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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. Make a copy of LocalPrefs.ini
- // in your addons folder and adjust your items there. This is for advanced
- // users only.
- [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
- // How many logfiles are kept for BZ2, for both regular and crash
- // logfiles. If this count is > 0, then the oldest files by date
- // matching BZ2's log naming convention are auto-deleted. If this
- // count is <= 0, then no culling is performed.
- NumBZ2LogFiles = 5
- NumBZ2CrashLogFiles = 10
- // 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
- // If true, the info that goes into the histogram (even if the
- // histogram is not displayed) is logged to a file in the logs
- // directory.
- KeepHistogramLogfile = false
- // If true, then when a Singleplayer/Instant Action game is
- // alt-tabbed, the game will automatically pause. If false, then the
- // game will continue playing even while alt-tabbed.
- PauseSPOnAlttab = true
- // If true, will pop up a warning dialog box when the user changes
- // an option (usually those on Graphics options page 2, some of
- // sound options page 2) that requires restarting BZ2 for the change
- // to take effect.
- ShowWarningOnOptionsRequireRestart = true
- // Shift-F9 colors for slab types
- ShiftF9SlabFlatColor = "0 102 102 255"
- ShiftF9SlabSlopedColor = "102 102 102 255"
- ShiftF9SlabSteepColor = "255 255 0 255"
- ShiftF9SlabLavaColor = "255 0 0 255"
- ShiftF9SlabWaterFlatColor = "0 51 102 255"
- ShiftF9SlabWaterSteepColor = "102 102 0 255"
- ShiftF9SlabUnknownColor = "76 76 76 255"
- ShiftF9SlabBuildingColor = "153 153 153 255"
- ShiftF9SlabOutlineColor = "0 0 0 255"
- ShiftF9SlabDrawOutline = true
- //
- //
- //
- // -----------------------------------------------------------------------
- // 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
- // 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 = "255 255 0 255" // red
- TeamColorTeamB = "0 0 255 255" // 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
- // 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
- // Shows the version at the login and main menu screens, if true.
- // Helpful in full screen where the title bar is not visible
- ShowVersion = true
- // 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
- // 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
- TerrainLoddingOff = 6
- LightsAll = 5
- ReflectionsOn = 4
- LocalFogOn = 3
- WeatherOn = 2
- TerrainLoddingOn = 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 = 14.0
- SkyLowFPS = 35.0
- SkyHighFPS = 45.0
- PropsNoneFPS = 25.0
- PropsMedFPS = 33.0
- PropsHighFPS = 39.0
- ShadowOffFPS = 20.0
- ShadowLowFPS = 25.0
- ShadowMedFPS = 30.0
- ShadowHighFPS = 45.0
- ParticleLowFPS = 22.0
- ParticleMedFPS = 30.0
- ParticleHighFPS = 46.0
- ReflectionsOffFPS = 41.0
- ReflectionsOnFPS = 48.0
- LocalFogOffFPS = 22.0
- LocalFogOnFPS = 50.0
- WeatherOffFPS = 15.0
- WeatherOnFPS = 41.0
- TerrainLoddingOffFPS = 15.0
- TerrainLoddingOnFPS = 25.0
- // 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
- // Items are no longer read from here. Use the console commands
- // instead. Sorry, but the 5 modes for the ingame UI scale need to
- // override these.
- // 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
- // Items are no longer read from here. Use the console commands
- // instead. Sorry, but the 5 modes for the ingame UI scale need to
- // override these.
- // 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
- // Whether DirectInput joysticks are usable in game or not. Disabling
- // them may skip a several-second delay when the game first starts up--
- // after the window is created, and before the legal screens appear.
- // If you don't plan on using a joystick with BZ2, setting this to
- // false may be a performance win.
- EnableDirectInputJoystick = true
- // 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 this is true, and a private build, will spam out to battlezone.log
- // info about collisions that caused damage.
- DebugTraceDamage = false
- // If this is true, debug.collisions defaults to 'on' when the game
- // first starts up. If false, defaults to 'off'
- DefaultDebugCollisionOn = false
- // MaxCollisionDrawDistance is how far a line may be before it's
- // rejected. If either endpoint of a debug.collisions line is more
- // than this distance (in meters) away from the camera, the line is
- // rejected and not even sent to DX11
- MaxCollisionDrawDistance = 100.0
- // These two tuning values determine whether big (i.e. > 1 mapcluster
- // in size) or small (== 1 mapcluster in size) heightfield lines
- // should be drawn when debug.collisions is turned on. Off by default,
- // as this can generate a LOT of stuff onscreen.
- ShowBigHeightfieldLines = false
- ShowSmallHeightfieldLines = false
- // If TerrainLineCenterRadius is > 0, debug.collision terrain
- // lines will be generated for patches with centers that are
- // within that radius of TerrainLineCenterX/Z
- TerrainLineCenterX = 0.f;
- TerrainLineCenterZ = 0.f;
- TerrainLineCenterRadius = -1.0;
- // 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!
- // The coordinate space for these are in a logical 640x480 space,
- // so that if you are running (for example) a 1280x960
- // resolution (windowed or fullscreen), all the values entered are
- // doubled.
- //
- // Note: this is adjustable with the ingame console, see
- // "gameprefs.AIPDebug_PosX" and "gameprefs.AIPDebug_PosY"
- AIPDebug_PosX = -610
- 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 = true
- // 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 = 1.0
- // 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
- // Whether the watchdog thread is enabled or not.
- WatchdogThreadEnabled = true
- // Allows tweaks to the render threading mode. Possible values are:
- // -1 : Main & background render thread enabled & active (fastest - work is split up)
- // 0 : Main thread work, ONLY (slower)
- // 1 : Background thread work, ONLY (slower)
- RenderThreadingMode = -1
- // When this is true, the render thread tries to measure how many
- // milliseconds it's been active. Turning this to true *does* have a
- // slight performance cost as the thread has to ask Windows what time
- // it is early and often. If this is true, the info is collected every
- // second and shown onscreen with the fps display, updated once a
- // second.
- RenderThreadTiming = false
- // Memory debugging code. This option is processed by both bzone.exe &
- // bz2edit.exe in private builds. For public builds, ONLY
- // bz2edit.exe.
- // 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
- // Flag as to whether any BZ2 audio will play when alt-tabbed or not.
- // Sound efx that started before the alt-tab might continue to play
- // until they expire.
- AudioWhenAltTabbed = true
- // 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 = 10.0
- explosionMaxDist = 225.0
- weaponMinDist = 10.0
- weaponMaxDist = 225.0
- ordnanceMinDist = 10.0
- ordnanceMaxDist = 225.0
- // 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= 1.0
- flRolloffFactor = 1.0
- // D3D Buffer Params
- dwInsideConeAngle = 360
- dwOutsideConeAngle = 360
- vConeOrientation_x = 0.0
- vConeOrientation_y = 0.0
- vConeOrientation_z = 1.0
- lConeOutsideVolume = 0
- // XAudio parameters
- UseListenerCone = false // XAudio seems to work better with this off
- UseInnerRadius = true // XAudio, for the listener
- // These parameters are adjustable only in private testing builds,
- // as they might have advantages in MP. See
- // https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudio_emitter(v=vs.85).aspx
- // for more information
- CurveDistanceScaler = 220.0 // Must be in range [FLT_MIN .. FLT_MAX]. Defines the max range at which 3D audio is hearable
- DopplerScaler = 1.1 // Must be in range [0.0 .. FLT_MAX]
- // Whether XAudio2 3D sounds are sent to an additional submix voice
- // doing low frequency effects.
- UseXAudioSubmixVoice = true
- // 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 = "VSR vocal society recall"
- // Default password to be in the password box
- DefaultPassword = ""
- // Default server message
- DefaultMessage = "NERDS only"
- // Default Max ping (until edited). Default is 750 (milliseconds), or 0.75 seconds
- // Valid range is [10 .. 1200]
- DefaultMaxPing = 750
- // Default sync join wait seconds (until edited)
- // Valid range is [30 .. 300]
- DefaultSyncJoinWaitSeconds = 120
- // If true, sessions in the server list that have no map will
- // be hidden. Helps reduce some of the advertising spam.
- FilterOutNoMap = false
- // If true, sessions in the server list that are passworded will be
- // hidden.
- SessionListFilterOutPasswordProtected = false
- // If true, sessions in the server list that are locked will be
- // hidden.
- SessionListFilterOutLockedGames = false
- // If true, sessions in the server list that are a different version
- // will be hidden.
- SessionListFilterOutDifferentVersion = false
- // If true, sessions in the server list that have a map not locally
- // installed will be hidden.
- SessionListFilterOutMissingMaps = false
- // If true, sessions in the server list that are being a NAT gateway
- // will be hidden.
- SessionListFilterOutNattedServers = false
- // Controls whether verbose (excessive(?)) info is printed when
- // lag is noted.
- VerboseLagInfo = true
- // Controls whether verbose (excessive(?)) info is printed with
- // info about NatNeg
- VerboseNatNegInfo = true
- // Flag to start off in LAN only mode (true), or Online (false)
- LANOnly = false
- // Flag to start off in 'Power User' mode (true) or normal (false)
- // Among other things, setting this to true will skip the "you've
- // exceeded the recommended limit of 30 units" dialog.
- PowerUser = true
- // 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
- // Ingame score info on by default (control-enter to toggle)
- ScoresVisible = false
- // Whether kills by AI units on AI units are reported to the ingame
- // messages box.
- ShowAIonAIKillMessages = true
- // # of seconds between refreshing the Online server list
- OnlineServerListRefresh = 15
- // # of seconds between refreshing the LAN server list
- LANServerListRefresh = 15
- // Shows all games in the server list, regardless of versioning. If
- // false, only shows games with the same BZ2 patch version.
- ShowAllGames = true
- // Default port # for games (LAN & online) 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
- // 60000. Also used in LAN scans-- scans base-10 to base +20. Thus,
- // all machines on a LAN must have very similar base port #s
- ServerBasePortNumber = 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 = 10.0
- // Whether onscreen chat messages have a timestamp or not
- TimestampOnscreenChat = false
- // Whether chat is cleared between games or not
- ClearChatBetweenGames = 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 = 2
- // For a player that has been locally banned, but you're in a game
- // that the server has allowed that player, whether they're
- // automatically text & voice muted. Default is true (i.e. quiet them
- // down)
- AutoTextMuteBannedPlayers = false
- AutoVoiceMuteBannedPlayers = false
- // IRC options. These are used in the chat system.
- // Server address and port to connect to.
- IRCServerAddr = "battlezone99mp.webdev.rebellion.co.uk"
- IRCPort = 6667
- // Default channel to connect to.
- IRCDefaultChannel = "#bz2"
- // 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"
- // 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
- // 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 = true
- KeepIRCLogFile = true
- // If true, chat/irc logs files will have a timestamp added to the
- // start of each line printed
- TimestampChat = true
- // -----------------------------------------------------------------
- // 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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