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- // The following are settable by the user. They are assigned to the
- // default values, as if this file was empty. Comments above them
- // should indicate what possible settings are available.
- // Note that only things that cannot affect game synchronization are
- // in here (views, etc).
- // Further update: please *DO* *NOT* edit this file. Place your edits
- // in LocalPrefs.ini.
- [UserPrefs]
- // How long the console remains visible after it's opened via code
- // popping up an error. These values are in ms, so that 1000 = 1
- // second. A value of 0 should prevent that from appearing; values
- // less than 0 are treated as zero.
- BZoneLoadConsoleOpenTime = 1000
- BZoneIngameConsoleOpenTime = 0
- BZ2EditLoadConsoleOpenTime = 3000
- BZ2EditIngameConsoleOpenTime = 1000
- // If this is true, then all items printed to the ingame console
- // are echoed to the battlezone.log file. This'll let people see
- // what's in some of the really huge hierarchies.
- EchoConsoleToLogfile = false
- // If true, the AIP running code will log things to disk, same effect
- // as passing /aiplogging on the commandline. There is probably a
- // slight performance hit when this is enabled, so I recommend that
- // only modders turn this on.
- aipLogging = false
- // If true, when an out-of-sync is needed, it'll spam the AIP log file
- // w/ extra info to try and help determine what went wrong. Only
- // testers should really have this on; you need logs from both client
- // (or client that went out of sync if more than one client) & server
- // to begin to dig into this.
- aipExtraLoggingOnResync = false
- //
- //
- //
- // -----------------------------------------------------------------------
- // Video system stuff.
- //
- //
- //
- // Show framerate: yes/no. [Adjustable ingame with the vid.framerate
- // console command.] 1.2 used 'false' here.
- ShowFPS = true
- // Minimum size for any object being considered for
- // lighting. Basically, this is a bit of padding added to object sizes
- // when looking at lighting them. If (LightRange +
- // LitObjectMinimumSize) < (2D distance between object and light),
- // then that light will be considered for applying to that object. If
- // this value is too small, then corners of a boxy object may not be
- // accurately lit. If this value is too big, then performance may
- // suffer as DX9 is told to apply too many lights to an object. Pick
- // your poison.
- //
- // At the default 32m/cluster, this should have a minimum value of
- // about 22.6, because that's the distance between the center and a
- // corner (16*sqrt(2) ~= 22.6). But, that's the size of an
- // ibpgen. Larger buildings, like the recy/factory are a 2x2 cluster
- // push this to about 45 (32*sqrt(2) ~= 45.2). This value has a
- // minimum value of clustersize * 0.5 * sqrt(2), i.e. 22.6 at default
- // cluster size.
- LitObjectMinimumSize = 40
- // Spotlights are the most expensive light, according to DX9 docs.
- // So, an extra cull is put on them. If (range of spotlight +
- // SpotlightRangePad) < (2D distance between object being lit and the
- // spotlight), then a spotlight will be considered for lighting that
- // object. If this value is too small, then corners of a boxy object
- // may not be accurately lit. If this value is too big, then
- // performance may suffer as DX9 is told to apply too many lights to
- // an object. Pick your poison.
- SpotlightRangePad = 8
- // Default teamcolors for DM/FFA. These will be pushed from the server
- // to clients. If you don't like what the server pushed to you as a
- // client, look at the console commands game.setdefaultcolors,
- // game.setgameprefscolors, game.setservercolors,
- // game.swapteamcolors. There are also network chat commands
- // "/setdefaultcolors", "/setgameprefscolors", "/setservercolors", and
- // "/swapteamcolors" , which do the same thing.
- //
- // If a teamcolor is all zeroes for the first 3 values (e.g. red,
- // green & blue), then it's treated as not used -- the default skin
- // for a unit is used. If any of r/g/b is not zero, then it's used,
- // and the alpha value is set to 255.
- //
- // Further notes on use -- these colors are a *multiplier* on the
- // current colors. You should treat them as having an implicit
- // divide-by-255 when they're used -- i.e. setting a channel to 255
- // means multiplying by 255/255, i.e. multiplying by 1.0. If you set a
- // channel to 127, you're multiplying by 127/255, i.e. multiplying by
- // 0.5. Thus, there's no way to brighten up the current colors, only
- // darken. The 'current color' referred to above is what DX9
- // calculated from various things, including the vertex color in the
- // model, base texture (skin), and any lighting applied.
- // FFA & DM colors, one per team.
- TeamColorFFA0 = " 0 0 0 0" // no special color
- TeamColorFFA1 = "255 31 31 255" // red
- TeamColorFFA2 = "255 255 31 255" // yellow
- TeamColorFFA3 = " 31 255 31 255" // green
- TeamColorFFA4 = " 31 31 255 255" // blue
- TeamColorFFA5 = " 31 255 255 255" // cyan
- TeamColorFFA6 = "255 31 255 255" // violet
- TeamColorFFA7 = "255 255 255 255" // white
- TeamColorFFA8 = " 31 31 31 255" // black
- TeamColorFFA9 = " 0 0 0 0" // no special color
- TeamColorFFA10= " 0 0 0 0" // no special color
- TeamColorFFA11= " 0 0 0 0" // no special color
- TeamColorFFA12= " 0 0 0 0" // no special color
- TeamColorFFA13= " 0 0 0 0" // no special color
- TeamColorFFA14= " 0 0 0 0" // no special color
- TeamColorFFA15= " 0 0 0 0" // no special color
- // And, for teamplay (i.e. team strat or MPI) games, the teamcolors.
- // TeamA is used for teams 1..5, and TeamB is for teams 6..10
- TeamColorTeamA = "255 31 31 255" // red
- TeamColorTeamB = "31 31 255 255" // blue
- // Per-team colors, even w/ teamplay on. The '0' slot is for the
- // commander; 1..4 are thugs. Note - if these are not specified
- // (i.e. they're commented out w/ the // at the left end of the line),
- // then the TeamColorA/TeamColorB is auto-copied into these values
- //TeamColorTeamA0 = "255 31 31 255" // red
- //TeamColorTeamA1 = "255 31 31 255" // red
- //TeamColorTeamA2 = "255 31 31 255" // red
- //TeamColorTeamA3 = "255 31 31 255" // red
- //TeamColorTeamA4 = "255 31 31 255" // red
- //TeamColorTeamB0 = "31 31 255 255" // blue
- //TeamColorTeamB1 = "31 31 255 255" // blue
- //TeamColorTeamB2 = "31 31 255 255" // blue
- //TeamColorTeamB3 = "31 31 255 255" // blue
- //TeamColorTeamB4 = "31 31 255 255" // blue
- // Commando says that these values for teamplay team colors look
- // pretty close to 1.0-1.3pb4a's P3 optimization colors. To use these,
- // copy the lines into localprefs.ini, and remove the two slashes
- // (comment) from the start of the line:
- //TeamColorTeamA = "235 100 121 255" // red
- //TeamColorTeamB = "108 108 228 255" // blue
- // Teamcolors for MP games. 0 means off, 1 is team colors on,
- // individual teams, 2 is team colors on, teamplay colors (teams 1-5
- // the same, 6-10 the same). Use -1 for default (BZ2 1.0-1.2 behavior,
- // which is 0 in SP, 1 or 2 in MP). Invalid values treated as -1
- TeamplayColors = -1
- // If this is true, the Free For All (i.e. non-teamplay) colors will
- // be scrambled by each session's server so that there's a little more
- // variety in their use. If false, the 1.0-1.2 teamcolor list is used.
- ScrambleTeamplayColors = true
- // Max framerate targeted. Valid values are -1 (no cap), or 30..1000;
- // any value specified outside of the 30-1000 range is treated as -1.
- // It may help with some stuttering issues while turning if your
- // framerate is capped to values in this range. [Note: actual
- // framerate may be slightly higher than this limit due to rounding
- // issues.] In limited testing on my laptop, I've found that merely
- // having this value set to something under the max capable framerate
- // produces smoother visuals onscreen, as the clamp allows the
- // graphics card's drivers some cycles to process the recently
- // submitted frame(s). It seems that if the graphics card is starved
- // for time, it'll occasionally grab the CPU for long pauses (approx
- // 1/10 of a second). You could possibly also turn on vsync to achieve
- // much the same effect, but that usually clamps framerate down a LOT
- // more. Experiment around.
- MaxFramerate = 60 // 120
- // Whether extra framerate stats (e.g. # of triangles, bitmap memory
- // usage, etc) are displayed when the framerate display is turned on
- // or not. Default of false means only show instantaneous & recent
- // min/max fps
- ExtraFPSInfo = false
- // Tuning values for letting the system catch up on frames being
- // rendered, if desired. If SleepInGame_Frames is 0 or less, this
- // will never take effect. If it is 1, it'll take effect every frame,
- // 2 is every other frame, 3 every third frame, and so forth. The
- // Amount is passed to Sleep(), a call designed to let BZ2 signify
- // that it'll take a breather and let any other high-priority tasks
- // get CPU time. This is in case your particular video card drivers
- // occasionally need to get more CPU time to catch up. If you see very
- // regular stuttering, try setting the _Frames param to a value in the
- // 5-10 range, and see if that helps any. I really do NOT recommend
- // setting the Amount to a value over about 1, as that'll cause its
- // own stuttering.
- // If curious, I'd suggest trying some alternate values in localprefs:
- // setting MaxFramerate = -1, and setting all 4 of the SleepInGames*
- // values to 1. This may help when framerates drop under MaxFramerate
- // value. Basically, it's better to pull down the peak/average fps if
- // that helps the minimum fps.
- SleepInGameSlow_Frames = 0
- SleepInGameSlow_Amount = 0
- SleepInGameFast_Frames = 0
- SleepInGameFast_Amount = 0
- // Minimum framerate for it to use the 'fast' values above. Clamped to
- // 20.0 if a value less than that is specified. No max.
- SleepInGameDivider = 30.0
- // Shows the version at the login screen, if true.
- ShowVersion = true
- // Flag as to whether in SP, framerate is preferred to MW fidelity. If
- // true, the exe can read a bunch of moves in at once, which can lead
- // to MW pops/mispredicts. If false, it reads in only 1 move at a
- // time, which may lead to slower framerates. Slower systems should
- // definitely consider setting this to true. This setting is used only
- // when not in a network game, and only when multiworld is on. I'm
- // defaulting this to false simply because slower systems shouldn't be
- // trying to play non-networked games in MW if at all possible.
- SPPreferFPS = false
- // This is a value from -2 .. 2 (default 0). As the value decreases
- // (towards -2), there will tend to be more pixel detail, but at the
- // chance of slightly more sparkly textures. As the value increases
- // (towards 2), it'll tend to be smoother, but at the expense of
- // detail. Adjustable ingame with the 'vid.render.mipbias' variable.
- ShellMipBias = -1
- GameMipBias = -0.5
- // For screen fills (e.g. the red overlay when taking damage), this
- // can clamp how long it shows up. 1.0-1.3pb3 had no maximum on this.
- // (This value is in seconds *AND* opacity -- it's a timer, and when
- // between 0 and 1, it's also the opacity. When > 1, the opacity
- // is clamped at 100%). I personally like a value like 0.8 for this,
- // but I'm not willing to make such a drastic change.
- MaxColorFade = 2.0
- // Number of mipmaps that should be autogenerated for loaded
- // textures. This ought to improve graphical performance, at the cost
- // of a little more memory on the graphics card (and main memory). BZ2
- // 1.0-1.2 used 0 for some textures, 3 for others. Valid values are
- // 0-16, with illegal values resetting to 4. Using a value of 0 here
- // will cause in-game graphics to be REALLY sparkly. You don't want to do
- // that. Note: the DXT textures used by 1.3pb3 and higher ignore this
- // value.
- DesiredMipCount = 8
- // Forces a desktop refresh (redraw) on exit. Asked for by a beta tester,
- // made an option so this can be turned off if it annoys you.
- RefreshDesktopOnExit = false
- // Target framerate, used during MP (and optionally SP). This value is
- // used as the framerate below which the game will start dropping
- // graphical features. This value can be anywhere from 15-1000, clamped
- // on reading. [If you're trying to sustain 1000fps, good luck!]
- MinFramerateInSP = false // if true, apply MinFramerate in SP and IA
- ShowFramerateTweaks = false // set to true to debug
- // Shows game histogram (toggleable w/ game.histogram)
- ShowHistogram = false
- // Sort order for which graphical features are dropped. These numbers
- // must be between 1 and 100. The values in a sequence (e.g. SkyOff ->
- // SkyLow -> SkyHigh) must be in increasing order. Entries in
- // different sequences may have the same value. Lowest priority items
- // (whose FPS matches) will be disabled. If nothing is disabled for a
- // period, then it checks for things to enable, highest priority to
- // lowest priority (whose FPS matches)
- ObjsLow = 28
- ObjsMed = 27
- ObjsHigh = 26
- LightsNone = 25
- TerrainLow = 24
- SkyNone = 23
- PropsNone = 22
- ShadowOff = 21
- LightsOne = 20
- TerrainMed = 19
- SkyLow = 18
- ShadowMed = 17
- PropsMed = 16
- SkyHigh = 15
- TerrainHigh = 14
- LightsNoHeadlights = 13
- PropsHigh = 12
- ParticleLow = 11
- ParticleMed = 10
- ParticleHigh = 9
- ReflectionsOff = 8
- LocalFogOff = 7
- WeatherOff = 6
- LightsAll = 5
- ReflectionsOn = 4
- LocalFogOn = 3
- WeatherOn = 2
- ShadowHigh = 1
- // Framerate target for the above functions. These values must be
- // between 15 and 999. There must be a spacing of at least 6 between
- // sequenced values, e.g. SkyOff -> SkyLow -> SkyHigh. If the
- // framerate is below than the value, it'll be applied. If above the
- // value, and this is the top entry in the sequence, the feature will
- // be applied.
- ObjsLowFPS = 15.0
- ObjsMedFPS = 21.0
- ObjsHighFPS = 27.0 // People like this, so make it show back up first
- LightsNoneFPS = 15.0
- LightsOneFPS = 20.0
- LightsNoHeadlightsFPS = 25
- LightsAllFPS = 47.0
- TerrainLowFPS = 23.0
- TerrainMedFPS = 29.0
- TerrainHighFPS = 37.0
- SkyNoneFPS = 24.0
- SkyLowFPS = 30.0
- SkyHighFPS = 36.0
- PropsNoneFPS = 25.0
- PropsMedFPS = 33.0
- PropsHighFPS = 39.0
- ShadowOffFPS = 26.0
- ShadowMedFPS = 32.0
- ShadowHighFPS = 260.0 // buggy for most, so never enable (unless you want it to)
- ParticleLowFPS = 34.0
- ParticleMedFPS = 40.0
- ParticleHighFPS = 46.0
- ReflectionsOffFPS = 41.0
- ReflectionsOnFPS = 48.0
- LocalFogOffFPS = 42.0
- LocalFogOnFPS = 50.0
- WeatherOffFPS = 45.0
- WeatherOnFPS = 51.0
- // Values for the LOD layer at level 0, 1 or 2 (low, medium, high,
- // respectively). Changing these could cause serious problems, so be
- // careful
- LOD0_MRM = 3.0
- LOD0_SortTransparent = false
- LOD0_DoGlowTextures = false
- LOD0_FarDist = 400.0
- //
- LOD1_MRM = 2.0
- LOD1_SortTransparent = false
- LOD1_DoGlowTextures = true
- LOD1_FarDist = 500.0
- //
- LOD2_MRM = 0.6
- LOD2_SortTransparent = true
- LOD2_DoGlowTextures = true
- LOD2_FarDist = 600.0
- // Tuning values for the building preview display.
- // Alpha values for the building preview light & heavy display. Values
- // are from 0 (transparent) to 255 (opaque). This is for the color of
- // the object as a whole
- BuildingPreview_LightAlpha = 31
- BuildingPreview_HeavyAlpha = 160
- // Alpha of the wireframe in light * heavy mode, values as above
- BuildingPreview_WireLightAlpha = 127
- BuildingPreview_WireHeavyAlpha = 127
- // Values used to reposition the mapradar onscreen. Width, Height
- // should be self-explanatory. For the positioning, it takes the
- // screen size, multiplies that by the multiplier, then adds the
- // diff. That is treated as the top-left coord, unless that would push
- // it (partly/fully) offscreen, in which case it's treated as bottom
- // and/or right, respectively. Experimentation should make this
- // clear. Two sets of values exist, one for play and one for the
- // editor.
- // Note: these settings are adjustable with the ingame console, see
- // "gameprefs.Play_*" and "gameprefs.Edit_*" variables
- Play_MapRadarHeight = 128
- Play_MapRadarWidth = 128
- Play_MapRadarXMult = 0.0
- Play_MapRadarXDiff = 30.0
- Play_MapRadarYMult = 1.0
- Play_MapRadarYDiff = -10.0
- Edit_MapRadarHeight = 128
- Edit_MapRadarWidth = 128
- Edit_MapRadarXMult = 1.0
- Edit_MapRadarXDiff = -30.0
- Edit_MapRadarYMult = 1.0
- Edit_MapRadarYDiff = -10.0
- // Same as above, but for the 3D cockpit radar. [applies to play &
- // editor, actually] You may need to keep the aspect ratio constant
- // here; if not 1.85:1, the XSI may need tweaking
- Play_CockpitRadarHeight = 140
- Play_CockpitRadarWidth = 260
- Play_CockpitRadarXMult = 0.0
- Play_CockpitRadarXDiff = 35.0
- Play_CockpitRadarYMult = 1.0
- Play_CockpitRadarYDiff = 0.0
- // Scale multiplier, applied to 3D cockpit radar, when reading and
- // converting to .msh. Note - mods may need to delete their cached
- // .msh file and rebuild to be compatible w/ pb5
- Play_CockpitRadarXSIScale = 0.75
- // Color for the 3D cockpit radar. Adjustable ingame w/ the
- // gameprefs.Play_CockpitRadarColorR .. B values
- Play_CockpitRadarColorR = 0
- Play_CockpitRadarColorG = 120
- Play_CockpitRadarColorB = 255
- // Positioning of the ingame histogram for MP. If these numbers are
- // negative, it's treated as a position from the right/bottom edge of
- // the screen; positive numbers are from the top/left, respectively.
- Play_HistogramPosX = -260
- Play_HistogramPosY = 70
- // Values to allow the user to pull in (but never extend) the
- // visibility, fog ranges on maps. If the values below are under the
- // values set by a map, they are used. If they are above, they are
- // ignored. These settings don't affect the Editor build, where you'd
- // want higher draw distances.
- // Note: also adjustable with "gameprefs.MaxVisibility", and similar
- MaxVisibility = 99999.0
- MinFogRange = 99999.0
- MaxFogRange = 99999.0
- // Multiplier applied to default visibility, fog ranges on maps. This
- // value must be between 0.1 (can see only 10% as far as normal) and
- // 1.0 (normal). This multiplier is applied before the maxes are
- // applies above, and may be more useful in trimming view distances.
- VisibilityMult = 1.0
- //
- //
- //
- // -----------------------------------------------------------------------
- // General game stuff.
- //
- //
- //
- // What key (when used with the control key) is used to toggle the
- // ingame console on/off. See the bottom of this file for what values
- // are valid here; this is NOT an ascii code, but rather a DirectInput
- // keyboard char. Made editable after so many non-US keyboards had
- // issues with this key. For US keyboard, this default key is the one
- // with ~ ` on it. For UK keyboards, this default key is the one with
- // ` ¬ on it.
- ToggleConsoleKey = 0x29
- // Ability to tweak how remote craft are smoothed onscreen. Valid
- // values are -1 .. 4; adjustable ingame with game.smoothcodepath :
- //
- // -1: 1.3 Optional - shows raw data, no smoothing (remote humans + bots)
- // 0: 1.3 default
- // 1: 1.2 code (fixed max speed, will be very warpy if craft exceeds it) [REMOTE HUMANS ONLY]
- // 2: 1.2 code, but uses max speed from craft's ODF [REMOTE HUMANS ONLY]
- // 3: 1.2 code (fixed max speed, will be very warpy if craft exceeds it) [REMOTE HUMANS + BOTS]
- // 4: 1.2 code, but uses max speed from craft's ODF [REMOTE HUMANS + BOTS]
- //
- SmoothCodePath = -1
- // Range for a percentage of a craft's normal forward velocity it may
- // be smoothed by when multiworld is on. This value should be between
- // 0.0 and 5.0, where 1.0 means that the craft is allowed to travel up
- // to 100% of its forward velocity per frame.
- //
- // Setting the min down to 0 is not recommended, as craft rotating in
- // place w/o any position changes won't have their changes shown until
- // it moves.
- //
- // Setting the max number higher will be slightly more jumpy, while
- // lower numbers will tend to induce warp if remote players maneuver
- // really quickly.
- MinMWSmooth_DTPercentage = 0.5
- MaxMWSmooth_DTPercentage = 1.5
- // Some other clamps on the smoothing code ranges. These are in absolute
- // dt values, not percentages of current frame. Values less than 0.00001
- // mean that this value is ignored. These can be adjusted with the
- // game.minsmoothdt and game.maxsmoothdt console commands
- MinMWSmooth_dt = 0.01
- MaxMWSmooth_dt = 0.5
- // Feedback factors for MW smoothing. Each of these may be between 0.0
- // and 1.0, with 0.0 meaning "use 100% of the traditionally-calculated
- // value for this, 1.0 meaning "use 100% of the new calculation for
- // this", and 0.5 meaning "average the two exactly." In limited
- // testing, values closer to 0 than 1 tend to work better.
- //
- // PositionFactor is used to blend between the just-calculated
- // position and the last frame's position. A value of 0 will use only
- // the highly-smoothed position, a value of 1 will use the 'best
- // guess' position of where they are, and a value of 0.5 will use 50%
- // of both values. Values between 0.75 and 0.999 will probably be
- // intolerable. This value is applied on a per-frame basis, so as
- // your framerate goes up, PositionFactor will seem to get stronger.
- //
- // VelocityFactor is used to blend between the true (physics)
- // velocity (value of 0) and the velocity needed to get it going
- // towards its true position (value of 1).
- MWSmooth_PositionFactor = 0.15
- MWSmooth_VelocityFactor = 0.00
- // The above 4 values can be adjusted at the console with game.minsmooth,
- // game.maxsmooth, game.smooth_posfactor, and game.smooth_velfactor . Older
- // variables and console commands have been removed.
- // How much the smoothing can change dt by in a frame. A value of 1.0
- // means a 100% decrease/increase is allowable, any decrease/increase
- // over that is clamped. A value of 0.5 means a 50% change is allowed.
- // Valid ranges for these values are 0.01 .. 10.0. Adjustable ingame
- // with game.maxsmoothincrease, game.maxsmoothdecrease console varbs.
- MaxSmoothDTDecrease = 0.15
- MaxSmoothDTIncrease = 0.15
- // Time, in seconds, at which the smoothing code is allowed to run at.
- // 0.01 is approx 100x/second, or 100fps. Setting this to 0 is
- // allowed, but seemed to make things appear to stutter at the TPS
- // rate once the framerate on my system hit 400+fps.
- MWSmooth_MinDT = 0.01
- // Flag that tunes behavior of what to do when the multiworld
- // buildworld is really late. Setting this to true will force it to
- // burn a little more CPU in hopes of catching up sooner rather than
- // later. Previous builds essentially defaulted this to false.
- AggressiveCatchupWhenLate = true
- // Initial setting of the variable adjustable w/ game.altremotepredict.
- DefaultAltRemotePredict = false
- // Maximum rate the 2D terrain map can be refreshed at, a fairly
- // expensive operation. This is mostly an issue in multiplayer, where
- // the multiworld frequency can cause spurious requests to refresh the
- // 2D map. This value is in 1/10 seconds, i.e. 10 = 1 second, 25 = 2.5
- // seconds. Setting this value too low can hurt your framerate.
- // Setting it too high may mean the 2D map lags reality, especially on
- // building creation/destruction. Most of the time, I doubt you're
- // looking at that map, so an up-to 2.5 second lag isn't a problem
- TerrainRefreshRateTicks = 25
- // If true, the shell will do a Sleep(1) at the end of the frame. May
- // improve performance-- the idea behind this is to tell Windows "if
- // there's any other task needing CPU time, let it have some," which
- // DirectX and/or the graphics drivers may want right after a frame is
- // finished and it's their job to get it onscreen.
- SleepInShell = true
- // If true, the shell will do a Sleep(15) while the network thread is
- // receiving Gamespy server info packets (i.e. during a refresh). Will
- // probably improve accuracy of ping times.
- ExtraSleepInShellGamespyScanning = true
- // If true, the game will rebuild the cliffs database on loading a
- // savegame. Recommended from the beta board.
- RecalcCliffsOnLoad = true
- // If true, the game will show debugging info for the currently
- // executing AIP plans onscreen. Mainly useful for modmakers.
- // The ingame console command game.debugaip will toggle this.
- ShowAIPInfo = false
- // Position of the onscreen AIP debugger. Positive values are treated
- // as offsets from left/top respectively; negative values measure from
- // bottom/right. It's possible for these values to push things
- // offscreen, so check your math!
- // Note: this is adjustable with the ingame console, see
- // "gameprefs.AIPDebug_PosX" and "gameprefs.AIPDebug_PosY"
- // 640 resolution
- AIPDebug_PosX = -610
- AIPDebug_PosY = -175
- // 800 resolution
- //AIPDebug_PosX = -765
- //AIPDebug_PosY = -175
- // 1024 resolution
- //AIPDebug_PosX = -980
- //AIPDebug_PosY = -175
- // 1280 Resolution
- //AIPDebug_PosX = -1250
- //AIPDebug_PosY = -175
- // Same coordinate system, for the framerate & audio info strings
- Info_FPS_PosX = 0
- Info_FPS_PosY = 0
- Info_Audio_PosX = 480
- Info_Audio_PosY = 0
- // If true, the game will save the post-game statistics to disk, in
- // the 'GameStats' folder (which will be created as needed). Stats
- // are filenamed with system date and time of writing; do not play
- // more than one game per minute or files will be overwritten.
- SaveStatsToDisk = true
- // If true, uses 1.0-1.3pb1's method for trying to reassociate
- // ordnance across multiworld swaps. 'true' may be faster; 'false'
- // may look better visually.
- OldOrdnancePath = true
- // If true, draws particles in the reflected (mirrored)
- // view. Definitely has issues when particles clip in/out of
- // water. Those would take a very long time to fix, so I'm mostly
- // killing the reflected particles code. If you really want to see the
- // reflected particles, set this to true. But, I won't listen to bug
- // reports for anomalies seen when this is true. 1.0-1.3pb4a treated
- // this as false without an option to change it.
- AllowReflectedParticles = false
- // Multiplier on how fast the screen scrolls by in Shift-F9 mode. 1.0
- // should be patch1.2's speed, 2.0 = double that speed, 0.5 = one half
- // that speed.
- ShiftF9ScrollScale = 0.5
- // Some threading and multi-CPU tuning values. For all priority
- // values, they can be one of the following values:
- // -2 : THREAD_PRIORITY_LOWEST
- // -1 : THREAD_PRIORITY_BELOW_NORMAL
- // 0 : THREAD_PRIORITY_NORMAL
- // 1 : THREAD_PRIORITY_ABOVE_NORMAL
- // 2 : THREAD_PRIORITY_HIGHEST
- // Values outside of -2..2 are treated as 0.
- MainThreadPriority = 0
- NetworkThreadPriority = 1
- OggDecodeThreadPriority = 1
- // Thread affinity masks. These are bitfields, with 1 being the first
- // CPU in the system, 2 the second CPU, 4 the third CPU, etc. If a
- // mask specified here refers to a CPU that doesn't exist, it is
- // treated as 1
- MainThreadAffinityMask = 2
- NetworkThreadAffinityMask = 2
- OggDecodeThreadAffinityMask = 1
- // Memory debugging code. This option is used by the editor build,
- // ONLY. If true, each frame, it does a quick check of all memory
- // structures, and will die if an inconsistency is noted. Note:
- // turning this on WILL slow down your system. Drastically. Turning
- // this on may help identify when issues occur, rather than waiting to
- // crash when the affected memory is accessed.
- CheckMemoryEachFrame = false
- //
- //
- //
- // -----------------------------------------------------------------------
- // Audio system stuff. The sound code has been rewritten for the 1.3
- // to support DirectSound/DirectSound3D thru DirectX 8.0 or better.
- // [1.2 handled Aureal 1.x/2.x, though that code had a ton of bugs.]
- //
- //
- //
- // If this setting is true, 3D sounds will be attempted. If false, 3D
- // sound will be off. This is possibly perferable to the /nods3d
- // commandline flag. If your sound card says it can't do 3D, this
- // value will be set to false(disable).
- Enable3DAudio = true
- // Audio mixing rate, selected from the following list:
- // 0 = 8000 Hz
- // 1 = 11025 Hz (BZ2 1.0-1.2 default)
- // 2 = 22050 Hz
- // 3 = 44100 Hz
- // No other values are allowed, and 22050 will be used if an illegal
- // value is specified
- AudioMixRate = 3
- // Audio mixing bits. Drop this to 8 if your audio board is *really*
- // underpowered. Only 8 or 16 is valid here, with 16 being the
- // default.
- AudioMixBits = 16
- // Size of audio cache. If this is 0, it is autodetermined by the
- // following:
- // Physical RAM <= 64MB : 4MB . [Upgrade already, dangit!]
- // Physical RAM 64-128MB : 8MB
- // Physical RAM 128-192MB: 16MB
- // Physical RAM 192+MB : 32MB
- //
- // If this number is not 0, it is taken as a number of MB of memory to
- // use (valid values are 1-64MB). If you're running a box with 2GB or
- // 4GB ram, this autodetect may give strange results-- see the
- // battlezone.log file to see what value it really used.
- //
- // It may make sense to set this value to 16+MB, even on 64MB boxes.
- // The reasoning behind this is as follows: doing so would cause a lot
- // of swapping in windows. However, that swapping may well be faster
- // than BZ2's reading the disk (for the same amount of data),
- // unpacking, and the like. Experiment with this if you want.
- //
- // (Note: if your soundcard says it's got a particular size of
- // ram onboard, that overrides the above)
- AudioCacheSize = 0
- // Faders for various parts of audio. This is a multiplier on the rest
- // of the volume, so that 0.0f means "off, completely", 0.5f means
- // "half of slider volume", 1.0f means "use slider volume", and 2.0f
- // means "double slider volume."
- //
- // Note: maximum value for audio in code is clamped to 1.0, so if any
- // of these are over 1.0, then your in-game slider must be under 1.0
- // to fully take effect. (i.e. if you set one to 2.0f, your ingame
- // volume slider must be 0-50%, so that that category can go from 0-1
- // w/o clamping). Valid values are 0 to 2 (double).
- AudioMultiplier_UNKNOWN = 1.0f // fallback
- AudioMultiplier_UNIT_DLG = 1.0f
- AudioMultiplier_MISSION_DLG = 1.0f
- AudioMultiplier_INTERFACE = 1.0f
- AudioMultiplier_WEAPON = 1.0f
- AudioMultiplier_ORDNANCE = 1.0f
- AudioMultiplier_EXPLOSION = 1.0f
- AudioMultiplier_ENGINE = 1.0f
- AudioMultiplier_AMBIENT = 1.1f
- // Distance ranges for various classes. These values must be between
- // 2.0f and 250.0f. The values here seem to work well.
- vehicleMinDist = 10.0
- vehicleMaxDist = 225.0
- explosionMinDist = 10.0f
- explosionMaxDist = 225.0f
- weaponMinDist = 10.0f
- weaponMaxDist = 225.0f
- ordnanceMinDist = 10.0f
- ordnanceMaxDist = 225.0f
- // Various 3D setup flags. These are the defaults, I believe, and
- // ought to work. See the DirectX SDK docs for info on what they are.
- // D3D listener params
- flDistanceFactor= 1.0f
- flRolloffFactor = 1.0f
- flDopplerFactor = 1.0f
- // D3D Buffer Params
- dwInsideConeAngle = 360
- dwOutsideConeAngle = 360
- vConeOrientation_x = 0.0f
- vConeOrientation_y = 0.0f
- vConeOrientation_z = 1.0f
- lConeOutsideVolume = 0
- flMinDistance = 10.0f
- flMaxDistance = 225.0f
- // Use the new shell background music volume setter. This is
- // recommended to be true for my Soundblaster Live and Hercules
- // Gamesurround MUSE XL cards at home, but false for my Turtle Beach
- // Santa Cruz. Basically, if you alt-tab in the pregame shell and the
- // music is very loud on return, try reversing this setting.
- NewShellMusicBehavior = false
- // Whether /nobodyhome on the commandline is a 1-time option, or
- // persists until you relaunch w/o that option. 1.0-1.3pb3 used a
- // value of true for this
- NobodyHomeIsPersistent = false
- //
- //
- //
- // -----------------------------------------------------------------------
- // Network stuff
- //
- //
- //
- // Default name to be in the session name box
- DefaultSessionName = ""
- // Default password to be in the password box
- DefaultPassword = ""
- // Default server message
- DefaultMessage = ""
- // Default Max ping (until edited). Default is 1500
- DefaultMaxPing = 1500
- // If true, sessions in the server list that have no map will
- // be hidden. Helps reduce some of the advertising spam.
- FilterOutNoMap = true
- // Controls whether verbose (excessive(?)) info is printed when
- // lag is noted.
- VerboseLagInfo = false
- // If this is true, BZ2 will attempt to contact any UPNP-supporting
- // devices on the local LAN, and have them open BZ2's network ports
- // automatically. This applies only when hosting, and on gamespy
- // (i.e. LAN Only is off)
- UseUPNP = true
- // How long UPNP is registered with your local router (if it's enabled
- // & working). I think this is in seconds, but could be wrong Use 0 to
- // make it 'unlimited' -- i.e. it'll remain registered until you
- // manually close out a BZ2 session. (Crashes will leave an
- // 'unlimited' session open, which is why this isn't 0)
- UPNPTimeout = 0
- // Flag to make UPNP very chatty to console/chatbox. Set to false to
- // make it quieter
- VerboseUPNPLog = true
- // How many game info queries received that are logged to the
- // console/chatbox, per session. This is useful to see if others can
- // see your session online. Set to 0 to disable this, or set to a
- // really big # to make permanent.
- NumGameQueriesLoggedPerSession = 2
- // Flag to start off in LAN only mode (true), or Gamespy (false)
- LANOnly = false
- // Flag to start off in 'Power User' mode (true) or normal (false)
- PowerUser = false
- // How long, in seconds, between spamming the console about lagged
- // players or MW lag. Larger values == longer delay
- LagSpamTimeout = 4
- // How much, in seconds, MW lag must be present before we complain
- // about it.
- MinMWLagSeconds = 12
- // How long, in seconds, before we show a player is lagged, or player
- // is really lagged messages.
- MinLaggedPlayerSeconds = 4
- MinReallyLaggedPlayerSeconds = 12
- // Whether the semitransparent background for the ingame score panel
- // is used or not.
- UseScorepanelBackdrop = false
- // # of seconds the multiplayer in-game messages window (mid-right
- // screen) appears for in normal mode
- MessagesWindowTimeoutNormal = 20
- // # of seconds the multiplayer in-game messages window (mid-right
- // screen) appears for in poweruser mode
- MessagesWindowTimeoutPowerUser = 9999
- // Max # of bots in DM. This can go as high as 256 if you want to
- // really crush the system. Note: if your framerate sucks with a large
- // number of bots, then the official response is: "don't do that,
- // then."
- MaxDMBots = 32
- // Ingame score info on by default (control-enter to toggle)
- ScoresVisible = true
- // # of seconds between refreshing the Gamespy server list
- GamespyServerListRefresh = 120
- // # of seconds between refreshing the LAN server list
- LANServerListRefresh = 30
- // Length of LAN scan, in seconds
- LANScanLength = 3
- // Shows all games in the server list, regardless of versioning. If
- // false, only shows games with the same Gamespy version.
- ShowAllGames = true
- // # of machines to query at once in a Gamespy server scan. BZ2
- // 1.0-1.2 used 20; this may be too high for a modem. If this is too
- // high, a modem user will get congestion and thus higher ping times
- // than correct. A user on broadband can probably safely increase
- // this.
- ServersToQueryAtOnce = 10
- // Default port # for games (LAN & Gamespy) to be hosted on. Changing
- // this shouldn't be necessary unless you're trying to host multiple
- // games off a machine at once. Valid values for this are 1024 thru
- // 65530. Ports N thru N+2 are used for the game. Thus, for the
- // default of 17770, ports 17770-17772 are used. Also used in LAN
- // scans-- scans base to base +20. Thus, all machines on a LAN must
- // have the same base.
- GameBasePortNumber = 17770
- // Default amount of time (in seconds) for an opened connection to
- // start talking as a BZ2 app. Connections will be dropped if this
- // timeout is exceeded. Range of possible values is 1.0 .. 99.0.
- InitialJoinTime = 5.0
- // How long (in seconds) a client can be alt-tabbed before this
- // machine (if server) auto-kicks them. Set this value to < 0 to
- // disable this feature.
- AltTabTolerateTime = 30.0
- // # of concurrent joiners (before they authenticate) to support at
- // once. -1 means "up to playerlimit". Setting this value too small
- // could block out legit players trying to join
- NumConcurrentJoiners = -1
- // Whether onscreen chat messages have a timestamp or not
- TimestampOnscreenChat = false
- // Flag as to whether IPs are added to an autoblock list after
- // multiple bad joins. Note: the /clearautobans chatline command
- // should flush this list.
- AutoblockBadJoiners = true
- // How many bad joins are needed to be added to the autoblock list
- // Note: the /clearautobans chatline command should flush this list.
- RejectionsBeforeAutoBan = 3
- // IRC options. These are used in the chat system.
- // Server address and port to connect to.
- IRCServerAddr = "irc.gamesurge.net"
- IRCPort = 6667
- // Default channel to connect to.
- IRCDefaultChannel = "#bz2"
- // If this is true, BZ2 will run a small server on port 113 (identd)
- // when irc is started up. This may make joining irc a little faster.
- // If you're running a firewall app, you may need to add this port to
- // either the 'reject' list (not just silently drop, it must actively
- // return a "connection reset" error), or forward this port to the
- // machine you run BZ2 on.
- RunIdentd = true
- // If this line isn't commented out, it's used as an alternate
- // nickname to be used by IRC if your first one is flagged as in use.
- // CHANGE THIS BEFORE UNCOMMENTING!
- // IRCAlternateNick = "SomeNickname"
- // Setting to use strict usernames (all lowercase, can't start with
- // punctuation) Not all servers require this, but it's probably a
- // good idea to have on by default.
- UseStrictUsername = true
- // userid to tell irc. Please fill this in with correct info. This is
- // not your irc nickname (which is inherited from your BZ2 login name),
- // but what is reported to the irc server.
- IRCUserID = "player"
- // Full, real name to tell irc server. Please fill this in with correct info
- IRCFullName = "Battlezone 2 Player"
- // Flag as to whether the IRC MOTD (Message Of The Day) is shown on
- // startup. This is mostly the same info, so some people may choose
- // to avoid this spammage.
- IRCShowMOTD = true
- // Setting to change the default usage of the NAGLE algorithm. Turning
- // this to true will try and push packets thru with less latency (lag)
- // at the expense of possibly flooding slow connections. 1.2 defaulted
- // this to false.
- DisableNAGLE = true
- // Setting to send KeepAlive packets down the socket
- // connections. BZ2's constant traffic should be sufficient, but just
- // in case, here's another kick. 1.2 defaulted this to false except
- // for when a server was changed.
- UseKeepAlive = true
- // Settings for logging chat to disk. ChatLog is for ingame chat;
- // IRCLog is for the pregame chat. If these settings are true, then a
- // timestamped file will be created in the 'Logs' subfolder from
- // bzone.exe. These files are created on demand, so if you start BZ2
- // and play only SP or IA, no logfile will be created.
- //
- // As shipped, these are off. If you turn these on, please monitor
- // disk space over time if you install BZ2 1.3 to a HD with less than
- // a gig free.
- KeepChatLogFile = false
- KeepIRCLogFile = false
- // If true, chat/irc logs files will have a timestamp added to the
- // start of each line printed
- TimestampChat = false
- // Host name, port a created session will register itself with for
- // matchmaking, and potential clients will use for searching. DON'T
- // CHANGE THIS UNLESS YOU'RE DARN SURE YOU KNOW WHAT YOU'RE DOING!
- HostMasterServerName = "master0.gamespy.com"
- HostMasterServerPort = 27900
- ClientMasterServerName = "master0.gamespy.com"
- ClientMasterServerPort = 28900
- // -----------------------------------------------------------------
- // Possible characters for the ToggleConsoleKey above. Note: the
- // "DIK_" part of each line is the DirectInput name for each possible
- // key, which should help you find a suitable key. DIK_GRAVE is the
- // default, which means that 0x29 is copied to the "ToggleConsoleKey"
- // line well above. These constants come from Microsoft's
- // DirectInput.h
- // DIK_ESCAPE 0x01
- // DIK_1 0x02
- // DIK_2 0x03
- // DIK_3 0x04
- // DIK_4 0x05
- // DIK_5 0x06
- // DIK_6 0x07
- // DIK_7 0x08
- // DIK_8 0x09
- // DIK_9 0x0A
- // DIK_0 0x0B
- // DIK_MINUS 0x0C /* - on main keyboard */
- // DIK_EQUALS 0x0D
- // DIK_BACK 0x0E /* backspace */
- // DIK_TAB 0x0F
- // DIK_Q 0x10
- // DIK_W 0x11
- // DIK_E 0x12
- // DIK_R 0x13
- // DIK_T 0x14
- // DIK_Y 0x15
- // DIK_U 0x16
- // DIK_I 0x17
- // DIK_O 0x18
- // DIK_P 0x19
- // DIK_LBRACKET 0x1A
- // DIK_RBRACKET 0x1B
- // DIK_RETURN 0x1C /* Enter on main keyboard */
- // DIK_LCONTROL 0x1D
- // DIK_A 0x1E
- // DIK_S 0x1F
- // DIK_D 0x20
- // DIK_F 0x21
- // DIK_G 0x22
- // DIK_H 0x23
- // DIK_J 0x24
- // DIK_K 0x25
- // DIK_L 0x26
- // DIK_SEMICOLON 0x27
- // DIK_APOSTROPHE 0x28
- // DIK_GRAVE 0x29 /* accent grave */
- // DIK_LSHIFT 0x2A
- // DIK_BACKSLASH 0x2B
- // DIK_Z 0x2C
- // DIK_X 0x2D
- // DIK_C 0x2E
- // DIK_V 0x2F
- // DIK_B 0x30
- // DIK_N 0x31
- // DIK_M 0x32
- // DIK_COMMA 0x33
- // DIK_PERIOD 0x34 /* . on main keyboard */
- // DIK_SLASH 0x35 /* / on main keyboard */
- // DIK_RSHIFT 0x36
- // DIK_MULTIPLY 0x37 /* * on numeric keypad */
- // DIK_LMENU 0x38 /* left Alt */
- // DIK_SPACE 0x39
- // DIK_CAPITAL 0x3A
- // DIK_F1 0x3B
- // DIK_F2 0x3C
- // DIK_F3 0x3D
- // DIK_F4 0x3E
- // DIK_F5 0x3F
- // DIK_F6 0x40
- // DIK_F7 0x41
- // DIK_F8 0x42
- // DIK_F9 0x43
- // DIK_F10 0x44
- // DIK_NUMLOCK 0x45
- // DIK_SCROLL 0x46 /* Scroll Lock */
- // DIK_NUMPAD7 0x47
- // DIK_NUMPAD8 0x48
- // DIK_NUMPAD9 0x49
- // DIK_SUBTRACT 0x4A /* - on numeric keypad */
- // DIK_NUMPAD4 0x4B
- // DIK_NUMPAD5 0x4C
- // DIK_NUMPAD6 0x4D
- // DIK_ADD 0x4E /* + on numeric keypad */
- // DIK_NUMPAD1 0x4F
- // DIK_NUMPAD2 0x50
- // DIK_NUMPAD3 0x51
- // DIK_NUMPAD0 0x52
- // DIK_DECIMAL 0x53 /* . on numeric keypad */
- // DIK_OEM_102 0x56 /* <> or \| on RT 102-key keyboard (Non-U.S.) */
- // DIK_F11 0x57
- // DIK_F12 0x58
- // DIK_F13 0x64 /* (NEC PC98) */
- // DIK_F14 0x65 /* (NEC PC98) */
- // DIK_F15 0x66 /* (NEC PC98) */
- // DIK_KANA 0x70 /* (Japanese keyboard) */
- // DIK_ABNT_C1 0x73 /* /? on Brazilian keyboard */
- // DIK_CONVERT 0x79 /* (Japanese keyboard) */
- // DIK_NOCONVERT 0x7B /* (Japanese keyboard) */
- // DIK_YEN 0x7D /* (Japanese keyboard) */
- // DIK_ABNT_C2 0x7E /* Numpad . on Brazilian keyboard */
- // DIK_NUMPADEQUALS 0x8D /* = on numeric keypad (NEC PC98) */
- // DIK_PREVTRACK 0x90 /* Previous Track (DIK_CIRCUMFLEX on Japanese keyboard) */
- // DIK_AT 0x91 /* (NEC PC98) */
- // DIK_COLON 0x92 /* (NEC PC98) */
- // DIK_UNDERLINE 0x93 /* (NEC PC98) */
- // DIK_KANJI 0x94 /* (Japanese keyboard) */
- // DIK_STOP 0x95 /* (NEC PC98) */
- // DIK_AX 0x96 /* (Japan AX) */
- // DIK_UNLABELED 0x97 /* (J3100) */
- // DIK_NEXTTRACK 0x99 /* Next Track */
- // DIK_NUMPADENTER 0x9C /* Enter on numeric keypad */
- // DIK_RCONTROL 0x9D
- // DIK_MUTE 0xA0 /* Mute */
- // DIK_CALCULATOR 0xA1 /* Calculator */
- // DIK_PLAYPAUSE 0xA2 /* Play / Pause */
- // DIK_MEDIASTOP 0xA4 /* Media Stop */
- // DIK_VOLUMEDOWN 0xAE /* Volume - */
- // DIK_VOLUMEUP 0xB0 /* Volume + */
- // DIK_WEBHOME 0xB2 /* Web home */
- // DIK_NUMPADCOMMA 0xB3 /* , on numeric keypad (NEC PC98) */
- // DIK_DIVIDE 0xB5 /* / on numeric keypad */
- // DIK_SYSRQ 0xB7
- // DIK_RMENU 0xB8 /* right Alt */
- // DIK_PAUSE 0xC5 /* Pause */
- // DIK_HOME 0xC7 /* Home on arrow keypad */
- // DIK_UP 0xC8 /* UpArrow on arrow keypad */
- // DIK_PRIOR 0xC9 /* PgUp on arrow keypad */
- // DIK_LEFT 0xCB /* LeftArrow on arrow keypad */
- // DIK_RIGHT 0xCD /* RightArrow on arrow keypad */
- // DIK_END 0xCF /* End on arrow keypad */
- // DIK_DOWN 0xD0 /* DownArrow on arrow keypad */
- // DIK_NEXT 0xD1 /* PgDn on arrow keypad */
- // DIK_INSERT 0xD2 /* Insert on arrow keypad */
- // DIK_DELETE 0xD3 /* Delete on arrow keypad */
- // DIK_LWIN 0xDB /* Left Windows key */
- // DIK_RWIN 0xDC /* Right Windows key */
- // DIK_APPS 0xDD /* AppMenu key */
- // DIK_POWER 0xDE /* System Power */
- // DIK_SLEEP 0xDF /* System Sleep */
- // DIK_WAKE 0xE3 /* System Wake */
- // DIK_WEBSEARCH 0xE5 /* Web Search */
- // DIK_WEBFAVORITES 0xE6 /* Web Favorites */
- // DIK_WEBREFRESH 0xE7 /* Web Refresh */
- // DIK_WEBSTOP 0xE8 /* Web Stop */
- // DIK_WEBFORWARD 0xE9 /* Web Forward */
- // DIK_WEBBACK 0xEA /* Web Back */
- // DIK_MYCOMPUTER 0xEB /* My Computer */
- // DIK_MAIL 0xEC /* Mail */
- // DIK_MEDIASELECT 0xED /* Media Select */
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