Guest User

NewDark 1.27 cvars

a guest
Jul 15th, 2020
75
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 54.17 KB | None | 0 0
  1. New config vars
  2. ---------------
  3.  
  4. (These config vars are typically added to cam_ext.cfg as needed, with the exception of DromEd specific vars which
  5. are usually added to DromEd.cfg.)
  6.  
  7.  
  8. use_d3d_display
  9. use Direct3D 9 display system instead of the legacy DirectX 6 DirectDraw one.
  10. Enabling this will automatically also enable "force_32bit".
  11.  
  12. force_windowed
  13. always run in windowed mode (bit depth will be based on windows desktop bit depth)
  14.  
  15. force_32bit
  16. use 32bit rendering for both 2D (UI) and 3D (in fullscreen, in windowed the desktop bit depth is used)
  17.  
  18. single_display_mode [<1 - 3>]
  19. run game in a single resolution for both 2D (UI) and 3D, the optional parameter specifies the buffer config,
  20. default is 1.
  21. 1: blit based buffer updates (same method that's used in windowed mode is used for fullscreen too)
  22. 2: double buffering with buffer flipping (in fullscreen mode), the usual mode for games
  23. 3: triple buffering with buffer flipping (in fullscreen mode)
  24.  
  25. ui_scale_mode <0 - 2>
  26. only has any effect in combination with "single_display_mode", determines how UI (/2D mode) will be scaled to
  27. the current display resolution, default mode is 0.
  28. 0: scale UI to fit screen using basic method, result may or may not be filtered depending on graphics driver
  29. 1: scale UI only an even multiple to maintain pixel perfectness
  30. 2: scale UI to fit using 3D HW, result will be filtered
  31. When "use_3d_display" is enabled 3D HW is always used and the modes have following (almost same) meaning:
  32. 0: scale UI to fit screen, result is filtered unless an it happens to be an even multiple which can maintain
  33. pixel perfectness (defining "d3d_disp_scaled_2d_overlay" will force it to always filter)
  34. 1: scale UI only an even multiple to maintain pixel perfectness, no filtering is applied unless
  35. "d3d_disp_force_filter_scale2d" is enabled
  36. 2: same as 0
  37.  
  38. d3d_disp_scaled_2d_overlay <val> [<val2>]
  39. only works in combination with "use_d3d_display", enables scaling of the in-game 2D overlay (HUD).
  40. * In the first form with only one value, in the range 2 to 64. The game will try to magnify the overlay the
  41. specified amount of times, if that isn't possible it will find nearest scale factor below that can be
  42. applied. It will always maintain pixel perfectness so it will choose a scale that results in en even
  43. multiple of pixel of the base resolution 640x480. For example any resolution that's at least twice the
  44. size of 640x480 can have an overlay scaling of 2. If you want the game to always choose the largest possible
  45. scale then set the value really high, i.e. 64, but if you never want it more than double on any resolution
  46. then set it to 2.
  47. * In the second form it takes two values specifying a virtual resolution for the 2D overlay. The overlay
  48. is scaled to fit the current display resolution which may result in slightly blurry results if the scale
  49. isn't an even pixel multiple, due to filtering. The specified virtual resolution must be at least
  50. 640 480 and less than the actual display resolution. The aspect ratio of the virtual resolution will
  51. automatically adjusted to match the actual resolution.
  52. NOTE: Using scaling will actually improve performance (to some degree), in particular at high resolutions.
  53.  
  54. d3d_disp_force_filter_scale2d
  55. only works in combination with "use_d3d_display", forces scaled 2D (menus and overlay) to always use bilinear
  56. filtering. Normally no filtering is applied when the scale is detected to be an even pixel multiple of the
  57. original size, in order to get sharper pixel perfect results.
  58.  
  59. d3d_disp_2d_overlay_alpha <0.0 - 1.0>
  60. only works in combination with "use_d3d_display", sets the alpha/transparency of the 2D overlay, default is
  61. 1.0 (opaque).
  62. NOTE: This affects everything that's drawn in 2D while in-game, including the command console.
  63.  
  64. d3d_disp_2d_surf_mode <0 - 3>
  65. only works in combination with "use_d3d_display", sets the method in which the 2D overlay (HUD) is handled,
  66. default is 3 (hardware based 2D rendering and 3D rendering in editor). Using the default HW method should
  67. significantly increase performance related to 2D/HUD drawing, especially at higher resolutions. If there are
  68. problems with garbled HUD texts and "d3d_disp_force_rgba_atex" doesn't help, then it may be solved by changing
  69. this to mode 0, 1 or 2.
  70. 0: software rendering (normal method for SW rendering)
  71. 1: software rendering (alternative method which probably ends up doing the same thing as 0)
  72. 2: software rendering (alternative method using lockable dynamic vidmem texture)
  73. 3: HW rendering (recommended/default)
  74.  
  75. d3d_disp_hw2d_cachesize <8 - 2047>
  76. max vidmem usage (in MB) to try to keep below for vidmem textures related to HW 2D overlay (HUD) rendering,
  77. default is 16. Normally nothing that needs to touched, but might be useful for cards with limited memory.
  78.  
  79. d3d_disp_hw2d_cachesize_editor <8 - 2047>
  80. same as "d3d_disp_hw2d_cachesize" except this applies to all HW rendering while in edit mode, default is 64.
  81.  
  82. d3d_disp_force_rgba_atex
  83. only works in combination with "use_d3d_display" and 2D overlay (HUD) in HW mode (see "d3d_disp_2d_surf_mode"),
  84. forces the use of RGBA texture format for alpha-only textures in HW 2D rendering, HUD texts in particular,
  85. the default uses the best suitable alpha-only format supported by the GPU (which should always work ok, this
  86. option is just provided in case some old cards are having problems)
  87.  
  88. d3d_disp_allow_a8l8_atex
  89. only works in combination with "use_d3d_display" and 2D overlay (HUD) in HW mode (see "d3d_disp_2d_surf_mode"),
  90. enables support for using A8L8 texture format for alpha-only textures, as a fallback when A8 isn't supported
  91. (by default the fallback format is 32-bit RGBA)
  92.  
  93. movie_sw_scale_quality <0 - 6>
  94. quality of software scaling filter (used during internal processing, not the same as the ui_scale_mode),
  95. default is 4 (bicubic). Lowest quality with best performance is 0 (point filter).
  96.  
  97. scale_movie_to_ui
  98. only has any effect in combination with "single_display_mode", will play movies within the UI area only
  99. when "scale_ui_even_pixels" is set, instead of scaling it to fit the current resolution
  100.  
  101. crop_movies [<left> <top> <width> <height>]
  102. only has any effect in combination with "single_display_mode" and not "scale_movie_to_ui", enable cropping
  103. of movies so they can fill more area on a widescreen display. The original Shock cutscenes all have a
  104. built-in letterbox so this option works good there, for Thief it would cut off the upper and bottom parts
  105. of the movies. Optionally the crop rect can be specified in 640x480 coords, regardless of movie resolution.
  106. The default crop rect, when not supplying a custom one, is optimized for SS2 and is 0 70 640 340.
  107.  
  108. movie_crop_exclude
  109. only has any effect with "crop_movies", a '+' separated list of movie filenames to exclude from cropping.
  110. For example: movie_crop_exclude credits.avi+success.avi+death.avi
  111.  
  112. movie_disable
  113. a '+' separated list of movie filenames to that should not be played.
  114. For example: movie_disable intro.avi+death.avi
  115.  
  116. no_unload_ffmpeg
  117. keep ffmpeg.dll loaded, otherwise it's loaded and unloaded each time a movie is played.
  118. This may or may not be helpful when there are problems with movies initially playing but then fail to play
  119. at a later time (which produces log messages about ffmpeg.dll failing to load)
  120.  
  121. ffmpeg_force_intern_indeo5
  122. force the use of ffmpeg's internal indeo5 codec even if ir50_32.dll is present
  123.  
  124. widescreen_lock_hfov
  125. use the same horizontal FOV as in 4:3 mode, this is generally disliked by widescreen users, but the option
  126. is included as that is how the code works natively
  127.  
  128. fov <val>
  129. set (horizontal) FOV in degrees, default is 90. the FOV is specified for the reference 4:3 aspect ratio,
  130. the effective FOV in widescreen will automatically be larger (unless "widescreen_lock_hfov" is specified)
  131.  
  132. vsync_mode <val>
  133. synchronize screen updates with display refresh, default mode is 3.
  134. The mode val is the sum of one or several of following values or 0 to disable all:
  135. 1: enable vertical synch in 3D mode (in-game)
  136. 2: enable vertical synch in 2D mode (menus)
  137. and optionally _one_ of these for non-standard flip interval in vsync:ed fullscreen modes
  138. 4: flip every second refresh
  139. 8: flip every third refresh
  140. 12: flip every fourth refresh
  141. Graphics driver settings may override or not support some settings.
  142. For example: to enable synch in both 2D and 3D (=1+2) "vsync_mode 3", to disable all synch "vsync_mode 0"
  143. console command: set_vsync <val>
  144.  
  145. d3d_disp_limit_gpu_frames <0 - 3> [<0 - 3>]
  146. only has any effect in combination with "use_d3d_display", limits the number of frames that can get buffered
  147. in the GPU command buffer, default is 0 0 (limit disabled).
  148. The first value defines the buffer limit in 2D mode (menu screens), the second optional value defines the
  149. limit in 3D mode (in-game).
  150. The GPU command buffer can hold render commands for several frames. When rendering something simple with
  151. vsync enabled, like for example menu screens, the buffer easily gets filled. This results in noticeable input
  152. lag especially in menus, since there can be several frames between mouse movement and visual response. By
  153. limiting the number of frames that can get buffered the input lag can be reduced. It's not recommended to
  154. enable the options if no lag is experienced.
  155. May not have any effect on older graphics cards.
  156. IMPORTANT: Enabling limiting in-game should be used with care on multi-GPU setups, since it can result in
  157. performance loss caused by not giving all GPUs enough work.
  158.  
  159. d3d_disp_refreshrate <rate_hz>
  160. only has any effect in combination with "use_d3d_display" and running in fullscreen mode, sets a custom
  161. desired display refresh rate. The custom refresh rate will only be used if DirectX reports it as a supported
  162. rate for the current display mode. If the requested rate is not available, then the game will attempt to set
  163. it to the closest rate below. For example if the requested rate is 85 but DX only reports 72 and 60 as being
  164. supported, then it will use 72 instead.
  165.  
  166. framerate_cap <val>
  167. only has any effect in combination with "single_display_mode", enable software based framerate limiter to
  168. the specified framerate, default is 0 (disabled)
  169.  
  170. user_mode<1 - 8> <width> <height> [<bpp> [<aspect_x> <aspect_y>]]
  171. up to 8 user defined display modes. If only width and height is supplied the mode is assumed to be 32-bit
  172. with an automagic aspect ratio (assuming square pixels). Aspect ratio is defined in x:y form, so for 16:9
  173. it would be "16 9".
  174. For example: user_mode1 1280 720 32 16 9
  175.  
  176. gamma_ui <val>
  177. setting this enables UI display modes to have its own gamma setting, instead of using the "gamma" option
  178. for everything. This can be useful if you play in the dark and get blinded when opening the map or a
  179. a readable in Thief.
  180.  
  181. gamma_movie <val>
  182. gamma setting for movie playback, by default the game uses 1.0 for movies
  183.  
  184. force_32bit_textures
  185. load all textures as 32-bit, preserving original quality, as well as enabling 32-bit textures for various
  186. subsystems. Only works if "force_32bit" is also specified.
  187.  
  188. disable_alpha_test
  189. disable (newly added) alpha test support, when disabled, some objects like for example the plants in
  190. SS2 hydroponics, may exhibit rendering artifacts when other transparent objects are behind them.
  191. Alpha testing (aka alpha keying) is similar to chroma keyeing, which skips rendering of pixels that are meant
  192. to be transparent. This can create more pixely edges, but it perfectly solves alpha sorting issues.
  193. console command: toggle_alpha_test
  194. console command: set_alpha_test <0 , 1>
  195.  
  196. alpha_test_as_opaque
  197. treat objects with 1-bit alpha (chroma key) textures as opaque. Requires alpha test to also be enabled.
  198. The advantage is that these objects don't have to be depth sorted and it avoids sorting errors where
  199. other parts or objects get incorrectly drawn on top. The disadvantage is that in some cases overlapping
  200. decal objects may exhibit z-fighting.
  201. console command: toggle_alpha_test_opaque
  202.  
  203. default_alphatest_ref <1 - 255>
  204. alpha test alpha threshold value, default is 127.
  205.  
  206. d3d_disp_enable_atoc [<0 - 2>]
  207. only has any effect in combination with "use_d3d_display", enables alpha-to-coverage (ATOC) functionality
  208. for alpha tested rendering. This option requires multisampling to be enabled, and only works if the graphics
  209. card and driver supports alpha-to-coverage.
  210. Mode 2 is a special mode for nVidia cards that support supersampled transparency (SSAA). SSAA may be more
  211. expensive in return for bit better quality. If the card doesn't support SSAA but supports ATOC it will
  212. fall back to ATOC.
  213. ATOC/SSAA makes the edges of alpha tested surfaces look smoother and less aliased.
  214. This option may look better when combined with lower alpha threshold like "default_alphatest_ref 1", but
  215. "tex_edge_padding" should also be enabled or there may be ugly outlines.
  216.  
  217. disable_table_fog
  218. disable support for table fog, will fallback to vertex fog if supported or none
  219.  
  220. fog_mode_exp
  221. use exponential fog table mode instead of the default linear
  222.  
  223. tex_filter_mode <0 - 16>
  224. set texture filtering mode: 0 no filtering, 1 linear, 2,4,8,16 anisotropic (number is sample size)
  225. console command: set_tex_filter <0 - 16>
  226.  
  227. tex_filter_trilinear
  228. enable trilinear texture filtering (smooth transition between mipmap levels), only has any effect if
  229. mipmap_mode is set to non-zero
  230. console command: set_trilinear <0 , 1>
  231.  
  232. lm_filter_mode <0 - 16>
  233. set lightmap (the second texture stage) filtering mode, same modes as "tex_filter_mode" above
  234. if this config var isn't defined then lightmaps will have get same filtering as "tex_filter_mode"
  235. console command: set_lm_filter <0 - 16>
  236.  
  237. disable_lightmap_aniso
  238. (DEPRECATED) use "lm_filter_mode", this config var is entirely ignored if "lm_filter_mode" is also defined
  239. prevents the use of anisotropic filtering on lightmaps (the second texture stage)
  240.  
  241. mipmap_mode <0 - 2>
  242. enable mipmap generation for textures: 0 disabled, 1 fastest (quality depends on HW features), 2 software
  243. bilinear filtered. When "use_d3d_display" is enabled there may be little or no difference between 1 or 2.
  244.  
  245. lm_mipmap_mode <0 - 2>
  246. mipmap generation mode for lightmaps, this is ignored if "mipmap_mode" is 0. Disabling it may be helpful
  247. if there are performance issues or when experiencing visual artifacts (that look like light bleeding), then
  248. again it could also make the latter worse or have no effect at all.
  249. 0 disabled, 1 fastest (quality depends on HW features), 2 use same quality as "mipmap_mode" (default)
  250.  
  251. lm_init_texmem <0 - 2>
  252. when initializing a texture for HW lightmap usage, clear surface memory to make sure there's no random data,
  253. default is 0 (disabled). Enabling this should reduce filtering artifacts (light bleeding) on lightmap edges.
  254. 0 disabled, 1 clear when creating surface, 2 clear when creating and when flushing cached LMs from surface
  255. NOTE: Although option 2 should work without problems, it hasn't been tested quite as much. If there are any
  256. issues like lightmaps/surfaces suddenly turning black, then change this option to 1.
  257.  
  258. lm_filter_margin <pixels>
  259. only has any effect if "lm_init_texmem 2", pixel spacing to use between cached lightmaps in a lightmap texture,
  260. default is 0. Adding some spacing between lightmaps will help avoid/reduce light bleeding artifacts on lightmap
  261. edges, at the expense of being able to fit less lightmaps per HW lightmap texture.
  262.  
  263. mipmap_bias <-16.0 - 16.0>
  264. adjust mipmap LOD bias, only has any effect if "mipmap_mode" is non-zero. The bias adjusts the GPU selected
  265. mipmap level so with a value of 1.0 it would use one mipmap level smaller than it normally would.
  266. console command: set_mipmap_bias <-16.0 - 16.0>
  267.  
  268. tex_edge_padding <0 - 2>
  269. enable edge padding for alpha textures: 0 disabled, 1 1-bit alpha textures upconverted at load-time from
  270. palette based image formats, 2 all alpha textures.
  271. When enabled only textures that are larger than 4x4 and no larger than 256 are processed. The processing
  272. is done when textures are loaded (normally during mission load), so depending on the amount of textures and
  273. their sizes there may or may not be a bit longer load times.
  274. Edge padding increases the visual quality of mipmaps, as it fixed surrounding colors (often purple) bleeding
  275. into the edge areas. Padding should normally be done in the original image, but it was not possible with
  276. the old 8-bit textures the game used.
  277.  
  278. tex_max_edge_padding <1 - 999>
  279. set the max number pixels to expand edges, if edge padding is enabled through "tex_edge_padding" or material
  280. option. The default is 8. Increasing it will increase quality of the lower/smaller mipmap levels at the
  281. expense of more processing time.
  282.  
  283. texel_center_adjust <-1.0 - 1.0> <-1.0 - 1.0>
  284. texel/pixel center adjustment, default is 0.5 0.5. If the offset is incorrect textures from 2D components
  285. like UI and HUD icons will look blurrier than they should, and when multisampling is enabled you may see
  286. a pixel line at the edges of the screen. The default value should cover most somewhat modern setups.
  287.  
  288. multisampletype <2 - 16>
  289. only has any effect in combination with "use_d3d_display", sets the multisample (anti-aliasing) amount
  290.  
  291. precache_d3d_textures
  292. pre-cache all terrain textures to video memory before entering game mode. This will add a little delay (may
  293. or may not be noticable depending on amount of textures and system performance) when entering in-game after
  294. loading a mission or returning from menus to in-game. It may help reduce framerate stuttering caused by
  295. uploading of textures and mipmap creation, when viewing areas for the first time in a mission. Should be used
  296. with caution with missions whose texture usage might exceed available video memory. If any problems are noticed
  297. as a result of enabling this option, then disable it again.
  298. Specifying "precache_d3d_textures 2" will also pre-cache material textures that are used by any terrain.
  299.  
  300. max_hw_textures <1024 ->
  301. max number of vidmem texture slots, default is 4096 (used to be 1024 in older versions). If you have a card
  302. with not so much video memory and you get texture creation errors due to running out of local vidmem, then
  303. you could try lowering this. If lowering this does not help and "use_d3d_display" is enabled, you could look
  304. into "d3d_disp_managed_textures".
  305.  
  306. d3d_disp_managed_textures
  307. only has any effect in combination with "use_d3d_display", when enabled D3D managed texture memory is used,
  308. which may or may not affect performance a tiny bit (negatively or positively) or solve potential texture
  309. memory issues if such occur at the expense of increased system memory usage (as a memory copy of every
  310. texture is kept by D3D).
  311.  
  312. d3d_disp_forcevalid
  313. only has any effect in combination with "use_d3d_display", forces D3D initialization to succeed. Can be useful
  314. if Dark fails to init D3D due to ValidateDevice failing although it technically shouldn't, either caused by
  315. some issue in Dark that slipped through the cracks or a driver bug.
  316.  
  317. d3d_disp_enable_hdr [32]
  318. only has any effect in combination with "use_d3d_display", enables 16-bit (or optionally 32-bit) floating point
  319. render buffer (if supported), for increased quality in particular with postprocessing and software color/gamma
  320. processing. Enabling it will result in more video memory usage and some performance loss.
  321.  
  322. d3d_disp_sw_cc
  323. only has any effect in combination with "use_d3d_display", enables software gamma and color processing. The
  324. benefit of doing gamma in (shader) software rather than HW gamma, is that there is less quality loss
  325. because it can be applied on the higher precision floating point or 10-bit render data, before getting
  326. down converted to a displayable format. Whereas HW gamma is applied on the already downconverted displayable
  327. format. Another benefit is that gamma works in windowed mode, where HW gamma doesn't work.
  328. Enabling color processing comes with some performance loss.
  329. It's possible to override the CC shaders with custom ones. Either to customize the gamma or color processing,
  330. or to add additional processing like noise/dithering. When there's additional processing in the shaders, that
  331. should be done regardless of gamma/color processing being active or not, then define "d3d_disp_sw_cc 2". It
  332. will make sure the CC shaders are always used.
  333. For further details and example shaders see the "doc/sw_cc" directory.
  334.  
  335. d3d_disp_sw_cc_bright <val>
  336. brightness level when "d3d_disp_sw_cc" is enabled, default is 0. A value of 1 would make everything white.
  337. This option is only provided for completeness, it's more appropriate to adjust gamma.
  338. Does not affect menu screens.
  339.  
  340. d3d_disp_sw_cc_contr <0.0 - >
  341. contrast level when "d3d_disp_sw_cc" is enabled, default is 1. This option is only provided for completeness,
  342. it's more appropriate to adjust gamma.
  343. Does not affect menu screens.
  344.  
  345. d3d_disp_sw_cc_sat <0.0 - >
  346. saturation level when "d3d_disp_sw_cc" is enabled, default is 1. A value of 0 is completely desaturated (b&w).
  347. Does not affect menu screens.
  348.  
  349. d3d_disp_sw_cc_rgbfilter <0.0 - 1.0> <0.0 - 1.0> <0.0 - 1.0>
  350. RGB color filter when "d3d_disp_sw_cc" is enabled, default is 1 1 1 (white). For example to get a old photo
  351. type of look (sepia) you could do "d3d_disp_sw_cc_sat 0.25" and "d3d_disp_sw_cc_rgbfilter 1 0.7 0.3".
  352. Does not affect menu screens.
  353.  
  354. d3d_disp_sw_cc_hwgamma
  355. only has any effect in combination with "d3d_disp_sw_cc", forces gamma to be applied by display HW like it
  356. does when "d3d_disp_sw_cc" is disabled, but other color control like saturation and color filter are still
  357. applied. This _might_ help reduce any performance hit (induced by "d3d_disp_sw_cc") slightly, at the expense
  358. of gamma not working in windowed mode and potential minor quality loss. Another potential issue is that
  359. contrast/brightness calculations are normally applied after gamma, with this option enabled gamma is applied
  360. after brightness/contrast (if brightness/contrast isn't used, i.e. set to default, this is of no concern).
  361.  
  362. postprocess <0, 1>
  363. only has any effect in combination with "use_d3d_display", enable postprocessing effect (bloom)
  364.  
  365. bloomprescale <0.0 - >
  366. bloom intensity multiplier applied before blurring is applied, default is 1
  367.  
  368. bloomscale <0.0 - >
  369. bloom intensity multiplier, default is 5
  370.  
  371. bloom_range <0.0 - 100.0>
  372. bloom(/"glow") radius defined as percentage of the screen's diagonal, default is 2. The larger the value the
  373. more GPU processing is required.
  374.  
  375. bloom_saturation <0.0 - 1.0>
  376. bloom saturation, default is 0.7. Complete desaturation (black and white) is 0.
  377.  
  378. bloom_threshold <0.0 - 1.0>
  379. min value required (for R, G and B) in order for a pixel to be included in bloom processing, default is 0.6.
  380. A high value means only the brightest surfaces will glow.
  381.  
  382. enhanced_precip_trace
  383. enable more elaborate/expensive tracing for rain/snow impacts so it also hits more things than just terrain.
  384.  
  385. enhanced_corona_trace
  386. enable more elaborate/expensive tracing for corona visibility so it also hits more things than just terrain,
  387. fixes the issue where coronas are drawn on top of objects/characters.
  388.  
  389. enhanced_aifootstep_trace
  390. enable more elaborate/expensive tracing for AI footstep sounds so it also hits more things than just terrain.
  391.  
  392. enhanced_aidetect_trace
  393. enable more elaborate/expensive tracing for AI body and suspicious obj detection so it also hits more things
  394. than just terrain. Enabling this will for example prevent AIs from seeing bodies through closed doors (that
  395. block vision) or other objects that block AI vision.
  396.  
  397. model_lod_dist_factor <factor>
  398. modify object LOD (level-of-detail) distances to balance quality vs. perfomance. Default is 1.0. This only
  399. affects objects that have LOD support. Increasing the factor above 1.0 will make LOD changes happen farther
  400. away (higher quality), and decreasing it below 1.0 will make LOD changes happen closer to the viewer (higher
  401. performance).
  402.  
  403. model_lod_force_low
  404. disable the highest LOD (level-of-detail) of objects that have LOD support. This option could be useful if
  405. you have performance issues with missions that use a lot of high-poly objects (and that have LODs defined),
  406. where lowering "model_lod_dist_factor" doesn't help enough.
  407.  
  408. screenshot_format <type>
  409. select file format for screenshots, default is BMP.
  410. Available types: BMP, PCX, PNG
  411.  
  412. screenshot_timestamp
  413. use timestamp based numbering for screenshot names. Makes it easier to merge multiple screenshot sets
  414. and also to maintain sequence order even if some files have been deleted.
  415.  
  416. bob_factor <0.0 - 1.0>
  417. set a float scale factor for player head bob, 1 is normal and 0 completely disabled
  418.  
  419. shock_gun_bob_factor <0.0 - 1.0>
  420. (Shock only) set a float scale factor for player weapon bob, 1 is normal and 0 completely disabled
  421.  
  422. SlowFrameUI <ms>
  423. cap framerate when in UI mode (or game is paused) by setting this value to the minimum frame time.
  424. Setting it to 10 would cap the UI framerate to 100 FPS, and avoids the graphics card running unnecessary
  425. hot. If this is not set (or -1) then the original "SlowFrame" is used for both UI and in-game (which is
  426. disabled/uncapped by default).
  427.  
  428. phys_freq <30 - 120>
  429. set physics updates to a fixed frequency, this avoids variable movement speeds when playing without
  430. V-sync or can be used to lock physics at a lower frequency to play as the game originally was likely
  431. intended (60Hz). The default value is 0 which disables fixed frequency updates. It's always preferable
  432. to run with V-sync for the best experience.
  433. To get any useful effect of this at higher framerates the var "min_frame_time" should be set to
  434. something low like 1.
  435.  
  436. use_hi_res_timer
  437. use higher precision timer functions, instead of the old 1ms standard resolution. Better precision provides
  438. a smoother experience, but some older OS versions (some XP versions and older) may not properly support
  439. hi-res timers due to implementing them with RDTSC or other reasons, which can lead to movement speeds going
  440. crazy and more.
  441.  
  442. snd_oal_device
  443. when using the OpenAL sound driver it normally uses the default AL device, if another device is preferred
  444. then specify the name with this config var, for example to use the device "DirectSound Default":
  445.  
  446. snd_oal_device DirectSound Default
  447.  
  448. disable_oal_eax_reverb
  449. when using a EAX capable OpenAL device and reverb is enable (EAX option in options menu), the sound driver
  450. will use EAX reverb instead of AL's EFX reverb. Specifying this option will suppress the usage of EAX
  451. reverb and only use EFX reverb.
  452. NOTE: the menu option EAX does not specifically mean EAX, it only means reverb in general
  453.  
  454. snd_decompress_on_load <val>
  455. decompress sounds that use compressed formats when they are loaded, default mode is 1. Decompressing
  456. will use more memory and may cause a little hickup when the sound is first loaded, but may on the other
  457. hand provide smoother framerate during subsequent playbacks.
  458. The mode value can be one of following:
  459. 0: Don't decompress any sounds on load (decompression is done during playback).
  460. 1: Decompress OGG sounds on load.
  461. 2: Decompress both OGG and ADPCM sounds on load.
  462.  
  463. snd_speaker_config <val>
  464. set a non-default speaker configuration (not all devices supports this, especially with OpenAL only the
  465. "OpenAL Soft" (soft_oal) device driver currently supports it.
  466. The supported configurations are:
  467. 0: Default
  468. 2: Stereo
  469. 4: Quadraphonic
  470. 5: Surround
  471. 6: 5.1 Surround
  472. 7: 6.1 Surround
  473. 8: 7.1 Surround
  474. 9: 5.1 Surround (Side)
  475. 10: 7.1 Surround (Center L+R)
  476.  
  477. pixel_parts_as_disks
  478. when defined pixel particles are rendered as (small) disks instead
  479. console command: toggle_pixel_parts
  480.  
  481. square_parts_as_disks
  482. when defined square particles are rendered as disks instead
  483. console command: toggle_square_parts
  484.  
  485. fixed_star_size <val>
  486. set a resolution independent star size (for NewSky stars), the default behavior is to render stars as 3x3
  487. pixel large polys regardless of resolution, which will make them look smaller or larger depending on
  488. resolution. The fixed star size is defined as a scale factor based on the size the stars normally have at
  489. 1280x960 resolution, so with a size of 1.0 the stars will pretty much look like they do at 1280x960 in any
  490. resolution. With a size of 0.5 they will look half the size of what they do at 1280x960, in any resolution.
  491.  
  492. disable_star_mipmaps
  493. disable mipmapping for (NewSky) star texture (only has any effect if mipmap_mode isn't 0)
  494.  
  495. d3d_disp_enable_distortionfx
  496. only has any effect in combination with "use_d3d_display", enables screen distortion effects like seen when
  497. looking through scouting orb or heat distortion from fire arrows.
  498.  
  499. enable_sw_heatdisks
  500. enable heat distortion effect, mainly from fire arrows, when game is running in DX6 mode (i.e. when
  501. "use_d3d_display" is NOT defined)
  502. WARNING: The performance is not good enough for real usage, this option is for reference and those curious
  503. about how it looked in Thief 1 with the software renderer.
  504.  
  505. indexed_mm_render <0, 1>
  506. enable/disable the use of indexed primitive rendering for character/deformable meshes, default is enabled in
  507. DX6 and disabled in DX9. Changing the default will have a performance degrading effect in DX6 and may have so
  508. in DX9 (except maybe on very slow CPUs, but that's a big maybe), and additionally some DX9 drivers have issues
  509. when it's enabled.
  510.  
  511. wr_render_zcomp
  512. enable z-compares for worldrep rendering (normally it only does z-write because it renders worldrep polys
  513. back to front). Enabling z-compare can slightly improve rendering efficiency because polygons may be
  514. batched more, due to rendering not being order dependent.
  515.  
  516. dark_zcomp_arm
  517. (Thief only) when defined the player arm/weapon is rendered with Z-compare enabled, to get rid of
  518. sword and blackjack being rendered on top of the hand. This does currently not affect arrow rendering
  519. due to their pos/rot diverging too much from the bow's.
  520.  
  521. scaled_inv_bitmaps
  522. enable (up-)scaling of bitmap based inventory icons, like Thief's body carry icon, at higher screen
  523. resolutions.
  524.  
  525. dark_map_decal_scheme <method> [<method_params>*]
  526. (Thief only) select and configure the way visited and current map locations are shaded/colored.
  527. Method 0: original, has no params (default)
  528. Method 1: dodge/burn, to customize this method supply either 2 params where the first is a monochrome factor
  529. for visited areas and the second for current area, or supply 6 parameters where the first 3 is an
  530. RGB triplet for visited areas and the last 3 for current area.
  531. The param values are floating point values, a positive value works like a Photoshop/GIMP dodge,
  532. a negative value like burn. "-0.3 -0.3 1.1 1.3 1.3 0.2" would look similar to the original,
  533. default when not supplying any params is "-0.5 0.8"
  534. console command: set_map_decal_scheme <method> [<method_params>*]
  535.  
  536. dark_map_lalign_notes
  537. (Thief only) left align map notes instead of centering them
  538.  
  539. dark_map_remember_last
  540. (Thief only) open last viewed map page if no automap location is found for current player location
  541.  
  542. loadout_buy_autoadvance
  543. (Thief only) auto-advance item in loadout screen after buying all available units of the current selected one,
  544. like it did in Thief1
  545.  
  546. vismeter_hide <0, 1>
  547. (Thief only) hide light gem. This config var is monitored continously so custom scripts could change it on the
  548. fly to show/hide the light gem during a mission. However if a script does that it's recommended that it checks
  549. the initial value and honors that, so that if a player has globally disabled the gem, it stays disabled.
  550.  
  551. hide_maxed_hpbar
  552. (Thief only) hide health bar when player has full health
  553.  
  554. ai_death_keep_phys <0, 1>
  555. (Thief only) enable/disable that AIs keep their physics shape after they die or are KOd, default for T2 is 0
  556. and 1 in T1 mode
  557.  
  558. dark1
  559. (Thief only) added to cam.cfg to tell game to run in Thief1 "mode". It also requires a couple of extra
  560. patch resources to make the menu system fully usable.
  561.  
  562. legacy_force_match_unrefs 0
  563. default value for "force matching unrefs" in particles, when loading SS2/T1 particle data created with previous
  564. game versions. The "force matching unrefs" parameter was added for T2 and defaults to disabled there, in SS2
  565. and T1 the engine behaved as if this option was enabled. To match original behavior it defaults to that when
  566. loading old data. It may however not be desired behavior because there are issues involved when enabling the
  567. option. It was required to so particle effects on weapons (i.e. fire arrows) were rendered, but it's now possible
  568. to enable that with "render_weapon_particles".
  569.  
  570. render_weapon_particles
  571. render particles attached to weapons (while held in hand) when they they have "force matching unrefs" disabled.
  572. In T2 this will make fire arrow particles visible (before they're fired). In T1 when combined with
  573. "legacy_force_match_unrefs 0" it will make the fire arrow particles work better.
  574.  
  575. analog_mwheel_bind
  576. mouse wheel now binds up and down events as separate button events by default, i.e. you bind mouse_wheel_up
  577. to Next Weapon and mouse_wheel_down to Prev Weapon. If the original behavior is desired, where the
  578. mouse_wheel control sends its analog value as a command parameter, then define this config var.
  579. Note that if a bind file still has a mouse_wheel only bind, that will still work regardless of this config
  580. var, it only affects the binding behavior in the options menu.
  581.  
  582. shock_single_bind_set
  583. (Shock only) when defined shock only uses "user.bnd" and disregards "user2.bnd"
  584.  
  585. shock_quicksave_slot <0 - 14>
  586. (Shock only) use a save slot for quicksaves, instead of the original behaviour of simply saving to the default
  587. autosave/current slot.
  588. Specify 0-14 to use a regular save slot, or -1 for the default behaviour of using the autosave/current slot.
  589. A value of 14 will use the lowermost regular save slot.
  590.  
  591. shock_autosave_slot <0 - 14>
  592. (Shock only) use a save slot for autosaves, instead of the original behaviour of simply saving to the default
  593. autosave/current slot.
  594. Specify 0-14 to use a regular save slot, or -1 for the default behaviour of using the autosave/current slot.
  595. A value of 14 will use the lowermost regular save slot.
  596.  
  597. shock_old_hud3d_order
  598. (Shock only) restore old drawing order for (spinning) 3D objects in HUD elements. This should never be needed
  599. and is only provided as a precaution in case some unexpected issue pops up.
  600.  
  601. force_underwater_reverb [<reverb preset>]
  602. always use the UnderWater reverb environment when the player is under water. This is useful if maps
  603. haven't explicitly set the reverb type for underwater areas so it ends up with some default. Optionally
  604. a specific (0-based) reverb preset index can be set, by default it's 22. The preset numbering is based
  605. on the "EAX Reverb Code" list in DromEd (which is the standard EAX preset list). 21 might be of interest
  606. for a more pronounced effect.
  607.  
  608. submerged_sound_occlusion <min blocking factor> [<distance penalty factor> [<reverb mix>]]
  609. when the player is under water sound distances are by default artificially increased to achieve a bit less
  610. direct hearing of sounds. This effect is negligible when EAX is enabled, making sounds very direct.
  611. Introducing a minimum blocking factor (occlusion / low pass filter), adjusting the distance penalty
  612. and reverb mix may give a better underwater experience. The reverb mix will be ignored if it's less than
  613. the normal reverb mix, which is 0.6 by default (or changed with "sfx_source_reverb_mix").
  614. The defaults are -1000000.0 1.0 -1.0 (which results in using the original method).
  615.  
  616. new_mantle
  617. enable new improved (hopefully) mantling code. The new mantling code should have a lower failure rate, so it
  618. doesn't start a mantle only to fail midways through as much as the standard mantle code, and/or requiring as
  619. many retries at different approach angles until successful. This means that it can sometimes be easier to get
  620. to places in a map that weren't intended to be reached, but then again a motivated/stubborn player might also
  621. manage to do so with standard mantle. New mantle however has the ability to mantle into crouch spaces, which
  622. standard mantle doesn't have.
  623.  
  624. force_correct_rope_lengths
  625. force all ropes/vines to calculate the rope lengths correctly so that their physical length matches their
  626. numerical length. The old way of calulcating the physical rope lengths is incorrect and results in ropes
  627. that are a certain percentage shorter than what they're supposed to be. The correct length calculation isn't
  628. enabled by default to ensure that placed ropes in existing missions retain their original lengths. It can
  629. however be helpful to enable this when running in Thief 1 mode, because handling of placed ropes in T1 was
  630. a bit different than in T2 so ropes can end up too short otherwise. Mission authors can also enable correct
  631. length calculcations directly on rope objects. Such rope objects will have correct lengths even when
  632. "force_correct_rope_lengths" isn't enabled.
  633.  
  634. rope_ground_margin <1.0 - 6.0>
  635. distance above ground where ropes/vines end when "force_correct_rope_lengths" is enabled or the rope objects
  636. have "Calc Correct Len" set in the Rope property. Default is 4.5.
  637.  
  638. extended_player_lighting [<0 - 2>]
  639. extended player lighting mode, if no additional numeric param is specified it assumes 1.
  640. Default calculations only sample lighting at one point in the player, with extended player lighting
  641. more sample points are added. Extended mode is disabled by default.
  642. Modes: 0 = disabled, 1 = normal weighted average, 2 = only uses the weighted average if result is brighter
  643. console command: set_extended_plr_lighting <0 - 2>
  644.  
  645. dynamic_light_obj_radius_scale <0, 1 - >
  646. radius scale factor for dynamic lights when calculating object lighting, default is 1.0. This does NOT affect
  647. the radius for how dynamic lights light up lightmaps(/terrain). A value of 0 restores original behavior where
  648. dynamic lights have an infinite radius with regard to objects.
  649.  
  650. sun_runtime_obj_shadows
  651. enable sun light to be obstructed by objects with the "Runtime Object Shadow" property, just like the property
  652. affects other lights.
  653.  
  654. frob_mode <0 - 2>
  655. frob line of sight mode, default is 0. This allows enabling of a more strict obstruction check for a potential
  656. frob target, to prevent frobbing through walls scenarios. That does however mean that sometimes objects which
  657. are only partially visible won't be frobbable, like an object on a shelf (made of terrain polys) above head
  658. height, unless you jump or climb onto something, or an object around a corner that's only partially visible.
  659. Use at your own risk, it could potentially break missions that placed "hidden" frobbable objects in such way
  660. that the player can never see more than a small fraction.
  661. Modes: 0 = standard (only objects marked as blocking will obstruct)
  662. 1 = all terrain and objects marked as blocking will obstruct
  663. 2 = (Shock only) like mode 1 but prevents HUD brackets/info to appear on obstructed objects, unlike
  664. mode 1 where the brackets/info will appear the same way as they do in mode 0, even if the object
  665. can't actually be interacted with. For Shock this mode is recommended over 1 because it's less
  666. confusing. (In Thief this mode is the same as 1.)
  667.  
  668. disable_headtracking
  669. disable head tracking (head looking at the player) of NPCs
  670.  
  671. ext_kb_country_check
  672. extended keyboard language detection. By default the game can under certain circumstances fail to correctly
  673. identify the keyboard language, it also does not identify UK or French Canadian layouts. This option solves
  674. those issues, but it does not add support for more layouts than already available in the game, which are:
  675. English-US, French, German, English-UK, French Canadian, Italian, Spanish.
  676.  
  677. skip_writeaccess_check
  678. skip write access test of game dir on startup
  679.  
  680. swim_chest_offset <0.0 - 1.15>
  681. customize the point of the player that needs to be submerged in water to classify the player as swimming.
  682. Default is 0 which uses the standard swim point which is at the "body" physics shape origin. When setting
  683. a custom (non-zero) value, the value is defined as height units below the "head" physics shape origin.
  684. Something around 0.6 would be recommended for a custom offset, which puts the point at chest height.
  685.  
  686. new_mantle_fwd <0.5 - 1.0>
  687. only has any effect in combination with "new_mantle". Minimum distance the player needs to be able to move
  688. forward during a mantle motion in order to accept the mantle as valid, default is 0.5. Increasing the value
  689. will reduce the ability to mantle narrow ledge situations (if you feel that the default is too "effective").
  690.  
  691. jump_speed_boost <1.0 - >
  692. speed boost factor when jumping, should not be altered as it will break missions that have locations carefully
  693. crafted based on the game's default jump distance. Default is 1.05 (or 1.4 when running in Thief 1 mode).
  694.  
  695. no_cretpose_in_sim
  696. disable fix that allows the creature "Current Pose" property to be applied to creatures that are created (i.e.
  697. spawned) during sim. Previously "Current Pose" only applied to creatures that were pre-placed in the mission.
  698. This config var is only provided as a safety precaution, just in case the fix causes any problems.
  699.  
  700. small_portal_repel
  701. this reduces the safety distance margin between the player camera and portals during rendering. Maintaining
  702. the safety margin is what can cause the small "jitter" that you can sometimes experience when crossing portals,
  703. such as walking across a door opening (portals are however everywhere and not just doors). By enabling this
  704. option, a smaller margin is used and the visible jitter is reduced or often eliminated.
  705. Although no problems are expected, in the unforeseen event that you experience issues like the screen
  706. flickering black when crossing portals, then disable this option again.
  707.  
  708. phys_deactivate_outofworld_ai
  709. restore original behavior that deactivates physics on AIs if they are partially (or completely) out of world
  710. after loading a savegame or mission. The new default mode of operation is to keep physics active if the AI is
  711. deemed to only be slightly out of world and hope it will recover. The original behavior would sometimes cause
  712. AIs to lose physics after loading a savegame or a level transition, so you couldn't damage them directly or
  713. collide with them. In case there are any unforeseen problems with the new behavior, this config var will
  714. restore the original way of doing it.
  715.  
  716. disable_32bit_fampal
  717. disable use of family palette (full.pcx) when load-converting palette-based (indexed) textures to 32-bit
  718. (see "force_32bit_textures"), instead use each texture file's own palette. Default behavior is to use the
  719. family palette.
  720.  
  721. legacy_32bit_txtpal
  722. enable use of the global game palette when load-converting palette-based (indexed) object textures, from
  723. the "txt\" directory, to 32-bit (see "force_32bit_textures"). Default behavior is to use each texture
  724. file's own palette.
  725.  
  726. incremental_save_dir <dir>
  727. (DromEd only) enable incremental saving when overwriting existing MIS/COW/GAM file. Default is disabled.
  728. When enabled, DromEd will make a backup copy of the file about to be overwritten, to the directory specified
  729. by this config var. The directory must exist, DromEd will not create it for you. It may also be an absolute
  730. path like for example "C:\Temp\DromEd_bak". The backup files will have a timestamp in their names of when
  731. the backup copy was made. Not to be confused with time when the file was last modified.
  732. Be aware that DromEd will not limit the number of backups, so you may occasionally want to delete older
  733. backups if you want to keep disk usage at bay.
  734.  
  735. brush_centers <0 - 2>
  736. (DromEd only) draw brush centers, 1 draws only the current brush, 2 draws it for all brushes
  737. console command: brush_centers <0 - 2>
  738. or "brush_centers -1" to cycle between the three modes
  739.  
  740. validate_spot_cones
  741. (DromEd only) when defined it will validate spotlight cone angles during lighting and output invalid
  742. settings to mono.
  743.  
  744. validate_models [2]
  745. (DromEd only) when defined it will validate MD models when they're loaded to make sure that polygon
  746. data is correct and print warnings to mono otherwise. If the var value is 2 then invalid models will
  747. fail to load, otherwise load will succeed and a crash is likely to follow.
  748.  
  749. enable_32bit_lightmaps [<1 , 2>]
  750. (DromEd only) when defined DromEd will default to 32-bit lightmaps instead of the normal 16-bit lightmaps
  751. for new map. Setting a value of 2 will default to 32-bit 2X modulate mode. 2X mode allows for overbrightening
  752. at the expense of reducing precision to 1/128 (from 1/256), which is still 4 times better than 16-bit maps.
  753. Overbrightening gives lights a little more "oomph!", a cheap man's HDR-like effect on lightmaps. With regular
  754. 16 and 32-bit lightmaps that maximum brightness a surface can achieve is that the texture is seen fullbright.
  755. With overbrightening the texture can be up two twice as bright as the fullbright texture.
  756. When loading an existing map the editor sets the current setting to match that, so re-lighting/re-portalizing
  757. will generate the same type of lightmaps as the mission already had.
  758. Note that generating regular 32-bit lightmaps for Thief 1/G missions, without improved shadow softness settings
  759. or added colored lighting, isn't worth while. The original T1 lightmaps already have 8 bits per channel
  760. precision just like 32-bit, the only difference is that they only have 1 channel (monochrome).
  761. The active mode can be changed with the "set_lighting_depth" command. Preferably the "Tools" menu should have
  762. commands to switch mode (see reference MENUS.CFG), but for manual use the command takes following values:
  763. 16: original 16-bit lightmaps
  764. 32: 32-bit lightmaps
  765. 64: 32-bit lightmaps in 2X mode
  766.  
  767. lm32_params <atten> [<sat>]
  768. (DromEd only) customize the initial 32-bit lightmap calculation parameters. These parameters are saved in
  769. mission files, and are restored when loading a mission file. Be aware of that loading a mission and then
  770. New:ing DromEd without a restart will not reset the parameters, instead the parameters of the last loaded
  771. mission will be remain active. The 'atten' parameter is an exponent that allows controlling the attenuation
  772. curve, pow(org_atten_val, <atten>). A value of 1.0 results in unmodified attenuation. The 'sat' parameter is a
  773. color saturation factor, where 1.0 results in unmodified colors. The defaults are 1.0 and 1.0 except when when
  774. loading older missions where they are 1.07 and 1.4. The latter values are an attempt to get 32-bit lightmaps
  775. to look slightly closer to 16-bit lightmaps when loading original T2/SS2 maps and re-lighting them. This can
  776. in some places come at the cost of some smoothness/quality. They will never look identical to the 16-bit
  777. lightmaps though, due to mathematical differences with the much lower precision 16-bit maps.
  778. Note that when running in Thief 1 "mode", the defaults are always 1.0 and 1.0 because 32-bit lightmaps will
  779. look identical to the original 8-bit lightmaps (as both formats have a precision of 8 bits per channel).
  780. console command: lm32_params [<atten> [<sat>]]
  781.  
  782. editor_water_alpha <alpha>
  783. (DromEd only) alpha value to use when rendering water surfaces in editor solid view, when hardware 2D is
  784. enabled, default is 0.5. The editor doesn't render water with the actual transparency as seen in-game because
  785. for editing it's more useful to be able to see all geometry, and opaque liquids like lava would prevent that.
  786. console command: editor_water_alpha <alpha>
  787.  
  788. show_mouse_xyz
  789. (DromEd only) show XYZ info for the current mouse cursor position in a 2D viewport
  790.  
  791. show_camera_xyz
  792. (DromEd only) show current camera coordinates
  793.  
  794. vm_rot_speedfactor <float>
  795. (DromEd only) speed factor (or rather step size) at which the camera rotates in editor, when factor is a
  796. negative value the rotation will be independent of current viewport scale so it always rotates at the same
  797. speed regardless of viewport scale (default is 1)
  798.  
  799. mono_console [<cols> <rows> [<xpos> <ypos> [<buffer_rows> [<use_colors>]]]]
  800. (DromEd only) enable built-in mono console window. By default WARNING and ERROR messages will be colored
  801. yellow and red, to disable coloring set "use_colors" to 0.
  802.  
  803. mono_quickedit
  804. (DromEd only) enable QuickEdit in mono console window (allows text to be selected without opening the window
  805. menu), however be warned that while in selection mode the entire application is paused until the mode is ended,
  806. so with QuickEdit enabled, accidentally clicking in the console window could pause the entire editor without
  807. being noticed.
  808.  
  809. disable_cycle_mwheel
  810. (DromEd only) disable mouse wheel support for cycle controls (the controls that have < > buttons)
  811.  
  812. return_to_listwindow
  813. (DromEd only) make list dialog for Conversation edit and Mission/Quest/Gamesys parameters persistent until
  814. closed, so after closing the edit window after editing one of the list items, it returns back to the list.
  815.  
  816. fam_search_missing <fam list>
  817. (DromEd only) enables editor to search for missing family textures in other families, listed by this config
  818. var. This config var should only be defined temporarily to load a mission where family textures have been
  819. reorganized, and then save the mission with the updated textures and exit dromed again and remove this config
  820. var. Note that replaced textures will end up as single loaded (same as "load_a_texture" command) unless the
  821. new family already happend to be added originally.
  822. For example: fam_search_missing wood+mech_new+stone+walls
  823.  
  824. allow_wr_tex_assign
  825. (DromEd only) enable hack to assign textures in solid view directly to WR faces, i.e. emergency fixing of
  826. stripped missions. It works the same way as regular texture assignment in solid view, except you have to
  827. hold down ALT. Do NOT use this functionality for editing unstripped missions.
  828.  
  829. sdesc_decimals <2 - 8>
  830. number of decimals to use when formatting sdesc based float values, default is 2. Sdesc based values are
  831. the ones seen in many editor dialogs, like object properties, or values exported with export function in
  832. the object hierarchy dialog or commands such as "dump_tagblocks_vals".
  833.  
  834. mouse_smoothing <0 - 30>
  835. enable mouse smoothing for mouselook. Default is 0 (smoothing disabled).
  836. The value specifies the number of frames over which smoothing averaged, 0 or 1 results in smoothing
  837. disabled. A good starting point is 10 frames.
  838.  
  839. mouse_smoothing_weight <0.0 - 1.0>
  840. specify the weight factor used for weighted average calculations for mouse smoothing. Default is 0.5.
  841. A value of 0 results in no smoothing, 1.0 in unweighted average (i.e. input samples of all frames are
  842. equally weighted). The lower the weight factor is, the more the lag effect is reduced, allowing you to
  843. balance between lag and smoothness. The number of frames specified with "mouse_smoothing" of course
  844. also affects the lag amount.
  845.  
  846. use_raw_mouse_input
  847. use Windows raw input functionality to get mouse input, instead of the standard Windows input. The raw input
  848. is only used for mouse look and not for cursor movement. This can be useful to get full precision input from
  849. high resolution mice.
  850.  
  851. raw_mouse_sens_scale <xscale> [<yscale>]
  852. specify custom raw mouse input sensitivity base scale when "use_raw_mouse_input" is enabled. Default is 1.0.
  853. If only xscale is specified then yscale will be set to the same value. The game's regular mouse sensitivity
  854. settings, that can be configured in the options menu etc., still apply to raw mouse input, but if the mouse
  855. resolution is high you may want to set the raw input base sensitivity to something lower, so that the game's
  856. sensitivity range is more usable. You'll have to try different values, but a starting point is the formula
  857. 400/mouse_dpi. For example if you have an 800 dpi mouse, you can try a sensitivity scale of 0.5 (= 400/800).
  858.  
  859.  
  860. mouse_sensitivity_use_aspect
  861. this is actually a bind var ("user.bnd") and not a .cfg var. It allows to turn on/off the old behavior
  862. where the screen's aspect ratio affects the horizontal mouse sensitivity (making it differ from vertical
  863. mouse sensitivity).
  864. The default is 0 (disabled).
  865.  
  866. mouse_sensitivity_y_scale
  867. this is actually a bind var ("user.bnd") and not a .cfg var. It's a scale factor, applied on top of the
  868. general mouse sensitivity, for vertical mouse movement (mouse_sensitivity * mouse_sensitivity_y_scale).
  869. The default is 1.0.
  870.  
  871. crouch_unmount
  872. this is actually a bind var ("user.bnd") and not a .cfg var. It allows to turn on/off the new alternate
  873. action of the crouch and crouch hold keys that aborts climbing, so it's possible to drop off a ladder or
  874. rope without jumping.
  875. The default is 1 (enabled).
Add Comment
Please, Sign In to add comment