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- #
- # Kobra startup file. These parameters are read each time the driver
- # starts. The main advantage of this system is, that you don't have to
- # recompile every time you change a single parameter in config.h
- # Some of these parameters are not used yet, they are marked as such.
- #
-
- #
- # Directory containing mud-related binaries.
- #
- binary directory : /users/u6/sys/bin
-
- #
- # Directory containing the mudlib.
- #
- mudlib directory : /users/u6/sys/lib
-
- #
- # Include file to be prepended to every single loaded file
- # (to be used in switch to non-compat mode). Not used at the moment.
- #
- forced include file : /include/standard.h
-
- #
- # Central master object file, the most important LPC file in the game.
- #
- master object file : obj/master
-
- #
- # File containing LPC definitions of simulated efuns.
- #
- simulated efun file : obj/simul_efun
-
- #
- # Define the maximum size of log files (in bytes).
- #
- maximum log size : 50000
-
- #
- # Max size of a file allowed to be read by 'read_file()'.
- #
- maximum read_file size : 50000
-
- #
- # If an object is left alone for a certain time, then the
- # function clean_up will be called. This function can do anything,
- # like destructing the object. If the function isn't defined by the
- # object, then nothing will happen.
- #
- # This time should be substantially longer than the swapping time.
- #
- cleanup time : 7200
-
- #
- # How long time until an unused object is swapped out.
- # Machine with too many players and too little memory: 900 (15 minutes)
- # Machine with few players and lot of memory: 10000
- # Machine with infinite memory: 0 (never swap).
- #
- swap time : 900
-
- #
- # How many seconds until an object is reset again.
- # Set this value high if big system, otherwise low.
- # No castles: 1800 (30 minutes)
- # >100 castles:10000 (almost 3 hours).
- #
- reset time : 2700
-
- #
- # Define the maximum stack size of the stack machine. This stack will also
- # contain all local variables and arguments.
- #
- evaluator stack size : 1000
-
- #
- # Define the size of the compiler stack. This defines how complex
- # expressions the compiler can parse. The value should be big enough.
- #
- compiler stack size : 200
-
- #
- # Maximum number of bits in a bit field. They are stored in printable
- # strings, 6 bits per byte.
- #
- maximum bitstring size : 1200
-
- #
- # There is a hash table for living objects, used by find_living().
- #
- living hash table size : 100
-
- #
- # Define what port number the game is to use.
- #
- port number : 6666
-
- #
- # This is the file which contains names of objects to be
- # loaded initially. Do not normally change this.
- #
- preload file : room/init_file
-
- #
- # This is the subdirectory where all wizards objects are defined.
- #
- player directory : players
-
- #
- # This is the subdirectory where all the domain directorys are placed.
- #
- domain directory : players
-
- #
- # This is the castle that a jedi used to get a copy of.
- #
- default castle file : room/def_castle.c
-
- #
- # This is the workroom that a wiz gets a copy of.
- #
- default workroom file : room/def_workroom.c
-
- #
- # Max number of local variables in a function.
- #
- maximum local variables : 20
-
- # Maximum number of evaluated nodes/loop.
- # If this is exceeded, current function is halted.
- # The worst case yet encountered is 3600 (dec 1989)
- #
- maximum evaluation cost : 100000
-
- #
- # Where to swap out objects. This file is not used if NUM_RESET_TO_SWAP
- # is 0.
- #
- swap file : /tmp/.LP_SWAP2
-
- #
- # This is the maximum array size allowed for one single array.
- #
- maximum array size : 1000
-
- #
- # Maximum number of players allowed in the game.
- #
- maximum players : 50
-
- #
- # Define the size of the shared string hash table. This number should
- # a prime, probably between 1000 and 30000; if you set it to about 1/5
- # of the number of distinct strings you have, you will get a hit ratio
- # (number of comparisons to find a string) very close to 1, as found strings
- # are automatically moved to the head of a hash chain. You will never
- # need more, and you will still get good results with a smaller table.
- # THIS IS NOT IMPLEMENTED YET.
- #
-
- hash table size : 2203
-
- #
- # Object hash table size.
- # Define this like you did with the strings; probably set to about 1/4 of
- # the number of objects in a game, as the distribution of accesses to
- # objects is somewhat more uniform than that of strings.
- #
-
- object hash table size : 1009
-
- #
- # Define the number of bytes you allow to be read
- # and written with read_bytes and write_bytes
- #
-
- maximum transfer bytes : 10000
-
- #
- # The names of the logfiles that automatically go to /log/admin in stead
- # of /log, which is the default
- # There must currently be no spaces between the ',' and filenames
- #
- admin log files : ILLEGAL,ADD_EXP,ADD_MONEY,HARD_INVIS,SNOOPS,GAME_LOG
-
- #
- # Host name if NOCOMM is enabled
- #
-
- private host name : private.mud
-