;EMAURER must load solar archetypes before universe. Universe inspects solar OBJECT_TYPE values.
solar=solar\solararch.ini
universe=universe\universe.ini
constants=constants.ini ;constant variables
fonts=fonts\fonts.ini
rich_fonts=fonts\rich_fonts.ini
sounds=audio\ambience_sounds.ini ;sound-effects (NOT music) for exterior map locations, regions, areas and solar objects
sounds=audio\sounds.ini ;all sfx not falling into some other category
sounds=audio\engine_sounds.ini ;engine sounds only
sounds=audio\interface_sounds.ini
sounds=audio\music.ini
sounds=audio\story_sounds.ini ;dialogue for the story (except for news broadcasts)
sounds=audio\gf_sounds.ini ;sound-effects for gameflow - bases, rooms etc.
; sounds = audio\news_sounds.ini ;dialogue for news broadcasts - re-usable PLUS story CUT on 20021211 MG
voices=audio\voices_space_male.ini ;dialogue for male NPCs in space (all re-usable)
voices=audio\voices_space_female.ini ;dialogue for female NPCs in space (all re-usable)
voices=audio\voices_base_male.ini ;dialogue for male NPCs on bases (all re-usable)
voices=audio\voices_base_female.ini ;dialogue for female NPCs on bases (all re-usable)
voices=audio\voices_recognizable.ini ;all the main characters<72> voice profiles (re-usable dialogue only) (must be read in before mission-specific lines)
voices=audio\voices_mission01.ini ;dialogue specific to mission 01 (story & special supporting characters only - no reusable dialogue)
voices=audio\voices_mission02.ini ;dialogue specific to mission 02 (story & special supporting characters only - no reusable dialogue)
voices=audio\voices_mission03.ini ;dialogue specific to mission 03 (story & special supporting characters only - no reusable dialogue)
voices=audio\voices_mission04.ini ;dialogue specific to mission 04 (story & special supporting characters only - no reusable dialogue)
voices=audio\voices_mission05.ini ;dialogue specific to mission 05 (story & special supporting characters only - no reusable dialogue)
voices=audio\voices_mission06.ini ;dialogue specific to mission 06 (story & special supporting characters only - no reusable dialogue)
voices=audio\voices_mission07.ini ;dialogue specific to mission 07 (story & special supporting characters only - no reusable dialogue)
voices=audio\voices_mission08.ini ;dialogue specific to mission 08 (story & special supporting characters only - no reusable dialogue)
voices=audio\voices_mission09.ini ;dialogue specific to mission 09 (story & special supporting characters only - no reusable dialogue)
voices=audio\voices_mission10.ini ;dialogue specific to mission 10 (story & special supporting characters only - no reusable dialogue)
voices=audio\voices_mission11.ini ;dialogue specific to mission 11 (story & special supporting characters only - no reusable dialogue)
voices=audio\voices_mission12.ini ;dialogue specific to mission 12 (story & special supporting characters only - no reusable dialogue)
voices=audio\voices_mission13.ini ;dialogue specific to mission 13 (story & special supporting characters only - no reusable dialogue)
; voices = audio\voices_tutorial.ini ;dialogue specific to tutorial CUT on 20021211 MG
explosions=fx\explosions.ini
debris=fx\explosions.ini
asteroids=solar\asteroidarch.ini
equipment=equipment\light_equip.ini
equipment=equipment\select_equip.ini
equipment=equipment\misc_equip.ini
equipment=equipment\engine_equip.ini
equipment=equipment\ST_equip.ini
equipment=equipment\weapon_equip.ini
equipment=equipment\prop_equip.ini
ships=ships\shiparch.ini
ships=ships\rtc_shiparch.ini
goods=equipment\goods.ini
goods=equipment\engine_good.ini
goods=equipment\misc_good.ini
goods=equipment\st_good.ini
goods=equipment\weapon_good.ini
loadouts=ships\loadouts.ini
loadouts=ships\loadouts_special.ini
loadouts=ships\loadouts_utility.ini
loadouts=solar\loadouts.ini
bodyparts=characters\bodyparts.ini
costumes=characters\costumes.ini
PetalDB=PetalDB.ini
effects=fx\effect_types.ini ; needs to be before effects.ini
effects=fx\beam_effects.ini ; also needs to be before effects.ini
effects=fx\engines\engines_ale.ini
effects=fx\equipment\equipment_ale.ini
effects=fx\explosions\explosions_ale.ini
effects=fx\hull_hits\hull_hits_ale.ini
effects=fx\misc\misc_ale.ini
effects=fx\shields\shields_ale.ini
effects=fx\space\space_ale.ini
effects=fx\weapons\weapons_ale.ini
effects=fx\effects.ini
effects=fx\effects_explosion.ini
effect_shapes=fx\effect_shapes.ini
fuses=fx\fuse.ini
fuses=fx\fuse_br_battleship.ini
fuses=fx\fuse_br_destroyer.ini
fuses=fx\fuse_br_gunship.ini
fuses=fx\fuse_ku_battleship.ini
fuses=fx\fuse_ku_destroyer.ini
fuses=fx\fuse_ku_gunship.ini
fuses=fx\fuse_li_cruiser.ini
fuses=fx\fuse_li_dreadnought.ini
fuses=fx\fuse_rh_battleship.ini
fuses=fx\fuse_rh_cruiser.ini
fuses=fx\fuse_rh_gunship.ini
fuses=fx\fuse_or_osiris.ini
fuses=fx\fuse_transport.ini
fuses=fx\fuse_suprise_solar.ini
fuses=fx\fuse_freeport7.ini
intro=interface\intro.ini
gate_tunnels=fx\gate_tunnel.ini
groups=InitialWorld.ini
HUD=interface\hud.ini
jump_effect=fx\jumpeffect.ini
igraph=igraph.ini
; bases has no filename but the key specifies the load order
bases
markets=equipment\market_misc.ini
markets=equipment\market_ships.ini
markets=equipment\market_commodities.ini
NewCharDB=characters\NewCharacter.ini
WeaponModDB=equipment\WeaponModDB.ini
rtcslider=scripts\rtcslider.ini
[Error]
;EMAURER these four should remain as set.
log=$Window,65540 ; alert all asserts
log=$Window,-1,1 ; alert all errors (SEV_ERROR=1)
;EMAURER comment out lines below to vary the amount of output spew.
log=$Text, 65536, 5 ; 65536 means 'don't care' about kind value.
; 5 refers to TRACE_LEVEL_5. means report all messages
; with severity of 5 or less. lower the number, more severe
; the message. WARNINGS are at level 2. reduce for less spew.