
+playername:arenaname&lt;br /&gt;
If arenaname is empty access is granted in main (public) arenas. If arenaname&lt;br /&gt;
is @ access is granted in all private (not main) arenas. Here is an example of&lt;br /&gt;
smod.txt to grant smod access to PriitK in all arenas, to Foobar in public&lt;br /&gt;
arenas only, to Poophead in all private arenas and to Lagger in elim and super&lt;br /&gt;
arena&lt;br /&gt;
------smod.txt------&lt;br /&gt;
PriitK&lt;br /&gt;
Foobar&lt;br /&gt;
Poophead&lt;br /&gt;
Lagger&lt;br /&gt;
+Foobar:&lt;br /&gt;
+Poophead:@&lt;br /&gt;
+Lagger:elim&lt;br /&gt;
+Lagger:super&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:MaxPlayers. Overrides server.ini's Arena:ArenaMaxPlayers&lt;br /&gt;
variable for a spawn&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:ShipTypeSwitchResetPeriod. If set non-zero player&lt;br /&gt;
shipchange counters are reset in given period. It allows to set &lt;br /&gt;
Security:MaxShipTypeSwitchCount low to kick out players that use ship changes&lt;br /&gt;
to get good configuration or spawning spot&lt;br /&gt;
&lt;br /&gt;
New cfg variable: Misc:GreetMessage. It is sent to player when s/he enters&lt;br /&gt;
spawn&lt;br /&gt;
&lt;br /&gt;
New cfg variables: Misc:PeriodicMessage0-PeriodicMessage4. Value must have&lt;br /&gt;
following syntax: &amp;lt;period&amp;gt; &amp;lt;delay&amp;gt; [*]&amp;lt;text&amp;gt;&lt;br /&gt;
If set and players are in spawn &amp;lt;text&amp;gt;s starting with * are sent out as zone&lt;br /&gt;
messages and without * as arena messages. &amp;lt;period&amp;gt; &amp;lt;delay&amp;gt; are in minutes,&lt;br /&gt;
&amp;lt;delay&amp;gt; indicates when first message is sent after arena creation.&lt;br /&gt;
&lt;br /&gt;
New command: /*watchgreen. Toggles player green pickup logging on/off for&lt;br /&gt;
selected player. Then turned on, moderator who did it will receive notification&lt;br /&gt;
message every time when that player picks up green&lt;br /&gt;
&lt;br /&gt;
New command: /*einfo. Displays player billing user id and screen resolution&lt;br /&gt;
&lt;br /&gt;
New command: /*lag. Displays player ping and packetloss&lt;br /&gt;
&lt;br /&gt;
New command: ?lag. Displays ping and packetloss&lt;br /&gt;
&lt;br /&gt;
New commads: *getfile, *putfile and *delfile. Allow sysop to get/put/delete&lt;br /&gt;
files from server directory. exe, com, dll, bat and cmd files are offlimits.&lt;br /&gt;
Following commands were removed: get/putsysoplist, get/putsmodlist, &lt;br /&gt;
get/putnews, get/putobscene&lt;br /&gt;
&lt;br /&gt;
New command: *listban. Lists all active /*kill &amp;lt;minutes&amp;gt; bans with machine id,&lt;br /&gt;
time in seconds since ban was made, ban length in seconds&lt;br /&gt;
&lt;br /&gt;
New command: *removeban &amp;lt;machineid&amp;gt;. Removes a /*kill &amp;lt;minutes&amp;gt; ban&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.4 ----------------------------------&lt;br /&gt;
New command: /*ufo&lt;br /&gt;
&lt;br /&gt;
New command: /*super. If player isn't smod+ server will give data checksum&lt;br /&gt;
warnings&lt;br /&gt;
&lt;br /&gt;
New command: ?scorereset and 2 server.ini settings: Misc:AllowPubScorereset and&lt;br /&gt;
Misc:AllowPvtScorereset&lt;br /&gt;
&lt;br /&gt;
New command: *listmod - lists all mods+ in zone. SMod+ access is required for&lt;br /&gt;
this commad&lt;br /&gt;
&lt;br /&gt;
Fixed flag neuting: New server.ini setting Misc:TimerDropFlagTerritoryRadius&lt;br /&gt;
same as Flag:FlagTerritoryRadius, but will used only if flags are dropped when&lt;br /&gt;
timer expires. So, if you set Flag:FlagTerritoryRadius to 0 and &lt;br /&gt;
Misc:TimerDropFlagTerritoryRadius to 8 flags will be respawned on freq/ship&lt;br /&gt;
change&lt;br /&gt;
&lt;br /&gt;
Removed /*setfreq restrictions&lt;br /&gt;
&lt;br /&gt;
Fixed bug that caused occasional zone crashes&lt;br /&gt;
&lt;br /&gt;
----------------------------- version 1.34.3 ----------------------------------&lt;br /&gt;
? commands flooding protection (?chat macro)&lt;br /&gt;
&lt;br /&gt;
freq change flooding protection (=%freq macro in spec)&lt;br /&gt;
&lt;br /&gt;
New command: *specall - puts all players in arena to spec, but doesn't lock&lt;br /&gt;
them. Usual access restrictions apply: mods and smods cant spec sysops and mods&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:NoAntiInSafe. If set to non-zero antiwarp is &lt;br /&gt;
disabled in safe zones&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:LockFreqs. If set to non-zero freq changing when&lt;br /&gt;
arena is locked is disabled&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:PositionDataAccess. Extra position data is really &lt;br /&gt;
information about the player ship. It is displayed to spectators in the top of&lt;br /&gt;
screen (energy, rockets, walls, portals, etc). Normally only sysops see it, but&lt;br /&gt;
it can be configured in server.cfg via Misc:ExtraPositionData so, that all&lt;br /&gt;
players see it. It is not recommended, because it increases bandwidth players&lt;br /&gt;
use about 50% thus increasing ping/packetloss. This variable controls, who see&lt;br /&gt;
extra data. 0 - only sysops, 1 - smod+, 2 - mod+. It is meaningful only if &lt;br /&gt;
Misc:ExtraPositionData is 0 in server.cfg&lt;br /&gt;
&lt;br /&gt;
New server.ini variable: Misc:AlertCommand. Replacement to BanG ?cheater&lt;br /&gt;
command. Players can type ?&amp;lt;Misc:AlertCommand&amp;gt; &amp;lt;text&amp;gt;, that &amp;lt;text&amp;gt; is sent to&lt;br /&gt;
all mods+ who are in the zone. Command is disabled, if value of this variable&lt;br /&gt;
is empty.&lt;br /&gt;
&lt;br /&gt;
Negative bounty fix. Negative bounty is ignored and will trigger red sysop&lt;br /&gt;
messages&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Subgame]]&lt;br /&gt;
[[Category: Servers]]&lt;/div&gt;</summary>
		<author><name>L.C.</name></author>	</entry>

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