[IniFile] BasePath=..\ [MetaReader] StringTagFilename__t=String_Tags.sch TextFilePath__t=..\Content\T3\books\english\ DrawWindowOutlines=FALSE UseSchemaFiles=True DebugShowTags=False TestBlurbs=False TagDefsSchemaList=Inventory,MapRooms,Misc,Popups,Quotes,Screens,UI [T3Settings] BodyAwarenessMode=1 GarrettFootstep=1 PlayAmbientSound=1 HighlightMinLevel=0.5 HighlightMaxLevel=0.76 HighlightAdd=0.02 GhostSpeed=400 CurrentDifficulty=NORMAL Lookspring=false CreepMultiplier=0.33 WalkMultiplier=0.5 MenuInputInitialDelay=0.8 MenuInputRepeatDelay=0.1 [AutoMapSystem] bUse__t=1 ;DateTimeFormat is used inside "cGameUtils::ConvertFILETIMEToString" ;We might want to make this more robust, someday, but for now, we ;simply use a single int to denote format ;0: MM-DD-YY ;1: MM-DD-YYYY ;2: YY-MM-DD ;3: YYYY-MM-DD ;4: DD-MM-YY ;5: DD-MM-YYYY [DateTimeFormat] DateFormat=0 ; NOTE: These settings were read from LightGem.cpp, .h, but are not currently used by the game at all. ; These are now properties on APlayerPawn and AGarrett. ; ;[LightGemSettings] ;SneakLightModifier=0.1 ;WalkLightModifier=0.2 ;RunLightModifier=0.3 ;StopLightModifier=0 ;MinWallDistance=32 ;WallLightModifier=-0.2 ;CrouchLightModifier=-0.1 ;InterpolationRate=0.2 [Paths] StaticMeshPublishPath__t=..\Content\T3\StaticMeshes SkeletalMeshPublishPath__t=..\Content\T3\SkeletalMeshes SkeletalAnimPublishPath__t=..\Content\T3\SkeletalAnimations SoundSchemaPublishPath__t=..\Content\T3\Sounds DynamicTextures__p=..\content\T3\PCTextures\DynamicallyLoaded DynamicTextures__x=..\content\T3\Textures\DynamicallyLoaded DynamicTextures__e=..\content\T3\Textures\DynamicallyLoaded BooksPath__t=..\Content\T3\Books [ResPathsWhenNotBlockLoading] AllowPathCaching=True SearchPaths=..\Content\T3 SearchPaths__x=z:;..\Content\T3 Bitmaps=bmp|Bitmaps StaticMeshes=tim|StaticMeshes* StaticMeshInfos=tim|StaticMeshes* StaticMeshFolder=smf|StaticMeshes* SkeletalMeshes=psk|SkeletalMeshes SkeletalMeshInfos=ski|SkeletalMeshes SkeletalAnimations=psa|SkeletalAnimations SkeletalAnimInfos=sai|SkeletalAnimations PhysicsHulls__t=tim|StaticMeshes*;SkeletalMeshes Ragdolls=rgd|SkeletalMeshes WaveSound=ogg;wav|Sounds* WaveSound__x=wav|Sounds* SoundSchemas=sch|Sounds* Textures__p=dds|PCTextures* Textures__x=dds|Textures* Textures__e=dds|Textures* VideoTextures=bik|VideoTextures* MatLib=mlb|MatLib* SoundSchemaMetafiles=csc|Sounds LIPSincMappings=lmp|LIPSincData LIPSincControllers=lbd|LIPSincData\Controllers LIPSincAnimations=lad|Sounds* FontInfo__p=cel|PCTextures\Fonts FontInfo__e=cel|Textures\Fonts FontInfo__x=cel|Textures\Fonts DefinitionsRuntime=tsd|TriggerScript\Defs [ResPathsWhenBlockLoading] AllowPathCaching=True SearchPaths=..\Content\T3 SearchPaths__x=z:;..\Content\T3 Bitmaps=bmp|Bitmaps WaveSound=ogg;wav|Sounds* WaveSound__x=wav|Sounds* SoundSchemas=sch|Sounds* SoundSchemaMetafiles=csc|Sounds LIPSincMappings=lmp|LIPSincData LIPSincControllers=lbd|LIPSincData\Controllers LIPSincAnimations=lad|Sounds* FontInfo__p=cel|PCTextures\Fonts FontInfo__x=cel|Textures\Fonts FontInfo__e=cel|Textures\Fonts VideoTextures=bik|VideoTextures* ; put all the different stuff down here. basically, all of these are ; resources that get block loaded and therefore don't need cached path ; info for all of their content. but they may have a subset of content ; that needs to be loaded dynamically (i.e. not through block-loading) ; and hence needs to be in the cached paths, so we put that in the ; DynamicallyLoaded subdir of the resource's main path and just point ; there. that saves us megabytes of memory on the cached paths and ; still allows the dynamic loading for a small portion of the content. DefinitionsRuntime=tsd|TriggerScript\DynamicallyLoaded StaticMeshes=tim|StaticMeshes\DynamicallyLoaded* StaticMeshInfos=tim|StaticMeshes\DynamicallyLoaded* StaticMeshFolder=smf|StaticMeshes\DynamicallyLoaded* PhysicsHulls__t=tim|StaticMeshes\DynamicallyLoaded* Textures__p=dds|PCTextures\DynamicallyLoaded* Textures__e=dds|Textures\DynamicallyLoaded* Textures__x=dds|Textures\DynamicallyLoaded* MatLib=mlb|MatLib\DynamicallyLoaded SkeletalMeshes=psk|SkeletalMeshes\DynamicallyLoaded SkeletalMeshInfos=ski|SkeletalMeshes\DynamicallyLoaded SkeletalAnimations=psa|SkeletalAnimations\DynamicallyLoaded SkeletalAnimInfos=sai|SkeletalAnimations\DynamicallyLoaded Ragdolls=rgd|SkeletalMeshes\DynamicallyLoaded [TagDatabase] BasePath__t=..\Content\T3\TagDatabase Vocabularies=vcb|Vocabularies SourceDatabases=sdb|SourceDatabases CompiledDatabases=ddb|CompiledDatabases MotionsFileName=Motions SoundsFileName__t=Sounds;PhysicsSounds [TriggerScript] BasePath__t=..\Content\T3\TriggerScript Definitions=tsd|Defs Organizer=tso|Organize DeletedItems=DeletedScripts DefinitionsFileName=ScriptDefs OrganizerFileName=ScriptOrganizer IdFile=tsid.txt bLoggingEnabled=True bCheckLinks=True bLogRegistration=True bLogFiring=True bLogResets=True bLogActionsComplete=True bLogWarnings=True bLogEvents=False [Conversations] BasePath__t=..\Content\T3\Conversations SchemaPath__t=..\Content\T3\Sounds\Schemas\Conversations Database=cdb|Database OldNames=cdb|Old DatabaseName=Conversations CompiledFiles=con|Conversations TextFileName=ConText English=eng|English Spanish=esp|Spanish French=frt|French Italian=iit|Italian German=det|German Language=English idFile=conid.txt SchemaChangesAllowed=false RadialBarkDelayTime = 5.0 TriggerRadiusMultiplierToAbortOH = 3.0 [Global Variables] BasePath__t=..\Content\T3\Flags FlagFileName=Flags.txt IntFileName=Ints.txt [URL] Protocol=unreal ProtocolDescription=Unreal Protocol Name=Player Map__t=Autoplay LocalMap__t=Autoplay StartupConsoleText= Host= Portal= GameMapExt=gmp EditorMapExt=unr EXEName__t=t3main.exe EXEName__tx=t3.xbe SaveExt=usa Port=7777 Class__t=Warriors.TMale2 [Flesh] ; TTP 26348 - set light and shadow intensity tolerances to zero will impede performance, ; but it will fix this bug. They were 10 & 30, respectively. Ian and John Talley will attempt ; some optimizations later. LightIntensityTolerance=0 ShadowIntensityTolerance=0 StaticVPScale=100 DynVPScale=60 DynVPMinRotationRate=30 Overbright=True Multisample=0 UseNewConversion=True MaxAnisotropy=2 MipFilter=2 MouseLagThreshold=75 RemapRogueUVs=true UVThreshold=500 MouseLagThreshold=75 [Physics] Controller_SmoothStairClimbing=true RagdollsUseOBBs=true VisualDebuggerEnabled=true VisualDebuggerBehindPlayer=false VisualDebuggerCameraOffsetX=-150.0 VisualDebuggerCameraOffsetY=0.0 VisualDebuggerCameraOffsetZ=30.0 WorldGravityX=0.0 WorldGravityY=0.0 WorldGravityZ=-514.96065 PlayerControllerFPSrate=60.0 AIControllerFPSrate_Running=30.0 AIControllerFPSrate_Basic=15.0 AIControllerFPSrate_Minimal=5.0 AIControllerFPSrate_Off=2.0 Controller_NumSavedLocations=5 Controller_SavedLocationDistance=32.0 DoorCollisionUpImpulse=125.0 JumpHeight__t=48.0 UnrealToHavokScale__t=0.1905 CollisionTolerance__t=0.1 LongDeactivateFreq__t=2 ShortDeactivateFreq__t=20.0 EditorPhysicsEnabled__t=True LogFilePercentHavok__t=0.0 RagdollImpulseRange__t=15.0 RagdollImpulseMin__t=15.0 BroadphaseWorldSize__t=12000 MaxZValForMantle__t=5 [PointPhysics] ; in feet per second, the acceleration due to gravity Gravity=-32 ; in feet per second the acceleration due to air Air=-.1 ; in feet per second, the min point velocity of an object when impulsed ImpulsePointVelocity_Min=10 ; in feet per second, the max point velocity of an object when impulsed ImpulsePointVelocity_Max=20 ; in degreese per second, the max rotation of an object when impulsed (scaled by point velocity) ImpulseAngularVelocity_Max=40 ; a percent of velocity (how much energy is lost when the object collides) CollisionEnergyLoss_Min=.3 CollisionEnergyLoss_Max=.6 ; in feet, when the flinder is reseting how big is it (we scale dynamically) FlinderAtRestRadius=1 ; a percent how much we scale down the flinder on each bounce FlinderScaleDownOnBounce=.75 ; Designers should not touch these properties (below) ; in feet per second, when the Z componenet b/c of gravity bounceing is less than this, we stop it bouncing GravityBounceThreshold=3.75 ; in feet per second, if we move less than this and we are on the ground, stop us from moving NotMovingThreshold=.03125 ; the maximun number of flinders to simulate in 1 frame MaxActorsToSimuluatePerFrame=32 ; the maximum number of sound lookups in 1 frame MaxSoundLookupsPerFrame=4 [Engine.Engine] ; Ansi, Debug, Fast, or FastDebug MemoryManager=Fast EditorMemoryManager=Fast ; If TRUE, will automatically perform a DUMPEXTMEMREPORT on level entry and exit, ; as well as a DUMPMEMREPORTEXCEL on level exit. ;Note that it *only* works in FastDebug mode. AutoMemDump=FALSE ; or False CatchTopLevelExceptions=False ; set False to debug conditionally loaded stuff / verify it is not creating data load problems ; set True to minimize game-mode runtime's memory use by releasing warfare render-path data EnableWarfareDeadstripping=True ; set True to cause assertions to only log to file the errors, as if use pressed 'ignore' in Viktoria dialog OnlyLogAssertions=False ; set false to force complete clean shutdown of everything including debug memory dump ; note that currently our applications crash hard if you do this. Kinda sad really. -taj QuickShutdown=True GameRenderDevice=D3DDrv.D3DRenderDevice AudioDevice=ALAudio.ALAudioSubsystem AudioDevice__x=XBoxAudio.XboxAudioSubsystem NetworkDevice=IpDrv.TcpNetDriver DemoRecordingDevice=Engine.DemoRecDriver Console=Engine.Console Language=int GameEngine__t=T3Player.T3GameEngine TriggerRegistrar__t=T3Game.T3GameRegistrar EditorEngine=Editor.EditorEngine WindowedRenderDevice=D3DDrv.D3DRenderDevice RenderDevice=D3DDrv.D3DRenderDevice AI=AICore.AI Physics__t=T3GamePhysics.T3GamePhysics Game__t=T3Player.T3Game DefaultGame=Engine.GameInfo DefaultServerGame__t=Warriors.DeathMatchPlus ViewportManager=WinDrv.WindowsClient ViewportManager__x=XboxDrv.XboxClient Render=Render.Render Input=Engine.Input Canvas=Engine.Canvas Editor3DRenderDevice=D3DDrv.D3DRenderDevice UpdateGamesys=0 GamesysPackage__t=T3Gamesys DesignerGamesysPath__t=P:\T3\T3Gamesys\ ProgrammerGamesysPath__t=P:\T3\T3Gamesys\ AllowScreenShots=False PlayerController__t=T3Player.T3PlayerController EnterClosesConsole=1 AllowGamesysLoadInGame__t=false UseTextureFilterList__x=True UseTextureFilterList__p=False BaseTextureFilterList__t=papyrus_21;vtcgoblinhand_18;meta_xboxcontroller;meta_DarkProjectGLOW;HDMap_Castle0;HDMap_PaganIntro0 BaseMaterialFilterList__t= [Engine.XBMemoryManager] EnableExtendedMemDumpReport=False PoisonAllocations=0 InitialTrackerHeapSize=8 MaxTrackerHeapSize=32 MinFreeMemoryMb=0 EXESize=8613888 OSOverhead=2621440 UnaccountedRAM=282624 WastedSpace=1835008 Renderer=7493632 AINavMesh=1048576 AIRuntime=293888 Objects=5242880 BSPTree=2097152 Input=15360 File=1048576 Utility=9216 Engine=194560 Editor=0 CTag=1048576 String=224256 Properties=262144 Physics=131072 Sound=1060864 Animation=2842624 Scripts=904192 Conversations=35840 UI=532480 Resource=270336 Textures=8650752 Materials=524288 StaticMesh=1536000 SkeletalMesh=2033664 SoundWave=2097152 StaticVertexPool=4194304 DynamicVertexPool=3145728 Zones=1024 Particles=262144 T3Game=0 BlkLoadSupt=0 Warfare=13312 UnEditSupt=0 UCache=0 DArray=24576 UArray=40960 Unclaimed=6144 Internal=102400 CRTL=0 HavokMemAlloc=16777216 [Engine.MemoryManager] EnableExtendedMemDumpReport=False PoisonAllocations=0 InitialTrackerHeapSize=8 MaxTrackerHeapSize=32 MinFreeMemoryMb=0 EXESize=8613888 OSOverhead=2560000 UnaccountedRAM=282624 WastedSpace=1835008 Renderer=9066496 AINavMesh=1048576 AIRuntime=293888 Objects=5242880 BSPTree=2560000 Input=15360 File=1048576 Utility=9216 Engine=194560 Editor=0 CTag=1048576 String=224256 Properties=262144 Physics=131072 Sound=1060864 Animation=3891200 Scripts=904192 Conversations=35840 UI=532480 Resource=270336 Textures=8650752 Materials=1572864 StaticMesh=1536000 SkeletalMesh=3844778 SoundWave=2097152 StaticVertexPool=5242880 DynamicVertexPool=4194304 Zones=1024 Particles=137216 T3Game=0 BlkLoadSupt=0 Warfare=13312 UnEditSupt=0 UCache=0 DArray=24576 UArray=40960 Unclaimed=6144 Internal=102400 CRTL=0 [Core.System] PurgeCacheDays=30 SavePath=..\Save SavePath__x=d:\Save CachePath=..\Cache CachePath__x=d:\Cache CacheExt=.uxx Paths__t=.\*.t3u Paths__t=..\..\build\*.t3u Paths__t=..\Content\System\*.t3u Paths__tx=z:\maps\*.gmp Paths__t=..\Content\T3\Maps\*.gmp Paths__t=..\Content\T3\UTX\*.utx Paths__t=..\Content\T3\Sounds\*.uax Paths__t=..\Content\T3\Music\*.umx EditorPaths__t=.\*.t3u EditorPaths__t=..\Content\T3\Maps\*.unr EditorPaths__t=..\Content\T3\UTX\*.utx EditorPaths__t=..\Content\T3\Sounds\*.uax EditorPaths__t=..\Content\T3\Music\*.umx Suppress=DevLoad Suppress=DevSave Suppress=DevNetTraffic Suppress=DevGarbage Suppress=DevKill Suppress=DevReplace Suppress=DevSound Suppress=DevCompile Suppress=DevBind Suppress=DevBsp [Engine.GameEngine] CacheSizeMegs=1 ;was 16 UseSound=True ServerActors=IpDrv.UdpBeacon ;ServerActors=IpServer.UdpServerQuery ;ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900 ServerActors=UWeb.WebServer EnginePackages=Core EnginePackages=Engine EnginePackages=AICore ;EnginePackages=UWindow EnginePackages=Fire EnginePackages__t=T3Game EnginePackages__t=T3AI EnginePackages__t=T3Player [WinDrv.WindowsClient] WindowedViewportX=640 WindowedViewportY=480 WindowedColorBits=32 FullscreenViewportX=640 FullscreenViewportY=480 FullscreenColorBits=32 Brightness=1.0 Contrast=1.0 Gamma=1.0 MipFactor=1.000000 UseDirectDraw=True UseJoystick=False CaptureMouse=True StartupFullscreen=True CurvedSurfaces=False LowDetailTextures=False ScreenFlashes=True NoLighting=False SlowVideoBuffering=True DeadZoneXYZ=True DeadZoneRUV=False InvertVertical=False ScaleXYZ=1000.0 ScaleRUV=2000.0 MinDesiredFrameRate=30.0 Decals=True NoDynamicLights=False [XBoxDrv.XBoxClient] WindowedViewportX=640 WindowedViewportY=480 WindowedColorBits=32 FullscreenViewportX=640 FullscreenViewportY=480 FullscreenColorBits=32 Contrast=1.0 Gamma=1.0 Brightness=1.000000 MipFactor=1.000000 SlowVideoBuffering=False StartupFullscreen=True CurvedSurfaces=False CaptureMouse=True LowDetailTextures=False ScreenFlashes=True NoLighting=False DeadZoneXYZ=True DeadZoneRUV=False InvertVertical=False ScaleXYZ=1000.0 ScaleRUV=2000.0 MinDesiredFrameRate=30.0 [Engine.Player] ConfiguredInternetSpeed=2600 ConfiguredLanSpeed=20000 [Engine.PlayerController] bInvertYLookAxis__t=false bInvertYLookAxis__tx=false ;Set this to TRUE to have Garrett auto-resurrect when he dies instead of going to the ;appropriate screen bAutoResurrect__t=FALSE ;parameters for player humping (pushing an object for a long time will give it a bigger impulse) PlayerHumping_MaxTime=1.25 ;Number of seconds the player must be in contact with an object before increasing the impulse PlayerHumping_MaxStopTime=0.25 ;Number of seconds the player must not be in contact with an object before clearing out the humping PlayerHumping_MinDistance=16.0 ;If the object has travelled more than this distance since the player began pushing, then don't hump (it's moving just fine) PlayerHumping_HumpMultiplier=20.0 ;Amount to multipy the impulse by if the object is humped (if 0 then no humping occurs) ;The impulse increases the HumpMultiplier for every unit of MaxTime the player continuously humps the object. This is the max multiplier to apply. ;This applies a smooth scale between HumpMultiplier & HumpMultiplier*MaxHumpMultiplier. If MaxHumpMultiplier is 1.0, ;then it only ever applies the HumpMultiplier to the object PlayerHumping_MaxHumpMultiplier=2.5 [Audio.GenericAudioSubsystem] UseFilter=True UseSurround=False UseStereo=True UseCDMusic=False UseDigitalMusic=False UseSpatial=False UseReverb=False Use3dHardware=False LowSoundQuality=False ReverseStereo=False Latency=40 OutputRate=22050Hz Channels=16 MusicVolume=160 SoundVolume=200 AmbientFactor=0.7 [ALAudio.ALAudioSubsystem] UseDirectSound3D=False ReverseStereo=False OutputRate=44100Hz Channels=32 MusicVolume=1.0 SoundVolume=1.0 AmbientFactor=1.0 DopplerFactor=1.0 [XBoxAudio.XboxAudioSubsystem] UseDirectSound3D=False ReverseStereo=False OutputRate=44100Hz Channels=32 MusicVolume=1.0 SoundVolume=1.0 AmbientFactor=1.0 DopplerFactor=1.0 [IpDrv.TcpNetDriver] AllowDownloads=True ConnectionTimeout=15.0 InitialConnectTimeout=500.0 AckTimeout=1.0 KeepAliveTime=0.2 MaxClientRate=20000 SimLatency=0 RelevantTimeout=5.0 SpawnPrioritySeconds=1.0 ServerTravelPause=4.0 NetServerMaxTickRate=20 LanServerMaxTickRate=35 DownloadManagers=IpDrv.HTTPDownload DownloadManagers=Engine.ChannelDownload [IpDrv.HTTPDownload] RedirectToURL= ProxyServerHost= ProxyServerPort=3128 UseCompression=True [Engine.DemoRecDriver] DemoSpectatorClass=Warriors.CHSpectator MaxClientRate=25000 ConnectionTimeout=15.0 InitialConnectTimeout=500.0 AckTimeout=1.0 KeepAliveTime=1.0 SimLatency=0 RelevantTimeout=5.0 SpawnPrioritySeconds=1.0 ServerTravelPause=4.0 NetServerMaxTickRate=60 LanServerMaxTickRate=60 [Engine.GameReplicationInfo] ServerName=Another Warfare Server ShortName=Warfare Server [IpDrv.TcpipConnection] SimPacketLoss=0 SimLatency=0 [IpServer.UdpServerQuery] GameName=ut [IpDrv.UdpBeacon] DoBeacon=True BeaconTime=0.50 BeaconTimeout=5.0 BeaconProduct=ut [D3DDrv.D3DRenderDevice] Translucency=True VolumetricLighting=False ShinySurfaces=True Coronas=True HighDetailActors=True UseMipmapping=True UseTrilinear=False UseMultitexture=True UsePageFlipping=True UsePalettes=False UseFullscreen=False UseGammaCorrection=True DetailTextures=False Use3dfx=False UseTripleBuffering=True UsePrecache=True Use32BitTextures=False [Editor.EditorEngine] HideActorsDuringPan=True UpdateXBoxOnLaunch__t=True LaunchXBoxAsync__t=False UpdateXBoxOnLaunch=False LaunchXBoxAsync=True WarnLoadingReadonlyMaps=True UseSound=True CacheSizeMegs=16 GameCommandLine=-log GodMode=True AutoSaveIndex=6 FovAngleDegrees=90.000000 UseAxisIndicator=True UseSizingBox=True EditPackages=Core EditPackages=Engine EditPackages=Editor EditPackages=AICore ;EditPackages=UWindow EditPackages=Fire EditPackages__t=T3Game EditPackages__t=T3AI EditPackages__t=T3Player EditPackages__t=T3Gamesys SMStatus__t=Requested SMStatus__t=p1-no texture SMStatus__t=p1-textured SMStatus__t=p2-Multi-pass SMStatus__t=p2-Multi-pass-Normal SMStatus__t=FIX/REDO SMStatus__t=OPTIMIZE SMStatus__t=Review SMStatus__t=Final [UMenu.UnrealConsole] RootWindow=UMenu.UMenuRootWindow UWindowKey=IK_Esc ShowDesktop=True [UMenu.UMenuMenuBar] ShowHelp=True GameUMenuDefault="UTMenu.UTGameMenu" MultiplayerUMenuDefault="UTMenu.UTMultiplayerMenu" OptionsUMenuDefault="UTMenu.UTOptionsMenu" [Engine.GameInfo] bLowGore=False bVeryLowGore=False [UWeb.WebServer] ;Applications[0]=UTServerAdmin.UTServerAdmin ;ApplicationPaths[0]=/ServerAdmin ;Applications[1]=UTServerAdmin.UTImageServer ;ApplicationPaths[1]=/images DefaultApplication=0 bEnabled=False [Developer] IsProgrammer=True [Log] LogPackageLoadAndSave=False PackageLogfile=package.log [XboxStartup] ShowIntroMovies=True ForceCopyFromHardDrive=False ShortIntroMovies__t=d:\content\t3\VideoTextures\eidos-logo.bik;d:\content\t3\VideoTextures\ionstorm-logo.bik;d:\content\t3\VideoTextures\Copyright.bik GameStartFiles__t=d:\Media\Font12.xpr,z:\Media\Font12.xpr|d:\content\t3\books\english\xbErrorMsgs.sch,z:\Media\xbErrorMsgs.sch|d:\xbErrorRpt.xbe,z:\xbErrorRpt.xbe|d:\content\t3\sounds\SchemaMetafile_HardDrive.csc,z:\Sounds\SchemaMetafile_HardDrive.csc|d:\content\t3\textures\dynamicallyloaded\meta*.dds,z:\textures\dynamicallyloaded\|d:\content\t3\textures\dynamicallyloaded\T3Calibration.dds,z:\textures\dynamicallyloaded\|d:\content\t3\textures\dynamicallyloaded\HDMAP_*.dds,z:\textures\dynamicallyloaded\|d:\content\t3\textures\dynamicallyloaded\HandDrawn*.dds,z:\textures\dynamicallyloaded\|d:\content\t3\maps\kernel_*.xbd,z:\|d:\content\t3\LIPSincData\Controllers\*.lbd,z:\LIPSincData\Controllers\|d:\system\data\entry.gmp,z:\maps\entry.gmp|d:\content\t3\textures\dynamicallyloaded\*.cel,z:\textures\dynamicallyloaded\|d:\content\t3\videotextures\loopTop*,z:\videotextures\| [PCStartup] ShowIntroMovies=True ShortIntroMovies__t=d:\content\t3\VideoTextures\eidos-logo.bik;d:\content\t3\VideoTextures\ionstorm-logo.bik;d:\content\t3\VideoTextures\Copyright.bik;d:\content\t3\VideoTextures\nvidia.bik;d:\content\t3\VideoTextures\eax.bik [Cadence] WaveMemoryPoolSize=64000000 WaveMemoryPoolSize__x=2000000 MaxLoadedSchemas=300 VirtualizedBufferSize=1.0 VirtualizedBufferMinPadding=0.3 VirtualizedBufferMaxPadding=0.7 MaxPlayingSounds=32 SlackBuffersToMaintain=3 MusicCrossfadeTime__t=2 AmbientCrossfadeTime__t=1.5 AmbientCrossfadeCenterVol=-4.15 MusicCrossfadeCenterVol=-4.15 MusicAndAmbienceVolume=1.0 ;__a-english, __f-french, __i-italian, __g-german, __s-spanish ;MinSubtitleDuration is the min amount of time in seconds that a line ;will stay on screen, even if another speech is waiting to be displayed MinSubtitleDuration__a=1 MinSubtitleDuration__f=1 MinSubtitleDuration__i=1 MinSubtitleDuration__g=1 MinSubtitleDuration__s=1 SubtitleCharsPerSecond__a=18 SubtitleCharsPerSecond__f=16 SubtitleCharsPerSecond__i=18 SubtitleCharsPerSecond__g=18 SubtitleCharsPerSecond__s=18 ;SubtitleEndPauseSeconds is the amount of time that the fadeout takes place ;The fadeout can be interrupted by another speaker if MinSubtitleDuration allows it SubtitleEndPauseSeconds__a=3 SubtitleEndPauseSeconds__f=3 SubtitleEndPauseSeconds__i=3 SubtitleEndPauseSeconds__g=3 SubtitleEndPauseSeconds__s=3 ;410/480 = 0.85416666666666666666666666666667 SubtitlePosFromScreenTop__t=0.85 SubtitleMinStrength=0.6 EnableSubtitles__t=False SubtitleFont__t=Papyrus14 SchemaKeyTags=+pcollidetype:crashing|bouncing|sliding|rolling;+footstep;+voice:artemus;+voice:caduca;+voice:commoner1;+voice:commoner2;+voice:commoner3;+voice:commoner4;+voice:commoner5;+voice:gamallchild;+voice:gamallhag;+voice:guard1;+voice:guard2;+voice:guard3;+voice:guard4;+voice:guard5;+voice:hammer1;+voice:hammer2;+voice:hammer3;+voice:hammer4;+voice:hammerpriest1;+voice:heartlessperry;+voice:haunt1;+voice:keeper1;+voice:keeper2;+voice:keeperassassin1;+voice:keeperassassin2;+voice:keeperelder1;+voice:keeperelder2;+voice:keeperscribe1;+voice:keeperscribe2;+voice:kurshok1;+voice:kurshok2;+voice:ladyelizabeth;+voice:m02cooka;+voice:m02cookb;+voice:m11curtis;+voice:m11drunk;+voice:merchant1;+voice:merchant2;+voice:merchant3;+voice:merchant4;+voice:merchant5;+voice:noble1;+voice:noble2;+voice:orland;+voice:pagan1;+voice:pagan2;+voice:pagan3;+voice:pagan4;+voice:paganshaman1;+voice:paganshaman2;+voice:puppet1;+voice:ratbeast1;+voice:ratbeast2;+voice:servant1;+voice:servant2;+voice:servant3;+voice:servant4;+voice:servant5;+voice:staff1;+voice:staff2;+voice:statue1;+voice:stonesentry1;+voice:thomastoudy;+voice:thug1;+voice:thug2;+voice:thug3;+voice:treebeast1;+voice:widowmoira;+voice:zombie1 Volume_SFX=0 Volume_Physics=0 Volume_Ambience=0 Volume_Music=0 Volume_Dialog=0 GentleFalloff__t=true FalloffExponent=1.4 Xbox3DSoundHeadroom=-6 Xbox2DSoundHeadroom__t=-6 XboxAllSoundExtraHeadroomMultiplesOfSix=0 NoZoneSchemaMeansSilence__t=false MultiThreadReads=false SpoofedPrioritySinkDecibels=-4 MinAudibleDecibels=-65 Spoofed2DSoundPriority=110 Real2DSoundPriority=120 MaxSoundsToRepropagatePerFrame=5 SchemaMetafileName=SchemaMetafile_HardDrive.csc SchemaMetafileName_Memory=SchemaMetafile_Memory.csc SchemaMetafileName_DVD1=SchemaMetafile_DVD1.csc SchemaMetafileName_DVD2=SchemaMetafile_DVD2.csc SchemaMetafileName_DVD3=SchemaMetafile_DVD3.csc FrontSurround2DSoundAtten__x=-0.5 CenterSurround2DSoundAtten__x=-1.5 RearSurround2DSoundAtten__x=-0.6 SubwooferSurround2DSoundAtten__x=0 VolumeReductionDuringCine=6 NoHWMixingCardDescs__p=sb live! [Locale] ;Qualifiers for locale will be specified as follows: ;__a-english, __f-french, __i-italian, __g-german, __s-spanish ;Search code for cConfigManager::Get().AddQualifier('a') for clarification Language=english ;Language=french ;Language=italian ;Language=german ;Language=spanish AudioLanguage=English AggLanguage=NONE AggLanguage_fren=French ; Add to supported languages as their translates become available, any ; language-setting attempt to a language not on this list will get the ; 'show tags' mode instead of the actual text on-screen. SupportedLangs=english,french,italian,german [DefaultPlayer] Name__t=Player Class__t=T3Gamesys.D_584 team__t=255 skin__t=T3Player.TestTex1 Face__t=T3Player.TestTex2 [Engine.HUD] HudMode=0 Crosshair=0 [Directories] PCX__t=..\Content\T3\UTX WAV__t=..\Content\T3\Sounds BRUSH__t=..\Content\T3\Maps 2DS__t=..\Content\T3\Maps [Source Control] UseSourceSafe=0 DatabasePath__t=\\Battlezone\vss_t3 DesignerGamesysClassRoot__t=/T3Gamesys/classes ProgrammerGamesysClassRoot__t=/T3Gamesys/classes LogFile=gamesys.log TagDatabaseSource__t=/Content/TagDatabase TriggerScript=/Content/TriggerScript Conversations=/Content/Conversations Flags=/Content/Flags SoundSchemas=/Content/Sounds StaticMeshes=/Content/StaticMeshes Books=/Content/Books CanCheckoutGamesys=False [CameraOverlays] EnableCameraOverlays=true CameraOverlay_0__t=MechEyeOverlay [ConversationCamera] SlightAngle=15.0 AboveAngle=60.0 ShoulderAngle=15.0 ShoulderMult=0.7 HeadMult=0.25 FaceScalar=0.38 SideTightDist=1.0 SideMidDist=1.25 SideAboveDist=1.0 SideAbove45Dist=1.0 ShouldersLeftDist=1.0 ShouldersRightDist=1.0 HeadTightDist=1.2 HeadMidDist=1.7 HeadLeftDist=1.2 HeadRightDist=1.2 HeadSlightLeftDist=1.2 HeadSlightRightDist=1.2 StraightAboveDist=1.16 [Files] AttachFile0__t=T3.log AttachFile1__t=T3uw.ini AttachFile2=Matlog.log AttachFile3=Trigger.log AttachFile4=Alloc.log AttachFile5=Tag.log AttachFile6=ResMan.log AttachFile7=cadence_dbg.log AttachFile8= AttachFile9= [WindowManager] ;shared AmbientColor_A=255 ;Note that this won't be created in release modes CreateDebugWindow=TRUE ;t3 AmbientColor_R__t=10 AmbientColor_G__t=10 AmbientColor_B__t=10 FOV__t=95 AssumedUIScreenWidth__t=768 AssumedUIScreenHeight__t=432 ShowStartMenu__t=TRUE ;This is used by ButtonActorWindows for text color schemes ButtonFontColor_NormalR=97 ButtonFontColor_NormalG=87 ButtonFontColor_NormalB=173 ButtonFontColor_SelectedR=122 ButtonFontColor_SelectedG=112 ButtonFontColor_SelectedB=188 ButtonFontColor_PressedR=106 ButtonFontColor_PressedG=87 ButtonFontColor_PressedB=255 ButtonFontColor_DisabledR=42 ButtonFontColor_DisabledG=36 ButtonFontColor_DisabledB=82 ButtonFontShadow_NormalR=180 ButtonFontShadow_NormalG=180 ButtonFontShadow_NormalB=180 ButtonFontShadow_SelectedR=180 ButtonFontShadow_SelectedG=180 ButtonFontShadow_SelectedB=180 ButtonFontShadow_PressedR=180 ButtonFontShadow_PressedG=180 ButtonFontShadow_PressedB=180 ButtonFontShadow_DisabledR=80 ButtonFontShadow_DisabledG=80 ButtonFontShadow_DisabledB=80 Window_0__t=T3UI.ini:EnterMissionWindow Window_1__t=T3UI.ini:DebugMenu Window_2__t=T3UI.ini:ReadBookWindow Window_3__t=T3UI.ini:HUDWindow Window_4__t=T3UI.ini:MainMenuWindow Window_5__t=T3UI.ini:PauseWindow Window_6__t=T3UI.ini:TitleOptionsWindow Window_7__t=T3UI.ini:LargePopUpWindow Window_8__t=T3UI.ini:MetaGamePopUpWindow Window_9__t=T3UI.ini:MetaGameItemInfoPopUpWindow Window_10__t=T3UI.ini:MetaGameLoadSaveConfirmPopUpWindow Window_11__t=T3UI.ini:LargePopUpWithBackButtonWindow Window_12__t=T3UI.ini:TCRSystemPopUpWindow Window_13__t=T3UI.ini:MainStoreWindow Window_14__t=T3UI.ini:FMVWindow Window_15__t=T3UI.ini:MissionCompleteWindow Window_16__t=T3UI.ini:TitleLoadWindow Window_17__t=T3UI.ini:DebugFlagsMenu Window_18__t=T3UI.ini:InvMapWindow Window_19__t=T3UI.ini:MissionFailedWindow Window_20__t=T3UI.ini:FenceWindow Window_21__t=T3UI.ini:T3Credits Window_22__t=T3UI.ini:RestartMissionWindow Window_23__t=T3UI.ini:CitySectionBriefingWindow Window_24__t=T3UI.ini:IntroMovieWindow [AI] StaticMeshEditing=FALSE MaxAudioHashEntries=100 MinAudioDelayPerPlayback=10.0 PlayerAimStareDegrees=15 ; this is the "reticle angle" used to determine when player is aiming at an AI for reprimand purposes. [Engine.PlayerInput] MouseSensitivity=50 [InputSystem] GamepadDevice=0 ;MinTriggerValue ranges from 0 to 255 and denotes the minimum threshold before input is accepted MinTriggerValue__t=0 ;This dead zone percent is used for analog sticks DeadZonePercent__t=0.10 DeadZonePercent__tx=0.3 //no bindings (except for hard tilde (~) binding [BlankInputBindings0] ;Tilde (~) is hardcoded for console [GameInputBindings0] ;t3settings LeftMouse__tp=UseWeapon RightMouse__tp=FrobAnalog Tab__tp=Exec Type Shift__tp=Walk Ctrl__tp=Creep Escape__tp=PauseScrn Space__tp=Jump Left__tp=LeanLeft Up__tp=ZoomIn Right__tp=LeanRight Down__tp=ZoomOut G__tp=GhostView BackSpace__t=DebugMenu M__tp=Map Minus__tp=ClearItem Equals__tp=ClearWeapon LeftBracket__tp=PreviousItem RightBracket__tp=NextItem MouseWheelUp__tp=PrevWeapon MouseWheelDown__tp=NextWeapon O__tp=ViewObjectives F10__tp=QuickSave F12__tp=QuickLoad MouseX__tp=RotatePitch MouseY__tp=RotateYaw I__tp=UseItemAnalog V__tp=3rdPersonView W__tp=MoveForwardBackward 1.0 Z__tpf=MoveForwardBackward 1.0 A__tp=StrafeRightLeft -1.0 Q__tpf=StrafeRightLeft -1.0 S__tp=MoveForwardBackward -1.0 D__tp=StrafeRightLeft 1.0 X__tp=Crouch Q__tp=LeanLeft A__tpf=LeanLeft E__tp=LeanRight R__tp=WallFlatten Z__tp=BowZoomToggle W__tpf=BowZoomToggle 1__tp=WeaponBlackjack 2__tp=WeaponDagger 3__tp=WeaponBroadHeadArrow 4__tp=WeaponFireArrow 5__tp=WeaponGasArrow 6__tp=WeaponMossArrow 7__tp=WeaponNoiseArrow 8__tp=WeaponWaterArrow F1__tp=ItemFlashBomb F2__tp=ItemExplosiveMine F3__tp=ItemHealthPotion F4__tp=ItemHolyWater F5__tp=ItemOilFlask F6__tp=ItemGasBomb ;t3 pc gamepad - Note that Joy1 on the PC gamepad is actually Joy9 on the Xbox gamepad. ; Why?? Noone knows. I wish someone did.... Joy1__tp= ; joy9 xb Joy2__tp= ; joy10 xb Joy3__tp= ; joy11 xb Joy4__tp= ; joy12 xb Joy5__tp= ; joy1 xb Joy6__tp= ; joy2 xb NOTE: We'll make this something useful; for now I'm just removing toolbelt functionality Joy7__tp= ; joy3 xb Joy8__tp= ; joy4 xb Joy9__tp= ; joy5 xb Joy10__tp= ; joy6 xb Joy11__tp= ; joy7 Joy12__tp= ; joy8 JoyY__tp=MoveForwardBackward JoyX__tp=StrafeRightLeft JoyZ__tp= JoyR__tp= JoyU__tp= JoyV__tp= JoyPovRight__tp= JoyPovLeft__tp= JoyPovUp__tp= JoyPovDown__tp= ;XBOX INI ;________________________________________________________ ; ;GAMEPAD_A Joy1 ;GAMEPAD_B Joy2 ;GAMEPAD_X Joy3 ;GAMEPAD_Y Joy4 ;GAMEPAD_BLACK Joy5 ;GAMEPAD_WHITE Joy6 ;GAMEPAD_LEFT_TRIGGER Joy7 ;GAMEPAD_RIGHT_TRIGGER Joy8 ;GAMEPAD_START Joy9 ;GAMEPAD_BACK Joy10 ;GAMEPAD_LEFT_THUMB Joy11 ;GAMEPAD_RIGHT_THUMB Joy12 ;GAMEPAD_LEFT_STICK_LEFT_RIGHT JoyX ;GAMEPAD_LEFT_STICK_UP_DOWN JoyY ;GAMEPAD_RIGHT_STICK_UP_DOWN JoyU ;GAMEPAD_RIGHT_STICK_LEFT_RIGHT JoyV ;GAMEPAD_DPAD_UP JoyPovUp ;GAMEPAD_DPAD_DOWN JoyPovDown ;GAMEPAD_DPAD_LEFT JoyPovLeft ;GAMEPAD_DPAD_RIGHT JoyPovRight ;t3 xbox Joy1_XB__tx=FrobAnalog Joy2_XB__tx=WallFlatten Joy3_XB__tx=Crouch Joy4_XB__tx=Jump Joy5_XB__tx=DisplayWeapon Joy6_XB__tx=DisplayItem Joy7_XB__tx=UseItemAnalog Joy8_XB__tx=UseWeapon Joy9_XB__tx=PauseScrn Joy10_XB__tx=3rdPersonView Joy11_XB__tx= Joy12_XB__tx=BowZoomToggle JoyY_XB__tx=MoveForwardBackward JoyX_XB__tx=StrafeRightLeft JoyZ_XB__tx=RotateRightLeft JoyR_XB__tx=RotateUpDown JoyU_XB__tx= JoyV_XB__tx= JoyPovRight_XB__tx=LeanRight JoyPovLeft_XB__tx=LeanLeft JoyPovUp_XB__tx=ZoomIn JoyPovDown_XB__tx=ZoomOut ;GAMEPAD_A Joy1 ;GAMEPAD_B Joy2 ;GAMEPAD_X Joy3 ;GAMEPAD_Y Joy4 ;GAMEPAD_BLACK Joy5 ;GAMEPAD_WHITE Joy6 ;GAMEPAD_LEFT_TRIGGER Joy7 ;GAMEPAD_RIGHT_TRIGGER Joy8 ;GAMEPAD_START Joy9 ;GAMEPAD_BACK Joy10 ;GAMEPAD_LEFT_THUMB Joy11 ;GAMEPAD_RIGHT_THUMB Joy12 ;GAMEPAD_LEFT_STICK_LEFT_RIGHT JoyX ;GAMEPAD_LEFT_STICK_UP_DOWN JoyY ;GAMEPAD_RIGHT_STICK_UP_DOWN JoyR ;GAMEPAD_RIGHT_STICK_LEFT_RIGHT JoyZ ;GAMEPAD_DPAD_UP JoyPovUp ;GAMEPAD_DPAD_DOWN JoyPovDown ;GAMEPAD_DPAD_LEFT JoyPovLeft ;GAMEPAD_DPAD_RIGHT JoyPovRight [GameInputBindings1] ;We are ignoring PC mappings because they are going to be done differently, anyway Escape__t=PauseScrn Joy1_XB__tx=Crouch Joy2_XB__tx=FrobAnalog Joy3_XB__tx=WallFlatten Joy4_XB__tx=Jump Joy5_XB__tx=DisplayWeapon Joy6_XB__tx=DisplayItem Joy7_XB__tx=UseItemAnalog Joy8_XB__tx=UseWeapon Joy9_XB__tx=PauseScrn Joy10_XB__tx=3rdPersonView Joy11_XB__tx= Joy12_XB__tx=BowZoomToggle JoyY_XB__tx=MoveForwardBackward JoyX_XB__tx=StrafeRightLeft JoyZ_XB__tx=RotateRightLeft JoyR_XB__tx=RotateUpDown JoyU_XB__tx= JoyV_XB__tx= JoyPovRight_XB__tx=LeanRight JoyPovLeft_XB__tx=LeanLeft JoyPovUp_XB__tx=ZoomIn JoyPovDown_XB__tx=ZoomOut [GameInputBindings2] ;We are ignoring PC mappings because they are going to be done differently, anyway Escape__t=PauseScrn Joy1_XB__tx=FrobAnalog Joy2_XB__tx=DisplayWeapon Joy3_XB__tx=DisplayItem Joy4_XB__tx=WallFlatten Joy5_XB__tx=Crouch Joy6_XB__tx=Jump Joy7_XB__tx=UseItemAnalog Joy8_XB__tx=UseWeapon Joy9_XB__tx=PauseScrn Joy10_XB__tx=3rdPersonView Joy11_XB__tx= Joy12_XB__tx=BowZoomToggle JoyY_XB__tx=MoveForwardBackward JoyX_XB__tx=StrafeRightLeft JoyZ_XB__tx=RotateRightLeft JoyR_XB__tx=RotateUpDown JoyU_XB__tx= JoyV_XB__tx= JoyPovRight_XB__tx=LeanRight JoyPovLeft_XB__tx=LeanLeft JoyPovUp_XB__tx=ZoomIn JoyPovDown_XB__tx=ZoomOut [GameInputBindings3] ;We are ignoring PC mappings because they are going to be done differently, anyway Escape__t=PauseScrn Joy1_XB__tx=FrobAnalog Joy2_XB__tx=WallFlatten Joy3_XB__tx=Crouch Joy4_XB__tx=Jump Joy5_XB__tx=DisplayWeapon Joy6_XB__tx=DisplayItem Joy7_XB__tx=UseItemAnalog Joy8_XB__tx=UseWeapon Joy9_XB__tx=PauseScrn Joy10_XB__tx=3rdPersonView Joy11_XB__tx= Joy12_XB__tx=BowZoomToggle JoyY_XB__tx=MoveForwardBackward JoyX_XB__tx=RotateRightLeft JoyZ_XB__tx=StrafeRightLeft JoyR_XB__tx=RotateUpDown JoyU_XB__tx= JoyV_XB__tx= JoyPovRight_XB__tx=LeanRight JoyPovLeft_XB__tx=LeanLeft JoyPovUp_XB__tx=ZoomIn JoyPovDown_XB__tx=ZoomOut [GameInputBindings4] ;We are ignoring PC mappings because they are going to be done differently, anyway Escape__tp=PauseScrn Joy1_XB__tx=Crouch Joy2_XB__tx=FrobAnalog Joy3_XB__tx=WallFlatten Joy4_XB__tx=Jump Joy5_XB__tx=DisplayWeapon Joy6_XB__tx=DisplayItem Joy7_XB__tx=UseItemAnalog Joy8_XB__tx=UseWeapon Joy9_XB__tx=PauseScrn Joy10_XB__tx=3rdPersonView Joy11_XB__tx= Joy12_XB__tx=BowZoomToggle JoyY_XB__tx=MoveForwardBackward JoyX_XB__tx=RotateRightLeft JoyZ_XB__tx=StrafeRightLeft JoyR_XB__tx=RotateUpDown JoyU_XB__tx= JoyV_XB__tx= JoyPovRight_XB__tx=LeanRight JoyPovLeft_XB__tx=LeanLeft JoyPovUp_XB__tx=ZoomIn JoyPovDown_XB__tx=ZoomOut [GameInputBindings5] ;We are ignoring PC mappings because they are going to be done differently, anyway Escape__tp=PauseScrn Joy1_XB__tx=FrobAnalog Joy2_XB__tx=DisplayWeapon Joy3_XB__tx=DisplayItem Joy4_XB__tx=WallFlatten Joy5_XB__tx=Crouch Joy6_XB__tx=Jump Joy7_XB__tx=UseItemAnalog Joy8_XB__tx=UseWeapon Joy9_XB__tx=PauseScrn Joy10_XB__tx=3rdPersonView Joy11_XB__tx= Joy12_XB__tx=BowZoomToggle JoyY_XB__tx=MoveForwardBackward JoyX_XB__tx=RotateRightLeft JoyZ_XB__tx=StrafeRightLeft JoyR_XB__tx=RotateUpDown JoyU_XB__tx= JoyV_XB__tx= JoyPovRight_XB__tx=LeanRight JoyPovLeft_XB__tx=LeanLeft JoyPovUp_XB__tx=ZoomIn JoyPovDown_XB__tx=ZoomOut //no bindings (except for hard tilde (~) binding [MissingControllerLayerBindings0] [FMVLayerBindings0] Escape__p=MenuBack ;Enter=PauseScrn Joy1_XB__x=MenuBack ;Joy9_XB=PauseScrn [LockpickLayerBindings0] ;Escape__p=FrobAnalog ;Joy1_XB__x=FrobAnalog ;Joy9_XB__x=FrobAnalog //default menu bindings [MenuInputBindings0] Escape__p=MenuBack Left__p=MenuLeft Up__p=MenuUp Right__p=MenuRight Down__p=MenuDown LeftMouse__p=MenuSelect JoyPovRight_XB__x=MenuRight JoyPovLeft_XB__x=MenuLeft JoyPovUp_XB__x=MenuUp JoyPovDown_XB__x=MenuDown Joy1_XB__x=MenuSelect Joy2_XB__x=MenuBack Joy3_XB__tx=SpecialMenuAction Joy9_XB__x=Menu Joy10_XB__x=MenuBack JoyY_XB__tx=MenuUpDown JoyX_XB__tx=MenuLeftRight JoyR_XB__tx=MenuAltUpDown JoyZ_XB__tx=MenuAltLeftRight Joy2__tp=MenuBack Joy5__tp=MenuSelect Joy6__tp=MenuBack JoyX__tp=MenuLeftRight JoyY__tp=MenuUpDown JoyZ__tp= JoyR__tp= JoyPovRight__tp=MenuRight JoyPovLeft__tp=MenuLeft JoyPovUp__tp=MenuUp JoyPovDown__tp=MenuDown MouseWheelUp__tp=PrevFocusItem MouseWheelDown__tp=NextFocusItem RightMouse__p=SpecialMenuAction //default menu bindings [MenuLayerBindings0] Escape__p=MenuBack Left__p=MenuLeft Up__p=MenuUp Right__p=MenuRight Down__p=MenuDown LeftMouse__p=MenuSelect RightMouse__p=SpecialMenuAction JoyPovRight_XB__x=MenuRight JoyPovLeft_XB__x=MenuLeft JoyPovUp_XB__x=MenuUp JoyPovDown_XB__x=MenuDown Joy1_XB__x=MenuSelect Joy2_XB__x=MenuBack Joy3_XB__tx=SpecialMenuAction Joy10_XB__x=MenuBack JoyY_XB__tx=MenuUpDown JoyX_XB__tx=MenuLeftRight JoyR_XB__tx=MenuAltUpDown JoyZ_XB__tx=MenuAltLeftRight Joy2__tp=MenuBack Joy5__tp=MenuSelect Joy6__tp=MenuBack JoyX__tp=MenuLeftRight JoyY__tp=MenuUpDown JoyZ__tp= JoyR__tp= JoyPovRight__tp=MenuRight JoyPovLeft__tp=MenuLeft JoyPovUp__tp=MenuUp JoyPovDown__tp=MenuDown MouseWheelUp__tp=PrevFocusItem MouseWheelDown__tp=NextFocusItem //debug menu bindings [DebugMenuLayerBindings0] Escape=MenuBack Left=MenuBack Up=MenuUp Right=MenuSelect Down=MenuDown Enter=MenuSelect JoyPovRight_XB=MenuRight JoyPovLeft_XB=MenuLeft JoyPovUp_XB=MenuUp JoyPovDown_XB=MenuDown Joy1_XB=MenuSelect Joy10_XB=MenuBack Joy2_XB=MenuBack Joy5__t=MenuSelect Joy2__t=MenuBack Joy6__t=MenuBack JoyX__t=MenuLeftRight JoyY__t=MenuUpDown JoyZ__t=MenuAltLeftRight JoyR__t=MenuAltUpDown JoyPovRight__t=MenuRight JoyPovLeft__t=MenuLeft JoyPovUp__t=MenuUp JoyPovDown__t=MenuDown MouseWheelUp__t=MenuUp MouseWheelDown__t=MenuDown LeftMouse__t=MenuSelect [CycleLayerBindings0] ; xbox JoyY_XB__tx=CycleClear JoyX_XB__tx=CycleRightLeft JoyPovLeft_XB__tx=CycleRightLeft -1.0 JoyPovRight_XB__tx=CycleRightLeft 1.0 ; pc A__tp=CycleRightLeft -1.0 D__tp=CycleRightLeft 1.0 W__tp=CycleClear 1.0 S__tp=CycleClear -1.0 ; pc gamepad JoyY__tp=CycleClear JoyX__tp=CycleRightLeft JoyPovLeft__tp=CycleRightLeft -1.0 JoyPovRight__tp=CycleRightLeft 1.0 // Objectives Screen [ObjectivesLayerBindings0] Joy9_XB__tx=Menu Joy1__tp=Menu //Main menu bindings [MainMenuLayerBindings0] Joy9_XB__tx=MenuSelect Joy1__tp=MenuSelect // For purposes of frobbing [FrobOptions] ;0 => Raycast vs. visible geometry only (fastest) ;1 => Scale bounding box by frob bias (no add'l memory, slightly slower) ;2 => If frobBias is 0, raycast vs. visible geometry. Otherwise, scale ; bounding box by frob bias (no add'l memory, slightly slower) ;3 => Create unique triangles for each object and extrude by their ; frob bias * normal (most memory, most accurate, slowest) FrobBiasRaycastType=2 MinEdgeSize=16 MaxSizeForSlowdown=16 [PlayerControl] LookspringRate=32 [CameraEffects] ; How stiff the camera spring is in XY, and in Z. Bigger is stiffer. StiffnessFactorXY=15.0 StiffnessFactorZ=7.5 ; How damped the camera spring is in XY, and in Z. Bigger is less sproingy. DampingFactorXY=60.0 DampingFactorZ=40.0 ; Global multipliers for offset and rotation impulses applied to the camera. ImpulseFactorOffset=4.0 ImpulseFactorRotation=0.2 ; Global multiplier for how much the camera rotates and how quickly is blends back to no rotation RotationFactor=0.2 RotationFadeRate=7.5 ; Interval, in seconds, between impulses during a camera shake ShakeImpulseInterval=0.05 ; Rate at which the damage flash fades FlashFadeRate=2.0 ; Rate at which the screen fades to black on death DeathFadeRate=1.0 ; Rate at which the screen fades from white on blind BlindFadeRate=3.0 ; The full effects of the whiteout should last this long BlindFullWhiteoutDelay=1.5 [BlockLoading] ; ; True or False, to enable loading data from block saved files LoadFromResourceBlockFiles=False ; ; True or False, to enable block loading analysis code in a non-editor non-release build. WriteResourceBlockFiles=False ; ; True or False; if this is True *and* WriteResourceBlockFiles is True, then when you run ; a map, the puppet for the current player gender & "tint" is written to a block file. ; So you really need to run the map 6 times, once for each gender/tint combo, to get them ; all. GeneratePlayerPuppetBlock=False ; ; True or False, to cause analysis pass to quit after first frame ; you can turn this off to find out what additional data is loaded AFTER the first frame ; ( hopefully ONLY sound fx at this point but who knows ... ) QuitAfterFirstFrame=False [EditorTools] ; this is the address of the metrics-server (used to be "metrics", now is "atnwrkmetrics"). ; will get accessed a la http://METRICS/foo ; -=< REMOVE BEFORE SHIP >=- MetricsDatabase=atnwrkmetrics [SpecialFXRender] Bloom__t=0 [Difficulty] ; -- THIEF 3 ; ; AI visual acuity multiplier - how well AIs can see Difficulty_AIVisual_Mult_Easy=0.9 Difficulty_AIVisual_Mult_Normal=1.0 Difficulty_AIVisual_Mult_Hard=1.15 Difficulty_AIVisual_Mult_Expert=1.2 ; ; AI auditory acuity multiplier - how well AIs can hear Difficulty_AIAudio_Mult_Easy=0.8 Difficulty_AIAudio_Mult_Normal=1.0 Difficulty_AIAudio_Mult_Hard=1.03 Difficulty_AIAudio_Mult_Expert=1.13 ; ; AI tactile acuity multiplier - how well AIs can feel Difficulty_AITactile_Mult_Easy=1.0 Difficulty_AITactile_Mult_Normal=1.0 Difficulty_AITactile_Mult_Hard=1.0 Difficulty_AITactile_Mult_Expert=1.0 ; ; AI hitpoints multiplier - all AI starting hitpoints will be scaled by this Difficulty_AIHitPoints_Mult_Easy=0.75 Difficulty_AIHitPoints_Mult_Normal=1.0 Difficulty_AIHitPoints_Mult_Hard=1.2 Difficulty_AIHitPoints_Mult_Expert=1.3 ; ; AI combat speed multiplier - all AI combat animations are scaled by this Difficulty_AICombatSpeed_Mult_Easy=1.0 Difficulty_AICombatSpeed_Mult_Normal=1.0 Difficulty_AICombatSpeed_Mult_Hard=1.1 Difficulty_AICombatSpeed_Mult_Expert=1.2 ; ; AI-to-player damage multiplier - all damage applied to the player by the AI is scaled by this Difficulty_AIToPlayerDamage_Mult_Easy=0.5 Difficulty_AIToPlayerDamage_Mult_Normal=1.0 Difficulty_AIToPlayerDamage_Mult_Hard=1.25 Difficulty_AIToPlayerDamage_Mult_Expert=1.5 [SaveGameOptions] ; min size req'd for free space for a save-game, in 16Kb blocks MinFreeSpaceForSave=700 ; when PlainTextIndex is set to True then the file 'GameList.txt' is written ( plain text file ) to shadow the binary index file list ; any time a save-game is added, updated, or removed. PlainTextIndex=True ; set to the decimal integer index into the font to use for the character to replace unsupported characters in save-game titles ; unsupported characters are those with one or more bits set in the high-word of the unicode character. This is checked during ; save-game enumeration, only really valid on xbox. InvalidCharReplacementIndex=19 ; The key represents a "virtual" font name. The value specifies the actual font, an optional scale factor, ; and an optional leading factor. The scale factor applies to the overall size of the characters. Leading ; affects the distance from one row to the next. (Use values < 1.0 to bring text rows closer together and ; > 1.0 to spread them apart.) ; ; !!! NOTE: Make sure you use the minimal number of font scales. Don't specify a scale of 0.8 and another one of 0.81 ; because it causes another instace of the font properties to be created ; [FontMappings] ; T3 Fonts MapFont__t=Papyrus_21,0.2,0.80 HandDrawnFont00__t=VTCGoblinHand_18,0.001,0.80 HandDrawnFont02__t=VTCGoblinHand_18,0.11,0.80 HandDrawnFont04__t=VTCGoblinHand_18,0.22,0.80 HandDrawnFont06__t=VTCGoblinHand_18,0.33,0.80 HandDrawnFont08__t=VTCGoblinHand_18,0.44,0.80 HandDrawnFont10__t=VTCGoblinHand_18,0.55,0.80 HandDrawnFont12__t=VTCGoblinHand_18,0.67,0.80 Papyrus21__t=Papyrus_21,1.0,0.80 Papyrus20__tx=Papyrus_21,0.95,0.80 Papyrus14__tx=Papyrus_21,0.86,0.80 Papyrus12__tx=Papyrus_21,0.66,0.80 Papyrus10__tx=Papyrus_21,0.55,0.80 Papyrus08__tx=Papyrus_21,0.44,0.80 Papyrus06__tx=Papyrus_21,0.33,0.80 Papyrus04__tx=Papyrus_21,0.22,0.80 Papyrus02__tx=Papyrus_21,0.11,0.80 Papyrus20__tp=Papyrus_21,0.90,0.80 Papyrus14__tp=Papyrus_21,0.81,0.80 Papyrus12__tp=Papyrus_21,0.61,0.80 Papyrus10__tp=Papyrus_21,0.50,0.80 Papyrus08__tp=Papyrus_21,0.40,0.80 Papyrus06__tp=Papyrus_21,0.28,0.80 Papyrus04__tp=Papyrus_21,0.17,0.80 Papyrus02__tp=Papyrus_21,0.06,0.80 Papyrus00__t=Papyrus_21,0.001,0.80 ;These are all scaling fonts. If a button is marked to scale to fit, it will try successively smaller fonts ;within the same "family". Make sure we keep two digits on the end ('08'), since that's how it bases whether a font ;is within the same "family". VTCGoblinHand14__tx=VTCGoblinHand_18,0.77,0.80 VTCGoblinHand13__tx=VTCGoblinHand_18,0.72,0.80 VTCGoblinHand12__tx=VTCGoblinHand_18,0.67,0.80 VTCGoblinHand10__tx=VTCGoblinHand_18,0.55,0.80 VTCGoblinHand08__tx=VTCGoblinHand_18,0.44,0.80 VTCGoblinHand06__tx=VTCGoblinHand_18,0.33,0.80 VTCGoblinHand04__tx=VTCGoblinHand_18,0.22,0.80 VTCGoblinHand02__tx=VTCGoblinHand_18,0.11,0.80 VTCGoblinHand14__tp=VTCGoblinHand_18,0.71,0.80 VTCGoblinHand13__tp=VTCGoblinHand_18,0.67,0.80 VTCGoblinHand12__tp=VTCGoblinHand_18,0.62,0.80 VTCGoblinHand10__tp=VTCGoblinHand_18,0.50,0.80 VTCGoblinHand08__tp=VTCGoblinHand_18,0.39,0.80 VTCGoblinHand06__tp=VTCGoblinHand_18,0.28,0.80 VTCGoblinHand04__tp=VTCGoblinHand_18,0.17,0.80 VTCGoblinHand02__tp=VTCGoblinHand_18,0.06,0.80 VTCGoblinHand00__t=VTCGoblinHand_18,0.001,0.80 MediumFont16__t=Fixed,1.1,0.80 MediumFont14__t=Fixed,0.86,0.80 ;DEBUG FONTS - Do not ship with these font6__t=Fixed,0.61,0.95 font8__t=Fixed,0.81,0.95 font10__t=Fixed,0.9,0.9 font12__t=Fixed,1.0,0.9 font14__t=Fixed,1.2,0.9 font16__t=Fixed,1.4,0.9 ;JWC: These are the hand-drawn map indices that are available (cumulatively) on each game day in city sections. [GameDayMaps_1] Map_0=10 Map_1=11 Map_2=16 [GameDayMaps_3] Map_0=12 [GameDayMaps_6] Map_0=13 [GameDayMaps_7] Map_0=14 ;JWC: These are the various hand drawn maps with skin names. Refer to them by index. [HandDrawnMaps] HDMap_0=Castle HDMap_1=Clocktower HDMap_2=Dungeon HDMap_3=HammerIntro HDMap_4=HauntedHouse HDMap_5=Inn HDMap_6=KeeperCompound HDMap_7=Museum HDMap_8=PaganIntro HDMap_9=SeasideMansion HDMap_10=SouthQuarter HDMap_11=Stonemarket HDMap_12=Docks HDMap_13=OldQuarter HDMap_14=Auldale HDMap_15=ClocktowerFurnace HDMap_16=EntireCity HDMap_17=KeeperCompoundLowerLibraries HDMap_18=PaganIntro0 HDMap_19=Castle0 ;JWC: These are the names displayed for each of the hand-drawn maps. They are string table entries. [HandDrawnMapNames] HDMapName_0=T_HDMapNameCastle HDMapName_1=T_HDMapNameClocktower HDMapName_2=T_HDMapNameDungeon HDMapName_3=T_HDMapNameHammerIntro HDMapName_4=T_HDMapNameHauntedHouse HDMapName_5=T_HDMapNameInn HDMapName_6=T_HDMapNameKeeperCompound HDMapName_7=T_HDMapNameMuseum HDMapName_8=T_HDMapNamePaganIntro HDMapName_9=T_HDMapNameSeasideMansion HDMapName_10=T_HDMapNameSouthQuarter HDMapName_11=T_HDMapNameStonemarket HDMapName_12=T_HDMapNameDocks HDMapName_13=T_HDMapNameOldQuarter HDMapName_14=T_HDMapNameAuldale HDMapName_15=T_HDMapNameClocktower2 HDMapName_16=T_HDMapNameEntireCity HDMapName_17=T_HDMapNameKeeperCompound2 HDMapName_18=T_HDMapNamePaganIntro0 HDMapName_19=T_HDMapNameCastle0 ;JWC: Here are the overlay text windows for each hand-drawn map. [HDMap0TextWindow0] Text= X=265 Y=185 Width=100 Height=32 [HDMap0TextWindow1] Text= X=300 Y=264 Width=110 Height=32 [HDMap1TextWindow0] Text= X=164 Y=292 Width=100 Height=32 [HDMap1TextWindow1] Text= X=398 Y=345 Width=110 Height=29 [HDMap2TextWindow0] Text= X=408 Y=340 Width=80 Height=32 [HDMap2TextWindow1] Text= X=240 Y=330 Width=60 Height=32 [HDMap2TextWindow2] Text= X=141 Y=153 Width=70 Height=30 [HDMap2TextWindow3] Text= X=366 Y=220 Width=67 Height=38 [HDMap2TextWindow4] Text= X=330 Y=173 Width=56 Height=24 [HDMap2TextWindow5] Text= X=381 Y=113 Width=64 Height=64 [HDMap3TextWindow0] Text= X=138 Y=105 Width=100 Height=32 [HDMap3TextWindow1] Text= X=330 Y=110 Width=200 Height=24 [HDMap3TextWindow2] Text= X=228 Y=155 Width=150 Height=48 [HDMap3TextWindow3] Text= X=145 Y=198 Width=100 Height=32 [HDMap3TextWindow4] Text= X=393 Y=197 Width=100 Height=32 [HDMap3TextWindow5] Text= X=183 Y=230 Width=100 Height=48 [HDMap3TextWindow6] Text= X=136 Y=270 Width=80 Height=48 [HDMap3TextWindow7] Text= X=342 Y=250 Width=100 Height=48 [HDMap3TextWindow8] Text= X=210 Y=340 Width=200 Height=27 [HDMap4TextWindow0] Text= X=176 Y=273 Width=120 Height=24 [HDMap4TextWindow1] Text= X=390 Y=299 Width=50 Height=16 [HDMap4TextWindow2] Text= X=420 Y=245 Width=64 Height=70 [HDMap4TextWindow3] Text= X=183 Y=197 Width=64 Height=48 [HDMap4TextWindow4] Text= X=423 Y=172 Width=80 Height=50 [HDMap4TextWindow5] Text= X=413 Y=129 Width=80 Height=40 [HDMap4TextWindow6] Text= X=282 Y=179 Width=80 Height=70 [HDMap4TextWindow7] Text= X=210 Y=100 Width=220 Height=16 [HDMap4TextWindow8] Text= X=237 Y=345 Width=77 Height=20 [HDMap5TextWindow0] Text= X=201 Y=157 Width=75 Height=28 [HDMap5TextWindow1] Text= X=310 Y=166 Width=125 Height=64 [HDMap5TextWindow2] Text= X=165 Y=290 Width=110 Height=32 [HDMap5TextWindow3] Text= X=315 Y=273 Width=100 Height=64 [HDMap5TextWindow4] Text= X=355 Y=330 Width=100 Height=32 [HDMap5TextWindow5] Text= X=185 Y=332 Width=100 Height=32 [HDMap6TextWindow0] Text= X=370 Y=295 Width=100 Height=32 [HDMap6TextWindow1] Text= X=390 Y=330 Width=75 Height=32 [HDMap6TextWindow2] Text= X=360 Y=160 Width=85 Height=55 [HDMap6TextWindow3] Text= X=365 Y=110 Width=85 Height=25 [HDMap6TextWindow4] Text= X=162 Y=97 Width=100 Height=70 [HDMap6TextWindow5] Text= X=140 Y=160 Width=85 Height=55 [HDMap6TextWindow6] Text= X=163 Y=215 Width=85 Height=25 [HDMap6TextWindow7] Text= X=200 Y=335 Width=85 Height=50 [HDMap6TextWindow8] Text= X=265 Y=185 Width=85 Height=25 [HDMap7TextWindow0] Text= X=200 Y=100 Width=85 Height=25 [HDMap7TextWindow1] Text= X=285 Y=130 Width=85 Height=25 [HDMap7TextWindow2] Text= X=380 Y=160 Width=100 Height=75 [HDMap7TextWindow3] Text= X=125 Y=180 Width=100 Height=75 [HDMap7TextWindow4] Text= X=380 Y=215 Width=85 Height=25 [HDMap7TextWindow5] Text= X=150 Y=260 Width=85 Height=25 [HDMap7TextWindow6] Text= X=175 Y=340 Width=85 Height=25 [HDMap7TextWindow7] Text= X=354 Y=325 Width=100 Height=75 [HDMap8TextWindow0] Text= X=155 Y=100 Width=85 Height=25 [HDMap8TextWindow1] Text= X=380 Y=124 Width=85 Height=25 [HDMap8TextWindow2] Text= X=200 Y=160 Width=85 Height=12 [HDMap8TextWindow3] Text= X=200 Y=220 Width=85 Height=12 [HDMap8TextWindow4] Text= X=322 Y=270 Width=120 Height=65 [HDMap8TextWindow5] Text= X=128 Y=285 Width=85 Height=25 [HDMap8TextWindow6] Text= X=350 Y=310 Width=85 Height=25 [HDMap9TextWindow0] Text= X=310 Y=100 Width=85 Height=25 [HDMap9TextWindow1] Text= X=306 Y=150 Width=85 Height=25 [HDMap9TextWindow2] Text= X=210 Y=225 Width=85 Height=12 [HDMap9TextWindow3] Text= X=145 Y=235 Width=85 Height=12 [HDMap9TextWindow4] Text= X=237 Y=340 Width=100 Height=15 [HDMap10TextWindow0] Text= X=191 Y=100 Width=125 Height=75 [HDMap10TextWindow1] Text= X=415 Y=130 Width=85 Height=25 [HDMap10TextWindow2] Text= X=410 Y=245 Width=85 Height=12 [HDMap10TextWindow3] Text= X=382 Y=340 Width=85 Height=25 [HDMap10TextWindow4] Text= X=175 Y=225 Width=85 Height=25 [HDMap11TextWindow0] Text= X=120 Y=280 Width=120 Height=35 [HDMap11TextWindow1] Text= X=380 Y=110 Width=120 Height=35 [HDMap11TextWindow2] Text= X=142 Y=190 Width=110 Height=32 [HDMap11TextWindow3] Text= X=260 Y=175 Width=110 Height=15 [HDMap11TextWindow4] Text= X=409 Y=175 Width=74 Height=28 [HDMap11TextWindow5] Text= X=220 Y=255 Width=70 Height=15 [HDMap11TextWindow6] Text= X=213 Y=338 Width=82 Height=230 [HDMap11TextWindow7] Text= X=440 Y=290 Width=74 Height=68 [HDMap12TextWindow0] Text= X=150 Y=130 Width=70 Height=15 [HDMap12TextWindow1] Text= X=243 Y=132 Width=68 Height=14 [HDMap12TextWindow2] Text= X=300 Y=100 Width=82 Height=30 [HDMap12TextWindow3] Text= X=412 Y=100 Width=74 Height=30 [HDMap12TextWindow4] Text= X=161 Y=331 Width=90 Height=30 [HDMap12TextWindow5] Text= X=350 Y=340 Width=70 Height=15 [HDMap13TextWindow0] Text= X=370 Y=100 Width=80 Height=30 [HDMap13TextWindow1] Text= X=177 Y=94 Width=114 Height=38 [HDMap13TextWindow2] Text= X=371 Y=176 Width=80 Height=25 [HDMap13TextWindow3] Text= X=403 Y=327 Width=67 Height=34 [HDMap13TextWindow4] Text= X=130 Y=220 Width=95 Height=32 [HDMap13TextWindow5] Text= X=135 Y=314 Width=100 Height=32 [HDMap13TextWindow6] Text= X=235 Y=282 Width=100 Height=32 [HDMap14TextWindow0] Text= X=409 Y=94 Width=74 Height=12 [HDMap14TextWindow1] Text= X=362 Y=162 Width=60 Height=30 [HDMap14TextWindow2] Text= X=235 Y=229 Width=60 Height=15 [HDMap14TextWindow3] Text= X=410 Y=231 Width=45 Height=14 [HDMap14TextWindow4] Text= X=340 Y=291 Width=40 Height=14 [HDMap14TextWindow5] Text= X=162 Y=330 Width=90 Height=30 [HDMap15TextWindow0] Text= X=165 Y=138 Width=100 Height=50 [HDMap15TextWindow1] Text= X=280 Y=105 Width=95 Height=50 [HDMap15TextWindow2] Text= X=333 Y=147 Width=100 Height=32 [HDMap15TextWindow3] Text= X=360 Y=205 Width=80 Height=32 [HDMap15TextWindow4] Text= X=273 Y=280 Width=100 Height=50 [HDMap15TextWindow5] Text= X=130 Y=280 Width=70 Height=40 [HDMap15TextWindow6] Text= X=407 Y=334 Width=80 Height=40 [HDMap16TextWindow0] Text= X=400 Y=205 Width=100 Height=64 [HDMap16TextWindow1] Text= X=217 Y=300 Width=85 Height=32 [HDMap16TextWindow2] Text= X=250 Y=160 Width=150 Height=64 [HDMap16TextWindow3] Text= X=145 Y=195 Width=100 Height=64 [HDMap16TextWindow4] Text= X=260 Y=235 Width=100 Height=64 [HDMap17TextWindow0] Text= X=295 Y=100 Width=85 Height=50 [HDMap17TextWindow1] Text= X=174 Y=115 Width=100 Height=40 [HDMap17TextWindow2] Text= X=265 Y=340 Width=85 Height=25 [HDMap17TextWindow3] Text= X=395 Y=297 Width=85 Height=50 [HDMap19TextWindow0] Text= X=390 Y=330 Width=80 Height=48 [HDMap19TextWindow1] Text= X=137 Y=176 Width=100 Height=64 [MechEyeOverlay] ;Texture=BotBaseOverlay.dds Texture=VisionBiomodBaseOverlay.dds Tint_R=0.80 Tint_G=0.62 Tint_B=0.48 Tint_Ratio=2.0 ScaleMin_X=1.0 ScaleMin_Y=1.0 ScaleMax_X=1.0 ScaleMax_Y=1.0 PanRate_X=0.0 PanRate_Y=0.25 NoiseMin_X=7.0 NoiseMin_Y=7.0 NoiseMax_X=14.0 NoiseMax_Y=14.0 Fullbright=true Gamma=2.0 ;FOV=100 [T3OptionsDefaults] ;For bools, 1 is ON/True and 0 is Off/False ;Game options... Version=19 ;__a-english, __f-french, __i-italian, __g-german, __s-spanish Subtitles=0 Subtitles__f=1 Subtitles__i=1 Subtitles__g=1 Subtitles__s=1 ;Controller options... ;(PC Defaults to *NO* Invert Y) InvertYAxis__tx=0 InvertYAxis__tp=0 LookSpring=0 Vibration=1 ;Sound defaults. These go from [0..25]. SFXVolume=25 MusicVolume=25 ;Controller layout ControllerLayout=0 ;Video brightness options, [0..see below] Brightness__x=5 Brightness__p=6 VSynch__x=0 VSynch__p=1 UseHWMixing__p=0 UseEAX__p=0 EAXMultipleEnvironments__p=0 AutoBowZoom=1 [GammaBrightnessContrastList] GammaMin=1.02 GammaMax=1.5 BrightnessMin=0.9 BrightnessMax=1.5 ContrastMin=1.06 ContrastMax=1.06 [MouseCursor] ImageFile=MouseCursor.dds HotSpot_X=0 HotSpot_Y=0 [XBOXVertexPools] DynamicVertexPool0=3145728 StaticVertexPool=2621440 StaticShadowVertexPool=1572864 [PCVertexPools] DynamicVertexPool0=3145728 StaticVertexPool=2621440 StaticShadowVertexPool=1572864 ;These are used for special destinations when the player loses their ;hit points but aren't actually supposed to die. ;Off to jail... [SpecialDeathState1] DestMap=SouthQuarter3 DestPlayerStart=GarrettsCell [Vendor_1002] ; ATI other=2 4144=1 ; Radeon 9500 4145=2 ; Radeon 9700 4146=2 ; Radeon 9700 4148=2 ; Radeon 9800 4150=1 ; Radeon 9600 4151=1 ; Radeon 9600 4152=1 ; Radeon 9600 4168=2 ; Radeon 9800 4170=1 ; Radeon 9600 4171=1 ; Radeon 9600 4172=1 ; Radeon 9600 4242=0 ; Radeon 8500 4966=0 ; Radeon 9000 4966=0 ; Radeon 9000 4967=0 ; Radeon 9000 496e=0 ; Radeon 9000 496f=0 ; Radeon 9000 4e44=2 ; Radeon 9700 4e45=2 ; Radeon 9700 4e46=1 ; Radeon 9600 4e48=2 ; Radeon 9800 4e49=2 ; Radeon 9800 4e4a=2 ; Radeon 9800 4e64=2 ; Radeon 9700 4e65=2 ; Radeon 9700 4e66=1 ; Radeon 9600 4e68=2 ; Radeon 9800 4e69=2 ; Radeon 9800 4e6a=2 ; Radeon 9800 5148=0 ; Radeon 8500 5149=0 ; R200 514a=0 ; R200 514b=0 ; R200 514c=0 ; Radeon 8500 LE 514d=0 ; Radeon 9100 514e=0 ; Radeon 8500 514f=0 ; Radeon 8500 5168=0 ; R200 5169=0 ; R200 516a=0 ; R200 516b=0 ; R200 516c=0 ; R200 516d=0 ; Radeon 9100 5834=0 ; Radeon 9000 IGP 5835=0 ; Radeon 9000 5940=0 ; Radeon 9200 5941=0 ; Radeon 9200 5960=0 ; Radeon 9200 5961=0 ; Radeon 9200 5962=0 ; Radeon 9200 5963=0 ; Radeon 9200 5964=0 ; Radeon 9200 5d44=0 ; Radeon 9200 [Vendor_10de] ; NVIDIA other=2 0200=0 ; GeForce3 0201=0 ; GeForce3 Ti 200 0202=0 ; GeForce3 Ti 500 0203=0 ; Quadro DCC 0250=0 ; GeForce4 Ti 4600 0251=0 ; GeForce4 Ti 4400 0252=0 ; NV25 0253=0 ; GeForce4 Ti 4200 0258=0 ; Quadro4 900 XGL 0259=0 ; Quadro4 750 XGL 025b=0 ; Quadro4 700 XGL 0280=0 ; GeForce4 Ti 4800 0281=0 ; GeForce4 Ti 4800, AGP 8x 0282=0 ; GeForce 4 Ti 4800 SE 0286=0 ; GeForce4 4200 Go 0288=0 ; Quadro4 980 XGL 0289=0 ; Quadro4 780 XGL 0301=1 ; GeForce FX 5800 Ultra 0302=1 ; GeForce FX 5800 0308=1 ; Quadro FX 2000 0309=1 ; Quadro FX 1000 030A=1 ; ICE FX 2000 0311=1 ; GeForce FX 5600 Ultra 0312=1 ; GeForce FX 5600 0313=1 ; NV31 0314=1 ; GeForce FX 5600SE 0316=1 ; NV31M 0317=1 ; NV31M Pro 031A=1 ; GeForce FX Go 5600 031B=1 ; GeForce FX Go 5650 031C=1 ; Quadro FX Go 700 031D=1 ; NV31GLM 031E=1 ; NV31GLM Pro 031F=1 ; NV31GLM Pro 0321=0 ; GeForce FX 5200 Ultra 0322=0 ; GeForce FX 5200 0323=0 ; GeForce FX 5200SE 0324=0 ; GeForce FX Go 5200 0325=0 ; GeForce FX Go 5250 0328=0 ; GeForce FX Go 5200 32M/64M 032A=0 ; NV34GL 032B=0 ; Quadro FX 500 032D=0 ; GeForce FX Go 5100 032F=0 ; NV34GL 0330=2 ; GeForce FX 5900 Ultra 0331=2 ; GeForce FX 5900 0332=2 ; NV35 0333=2 ; GeForce FX 5950 Ultra 0338=2 ; Quadro FX 3000 0341=2 ; GeForce FX 5700 Ultra 0342=2 ; GeForce FX 5700 Ultra 034e=2 ; Quadro FX 1100 [Vendor_102b] ; Matrox other=0 0527=0 ; Parhelia [Vendor_1039] ; SiS other=0 0330=0 ; Xabre [VideoOptionsDefaultHigh] Resolution=2 ShadowDetail=25 Bloom=1 LightCutoff=25 MultiSampling=1 LOD=25 UseLowResTextures=0 [VideoOptionsDefaultMedium] Resolution=1 ShadowDetail=13 Bloom=1 LightCutoff=13 MultiSampling=1 LOD=13 UseLowResTextures=0 [VideoOptionsDefaultLow] Resolution=0 ShadowDetail=0 Bloom=1 LightCutoff=0 MultiSampling=1 LOD=0 UseLowResTextures=1 [Movies] ; Min and max range are 0 to 1 MinVolume__p=0.0 MinVolume__x=0.0 MaxVolume__p=1.0 MaxVolume__x=0.42 Gamma__p=1.0 Gamma__x=0.5 Contrast__p=1.0 Contrast__x=1.0 Brightness__p=1.0 Brightness__x=1.0 [LoadingScreen] ProgressPosX__t=201 ProgressPosY__t=66 ProgressWidth__t=376 ProgressHeight__t=3 LogoWidth__t=256 LogoHeight__t=128 LogoPosX__t=0 LogoPosY__t=0 LogoBaseTextureName__t=LOADSCREEN-LOGO LoadingWidth__t=256 LoadingHeight__t=128 LoadingPosX__t=370 LoadingPosY__t=14 LoadingBaseTextureName__t=LOADING [HelpText] ScrollRate=8000 QuoteScrollRate=10000 NumLinesToChoose=16