; ; FreeLancer - game configuration file ; [Freelancer] data path = ..\data local_server = rpclocal.dll initial_world = InitialWorld.ini ;relative to Data path AppGUID = {A690F026-26F0-4e57-ACA0-ECF868E48D21} [Startup] ;movie_file = movies\MGS_Logo_Final.wmv ;movie_file = movies\DA_Logo_Final.wmv ;movie_file = movies\FL_Intro.wmv [ListServer] ;;;hostname = localhost ;Your local machine ;;;hostname = FLListServer2.dns.corp.microsoft.com ;GUN server in Austin ;;;hostname = 131.107.135.190 ;GUN server in Redmond ;;;hostname = fllistserver.zone.msn.com ;GUN server in Redmond (DNS entry) hostname = gun.fllistserver.com ;GUN server provided by www.fllistserver.com port = 2300 [Server] ;name = M9Universe ;description = My cool Freelancer server death_penalty = 100 ; percentage of your cargo (commoditied and unmounted equipment) lost at death in MP [Initial MP DLLs] path = ..\dlls\bin DLL = Content.dll, GameSupport, HIGHEST ; required to operate gates and docks ; required to create ships in space DLL = Content.dll, SpaceSupport, NORMAL DLL = Content.dll, BaseSupport, NORMAL DLL = Content.dll, SpacePop, LOWEST ;populator DLL = Content.dll, AISandbox, BELOW_NORMAL DLL = Content.dll, TestAutomation, BELOW_NORMAL DLL = Content.dll, BasePop, LOWEST [Initial SP DLLs] path = ..\dlls\bin DLL = Content.dll, GameSupport, HIGHEST ; required to operate gates and docks ; required to create ships in space DLL = Content.dll, SpaceSupport, NORMAL DLL = Content.dll, BaseSupport, NORMAL DLL = Content.dll, StoryLauncher, BELOW_NORMAL ;story/static missions DLL = Content.dll, SpacePop, LOWEST ;populator DLL = Content.dll, AISandbox, BELOW_NORMAL DLL = Content.dll, TestAutomation, BELOW_NORMAL DLL = Content.dll, BasePop, LOWEST DLL = callsign.dll, player 1 1-1 [Resources] DLL = InfoCards.dll ; Contains all infocard text resources DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text DLL = NameResources.dll ; Contains names of things, primarily. DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources) DLL = OfferBribeResources.dll ; Contains random mission offers and bribes DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text [Data] ;;; ************************************************************************ ;;; SNICHOLS: There is a multi-player optimization that has been made to ;;; the archetype system. This optimization allows archetype-holding packets ;;; to store those values in 16 bits instead of 32 bits. It is vital that ;;; the order of shared archetype initialization is kept in sync between ;;; the client and server. This must be verified before releasing any patch ;;; without increasing the "build number". Otherwise, unpredictable results ;;; will occur. ;;; ************************************************************************ ;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’ 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. ;log = $Text, 'I' ; incoming packet transmission ;log = $Text, 'O' ; outgoing packet transmission ;log = $Text, 'i' ; instance creation related messages (mass, MOI, equip) ;log = $Text, 'r' ; significant attitude/reputation events (show results of AdjustAttitude calls) ;log = $Text, 'a' ; detailed info regarding loading/unloading of archetypes. log = $Text, 'c' ; report server-side events sent to contollers log = $Text, 'm' ; mission-generated messages log = $Text, 's' ; log second thread activity ;log = $Text, 'f' ; report file opens/closes ;log = $Text, 'e' ; explosion/fuse messages log = $Text, 'd' ; damage messages log = $Text, 'A' ; reload console command messages ;---------------------------- ; Error explanation ; ; log = where to display log message, kind of msg, severity of msg ; where: [no default] ; $window = popup dialog ; $text = debugger window ; filename = any filename ; kind: [default = -1] ; -1 // all kinds, distinguish display based on severity. ; ERR_RENDER ='R', // Render Pipeline ; ERR_NETWORK ='n', // SERVER.DLL ; ERR_WARN ='w', // minor general problems ; ERR_SPINST ='i', // instance creation messages ; ERR_REP ='r', // log significant attitude/reputation events ; ERR_ARCH ='a', // log unloads of archetypes. ; ERR_CTRL ='c', // log server-side events sent to contollers ; ERR_MISN ='m', // mission-generated messages ; ERR_ASYNC ='s', // log second thread activity ; ERR_FILEIO ='f', // print File open/close ; ERR_ASSERT = 65540 // asserts ; severity: [ default = all severities ] ; the lower the number the more severe ; SEV_FATAL = 0 // Unrecoverable errors ; SEV_ERROR = 1 // Recoverable errors ; SEV_WARNING = 2 // Conditions which may indicate a problem, but are handled ; SEV_NOTICE = 3 // Useful messages that are in release builds. ; SEV_TRACE_1 = 4 // Information useful for debugging or determining program flow ; SEV_TRACE_2..n = 5..n // Higher traces levels indicate more verbose information