Difference between revisions of "Routing Settings"

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=== RadarFavor ===
+
[Routing] These settings affect subgame's management of specific packets.
* Min: 1
 
* Max: 7
 
Number of packets somebody on radar receives (1 = every packet, 3 = every fourth packet, 7 = every eighth packet)
 
  
 +
=== RadarFavor ===
 +
''Datatype:'' Factor (1 to 7).
  
=== CloseEnoughBulletAdjust ===
+
Number of packets somebody on radar receives.
* Min: 0
+
* 1 = every packet
* Max: 512
+
* 3 = every fourth packet
Distance off edge of screen in pixels that bullet packets will always forward to player.
+
* 7 = every eighth packet
  
 +
=== CloseEnoughBulletAdjust ===
 +
''Datatype:'' Pixels (0 to 512).
  
=== CloseEnoughBombAdjust ===
+
The server will send packets to clients updating the position of any bullet at maximum this far off the edge of the player's screen.
* Min: 0
 
* Max: 4096
 
Distance off edge of radar in pixels that bomb packets will always forward to player. (in direction bomb is heading only)
 
  
  
=== DeathDistance ===  
+
=== CloseEnoughBombAdjust ===
* Min: 1000
+
''Datatype:'' Pixels (0 to 4096).
* Max: 16384
+
 
 +
The server will send packets to clients updating the position of any bomb at maximum this far off the edge of the player's radar. Note that the server will only send these if the bomb is heading towards the player.
 +
 
 +
 
 +
=== DeathDistance ===
 +
''Datatype:'' Unknown (1000 to 16384).
 +
 
 
Distance death messages are forwarded.
 
Distance death messages are forwarded.
  
  
=== DoubleSendPercent ===  
+
=== DoubleSendPercent ===
* Min: 500
+
''Datatype:'' Tenths of a percent (500 to 900).
* Max: 900
 
Percentage packetloss at which server starts double sending weapon packets.
 
  
 +
The server will double-send weapon packets to a client if its packetloss meets or exceeds this value.
  
=== WallResendCount ===
 
* Min: 0
 
* Max: 3
 
Number of times a create wall packet is sent unreliably (in additional to the reliable send)
 
  
 +
=== WallResendCount ===
 +
''Datatype:'' Count (0 to 3).
  
=== QueuePositions ===
+
Number of times server (unreliably) resends a create-wall packet. Note that server will always send the packet once reliably.
Set to 1 to use following 4 settings:
 
  
  
=== PosSendRadar ===  
+
=== QueuePositions ===
How long radar packets are queued, default 100 ms
+
''Datatype:'' Boolean (1=yes, 0=no).
  
 +
Enables/Disables following 4 settings.
  
=== PosSendEdge ===  
+
 
How long packets on screen edge are queued, default 30 ms
+
=== PosSendRadar ===
 +
''Datatype:'' Hundredths of seconds.
 +
 
 +
How long radar packets are queued. ''Default:'' 100ms.
 +
 
 +
 
 +
=== PosSendEdge ===
 +
''Datatype:'' Hundredths of seconds.
 +
 
 +
How long packets on screen edge are queued. ''Default:'' 30ms.
  
  
 
=== PosSendClose ===  
 
=== PosSendClose ===  
How long close packets are queue, default 20 ms
+
''Datatype:'' Hundredths of seconds.
 +
 
 +
How long close packets are queued. ''Default:'' 20ms.
 +
 
  
 +
=== ClosePosPixels ===
 +
''Datatype:'' Pixels.
  
=== ClosePosPixels ===
+
Distance from a player that other players are considered close. (See above setting.) ''Default:'' 250 pixels.
How near are packets considered close, default 250 pixels
 
  
 
[[Category: Settings]]
 
[[Category: Settings]]

Latest revision as of 03:53, 30 November 2005

[Routing] These settings affect subgame's management of specific packets.

RadarFavor

Datatype: Factor (1 to 7).

Number of packets somebody on radar receives.

  • 1 = every packet
  • 3 = every fourth packet
  • 7 = every eighth packet

CloseEnoughBulletAdjust

Datatype: Pixels (0 to 512).

The server will send packets to clients updating the position of any bullet at maximum this far off the edge of the player's screen.


CloseEnoughBombAdjust

Datatype: Pixels (0 to 4096).

The server will send packets to clients updating the position of any bomb at maximum this far off the edge of the player's radar. Note that the server will only send these if the bomb is heading towards the player.


DeathDistance

Datatype: Unknown (1000 to 16384).

Distance death messages are forwarded.


DoubleSendPercent

Datatype: Tenths of a percent (500 to 900).

The server will double-send weapon packets to a client if its packetloss meets or exceeds this value.


WallResendCount

Datatype: Count (0 to 3).

Number of times server (unreliably) resends a create-wall packet. Note that server will always send the packet once reliably.


QueuePositions

Datatype: Boolean (1=yes, 0=no).

Enables/Disables following 4 settings.


PosSendRadar

Datatype: Hundredths of seconds.

How long radar packets are queued. Default: 100ms.


PosSendEdge

Datatype: Hundredths of seconds.

How long packets on screen edge are queued. Default: 30ms.


PosSendClose

Datatype: Hundredths of seconds.

How long close packets are queued. Default: 20ms.


ClosePosPixels

Datatype: Pixels.

Distance from a player that other players are considered close. (See above setting.) Default: 250 pixels.