Difference between revisions of "Routing Settings"

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m (Reverted edit of Zc321, changed back to last version by Cyan~Fire)
 
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apple cows
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[Routing] These settings affect subgame's management of specific packets.
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=== RadarFavor ===
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''Datatype:'' Factor (1 to 7).
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Number of packets somebody on radar receives.
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* 1 = every packet
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* 3 = every fourth packet
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* 7 = every eighth packet
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=== CloseEnoughBulletAdjust ===
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''Datatype:'' Pixels (0 to 512).
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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.
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=== CloseEnoughBombAdjust ===
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''Datatype:'' Pixels (0 to 4096).
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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.
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=== DeathDistance ===
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''Datatype:'' Unknown (1000 to 16384).
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Distance death messages are forwarded.
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=== DoubleSendPercent ===
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''Datatype:'' Tenths of a percent (500 to 900).
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The server will double-send weapon packets to a client if its packetloss meets or exceeds this value.
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=== WallResendCount ===
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''Datatype:'' Count (0 to 3).
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Number of times server (unreliably) resends a create-wall packet. Note that server will always send the packet once reliably.
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=== QueuePositions ===
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''Datatype:'' Boolean (1=yes, 0=no).
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Enables/Disables following 4 settings.
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=== PosSendRadar ===
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''Datatype:'' Hundredths of seconds.
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How long radar packets are queued. ''Default:'' 100ms.
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=== PosSendEdge ===
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''Datatype:'' Hundredths of seconds.
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How long packets on screen edge are queued. ''Default:'' 30ms.
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=== PosSendClose ===
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''Datatype:'' Hundredths of seconds.
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How long close packets are queued. ''Default:'' 20ms.
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=== ClosePosPixels ===
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''Datatype:'' Pixels.
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Distance from a player that other players are considered close. (See above setting.) ''Default:'' 250 pixels.
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[[Category: Settings]]

Latest revision as of 02:53, 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.