freelancer-hd-edition/EXE/freelancer.ini
C.S. Melis 9318755245 Put ship control names in separate resource DLL
This resolves the issue where players with foreign installs will have the blank ship control names. Now they'll at least still be displayed in English, but they can always be translated later. This commit also adds a few missing tool tips for the new controls.
2022-09-02 01:26:49 +02:00

238 lines
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;
; 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
DLL = Controls.dll ;Contains the names of some additional controls in the options menu
[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<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.
;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