# # DO NOT EDIT THIS FILE # # The patcher will replace any edits you make to this file. # If you wish to change any of these variables, add them to a file # name useropts.cfg and the values used in that file will preempt # these values. # #include "options.cfg" #include "useropts.cfg" # Added for E3 demo. Defaults to using Overbright ScreenFilter_Enable_Overbright=1 # Enable generation of mini-dump files when the # game crashes so that engineers can perform # an autopsy. EnableCrashDumping = 1 EnableCrashDumpUploads = true # Turn on console echoing ConsoleEchoToFile = 1 # Turn off automatic reloading of world when server updates our position # to a point outside our currently loaded point. DL_ServerUpdatePosReload = 0 # turning building shadows off by default for now (performance) #wr_drawshadows = 0 # Leave blank to run server-less. Otherwise give address of server. # NetJoin = "hostname" # Set this to 1 see the in game UI CreateViews = 1 #Interior day/night ambient level wr_IntAmbientExtAmbientScale = 0.14 # set the localization Localization = "English" # Localization = "German" #Interior Lense Flair Properties FX_Light_Glare_Alpha = 0.274 FX_Light_Glare_Dst_0 = 1000 FX_Light_Glare_Dst_1 = 1400 # Water LOD Dst wr_water_LOD_DstSqr = 800000000.0f # Anti-Alias (default it off)... AntiAliasFSOverSample = 0 AntiAliasFSQuality = 0 # model shadow LOD modelshadow_fallback_0 = 0.4 modelshadow_fallback_1 = 0.25 # Set this to point a database list for combat. #ILCombatDatabaseListRezID = 0x5800026E # "resource/interlock/ms10/interlock_master.ildb" ILCombatDatabaseListRezID = 0x58000070 # "resource/interlock/newcombat-db/interlock_master.ildb" #ILCombatDatabaseListRezID = 0x3a000233 # "resource/interlock/jan1st-db/interlock_master.ildb" #ILCombatDatabaseListRezID = 0x2400027f # "resource/interlock/combat-db/interlock_master.ildb" # Set this for the sizzle buddies. SizzleDatabaseListRezID = 0x3A00010C # "resource/interlock/SizzleE3-db/interlock_master.ildb" # Set these to point to all rez-ids of the interlock databases to use for combat ILCombatDatabase0RezID = 0 ILCombatDatabase1RezID = 0 ILCombatDatabase2RezID = 0 ILCombatDatabase3RezID = 0 ILCombatDatabase4RezID = 0 ILCombatDatabase5RezID = 0 ILCombatDatabase6RezID = 0 # Set these to point to all rez-ids of the interlock databases to use for Movement ILMovementDatabaseListRezID = 0x3a0000dd # "resource/interlock/movement-db/interlock_master.ildb" ILMovementDatabase0RezID = 0 ILMovementDatabase1RezID = 0 ILMovementDatabase2RezID = 0 ILMovementDatabase3RezID = 0 ILMovementDatabase4RezID = 0 ILMovementDatabase5RezID = 0 ILMovementDatabase6RezID = 0 # Set this to the rez-id for the character's animation table. CharacterAnimationTableRezID = 0x2400002d # "resource/Characters/animations.tbl" # World clump size WorldClumpMgr_VB_Size = 20000 #Fixes shadow z-fighting problem wr_ShadowAllowDoubleSided = 0 # Dead resource saving... RezMgr_Dead_Rez_Count = 512 # World to load #WorldFile = "resource/worlds/MISSIONTEST/ms8_mission_world.metr" #WorldFile = "resource/worlds/test/default.metr" #WorldFile = "resource/worlds/test/post_ultimate_server_square.metr" WorldFile = "resource/worlds/final_world/slums_barrens_full.metr" # Disable the matrix letter load effect... #WR_MatrixView_Min_T = -1.0 #WR_MatrixView_Max_T = 0.0 DL_Ext_PrefetchRadius = 40000 DL_Int_PrefetchRadius = 3000 WR_DLChangeDistThresh = 500 wr_dlchangemonitor = 125 WR_ExtFarDist = 40000 WR_FogFarDist = 45000 WR_SkyBox_FogRim_FogDst = 45000 CameraFarz = 30000 WR_ExtObjFarDist = 10000 wr_slodfardist = 200000 dl_slod_initloadradius = 200000 dl_slod_prefetchradius = 200000 #camera FOV ExteriorCameraFOV = 45 InteriorCameraFOV = 55 # Preload distance # Please keep the exterior and interior load radii above 0! # Teleporting to an interior location (ie. the tutorial or the subway) # will not work if those values are 0. dl_ext_initloadradius = 2000 #50000 dl_int_initloadradius = 2000 #10000 dl_prop_initloadradius = 0 #10000 dl_floorheight = 500 # Old Preload distances (raised temporarily for MS9) #dl_ext_initloadradius = 50000 #dl_int_initloadradius = 2000 #dl_prop_initloadradius = 2000 #dl_floorheight = 400 # These will set the player's initial position. They are each a number. # They correspond to the second set of numbers that print to console # when you hit F11 (ShowPlayerPos). The player will be placed at the # center of the indicated nav-poly. If the indicated position # does not exist, it will just pick a spot at random. # # # StartSector = 0 # StartPrefab = 0 # StartNavPoly = 10 # Camera interpolation speed CameraMaxSpeed = 350 # Speed to moving when clipping. ClipSpeed = 1000 # Disable auto-play of cinematics... Cin_Play_Never = 1 # This is the default player description. # The numbers corresponds to those in resource\characters\RSI\tools_id_table.rsi. PlayerBodyType = 100 PlayerHeadType = 100 PlayerHairType = 101 # The numbers corresponds to those in resource\characters\RSI\article-allocation.rsi. PlayerHat = 0 PlayerShirt = 106 PlayerCoat = 110 PlayerCoatColor = 8 PlayerPants = 103 PlayerShoes = 100 PlayerShoesColor = 10 PlayerHand = 101 PlayerGlasses = 100 PlayerGlassesColor = 1 PlayerLeggings = 0 PlayerFacialHair = 0 # The sound we should make for foot steps. LeftFootSoundID = 0x24000302 RightFootSoundID = 0x24000303 # Our ambient sound. The volume goes from 0.0 to 1.0. AmbientSoundVolume = 1 AmbientSoundID = 0 # audio voice limit for performance audio_max_voices = 64 # Camera mode, equivalent to changing cameras. # Valid cameras are : # 0 -- Fixed Camera # 1 -- Simple Camera # 2 -- Chase camera CameraMode = 2 # Interlock Camera mode, equivalent to changing cameras while in combat. # Valid cameras are : # 0 -- Choreographed camera # 1 -- Center Focused camera # 2 -- Chase camera ILCameraMode = 1 # The starting distance for the camera. CameraDefaultDist = 450 # The starting pitch for the camera, in degrees.. # CameraDefaultPitch = 22.5 # Minimum and maximum allowable distances for the camera. CameraMinDist = 50 CameraMaxDist = 1000 # Camera focal point as a factor of the half extents. # ie. 1.0 is the player's head, # 0.0 is the player's bottom # -1.0 is the player's feet. CameraHeightOffset = 0.70 CameraHeightOffsetSitChair = 0.8 # Set to 1 to get a camera that does not clip through walls. CameraPhysics = 1 # This dictates the number of sample points # the camera uses when doing physics. #CameraHeightMapXSamples = 6 #CameraHeightMapYSamples = 5 # These are the values used for a debug build. #CameraHeightMapDebugXSamples = 3 #CameraHeightMapDebugYSamples = 2 # Set this to zero to disable clearing of current target when clicking in the world. TargetClearOnClick = 1 # Set to 0 to get full screen based mouse movement (left-click to start mouse movement). # 1 to get "where you clicked" based mouse movement. MouseMoveMode = 0 # The MouseTurnStartZone is the percentage of the # The MouseTurnStartZone is the percentage (0 - 100) of the half screen # which is considered the "moving straight" area of the screen. The # MouseTurnStopZone is the percentage of the screen at which the max turn # rate is reached. #MouseTurnStartZone = 0 #MouseTurnStopZone = 100 # This the how fast to turn, in degrees per second, when the mouse is # in the turn buffer. So if you are 10% into the turning buffer # and this is 180.0, you would turn 18 degrees per second. # # #MouseMoveRotationScale = 1.5 # This value affects how fast the camera moves while in # chase mode (the "squishy,bouncy" mode). It is simply # the number of seconds that it will take the camera to # reach a static position. #CameraChaseDuration = 0.75 # True means mouse controls player's movement. MouseLook = 0 # The MouseLookStartZone is the percentage of the # The MouseLookStartZone is the percentage (0 - 100) of the half screen # which is considered the "no adjustment" area of the screen. The # MouseLookStopZone is the percentage of the screen at which the max camera pitch change # rate is reached. MouseLookStartZone = 200 MouseLookStopZone = 200 # This dictates how much an object's xz dims are scaled to account # for the distance of the object from the camera. Further away objects # are scaled up so that they are easier to "activate". Closer objects # are reduced so that they do not block futher away objects. CursorMinScalingFactor = 1 #CursorMaxScalingFactor = 2.5 # Screen resolution ScreenBitDepth = 24 ScreenHeight = 768 ScreenWidth = 1024 # Run windowed. #Windowed = 1 # No VSync... NoSyncOnFlip = 1 # Ground lighting wr_lighting_downlight = 0.02 #Water height wr_water_height = -2200 #Richworld Car and Peddie Density Richworld_MaxCars = 20 Richworld_CarDensity = 0.3 Richworld_MaxPeddies = 20 Richworld_PedDensity = 0.3 #Richworld helicopter height offset RW_Heli_YOffset_Max = 6000 RW_Heli_YOffset_Min = 5300 RW_Heli_YOffset_Avg = 5500 #Cloud Panning Speed wr_mottle_speed = 300 # Sets the base scale for the time of day fog value fog_scale = 0.6 # Mipmap offset mipmap_bias = -0.4 # Fade time for props wr_propfadedist = 3000 # Fade distance for props wr_propfardist = 10000 # Ambient light for props wr_proplight_ambientadd_r = 0 wr_proplight_ambientadd_g = 0 wr_proplight_ambientadd_b = 0 wr_proplight_camerascale = 0 # Nighttime window light color WR_Material_Build_Win_Color_R = 0.5 WR_Material_Build_Win_Color_G = 0.5 WR_Material_Build_Win_Color_B = 0.35 # These are "typed" into the console when the ACTION_ID_CONSOLECOMMAND# # actions are executed. ConsoleCommand1 = "runfile command1.txt" ConsoleCommand2 = "runfile command2.txt" ConsoleCommand3 = "runfile command3.txt" ConsoleCommand4 = "runfile command4.txt" ConsoleCommand5 = "WR_EnvDayLength 30" ConsoleCommand6 = "WR_EnvDayLength 3000" ConsoleCommand7 = "WR_DrawShadows 1" ConsoleCommand8 = "WR_DrawShadows 0" # This is "typed" into the console whenever the local player first # appears in the world. This will be repeated _every_ time # the player enters the world, ie. if the player goes to the # loading area and returns to the world this command will # be repeated. EnterWorldCmd = "" # Optional chat filter DictionaryFile = "resource/misc/dictionary.txt" DirtyWordFile = "resource/misc/filterwords.txt" ReservedWordFile = "resource/misc/reservedwords.txt"