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  1. write_preferences_at_exit true; # write_preferences_at_exit <bool>, Write preferences at exit #
  2. app_multirun false; # app_multirun <bool>, Allow multiple instances of the application #
  3. x_res 1680; # x_res <int32>, Fixed window width #
  4. y_res 1050; # y_res <int32>, Fixed window height #
  5. x_pos 0; # x_pos <int32>, Window position #
  6. y_pos 0; # y_pos <int32>, Window position #
  7. vfs_log_level 0; # vfs_log_level <int32>, 0 - off, 1 - mod-user, 2 - dev #
  8. unit_test false; # unit_test <bool>, unit test (for daily build) #
  9. gfx_first_run false; # gfx_first_run <bool>, First time application run #
  10. gfx_video_memory -2147483648; # gfx_video_memory <int>, Override available video memory (bytes) #
  11. gfx_fullscreen true; # gfx_fullscreen <bool>, Run the application in fullscreen or not #
  12. gfx_vsync true; # gfx_vsync <bool>, vertical synchronization #
  13. gfx_hdr 0; # gfx_hdr <int>, Set high dynamic range rendering quality #
  14. gfx_shadermodel 3; # gfx_shadermodel <int>, Set shader model, 0-SM3, 1-SM4, 2=SM4.1, 3=SM5 #
  15. gfx_aa 0; # gfx_aa <int>, Set antialiasing, 0-no, 1 = MLAA #
  16. gfx_texture_filtering 1; # gfx_texture_filtering <int>, Set texture filtering, 0-trilinear, 4- anisotropic 16x #
  17. gfx_texture_quality 2; # gfx_texture_quality <int>, Set the quality of textures. 0 - lowest, 3 - ultra #
  18. gfx_enable_directx11 true; # gfx_enable_directx11 <bool>, Enable DirectX 11 rendering #
  19. gfx_ssao true; # gfx_ssao <bool>, Enable Screen Space Ambient Occlusion buffer #
  20. gfx_distortion true; # gfx_distortion <bool>, Enable Distortion Effect buffer #
  21. gfx_depth_of_field 0; # gfx_depth_of_field <int>, Set depth of field quality 0 - off, 2 - high #
  22. gfx_unlimited_video_memory true; # gfx_unlimited_video_memory <bool>, Enable unlimited video memory allocation #
  23. gfx_tesselation true; # gfx_tesselation <bool>, Enable tesselation #
  24. gfx_alpha_blend 0; # gfx_alpha_blend <int>, Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT #
  25. gfx_direct_resource_access true; # gfx_direct_resource_access <bool>, Enable Direct Resource Access #
  26. gfx_sky_quality 2; # gfx_sky_quality <int>, Set the quality of sky. 0 - low, 5 - extreme #
  27. gfx_unit_quality 2; # gfx_unit_quality <int>, Set the quality of units. 0 - low, 5 - extreme #
  28. gfx_building_quality 2; # gfx_building_quality <int>, Set the quality of buildings. 0 - low, 5 - extreme #
  29. gfx_water_quality 2; # gfx_water_quality <int>, Set the quality of water. 0 - low, 5 - extreme #
  30. gfx_shadow_quality 2; # gfx_shadow_quality <int>, Set shadow quality. 0 - off, 5 - extreme #
  31. gfx_tree_quality 2; # gfx_tree_quality <int>, Set tree quality. 0 - low, 5 - extreme #
  32. gfx_grass_quality 2; # gfx_grass_quality <int>, Set grass quality. 0 - low, 5 - extreme #
  33. gfx_terrain_quality 2; # gfx_terrain_quality <int>, Set terrain quality. 0 - low, 5 - extreme #
  34. gfx_unit_size 2; # gfx_unit_size <int>, Set unit size. 0 - small, 3 - ultra #
  35. gfx_fleet_size 2; # gfx_fleet_size <int>, Set fleet size. 0 - small, 2 - large #
  36. gfx_gamma_setting 2; # gfx_gamma_setting <float>, Set gamma correction #
  37. gfx_brightness_setting 1.2; # gfx_brightness_setting <float>, Set brightness #
  38. gfx_screenshot_folder ./screenshots; # gfx_screenshot_folder <folder>, Folder to where save screenshots relative to Empire directory #
  39. gfx_gpu "NVIDIA GeForce GTX 660 "; # gfx_gpu <path>, The GPU description #
  40. gfx_effects_quality 2; # gfx_effects_quality <int>, Set effects quality. 0 - low, 5 - extreme #
  41. gfx_vignette false; # gfx_vignette <true|false>, Enable vignette #
  42. gfx_blood_effects true; # gfx_blood_effects <bool>, Enable Blood effects #
  43. batter_meter true; # battery meter <bool>, Show battery status #
  44. camera_move_speed 100; # camera_move_speed <float>, Set camera movement speed #
  45. camera_turn_speed 5; # camera_turn_speed <float>, Set camera turn speed #
  46. default_camera_type 1; # default_battle_camera <card32>, default battle camera: 0-totalwar 1-rts 2-debug #
  47. fix_res true; # fix_res <bool>, Forbid window resizing #
  48. fix_window_pos true; # fix_window_pos <bool>, Forbid window repositioning #
  49. mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity <card32>, mouse wheel sensitivity: <0-100> default value = 50 #
  50. invert_cam_x_axis false; # invert_camera_x_axis <bool>, invert camera tilting up/down #
  51. invert_cam_y_axis false; # invert_camera_y_axis <bool>, invert camera panning left/right #
  52. show_selection_markers true; # show_selection_markers <true|false>, Show the selection markers under the units #
  53. show_path_markers true; # show_path_markers <true|false>, Show paths in naval battles #
  54. show_target_zones true; # show_target_zones <true|false>, Show firing arcs etc #
  55. show_projectile_trails true; # show_projectile_trails <true|false>, Show projectile trails... #
  56. ui_show_help_markers true; # ui_show_help_markers <true|false>, Show/hide the markers that indicate various things such as disembark zones and bastions #
  57. ui_telestration_always_on false; # ui_telestration_always_on <true|false>, Enables telestration for single player (for if want to draw for replays, or videos, etc) #
  58. ui_porthole_mode false; # ui_porthole_mode <bool>, Determines if porthole panel shown or minimised #
  59. ui_card_mode true; # ui_card_mode <bool>, Determines if card panel shown or minimised #
  60. ui_radar_mode true; # ui_radar_mode <bool>, Determines if radar panel shown or minimised #
  61. ui_radar_scale 1; # ui_radar_scale <float>, Scale of battle radar #
  62. ui_unit_tooltip_expand_mode 1; # ui_unit_tooltip_expand_mode <0|1|2>, 0 = never expand, 1 = delayed expand, 2 = always expand #
  63. ui_porthole_default_page 1; # ui_porthole_default_page <0|1>, 0 = model page, 1 = stats page #
  64. roomlist_window_pos_x 154; # roomlist_window_pos_x <int32>, roomlist windows position on screen #
  65. roomlist_window_pos_y 354; # roomlist_window_pos_y <int32>, roomlist windows position on screen #
  66. chat_window_pos_x -1; # chat_window_pos_x <int32>, chat windows position on screen #
  67. chat_window_pos_y -1; # chat_window_pos_y <int32>, chat windows position on screen #
  68. chat_window_width_scale -1; # chat_window_width_scale <float>, chat windows dimensions on screen #
  69. chat_window_height_scale -1; # chat_window_height_scale <float>, chat windows dimensions on screen #
  70. browser_window_pos_x -1; # browser_window_pos_x <int32>, browser windows position on screen #
  71. browser_window_pos_y -1; # browser_window_pos_y <int32>, browser windows position on screen #
  72. browser_window_width_scale -1; # browser_window_width_scale <float>, browser windows dimensions on screen #
  73. browser_window_height_scale -1; # browser_window_height_scale <float>, browser windows dimensions on screen #
  74. ui_land_unit_ids 0; # ui_land_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2 = never #
  75. ui_unit_id_scale 0.8; # ui_unit_id_scale <float>, Sets scale of unit banners #
  76. ui_mouse_scroll true; # ui_mouse_scroll <true|false>, Allow/disallow scrolling of the map by putting the cursor at the edge of the screen #
  77. battle_realism_mode false; # allow_battle_realism_mode <bool>, Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera #
  78. battle_time_limit 40; # battle_time_limit <int>, Sets the time (in minutes) for each battle. -1 for unlimited #
  79. battle_difficulty -1; # battle_difficulty <int>, Sets the handicap for battles. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
  80. autoresolve_difficulty 0; # autoresolve_difficulty <int>, Sets the handicap for battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
  81. campaign_difficulty -1; # campaign_difficulty <int>, Sets the handicap for campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
  82. battle_advice_level 2; # battle_advice_level <int>, Sets advice level in the battle game #
  83. campaign_advice_level 2; # campaign_advice_level <int>, Sets advice level in the campaign game #
  84. advisor_mode 2; # advisor_mode <int>, Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both #
  85. campaign_time_limit -1; # campaign_time_limit <int>, Sets the time (in minutes) for each round of the campaign. -1 for unlimited #
  86. show_cpu_moves true; # show_cpu_moves <true|false>, Show/hide the movement of the ai pieces on the campaign map #
  87. automanage_regions false; # automanage_regions <true|false>, Let the AI manage taxes etc in players regions #
  88. multithreaded_model_enabled true; # multithreaded_model_enabled <true|false>, Run the battle model on a separate thread #
  89. battle_camera_shake_enabled true; # battle_camera_shake_enabled <true|false>, Enable battle camera shake effects #
  90. subtitles true; # subtitles <true|false>, Display subtitles during movies #
  91. sound_master_volume 100; # sound_master_volume <int>, master sound volume 0-100 #
  92. sound_music_volume 75; # sound_music_volume <int>, music sound volume 0-100 #
  93. sound_advisor_volume 100; # sound_advisor_volume <int>, advisor sound volume 0-100 #
  94. sound_vo_volume 100; # sound_vo_volume <int>, vo sound volume 0-100 #
  95. sound_sfx_volume 100; # sound_sfx_volume <int>, sfx sound volume 0-100 #
  96. sound_previous_master_volume 100; # sound_master_previous_volume <int>, Last modified sound value #
  97. sound_previous_music_volume 100; # sound_music_previous_volume <int>, Last modified sound value #
  98. sound_previous_advisor_volume 100; # sound_previous_advisor_volume <int>, Last modified sound value #
  99. sound_previous_vo_volume 100; # sound_previous_vo_volume <int>, Last modified sound value #
  100. sound_previous_sfx_volume 100; # sound_master_previous_volume <int>, Last modified sound value #
  101. sound_master_enabled true; # sound_master_enabled <true|false>, master sound enabled #
  102. sound_music_enabled true; # sound_music_enabled <true|false>, music sound enabled #
  103. sound_advisor_enabled true; # sound_advisor_enabled <true|false>, advisor sound enabled #
  104. sound_vo_enabled true; # sound_vo_enabled <true|false>, vo sound enabled #
  105. sound_sfx_enabled true; # sound_sfx_enabled <true|false>, sfx sound volume enabled #
  106. audio_speaker_configuration 3; # audio_speaker_configuration <int>, 0 = default, 1 = 2.0 Speakers, 2 = 2.0 Headphones, 3 = 5.1 #
  107. audio_quality 0; # audio_quality <int>, 0 = high(default), 1 = low #
  108. audio_mute_in_background true; # audio_mute_in_background <true|false>, Mute game audio when not in focus #
  109. audio_sink_type 0; # audio_sink_type <int>, 0 = detect, 1 = XAudio2, 2 = DirectSound #
  110. voice_chat_enable true; # voice_chat_enable <bool>, Enables VOIP functionality in Steam. (default = true) #
  111. voice_chat_microphone_gain 100; # voice_chat_microphone_gain <int>, voice_chat_microphone_gain (0-100). #
  112. voice_chat_microphone_gain_boost true; # voice_chat_microphone_gain_boost <bool>, Boost microphone gain. #
  113. voice_chat_volume 100; # voice_chat_volume <int>, Voice chat volume (0-100). #
  114. voice_chat_transmit_only_when_key_pressed true; # voice_chat_transmit_only_when_key_pressed <bool>, voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting). #
  115. bink_use_thread true; # bink_use_thread <bool>, tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) #
  116. number_of_threads 0; # number_of_threads <int>, Set the number of threads <= 0 - automatic, >0 = explicit number #
  117. number_of_threads_for_campaign_pathfinder_cache -32; # number_of_threads_for_campaign_pathfinder_cache <int>, Set the number of threads to be used for the campaign pathfinder cache. This is independent from and additional to the number_of_threads < 0 - automatic up to the specified number, >=0 = explicit number #
  118. campaign_camera_edge_scroll_delay 0.2; # campaign_camera_edge_scroll_delay <float>, Set the number of seconds of delay between the mouse cursor entering the edge-scroll zone on the campaign map the camera starting movement. #
  119. campaign_zocs_always_shown_for_selected_force false; # campaign_zocs_always_shown_for_selected_force <bool>, Always displays the zone of control for the selected force, not just when the mouse is over it. #
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