mirror of
https://github.com/BC46/freelancer-hd-edition
synced 2024-08-30 18:32:47 +00:00
cc8d5a777c
This ensures players with foreign installs will now see the updated in-game version number too.
238 lines
11 KiB
INI
238 lines
11 KiB
INI
;
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; FreeLancer - game configuration file
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;
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[Freelancer]
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data path = ..\data
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local_server = rpclocal.dll
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initial_world = InitialWorld.ini ;relative to Data path
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AppGUID = {A690F026-26F0-4e57-ACA0-ECF868E48D21}
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[Startup]
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movie_file = movies\MGS_Logo_Final.wmv
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movie_file = movies\DA_Logo_Final.wmv
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movie_file = movies\FL_Intro.wmv
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[ListServer]
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;;;hostname = localhost ;Your local machine
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;;;hostname = FLListServer2.dns.corp.microsoft.com ;GUN server in Austin
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;;;hostname = 131.107.135.190 ;GUN server in Redmond
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;;;hostname = fllistserver.zone.msn.com ;GUN server in Redmond (DNS entry)
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hostname = gun.fllistserver.com ;GUN server provided by www.fllistserver.com
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port = 2300
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[Server]
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;name = M9Universe
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;description = My cool Freelancer server
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death_penalty = 100 ; percentage of your cargo (commoditied and unmounted equipment) lost at death in MP
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[Initial MP DLLs]
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path = ..\dlls\bin
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DLL = Content.dll, GameSupport, HIGHEST
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; required to operate gates and docks
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; required to create ships in space
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DLL = Content.dll, SpaceSupport, NORMAL
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DLL = Content.dll, BaseSupport, NORMAL
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DLL = Content.dll, SpacePop, LOWEST ;populator
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DLL = Content.dll, AISandbox, BELOW_NORMAL
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DLL = Content.dll, TestAutomation, BELOW_NORMAL
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DLL = Content.dll, BasePop, LOWEST
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[Initial SP DLLs]
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path = ..\dlls\bin
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DLL = Content.dll, GameSupport, HIGHEST
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; required to operate gates and docks
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; required to create ships in space
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DLL = Content.dll, SpaceSupport, NORMAL
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DLL = Content.dll, BaseSupport, NORMAL
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DLL = Content.dll, StoryLauncher, BELOW_NORMAL ;story/static missions
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DLL = Content.dll, SpacePop, LOWEST ;populator
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DLL = Content.dll, AISandbox, BELOW_NORMAL
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DLL = Content.dll, TestAutomation, BELOW_NORMAL
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DLL = Content.dll, BasePop, LOWEST
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DLL = callsign.dll, player 1 1-1
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[Resources]
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DLL = InfoCards.dll ; Contains all infocard text resources
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DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
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DLL = NameResources.dll ; Contains names of things, primarily.
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DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
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DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
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DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
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DLL = Controls.dll ; Contains the names and descriptions of some additional controls in the options menu and the custom version number
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[Data]
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;;; ************************************************************************
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;;; SNICHOLS: There is a multi-player optimization that has been made to
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;;; the archetype system. This optimization allows archetype-holding packets
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;;; to store those values in 16 bits instead of 32 bits. It is vital that
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;;; the order of shared archetype initialization is kept in sync between
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;;; the client and server. This must be verified before releasing any patch
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;;; without increasing the "build number". Otherwise, unpredictable results
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;;; will occur.
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;;; ************************************************************************
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;EMAURER must load solar archetypes before universe. Universe inspects solar OBJECT_TYPE values.
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solar = solar\solararch.ini
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universe = universe\universe.ini
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constants = constants.ini ;constant variables
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fonts = fonts\fonts.ini
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rich_fonts = fonts\rich_fonts.ini
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sounds = audio\ambience_sounds.ini ;sound-effects (NOT music) for exterior map locations, regions, areas and solar objects
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sounds = audio\sounds.ini ;all sfx not falling into some other category
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sounds = audio\engine_sounds.ini ;engine sounds only
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sounds = audio\interface_sounds.ini
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sounds = audio\music.ini
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sounds = audio\story_sounds.ini ;dialogue for the story (except for news broadcasts)
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sounds = audio\gf_sounds.ini ;sound-effects for gameflow - bases, rooms etc.
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; sounds = audio\news_sounds.ini ;dialogue for news broadcasts - re-usable PLUS story CUT on 20021211 MG
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voices = audio\voices_space_male.ini ;dialogue for male NPCs in space (all re-usable)
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voices = audio\voices_space_female.ini ;dialogue for female NPCs in space (all re-usable)
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voices = audio\voices_base_male.ini ;dialogue for male NPCs on bases (all re-usable)
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voices = audio\voices_base_female.ini ;dialogue for female NPCs on bases (all re-usable)
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voices = audio\voices_recognizable.ini ;all the main characters<72> voice profiles (re-usable dialogue only) (must be read in before mission-specific lines)
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voices = audio\voices_mission01.ini ;dialogue specific to mission 01 (story & special supporting characters only - no reusable dialogue)
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voices = audio\voices_mission02.ini ;dialogue specific to mission 02 (story & special supporting characters only - no reusable dialogue)
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voices = audio\voices_mission03.ini ;dialogue specific to mission 03 (story & special supporting characters only - no reusable dialogue)
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voices = audio\voices_mission04.ini ;dialogue specific to mission 04 (story & special supporting characters only - no reusable dialogue)
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voices = audio\voices_mission05.ini ;dialogue specific to mission 05 (story & special supporting characters only - no reusable dialogue)
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voices = audio\voices_mission06.ini ;dialogue specific to mission 06 (story & special supporting characters only - no reusable dialogue)
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voices = audio\voices_mission07.ini ;dialogue specific to mission 07 (story & special supporting characters only - no reusable dialogue)
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voices = audio\voices_mission08.ini ;dialogue specific to mission 08 (story & special supporting characters only - no reusable dialogue)
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voices = audio\voices_mission09.ini ;dialogue specific to mission 09 (story & special supporting characters only - no reusable dialogue)
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voices = audio\voices_mission10.ini ;dialogue specific to mission 10 (story & special supporting characters only - no reusable dialogue)
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voices = audio\voices_mission11.ini ;dialogue specific to mission 11 (story & special supporting characters only - no reusable dialogue)
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voices = audio\voices_mission12.ini ;dialogue specific to mission 12 (story & special supporting characters only - no reusable dialogue)
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voices = audio\voices_mission13.ini ;dialogue specific to mission 13 (story & special supporting characters only - no reusable dialogue)
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; voices = audio\voices_tutorial.ini ;dialogue specific to tutorial CUT on 20021211 MG
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explosions = fx\explosions.ini
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debris = fx\explosions.ini
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asteroids = solar\asteroidarch.ini
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equipment = equipment\light_equip.ini
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equipment = equipment\select_equip.ini
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equipment = equipment\misc_equip.ini
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equipment = equipment\engine_equip.ini
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equipment = equipment\ST_equip.ini
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equipment = equipment\weapon_equip.ini
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equipment = equipment\prop_equip.ini
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ships = ships\shiparch.ini
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ships = ships\rtc_shiparch.ini
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goods = equipment\goods.ini
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goods = equipment\engine_good.ini
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goods = equipment\misc_good.ini
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goods = equipment\st_good.ini
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goods = equipment\weapon_good.ini
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loadouts = ships\loadouts.ini
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loadouts = ships\loadouts_special.ini
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loadouts = ships\loadouts_utility.ini
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loadouts = solar\loadouts.ini
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bodyparts = characters\bodyparts.ini
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costumes = characters\costumes.ini
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PetalDB = PetalDB.ini
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effects = fx\effect_types.ini ; needs to be before effects.ini
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effects = fx\beam_effects.ini ; also needs to be before effects.ini
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effects = fx\engines\engines_ale.ini
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effects = fx\equipment\equipment_ale.ini
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effects = fx\explosions\explosions_ale.ini
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effects = fx\hull_hits\hull_hits_ale.ini
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effects = fx\misc\misc_ale.ini
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effects = fx\shields\shields_ale.ini
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effects = fx\space\space_ale.ini
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effects = fx\weapons\weapons_ale.ini
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effects = fx\effects.ini
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effects = fx\effects_explosion.ini
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effect_shapes = fx\effect_shapes.ini
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fuses = fx\fuse.ini
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fuses = fx\fuse_br_battleship.ini
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fuses = fx\fuse_br_destroyer.ini
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fuses = fx\fuse_br_gunship.ini
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fuses = fx\fuse_ku_battleship.ini
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fuses = fx\fuse_ku_destroyer.ini
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fuses = fx\fuse_ku_gunship.ini
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fuses = fx\fuse_li_cruiser.ini
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fuses = fx\fuse_li_dreadnought.ini
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fuses = fx\fuse_rh_battleship.ini
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fuses = fx\fuse_rh_cruiser.ini
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fuses = fx\fuse_rh_gunship.ini
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fuses = fx\fuse_or_osiris.ini
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fuses = fx\fuse_transport.ini
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fuses = fx\fuse_suprise_solar.ini
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fuses = fx\fuse_freeport7.ini
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intro = interface\intro.ini
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gate_tunnels = fx\gate_tunnel.ini
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groups = InitialWorld.ini
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HUD = interface\hud.ini
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jump_effect = fx\jumpeffect.ini
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igraph = igraph.ini
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; bases has no filename but the key specifies the load order
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bases
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markets = equipment\market_misc.ini
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markets = equipment\market_ships.ini
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markets = equipment\market_commodities.ini
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NewCharDB = characters\NewCharacter.ini
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WeaponModDB = equipment\WeaponModDB.ini
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rtcslider = scripts\rtcslider.ini
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[Error]
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;EMAURER these four should remain as set.
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log = $Window,65540 ; alert all asserts
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log = $Window,-1,1 ; alert all errors (SEV_ERROR=1)
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;EMAURER comment out lines below to vary the amount of output spew.
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log = $Text, 65536, 5 ; 65536 means 'don't care' about kind value.
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; 5 refers to TRACE_LEVEL_5. means report all messages
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; with severity of 5 or less. lower the number, more severe
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; the message. WARNINGS are at level 2. reduce for less spew.
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;log = $Text, 'I' ; incoming packet transmission
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;log = $Text, 'O' ; outgoing packet transmission
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;log = $Text, 'i' ; instance creation related messages (mass, MOI, equip)
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;log = $Text, 'r' ; significant attitude/reputation events (show results of AdjustAttitude calls)
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;log = $Text, 'a' ; detailed info regarding loading/unloading of archetypes.
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log = $Text, 'c' ; report server-side events sent to contollers
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log = $Text, 'm' ; mission-generated messages
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log = $Text, 's' ; log second thread activity
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;log = $Text, 'f' ; report file opens/closes
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;log = $Text, 'e' ; explosion/fuse messages
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log = $Text, 'd' ; damage messages
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log = $Text, 'A' ; reload console command messages
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;----------------------------
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; Error explanation
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;
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; log = where to display log message, kind of msg, severity of msg
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; where: [no default]
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; $window = popup dialog
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; $text = debugger window
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; filename = any filename
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; kind: [default = -1]
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; -1 // all kinds, distinguish display based on severity.
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; ERR_RENDER ='R', // Render Pipeline
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; ERR_NETWORK ='n', // SERVER.DLL
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; ERR_WARN ='w', // minor general problems
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; ERR_SPINST ='i', // instance creation messages
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; ERR_REP ='r', // log significant attitude/reputation events
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; ERR_ARCH ='a', // log unloads of archetypes.
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; ERR_CTRL ='c', // log server-side events sent to contollers
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; ERR_MISN ='m', // mission-generated messages
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; ERR_ASYNC ='s', // log second thread activity
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; ERR_FILEIO ='f', // print File open/close
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; ERR_ASSERT = 65540 // asserts
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; severity: [ default = all severities ]
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; the lower the number the more severe
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; SEV_FATAL = 0 // Unrecoverable errors
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; SEV_ERROR = 1 // Recoverable errors
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; SEV_WARNING = 2 // Conditions which may indicate a problem, but are handled
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; SEV_NOTICE = 3 // Useful messages that are in release builds.
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; SEV_TRACE_1 = 4 // Information useful for debugging or determining program flow
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; SEV_TRACE_2..n = 5..n // Higher traces levels indicate more verbose information
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