mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-23 15:26:16 +00:00
128 lines
3.5 KiB
INI
128 lines
3.5 KiB
INI
// by default, use WIN displayer
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FixedSessionId = 0;
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DontUseStdIn = 0;
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DontUseAES=1;
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DontUseNS=1;
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// by default, use localhost to find the naming service
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//NSHost = "localhost"; // "ld-02"; // "linuxshard0"; // localhost"; //
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NSHost = "localhost";
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AESHost = "localhost";
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AESPort = 46702;
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// Use Shard Unifier or not
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DontUseSU = 1;
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// AI & EGS
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NbPlayersLimit = 5000;
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NbGuildsLimit = 15000;
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// EGS
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NbObjectsLimit = 50000;
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NbNpcSpawnedByEGSLimit = 5000;
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NbForageSourcesLimit = 10000;
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NbToxicCloudsLimit = 200;
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// AI
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NbPetLimit = 20000; // NbPlayersLimit*4
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NbFaunaLimit = 25000;
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NbNpcLimit = 15000;
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Paths +=
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{
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"../common/data_leveldesign/leveldesign/DFN",
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"data_shard",
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// "save_shard",
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"../common/data_common",
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"../common/data_leveldesign/primitives"
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};
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PathsNoRecurse +=
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{
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"../common/data_leveldesign/leveldesign/Game_elem", // for sheet_id.bin
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"../common/data_leveldesign/leveldesign/game_element", // not needed at all
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"../common/data_leveldesign/leveldesign/world_editor_files", // for primitive format
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"../common/data_leveldesign/leveldesign/World", // static fame and weather ?
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"../common/data_leveldesign/leveldesign/DFN/basics" // Needed for outposts
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};
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GeorgePaths =
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{
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"../common/data_leveldesign/leveldesign/Game_elem",
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"../common/data_leveldesign/leveldesign/game_element"
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};
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// where to save generic shard data (ie: packed_sheet)
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WriteFilesDirectory = "src/gpm_service/";
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// Root directory where data from shards are stored into
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SaveShardRoot = "save_shard";
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// Where to save specific shard data (ie: player backup), relatively to SaveShardRoot
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SaveFilesDirectory = "";
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// Will SaveFilesDirectory will be converted to a full path?
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ConvertSaveFilesDirectoryToFullPath = 0;
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/* Force default value for PDLib directory (e.g. SaveFilesDirectory...)
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* PLEASE NOTICE THAT THIS LINE MUST BE LEFT TO ""
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* Only log analyser must have the $shard parameter to find all shards root directory
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*/
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PDRootDirectory = "";
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// This is the mapping for logical continent to physical one
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ContinentNameTranslator =
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{
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};
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// This is the list of continent to use with their unique instance number
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UsedContinents =
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{
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};
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// define the primitives configuration used.
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UsedPrimitives =
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{
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};
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NegFiltersDebug += { "NET", "ADMIN", "MIRROR", "NC", "PATH", "BSIF", "IOS" };
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NegFiltersInfo += { "NET", "ADMIN", "MIRROR", "NC", "CF", "TimerManagerUpdate" };
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NegFiltersWarning += { "CT_LRC", "AnimalSpawned" };
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FontName = "Lucida Console";
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FontSize = 9;
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IgnoredFiles = { "continent.cfg", "__read_me.txt", "bandit.html", "flora_primr.primitive" };
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// If the update loop is too slow, a thread will produce an assertion.
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// By default, the value is set to 10 minutes.
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// Set to 0 for no assertion.
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UpdateAssertionThreadTimeout = 600000;
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DefaultMaxExpectedBlockSize = 200000000; // 200 M !
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DefaultMaxSentBlockSize = 200000000; // 200 M !
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// how to sleep between to network update
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// 0 = pipe
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// 1 = usleep
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// 2 = nanosleep
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// 3 = sched_yield
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// 4 = nothing
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UseYieldMethod = 0;
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// Set to one to use a full static fame and fame propagation matrix instead of
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// a lower left half matrix. Remember to update static_fames.txt before
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// activating this feature (which can be turned on/off at run time).
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UseAsymmetricStaticFames = 1;
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CheckPlayerSpeed = 1;
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SecuritySpeedFactor = 1.5;
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LoadPacsPrims = 0;
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LoadPacsCol = 1;
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Paths += { "../common/data_leveldesign/leveldesign/World", "../common/data_leveldesign/leveldesign/world_editor_files" };
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