# Print into standard out: stdout 0 stderr 0 # File name and format the main message handler logs into. # The the file path, the character "$" is replaced by the current time stamp. # Use the "$" character if you want a separate log file per run. logfile_format "utf8" #logfile_path "D:/log_main.log" logfile_path "" # If the log file is larger than the size limit, rename the previous log file # into the old log file name and start a new log file. # This mechanism can be used to avoid an unlimited growing log file. # The previous old log file is deleted. # The the file path, the character "$" is replaced by the current time stamp. logfile_size_limit 10000000 logfile_old_path "D:/log_main_old.log" # If enabled, flush the log stream after every line. # This option may help to analyse crashes. # Warning! This slows down the engine noticeable! # Should be enabled only temporarily for debuggung purposes! logfile_line_flush 0 # If enabled, send main logging also to the debugger interface. # Warning! This costs performance even if no debugger is connected! debugout 0 # If enabled, open a message box on fatal errors. fatal_error_msg_box 1 # Format for file positions: textstream_pos_templ "" # If enabled, non-fatal errors don't abort the application. abort_errors 0 # File name to log debugging outut to. @syslog_path "log_dbg.log" # File name to redirect stdout/stderr to. @redirect_stdout_path "log_out.log" @redirect_stderr_path "log_err.log" ############################################################################### # Time parameters: # Maximal time step of each iteration. max_delta_time 0.5 # Delta time used for every frame independent of the real time. @exact_delta_time 0.0 # Time in seconds which the program sleeps each frame. # This can be used for example to avoid that a dedicated server # takes all system power. sleep_time 0.0 # Minimal frame time in seconds. # If the frame (including the sleep time) would be less, # the process sleeps for the rest of this time. min_frame_time 0.0 ############################################################################### # Application specific parameters: app { } ############################################################################### # Modules: modules ############################################################################### # Log into TCP server: #msgeval_type "drv_commsgeval.msgevalmgr" #msgeval_param #{ # addr "127.0.0.1:33302" #} ############################################################################### # Resource manager: resmgr_type "drv_stdres.resmgr_dispatch" resmgr_param { enable_log 0 entries { # Default: Advanced file resource manager. prefix "" type "mod_engobj_funcom.packfilemgr" param { pack_path "laidback.pak" child_type "drv_stdres.resmgr_file" child_param { # Prefix added to the resource name for infos and errors: name_prefix "res:" # Location to load the files from: ref_dir "d:\\bin\\res\\" # Don't allow resource names to start with ".." or "/": allow_any_filename 0 # Case sensitive file name on Win32 platform. # Should be enabled to avoid problems # with non-Win32 platforms or packfiles. strict_filename 0 # Cache size not too large to avoid stuttering: file_cache_size 4096 # Log all file accesses: enable_log 1 } } } { # Prefix "file:": Open as file. prefix "file:" type "drv_stdres.resmgr_file" param { ref_dir "" allow_any_filename 1 strict_filename 0 file_cache_size 4096 # Not too large to avoid stuttering enable_log 1 } } } ############################################################################### # Startup resource: # Name of the startup resource. # This resources describes the first actor created by the player. startup "data/config/client/main.cdr" ############################################################################### # Application configuration: # The parameters of the following chunk are evaluated by the application. config { # Bitmap file format drivers: bitmapformats # Video format drivers: videoformats # Wave file format drivers: waveformats # IO context configuration. # The context is the link between gfx-output, input and sound. context { # Component type. Empty string creates default component of DLL. type "drv_xboxctx.ctx" param { } } # Parameters concerning the 3d state image on the client: image { # Use simulation time instead of local time everywhere: simtime 0 # Don't interpolate on client side: nointerp 0 } # Graphics engine configuration: gfx { type "drv_d3d.gfxmgr" param { # Log all Direct3D calls. Very slow. log_dx_calls 0 # Use software reference driver. ref_driver 0 # Enable if you experience problems with alpha keying alphakey_workaround 0 tripple_buffering 0 force_sw_vertexbuf 0 force_hw_vertexbuf 0 pure_device 0 # Don't preserve FPU state. May help improve performance, # but may cause fp precision problems. disable_fpu_preserve 0 # Don' use dynamic VB, only static VB and UP. no_dynamic_vertexbuf 1 # use DrawIndexedPrimitiveUP() for dynamic VBs instead of # DrawIndexedPrimitive() use_draw_indexed_primitive_up 1 # If hw does not support this vertex shader version, use sw: req_vert_shad_ver "0x0" # Use faked fullscreen mode: faked_fullscreen 0 push_buffer_size 2097152 push_buffer_kickoff_size 262144 push_buffer_index_size_limit 2560 # If true d3d shader debug is possible for asm shaders # shader_debug 0 } # Display device. Empty string for default device. device "" # Resolution and color depth: width 720 height 480 depth 32 frequency 0 fullscreen 1 nostencil 0 # Don't allocate a stencil buffer. nobatchobj 0 # Don't use batch objects (e.g. display lists) # Other graphics parameter: reportinfo 0 quality 0 # Prefer rendering quality instead of speed. software 0 # Use software emulation. singlebuffer 0 # Don't use double-buffering. synch 1 # Wait for vertical refresh. noextensions 0 # Don't use API extensions (e.g. OpenGL ext.) wire 0 # Draw final gfx output as wireframe. # If enabled here, can be suppressed by a key. # Warning! Supressing costs still performance reportfullscr 0 # Write fullscreen modes into log. } # 3D projection information: # Notice that the display viewport uses orthogonal projection. proj_display { # Define the opening angles. open_x 1.119 # Slope of the left and right clipping plane. open_y 0.75 # Slope of the top and bottom clipping plane. center_x 0.0 center_y 0.0 } # 3D projection information for 16x9 format (widescreen) # with 96.4 degrees fov_horiz: proj_world { # Define the opening angles. open_x 1.119 # Slope of the left and right clipping plane. open_y 0.629 # Slope of the top and bottom clipping plane. center_x 0.0 center_y 0.0 } # 3D viewport configuration: viewport { # Other viewport parameters: render_cull_pix 0.0 # Minimal object screen size for culling render_mesh_pix 5.0 # Minimal geometry screen presision visib_mesh_pix 5.0 # Geom. scr. prec. for glow visib. test visibtest 0 # Use realtime visibility tests (RVT). strictvisib 0 # If RVT enabled, do it strict. # Debugging parameters: meshwire 0 # Draw raw objects also as wireframe. # Can be also toggled by a key. boundwire 0 # Draw bounding boxes in wireframe. # Can be also toggled by a key. collwire 0 # Draw colision meshes as wireframe. # Can be also toggled by a key. loginstnames 0 @tex_inspect_scale_x 0.25 @tex_inspect_scale_y 0.25 wiredepthtest 0 # Enable depth test for wireframe drawing fillwire 0 # Fill the wire-frame polygons transparently. hide 0 # Don't execute rendering passes # Useful for example to only render wireframe. } # Other view options: view { texscale 1.0 # Factor for rescaling textures. texcompress 0 # Use texture compression at all. cursor_hit_pix 10.0 # Wildcard pattern to enable rendering features. # This pattern is used to select different shader variants. # Typical feature names are: # "shvol": Enable shadow volumes # "bump": Enable bump mapping. # "shmap": Enable shadow maps. # "projli": Enable projective lights. # For example, "shvol|bump" enables shadow volumes and bump mapping. # The string "*" enables all features. gfxmodepat "*" userparam { } } # Sound configuration. sound { # Enable/disable sound. enable 1 } # Actor logging switches. # Note that other components like drivers may have further switches. log { evtmgr 0 # Log events of event queues. stat 0 # Log the statistical information of each frame. } # Statistical information display configuration. info { # Info paint offset and character size: paint { offs_x_pix 30.0 offs_y_pix 22.0 char_size_x_pix 8.0 char_size_y_pix 8.0 } # Enable particular statistical information items: general 0 # General information (including engine version). frametime 0 # Frametime. mem 0 # Memory viewport 0 # Viewport rendering statistics. gfxbase 0 # Graphics basic information. gfxstat 0 # Graphics driver statistics. cursorcoord 0 # Cursor hit coordinates. clientmotion 0 # Clientside motion anticipation information. clientlink 0 # Network connection statistics. msg 1 # Show messages. # File to log the frametime into. frametime_logfile "" # Maximal number of message lines: msg_limit 4 # Also include non-errors: msg_alsoinfo 0 } # Input configuration: input { # Player control smooth time for movements and rotating. # May be for example useful when creating demo videos. smooth_move 0.0 smooth_rot 0.0 # Position device dead zone. deadzone 0.0 # Drivers: driverlist # Select these entries for using DirectInput: { ctx_pattern "application" type "drv_xboxinput.inputmgr" param { # Enable device polling. # Needed by some old hardware, # but may cause performance problems. no_device_polling 1 deadzone 0.3 } } } # Input mapping configuration. # Format: # : Kind of device: # trigger: A key generating events when being pressed. # button: A key generating events both when being pressed and released. # motion: A device generating relative motions, e.g. mouse. # position: A device having an absolute position, e.g. joystick. # : Device name. May contain wild cards like "*". # : Event name. # : Command sent to the engine. mapping { # Syntax: mode device event command # # XBox gamepad settings # Gamepad_1 # # Configuration for the directional controls position "*Gamepad_*" "Left Thumb X Axis" "ctrl_left_stick_x" position "*Gamepad_*" "Left Thumb Y Axis" "ctrl_left_stick_y" position "*Gamepad_*" "Right Thumb X Axis" "ctrl_right_stick_x" position "*Gamepad_*" "Right Thumb Y Axis" "ctrl_right_stick_y" # Configuration for the directional control button "*Gamepad_*" "Pad Up" "ctrl_dir_up" button "*Gamepad_*" "Pad Down" "ctrl_dir_down" button "*Gamepad_*" "Pad Left" "ctrl_dir_left" button "*Gamepad_*" "Pad Right" "ctrl_dir_right" # Configuration for the buttons button "*Gamepad_*" "A Button" "ctrl_action_1" button "*Gamepad_*" "X Button" "ctrl_action_2" button "*Gamepad_*" "Y Button" "ctrl_action_3" button "*Gamepad_*" "B Button" "ctrl_action_4" button "*Gamepad_*" "Left Trigger" "ctrl_trigger_L1" button "*Gamepad_*" "Right Trigger" "ctrl_trigger_R1" button "*Gamepad_*" "Left Thumb Button" "ctrl_thumb_left" button "*Gamepad_*" "Right Thumb Button" "ctrl_thumb_right" button "*Gamepad_*" "Black Button" "ctrl_special_1" button "*Gamepad_*" "White Button" "ctrl_special_2" button "*Gamepad_*" "Start Button" "ctrl_system_1" button "*Gamepad_*" "Back Button" "ctrl_system_2" } } ############################################################################### # End of file.