Difference for include/config.h from version 1.21 to 1.22


version 1.21 version 1.22
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 /*  /*
  * static char *rcsid_config_h =   * static char *rcsid_config_h =
  *   "$Id: config.h,v 1.21 2001/05/29 04:41:53 mwedel Exp $";   *   "$Id: config.h,v 1.22 2001/06/04 06:41:02 mwedel Exp $";
  */   */
   
 /*  /*
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  * DEBUG - more verbose message logging?   * DEBUG - more verbose message logging?
  * EXPLORE_MODE - add an explore mode method of play?   * EXPLORE_MODE - add an explore mode method of play?
  * FULL_RING_DESCRIPTION - makes rings abilities show in inventory window   * FULL_RING_DESCRIPTION - makes rings abilities show in inventory window
    * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
  * MAX_TIME - how long an internal tick is in microseconds   * MAX_TIME - how long an internal tick is in microseconds
  * MANY_CORES - generate core dumps on gross errors instead of continuing?   * MANY_CORES - generate core dumps on gross errors instead of continuing?
  * MULTIPLE_GODS - adds numerous gods to the game, with different powers   * MULTIPLE_GODS - adds numerous gods to the game, with different powers
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 #define MANY_CORES  #define MANY_CORES
   
   /*
    * This determines the maximum map size the client can request (and
    * thus what the server will send to the client.
    * Client can still request a smaller map size (for bandwidth reasons
    * or display size of whatever else).
    * The larger this number, the more cpu time and memory the server will
    * need to spend to figure this out in addition to bandwidth needs.
    * The server cpu time should be pretty trivial.
    * There may be reasons to keep it smaller for the 'classic' crossfire
    * experience which was 11x11.  Big maps will likely make the same at
    * least somewhat easier, but client will need to worry about lag
    * more.
    * I put support in for non square map updates in the define, but
    * there very well might be things that break horribly if this is
    * used.  I figure it is easier to fix that if needed than go back
    * at the future and have to redo a lot of stuff to support rectangular
    * maps at that point.
    *
    * MSW 2001-05-28
    */
   
   #define MAP_CLIENT_X 25
   #define MAP_CLIENT_Y 25
   
 /*  /*
  * If you feel the game is too fast or too slow, change MAX_TIME.   * If you feel the game is too fast or too slow, change MAX_TIME.


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line(s) removed in v.1.21 
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 line(s) added in v.1.22

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