[IniFile] BasePath=..\ [MetaReader] TextFilePath__d=..\Content\DX2\AquiredDataText\english\ [DX2Settings] CinematicSubtitlesEnabled=True FirstPersonConversationSubtitlesEnabled=True DatalinkTextEnabled=True EstimatedBlocksPerSave=502 ;EstimatedBlocksPerSave=88888888 [AutoMapSystem] bUse__d=0 ;DateTimeFormat is used inside "cGameUtils::ConvertFILETIMEToString" ;We might want to make this more robust, someday, but for now, we ;simply use a single int to denote format ;0: MM-DD-YY ;1: MM-DD-YYYY ;2: YY-MM-DD ;3: YYYY-MM-DD ;4: DD-MM-YY ;5: DD-MM-YYYY [DateTimeFormat] DateFormat=0 [LightGemSettings] SneakLightModifier=0.1 WalkLightModifier=0.2 RunLightModifier=0.3 StopLightModifier=0 MinWallDistance=32 WallLightModifier=-0.2 CrouchLightModifier=-0.1 InterpolationRate=0.2 [Paths] StaticMeshPublishPath__d=..\Content\DX2\StaticMeshes SkeletalMeshPublishPath__d=..\Content\DX2\SkeletalMeshes SkeletalAnimPublishPath__d=..\Content\DX2\SkeletalAnimations SoundSchemaPublishPath__d=..\Content\DX2\Sounds [ResPathsWhenNotBlockLoading] AllowPathCaching=True SearchPaths__d=..\Content\DX2 Bitmaps=bmp|Bitmaps StaticMeshes=tim|StaticMeshes* StaticMeshInfos=tim|StaticMeshes* StaticMeshFolder=smf|StaticMeshes* SkeletalMeshes=psk|SkeletalMeshes SkeletalMeshInfos=ski|SkeletalMeshes SkeletalAnimations=psa|SkeletalAnimations SkeletalAnimInfos=sai|SkeletalAnimations PhysicsHulls__d=tim|StaticMeshes*;SkeletalMeshes Ragdolls=rgd|SkeletalMeshes WaveSound=ogg;wav|Sounds* SoundSchemas=sch|Sounds* Textures=dds|Textures* VideoTextures=bik|VideoTextures* MatLib=mlb|MatLib* SoundSchemaMetafiles=csc|Sounds LIPSincMappings=lmp|LIPSincData LIPSincControllers=lbd|LIPSincData\Controllers LIPSincAnimations=lad|Sounds* FontInfo__d=cel|Textures\UI\Fonts DefinitionsRuntime=tsd|TriggerScript\Defs [ResPathsWhenBlockLoading] AllowPathCaching=True SearchPaths__d=..\Content\DX2 Bitmaps=bmp|Bitmaps SkeletalMeshes=psk|SkeletalMeshes SkeletalMeshInfos=ski|SkeletalMeshes SkeletalAnimations=psa|SkeletalAnimations SkeletalAnimInfos=sai|SkeletalAnimations Ragdolls=rgd|SkeletalMeshes WaveSound=ogg;wav|Sounds* SoundSchemas=sch|Sounds* SoundSchemaMetafiles=csc|Sounds LIPSincMappings=lmp|LIPSincData LIPSincControllers=lbd|LIPSincData\Controllers LIPSincAnimations=lad|Sounds* VideoTextures=bik|VideoTextures* ; put all the different stuff down here. basically, all of these are ; resources that get block loaded and therefore don't need cached path ; info for all of their content. but they may have a subset of content ; that needs to be loaded dynamically (i.e. not through block-loading) ; and hence needs to be in the cached paths, so we put that in the ; DynamicallyLoaded subdir of the resource's main path and just point ; there. that saves us megabytes of memory on the cached paths and ; still allows the dynamic loading for a small portion of the content. DefinitionsRuntime=tsd|TriggerScript\DynamicallyLoaded StaticMeshes=tim|StaticMeshes\DynamicallyLoaded* StaticMeshInfos=tim|StaticMeshes\DynamicallyLoaded* StaticMeshFolder=smf|StaticMeshes\DynamicallyLoaded* PhysicsHulls__d=tim|StaticMeshes\DynamicallyLoaded* Textures=dds|Textures\DynamicallyLoaded* MatLib=mlb|MatLib\DynamicallyLoaded FontInfo__d=cel|Textures\DynamicallyLoaded [TagDatabase] BasePath__d=..\Content\DX2\TagDatabase Vocabularies=vcb|Vocabularies SourceDatabases=sdb|SourceDatabases CompiledDatabases=ddb|CompiledDatabases MotionsFileName=Motions SoundsFileName__d=Sounds;PhysicsSounds [TriggerScript] BasePath__d=..\Content\DX2\TriggerScript Definitions=tsd|Defs Organizer=tso|Organize DeletedItems=DeletedScripts DefinitionsFileName=ScriptDefs OrganizerFileName=ScriptOrganizer IdFile=tsid.txt bLoggingEnabled=True bCheckLinks=True bLogRegistration=True bLogFiring=True bLogResets=True bLogActionsComplete=True bLogWarnings=True bLogEvents=False [Conversations] BasePath__d=..\Content\DX2\Conversations SchemaPath__d=..\Content\DX2\Sounds\Voice\Conversations Database=cdb|Database OldNames=cdb|Old DatabaseName=Conversations CompiledFiles=con|Conversations\English TextFileName=ConText English=eng|English Spanish=esp|Spanish French=frt|French Italian=iit|Italian German=det|German Language=English idFile=conid.txt SchemaChangesAllowed=false RadialBarkDelayTime = 5.0 TriggerRadiusMultiplierToAbortOH = 3.0 [Global Variables] BasePath__d=..\Content\DX2\Flags FlagFileName=Flags.txt IntFileName=Ints.txt [URL] Protocol=unreal ProtocolDescription=Unreal Protocol Name=Player StartupConsoleText= Host= Portal= GameMapExt=gmp EditorMapExt=unr EXEName__d=dx2.exe SaveExt=usa Port=7777 Class__d=DX2Player.DX2Player [Flesh] LightIntensityTolerance=10 ShadowIntensityTolerance=40 StaticVPScale=100 DynVPScale=80 DynVPMinRotationRate=30 Overbright=False Multisample=0 UseNewConversion=True MaxAnisotropy=2 MipFilter=2 RemapRogueUVs=true UVThreshold=500 MouseLagThreshold=0 [Physics] RagdollsUseOBBs=true VisualDebuggerEnabled=False VisualDebuggerBehindPlayer=false VisualDebuggerCameraOffsetX=-150.0 VisualDebuggerCameraOffsetY=0.0 VisualDebuggerCameraOffsetZ=30.0 WorldGravityX=0.0 WorldGravityY=0.0 WorldGravityZ=-514.96065 PlayerControllerFPSrate=30.0 AIControllerFPSrate_Running=0.0 AIControllerFPSrate_Basic=10.0 AIControllerFPSrate_Minimal=5.0 AIControllerFPSrate_Off=2.0 Controller_NumSavedLocations=5 Controller_SavedLocationDistance=32.0 JumpHeight__d=48.0 UnrealToHavokScale__d=0.1905 CollisionTolerance__d=0.1 LongDeactivateFreq__d=2.0 ShortDeactivateFreq__d=20.0 EditorPhysicsEnabled__d=True LogFilePercentHavok__d=0.0 RagdollImpulseRange__d=15.0 RagdollImpulseMin__d=15.0 BroadphaseWorldSize__d=5000 ; this is used to scale the impulse given to objects based on their mass. ; the curve is a cos curve so heavier objects receive more impulse ; here is the function ; impulse = mag + ((1.f - cos((massPounds / MaxMassPounds) * 90)) * mag * massPounds); MaxMassPounds__d=500 [PointPhysics] ; in feet per second, the acceleration due to gravity Gravity=-32 ; in feet per second the acceleration due to air Air=-.1 ; in feet per second, the min point velocity of an object when impulsed ImpulsePointVelocity_Min=4 ; in feet per second, the max point velocity of an object when impulsed ImpulsePointVelocity_Max=16 ; in degreese per second, the max rotation of an object when impulsed (scaled by point velocity) ImpulseAngularVelocity_Max=40 ; a percent of velocity (how much energy is lost when the object collides) CollisionEnergyLoss_Min=.4 CollisionEnergyLoss_Max=.8 ; in feet, when the flinder is reseting how big is it (we scale dynamically) FlinderAtRestRadius=1 ; a percent how much we scale down the flinder on each bounce FlinderScaleDownOnBounce=.75 ; Designers should not touch these properties (below) ; in feet per second, when the Z componenet b/c of gravity bounceing is less than this, we stop it bouncing GravityBounceThreshold=3.75 ; in feet per second, if we move less than this and we are on the ground, stop us from moving NotMovingThreshold=.03125 ; the maximun number of flinders to simulate in 1 frame MaxActorsToSimuluatePerFrame=32 ; the maximum number of sound lookups in 1 frame MaxSoundLookupsPerFrame=4 [Engine.Engine] ; Ansi, Debug, Fast, or FastDebug MemoryManager=Fast EditorMemoryManager=Fast ; If TRUE, will automatically perform a DUMPEXTMEMREPORT on level entry and exit, ; as well as a DUMPMEMREPORTEXCEL on level exit. ;Note that it *only* works in FastDebug mode. AutoMemDump=FALSE ; or False CatchTopLevelExceptions=True ; set False to debug conditionally loaded stuff / verify it is not creating data load problems ; set True to minimize game-mode runtime's memory use by releasing warfare render-path data EnableWarfareDeadstripping=True ; set True to cause assertions to only log to file the errors, as if use pressed 'ignore' in Viktoria dialog OnlyLogAssertions=False ; set false to force complete clean shutdown of everything including debug memory dump ; note that currently our applications crash hard if you do this. Kinda sad really. -taj QuickShutdown=True GameRenderDevice=D3DDrv.D3DRenderDevice AudioDevice=ALAudio.ALAudioSubsystem NetworkDevice=IpDrv.TcpNetDriver DemoRecordingDevice=Engine.DemoRecDriver Console=Engine.Console Language=int GameEngine__d=Engine.GameEngine TriggerRegistrar__d=DX2Game.DX2GameRegistrar EditorEngine=Editor.EditorEngine WindowedRenderDevice=D3DDrv.D3DRenderDevice RenderDevice=D3DDrv.D3DRenderDevice AI=AICore.AI Physics__d=DX2GamePhysics.DX2GamePhysics Game__d=DX2Game.DX2Game DefaultGame=Engine.GameInfo DefaultServerGame__d=Engine.GameInfo ViewportManager=WinDrv.WindowsClient Render=Render.Render Input=Engine.Input Input2__d=DX2Game.DX2InputController1 Canvas=Engine.Canvas Editor3DRenderDevice=D3DDrv.D3DRenderDevice UpdateGamesys=0 GamesysPackage__d=DX2Gamesys DesignerGamesysPath__d=P:\DeusEx2\GamesysPC\ ProgrammerGamesysPath__d=P:\DeusEx2\GamesysPC\ AllowScreenShots=False PlayerController__d=Engine.PlayerController EnterClosesConsole=1 AllowGamesysLoadInGame__d=false [Engine.XBMemoryManager] EnableExtendedMemDumpReport=False PoisonAllocations=1 InitialTrackerHeapSize=8 MaxTrackerHeapSize=32 MinFreeMemoryMb=0 EXESize=8613888 OSOverhead=2621440 UnaccountedRAM=282624 WastedSpace=1835008 Renderer=8542208 AINavMesh=1048576 AIRuntime=293888 Objects=4194304 BSPTree=2097152 Input=15360 File=1048576 Utility=9216 Engine=194560 Editor=0 CTag=1048576 String=224256 Properties=262144 Physics=131072 Sound=1060864 Animation=3891200 Scripts=904192 Conversations=35840 UI=532480 Resource=270336 Textures=8388608 Materials=2621440 StaticMesh=1536000 SkeletalMesh=3844778 SoundWave=2097152 StaticVertexPool=4194304 DynamicVertexPool=4194304 Zones=1024 Particles=262144 DX2Game=7168 T3Game=0 BlkLoadSupt=0 Warfare=13312 UnEditSupt=0 UCache=0 DArray=24576 UArray=40960 Unclaimed=6144 Internal=102400 CRTL=0 [Engine.MemoryManager] EnableExtendedMemDumpReport=False PoisonAllocations=1 InitialTrackerHeapSize=8 MaxTrackerHeapSize=32 MinFreeMemoryMb=0 EXESize=8613888 OSOverhead=2560000 UnaccountedRAM=282624 WastedSpace=1835008 Renderer=9066496 AINavMesh=1048576 AIRuntime=293888 Objects=4194304 BSPTree=2560000 Input=15360 File=1048576 Utility=9216 Engine=194560 Editor=0 CTag=1048576 String=224256 Properties=262144 Physics=131072 Sound=1060864 Animation=3891200 Scripts=904192 Conversations=35840 UI=532480 Resource=270336 Textures=8388608 Materials=4194304 StaticMesh=1536000 SkeletalMesh=3844778 SoundWave=2097152 StaticVertexPool=4194304 DynamicVertexPool=4194304 Zones=1024 Particles=137216 DX2Game=7168 T3Game=0 BlkLoadSupt=0 Warfare=13312 UnEditSupt=0 UCache=0 DArray=24576 UArray=40960 Unclaimed=6144 Internal=102400 CRTL=0 [Engine.DX2PlayerArm] [Core.System] PurgeCacheDays=30 SavePath=..\Save CachePath=..\Cache CacheExt=.uxx Paths__d=.\*.d2u Paths__d=..\..\build\*.d2u Paths__d=..\Content\System\*.d2u Paths__d=..\Content\DX2\Maps\*.gmp Paths__d=..\Content\DX2\Maps\M1_Seattle\*.gmp Paths__d=..\Content\DX2\Maps\M2_Cairo\*.gmp Paths__d=..\Content\DX2\Maps\M3_Germany\*.gmp Paths__d=..\Content\DX2\Maps\M4_Antarctica\*.gmp Paths__d=..\Content\DX2\Maps\M5_Cairo\*.gmp Paths__d=..\Content\DX2\Maps\M6_LibertyIsland\*.gmp Paths__d=..\Content\DX2\Maps\DemoMaps\*.gmp Paths__d=..\Content\DX2\Maps\TestMaps\*.gmp Paths__d=..\Content\DX2\UTX\*.utx Paths__d=..\Content\DX2\Sounds\*.uax Paths__d=..\Content\DX2\Music\*.umx EditorPaths__d=.\*.d2u EditorPaths__d=..\Content\DX2\Maps\*.unr EditorPaths__d=..\Content\DX2\Maps\M1_Seattle\*.unr EditorPaths__d=..\Content\DX2\Maps\M2_Cairo\*.unr EditorPaths__d=..\Content\DX2\Maps\M3_Germany\*.unr EditorPaths__d=..\Content\DX2\Maps\M4_Antarctica\*.unr EditorPaths__d=..\Content\DX2\Maps\M5_Cairo\*.unr EditorPaths__d=..\Content\DX2\Maps\M6_LibertyIsland\*.unr EditorPaths__d=..\Content\DX2\Maps\DemoMaps\*.unr EditorPaths__d=..\Content\DX2\Maps\TestMaps\*.unr EditorPaths__d=..\Content\DX2\UTX\*.utx EditorPaths__d=..\Content\DX2\Sounds\*.uax EditorPaths__d=..\Content\DX2\Music\*.umx Suppress=DevLoad Suppress=DevSave Suppress=DevNetTraffic Suppress=DevGarbage Suppress=DevKill Suppress=DevReplace Suppress=DevSound Suppress=DevCompile Suppress=DevBind Suppress=DevBsp [Engine.GameEngine] CacheSizeMegs=32 UseSound=True ServerActors=IpDrv.UdpBeacon ;ServerActors=IpServer.UdpServerQuery ;ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900 ServerActors=UWeb.WebServer EnginePackages=Core EnginePackages=Engine EnginePackages=AICore ;EnginePackages=UWindow EnginePackages=Fire EnginePackages__d=DX2Game EnginePackages__d=DX2AI [WinDrv.WindowsClient] WindowedViewportX=800 WindowedViewportY=600 WindowedColorBits=32 FullscreenViewportX=1024 FullscreenViewportY=768 FullscreenColorBits=32 Brightness=1.0 Contrast=1.0 Gamma=1.0 MipFactor=1.000000 UseDirectDraw=True UseJoystick=False CaptureMouse=True StartupFullscreen=True CurvedSurfaces=False LowDetailTextures=False ScreenFlashes=True NoLighting=False SlowVideoBuffering=False DeadZoneXYZ=True DeadZoneRUV=False InvertVertical=False ScaleXYZ=1000.0 ScaleRUV=2000.0 MinDesiredFrameRate=75.0 Decals=True NoDynamicLights=False [Engine.Player] ConfiguredInternetSpeed=2600 ConfiguredLanSpeed=20000 [Audio.GenericAudioSubsystem] UseFilter=True UseSurround=False UseStereo=True UseCDMusic=False UseDigitalMusic=False UseSpatial=False UseReverb=False Use3dHardware=False LowSoundQuality=False ReverseStereo=False Latency=40 OutputRate=22050Hz Channels=16 MusicVolume=160 SoundVolume=200 AmbientFactor=0.7 [ALAudio.ALAudioSubsystem] UseDirectSound3D=True ReverseStereo=False OutputRate=44100Hz Channels=32 MusicVolume=1.0 SoundVolume=1.0 AmbientFactor=1.0 DopplerFactor=1.0 [IpDrv.TcpNetDriver] AllowDownloads=True ConnectionTimeout=15.0 InitialConnectTimeout=500.0 AckTimeout=1.0 KeepAliveTime=0.2 MaxClientRate=20000 SimLatency=0 RelevantTimeout=5.0 SpawnPrioritySeconds=1.0 ServerTravelPause=4.0 NetServerMaxTickRate=20 LanServerMaxTickRate=35 DownloadManagers=IpDrv.HTTPDownload DownloadManagers=Engine.ChannelDownload [IpDrv.HTTPDownload] RedirectToURL= ProxyServerHost= ProxyServerPort=3128 UseCompression=True [Engine.DemoRecDriver] DemoSpectatorClass=Warriors.CHSpectator MaxClientRate=25000 ConnectionTimeout=15.0 InitialConnectTimeout=500.0 AckTimeout=1.0 KeepAliveTime=1.0 SimLatency=0 RelevantTimeout=5.0 SpawnPrioritySeconds=1.0 ServerTravelPause=4.0 NetServerMaxTickRate=60 LanServerMaxTickRate=60 [Engine.GameReplicationInfo] ServerName=Another Warfare Server ShortName=Warfare Server [IpDrv.TcpipConnection] SimPacketLoss=0 SimLatency=0 [IpServer.UdpServerQuery] GameName=ut [IpDrv.UdpBeacon] DoBeacon=True BeaconTime=0.50 BeaconTimeout=5.0 BeaconProduct=ut [D3DDrv.D3DRenderDevice] Translucency=True VolumetricLighting=True ShinySurfaces=True Coronas=True HighDetailActors=True UseMipmapping=True UseTrilinear=True UseMultitexture=True UsePageFlipping=True UsePalettes=False UseFullscreen=True UseGammaCorrection=True DetailTextures=True Use3dfx=False UseTripleBuffering=True UsePrecache=True Use32BitTextures=True UseComputedRefreshRate=False UseManualRefreshRate=False ManualRefreshRateHz=75 [Editor.EditorEngine] HideActorsDuringPan=True WarnLoadingReadonlyMaps=True UseSound=True CacheSizeMegs=16 GameCommandLine=-log GodMode=True AutoSaveIndex=6 FovAngleDegrees=90.000000 UseAxisIndicator=True UseSizingBox=True EditPackages=Core EditPackages=Engine EditPackages=Editor EditPackages=AICore ;EditPackages=UWindow EditPackages=Fire EditPackages__d=DX2Game EditPackages__d=DX2AI EditPackages__d=DX2Gamesys SMStatus__d=Placeholder SMStatus__d=Unshaded SMStatus__d=Shaded SMStatus__d=Final [UMenu.UnrealConsole] RootWindow=UMenu.UMenuRootWindow UWindowKey=IK_Esc ShowDesktop=True [UMenu.UMenuMenuBar] ShowHelp=True GameUMenuDefault="UTMenu.UTGameMenu" MultiplayerUMenuDefault="UTMenu.UTMultiplayerMenu" OptionsUMenuDefault="UTMenu.UTOptionsMenu" [Engine.GameInfo] bLowGore=False bVeryLowGore=False [UWeb.WebServer] ;Applications[0]=UTServerAdmin.UTServerAdmin ;ApplicationPaths[0]=/ServerAdmin ;Applications[1]=UTServerAdmin.UTImageServer ;ApplicationPaths[1]=/images DefaultApplication=0 bEnabled=False [Developer] IsProgrammer=False [Log] LogPackageLoadAndSave=False PackageLogfile=package.log [PCStartup] [Cadence] WaveMemoryPoolSize=64000000 MaxLoadedSchemas=300 VirtualizedBufferSize=3.0 VirtualizedBufferMinPadding=1.25 VirtualizedBufferMaxPadding=2.25 MaxPlayingSounds=64 SlackBuffersToMaintain=3 MusicCrossfadeTime__d=2 AmbientCrossfadeTime__d=0.5 AmbientCrossfadeCenterVol=-4.15 MusicCrossfadeCenterVol=-4.15 MusicAndAmbienceVolume=1.0 MinSubtitleDuration__d=2 SubtitleCharsPerSecond=30 ;410/480 = 0.85416666666666666666666666666667 SubtitlePosFromScreenTop__d=0.85416666666666666666666666666667 SubtitleMinStrength=0.9 EnableSubtitles__d=True SubtitleFont__d=HUD_Datalink SchemaKeyTags=+pcollidetype:crashing|bouncing|sliding|rolling;+footstep;+voice:wtoguardmale1;+voice:wtoguardmale2;+voice:wtoguardfemale;+voice:wtochief;+voice:klarasparks;+voice:klarasparksintercom;+voice:billieadams;+voice:billieadamsdl;+voice:billieadamsholo;+voice:billieadamsintercom;+voice:leokowalski;+voice:leoomar;+voice:leocyborgdl;+voice:leoomardl;+voice:leokowalskiintercom;+voice:omarprotector;+voice:omarprotectordl;+voice:cleanerbot;+voice:repairbot;+voice:medbot;+voice:surveillancebot;+voice:nanoformerbot;+voice:militarybot;+voice:hunterseekerbot;+voice:securitybot;+voice:spiderbot;+voice:heavyspiderbot;+voice:aerosecuritybot;+voice:securitycamera;+voice:turretsmall;+voice:turretlarge;+voice:drone;+voice:trashcan;+voice:gray;+voice:gencituppermale;+voice:gencitupperfemale;+voice:gencitscientistmale;+voice:gencitscientistfemale;+voice:gencitworkingmale;+voice:gencitworkingfemale;+voice:gencitegyptianmale1;+voice:gencitegyptianmale2;+voice:gencitegyptianfemale1;+voice:gencitegyptianfemale2;+voice:gencitegyptianmalebreather1;+voice:gencitegyptianmalebreather2;+voice:gencitegyptianfemalebreather1;+voice:gencitegyptianfemalebreather2;+voice:gencitgermanmale1;+voice:gencitgermanmale2;+voice:gencitgermanfemale1;+voice:gencitgermanfemale2;+voice:gencitmale1;+voice:gencitmale2;+voice:gencitfemale1;+voice:gencitfemale2;+voice:sscmale1;+voice:sscmale2;+voice:sscfemale1;+voice:sscfemale2;+voice:sscchief;+voice:thugmale1;+voice:thugmale2;+voice:thugfemale1;+voice:thugfemale2;+voice:orderguardfemale1;+voice:orderguardfemale2;+voice:orderguardmale;+voice:orderguardmaleholo;+voice:templarguardmale1;+voice:templarguardmale1holo;+voice:templarguardmale2;+voice:templarguardmale2holo;+voice:templarguardfemale;+voice:templarguardfemaleholo;+voice:templarguardpowerassaultmale;+voice:templarguardpowerassaultfemale;+voice:chaddumier;+voice:chaddumierdl;+voice:chaddumierholo;+voice:nicoletteduclare;+voice:nicoletteduclareholo;+voice:nicoletteduclaredl;+voice:silasarcher;+voice:leilanassif;+voice:leilanassifdl;+voice:leilanassifholo;+voice:tracertong;+voice:tracertongdl;+voice:tracertongholo;+voice:projectdirector;+voice:projectdirectorholo;+voice:donnamorgan;+voice:donnamorgandl;+voice:donnamorganholo;+voice:illuminatielite;+voice:jcdenton;+voice:jcdentondl;+voice:cairogirl;+voice:americangirl;+voice:urchin;+voice:linmaychen;+voice:linmaychendl;+voice:linmaychenholo;+voice:ngresonance;+voice:ngresonanceholo;+voice:pauldenton;+voice:saman;+voice:samandl;+voice:samanholo;+voice:sidblack;+voice:sidblackdl;+voice:sidblackholo;+voice:sidblackjet;+voice:sidblackbeacon;+voice:veramaxwell;+voice:veramaxwellholo;+voice:adbotannouncer1;+voice:adbotannouncer2;+voice:adbotannouncer3;+voice:adbotannouncer4;+voice:dx2vmailannouncer;+voice:announceramerican1;+voice:announceramerican2;+voice:announceregyptian;+voice:announcergerman;+voice:announcertalkbullet;+voice:omartrader;+voice:omartraderdl;+voice:greasel;+voice:karkian;+voice:rat;+voice:cat;+voice:penguin;+voice:gencitmale1intercom;+voice:omartraderintercom;+voice:ngresonanceintercom;+voice:avajohnson;+voice:avajohnsonbeacon;+voice:avajohnsonholo;+voice:avajohnsondl;+voice:avajohnsonchopper;+voice:gencituppermaledl;+voice:gencitfemale1holo;+voice:gencitupperfemaleholo;+voice:gencituppermaleholo;+voice:gencitmale1holo;+voice:gencitmale2holo;+voice:gencitworkingmaleholo;+voice:gencitscientistfemaleholo;+voice:gencitegyptianfemale1holo;+voice:gencitgermanfemale1holo;+voice:gencitegyptianmale1holo;+voice:gencitscientistmaleholo;+voice:gencitfemale2holo;+voice:pigeon;+voice:turret Volume_SFX=0 Volume_Physics=0 Volume_Ambience=0 Volume_Music=0 Volume_Dialog=0 GentleFalloff__d=true FalloffExponent=1.4 NoZoneSchemaMeansSilence__d=true MultiThreadReads=false SpoofedPrioritySinkDecibels=-4 MinAudibleDecibels=-65 Spoofed2DSoundPriority=110 Real2DSoundPriority=120 MaxSoundsToRepropagatePerFrame=5 SchemaMetafileName__d=SchemaMetafile_HardDrive.csc SchemaMetafileName_Memory__d=SchemaMetafile_Memory.csc SchemaMetafileName_DVD1__d=SchemaMetafile_DVD1.csc SchemaMetafileName_DVD2__d=SchemaMetafile_DVD2.csc SchemaMetafileName_DVD3__d=SchemaMetafile_DVD3.csc Language=English VolumeReductionDuringCine=9 [DefaultPlayer] Class__d=DX2Gamesys.StandardPlayer team__d=255 skin__d=SoldierSkins.blkt Face__d=SoldierSkins.Othello [Engine.HUD] HudMode=0 Crosshair=0 [Directories] PCX__d=..\Content\DX2\Textures WAV__d=..\Content\DX2\Sounds BRUSH__d=..\Content\DX2\Maps 2DS__d=..\Content\DX2\Maps [Source Control] UseSourceSafe=0 DatabasePath__d=\\tron\vss_dx2contentnew DesignerGamesysClassRoot__d=/DX2Gamesys/classes ProgrammerGamesysClassRoot__d=/DX2Gamesys/classes LogFile=gamesys.log TagDatabaseSource__d=/Content/TagDatabase TriggerScript=/Content/TriggerScript Conversations=/Content/Conversations Flags=/Content/Flags SoundSchemas=/Content/Sounds StaticMeshes=/Content/StaticMeshes CanCheckoutGamesys=False [CameraOverlays] EnableCameraOverlays__d=true CameraOverlay_0__d=BulletCameraOverlay CameraOverlay_1__d=BotDominationOverlay CameraOverlay_2__d=SpyDroneOverlay_Level1 CameraOverlay_3__d=SpyDroneOverlay_Level2and3 CameraOverlay_4__d=VisionBiomodOverlay CameraOverlay_5__d=BinocularOverlay_Level1 CameraOverlay_6__d=BinocularOverlay_Level2 CameraOverlay_7__d=ScopeOverlay [ConversationCamera] SlightAngle=15.0 AboveAngle=60.0 ShoulderAngle=15.0 ShoulderMult=0.7 HeadMult=0.25 FaceScalar=0.38 SideTightDist=1.0 SideMidDist=1.25 SideAboveDist=1.0 SideAbove45Dist=1.0 ShouldersLeftDist=1.0 ShouldersRightDist=1.0 HeadTightDist=1.2 HeadMidDist=1.7 HeadLeftDist=1.2 HeadRightDist=1.2 HeadSlightLeftDist=1.2 HeadSlightRightDist=1.2 StraightAboveDist=1.16 [Files] AttachFile0__d=DX2.log AttachFile1__d=DX2uw.ini AttachFile2=Matlog.log AttachFile3=Trigger.log AttachFile4=Alloc.log AttachFile5=Tag.log AttachFile6=ResMan.log AttachFile7=cadence_dbg.log AttachFile8= AttachFile9= [WindowManager] ;shared AmbientColor_A=255 ;Note that this won't be created in release modes CreateDebugWindow=TRUE ;dx2 AmbientColor_R__d=32 AmbientColor_G__d=32 AmbientColor_B__d=32 ;AmbientColor_R__d=0 ;AmbientColor_G__d=255 ;AmbientColor_B__d=0 FOV__d=68 AssumedUIScreenWidth__d=640 AssumedUIScreenHeight__d=480 Window_0__d=DX2UI.ini:GeneralHUD Window_1__d=DX2UI.ini:CinematicWindow Window_2__d=DX2UI.ini:CinematicChoiceWindow Window_3__d=DX2UI.ini:SaveHUD Window_4__d=DX2UI.ini:LoadHUD Window_5__d=DX2UI.ini:YouAreALoserWindow Window_6__d=DX2UI.ini:CustomMsgHUD Window_7__d=DX2UI.ini:FMVHUD Window_8__d=DX2UI.ini:DebugFlagsMenu Window_9__d=DX2UI.ini:DebugMenu Window_10__d=DX2UI.ini:MissingController [CollisionDamage] ;the maximum allowed velocity we use to scale: stimulus = (velocity / maxvelocity) * impactdamage; ;it caps the ratio @ 1 and is specified in feet per second ;NOTE: Havok caps velocity at 45 feet per second (or there abouts), so you should be lower than this MaxVelocity__d=45 ;if multiple events for a particular actor occur within the sliding threshold ;they will not do damage (threshold is in seconds) SlidingThreshold__d=.66f [AI] StaticMeshEditing=FALSE MaxAudioHashEntries=100 MinAudioDelayPerPlayback=10.0 [Engine.PlayerInput] MouseSensitivity=50 [InputSystem] GamepadDevice=0 ;MinTriggerValue ranges from 0 to 255 and denotes the minimum threshold before input is accepted MinTriggerValue__d=100 //no bindings (except for hard tilde (~) binding [BlankInputBindings0] ;Tilde (~) is hardcoded for the debug console [GameInputBindings0] ;dx2 settings LeftMouse__d=UseItem RightMouse__d=Frob MiddleMouse__d= MouseWheelUp__d=NextItem MouseWheelDown__d=PreviousItem Tab__d=CycleWeapon Enter__d=Frob ;non-toggle Shift__d=Creep Ctrl__d= Alt__d= Pause__d=SimTime TogglePause CapsLock__d= Space__d=Jump PageDown__d= PageUp__d= End__d= Delete__d= Insert__d= Escape__d=Menu ScrollLock__d=ScreenShot Backspace__d=MenuBack 1__d=ActivateInventory1 2__d=ActivateInventory2 3__d=ActivateInventory3 4__d=ActivateInventory4 5__d=ActivateInventory5 6__d=ActivateInventory6 7__d= 8__d= 9__d= 0__d= F1__d=ActivateAug1 F2__d=ActivateAug2 F3__d=ActivateAug3 F4__d=ActivateAug4 F5__d=ActivateAug5 F6__d=ActivateAug6 F7__d= F8__d= F9__d= F10__d=QuickSave F11__d= F12__d=QuickLoad Comma__d= Period__d= LeftBracket__d= RightBracket__d= Up__d=MoveForwardBackward 1.0 Left__d=StrafeRightLeft -1.0 Down__d=MoveForwardBackward -1.0 Right__d=StrafeRightLeft 1.0 W__d=MoveForwardBackward 1.0 A__d=StrafeRightLeft -1.0 S__d=MoveForwardBackward -1.0 D__d=StrafeRightLeft 1.0 F__d=AltFire Q__d= E__d= O__d= I__d= ;will be put away item R__d= ;currently toggle X__d= C__d=Crouch B__d=ToggleBiomodMenu H__d= J__d= K__d= L__d= M__d=DebugMenu N__d=ToggleDataVaultWindow P__d= S__d= T__d= U__d= V__d=ToggleInventoryMenu W__d= Y__d= Z__d= NumPad0__d= NumPad1__d=MenuLeft NumPad2__d=MenuDown NumPad3__d=MenuRight NumPad4__d= NumPad5__d=MenuUp NumPad6__d= NumPad7__d= NumPad8__d= NumPad9__d= NumPadPeriod__d= Semicolon__d= SingleQuote__d= ;GAMEPAD_A Joy1 ;GAMEPAD_B Joy2 ;GAMEPAD_X Joy3 ;GAMEPAD_Y Joy4 ;GAMEPAD_BLACK Joy5 ;GAMEPAD_WHITE Joy6 ;GAMEPAD_LEFT_TRIGGER Joy7 ;GAMEPAD_RIGHT_TRIGGER Joy8 ;GAMEPAD_START Joy9 ;GAMEPAD_BACK Joy10 ;GAMEPAD_LEFT_THUMB Joy11 ;GAMEPAD_RIGHT_THUMB Joy12 ;GAMEPAD_LEFT_STICK_LEFT_RIGHT JoyX ;GAMEPAD_LEFT_STICK_UP_DOWN JoyY ;GAMEPAD_RIGHT_STICK_UP_DOWN JoyR ;GAMEPAD_RIGHT_STICK_LEFT_RIGHT JoyZ ;GAMEPAD_DPAD_UP JoyPovUp ;GAMEPAD_DPAD_DOWN JoyPovDown ;GAMEPAD_DPAD_LEFT JoyPovLeft ;GAMEPAD_DPAD_RIGHT JoyPovRight ; dx2 pc gamepad ;We are commenting this out because we only want two mappings per action ;Plus gamepads might be inconsistent in their mapping standards ;Joy1__d=Frob ;Joy2__d=CycleWeapon ;Joy3__d=ToggleInventoryMenu ;Joy4__d=Jump ;Joy5__d=ToggleBiomodMenu ;Joy6__d=ToggleDataVaultWindow ;Joy7__d=AltFire ;Joy8__d=UseItem ;Joy9__d=Menu ;Joy10__d= ;Joy11__d=Crouch ;Joy12__d= ;Joy13__d= ;Joy14__d= ;Joy15__d= ;Joy16__d= ;JoyX__d=StrafeRightLeft ;JoyY__d=MoveForwardBackward ;JoyU__d= ;JoyV__d= ;JoyZ__d=RotateRightLeft ;JoyR__d=RotateUpDown ;JoyPovRight__d=MenuRight ;JoyPovLeft__d=MenuLeft ;JoyPovUp__d=MenuUp ;JoyPovDown__d=MenuDown ;GameInputBindings1 is used as the mappings for default settings on PC version [GameInputBindings1] ;dx2 settings LeftMouse__d=UseItem RightMouse__d=Frob MiddleMouse__d= MouseWheelUp__d=NextItem MouseWheelDown__d=PreviousItem Tab__d=CycleWeapon Enter__d=Frob ;non-toggle Shift__d=Creep Ctrl__d= Alt__d= Pause__d=SimTime TogglePause CapsLock__d= Space__d=Jump PageDown__d= PageUp__d= End__d= Delete__d= Insert__d= Escape__d=Menu ScrollLock__d=ScreenShot Backspace__d=MenuBack 1__d=ActivateInventory1 2__d=ActivateInventory2 3__d=ActivateInventory3 4__d=ActivateInventory4 5__d=ActivateInventory5 6__d=ActivateInventory6 7__d= 8__d= 9__d= 0__d= F1__d=ActivateAug1 F2__d=ActivateAug2 F3__d=ActivateAug3 F4__d=ActivateAug4 F5__d=ActivateAug5 F6__d=ActivateAug6 F7__d= F8__d= F9__d= F10__d=QuickSave F11__d= F12__d=QuickLoad Comma__d= Period__d= LeftBracket__d= RightBracket__d= Up__d=MoveForwardBackward 1.0 Left__d=StrafeRightLeft -1.0 Down__d=MoveForwardBackward -1.0 Right__d=StrafeRightLeft 1.0 W__d=MoveForwardBackward 1.0 A__d=StrafeRightLeft -1.0 S__d=MoveForwardBackward -1.0 D__d=StrafeRightLeft 1.0 F__d=AltFire Q__d= E__d= O__d= I__d= ;will be put away item R__d= ;currently toggle X__d= C__d=Crouch B__d=ToggleBiomodMenu H__d= J__d= K__d= L__d= M__d=DebugMenu N__d=ToggleDataVaultWindow P__d= S__d= T__d= U__d= V__d=ToggleInventoryMenu W__d= Y__d= Z__d= NumPad0__d= NumPad1__d=MenuLeft NumPad2__d=MenuDown NumPad3__d=MenuRight NumPad4__d= NumPad5__d=MenuUp NumPad6__d= NumPad7__d= NumPad8__d= NumPad9__d= NumPadPeriod__d= Semicolon__d= SingleQuote__d= ;GAMEPAD_A Joy1 ;GAMEPAD_B Joy2 ;GAMEPAD_X Joy3 ;GAMEPAD_Y Joy4 ;GAMEPAD_BLACK Joy5 ;GAMEPAD_WHITE Joy6 ;GAMEPAD_LEFT_TRIGGER Joy7 ;GAMEPAD_RIGHT_TRIGGER Joy8 ;GAMEPAD_START Joy9 ;GAMEPAD_BACK Joy10 ;GAMEPAD_LEFT_THUMB Joy11 ;GAMEPAD_RIGHT_THUMB Joy12 ;GAMEPAD_LEFT_STICK_LEFT_RIGHT JoyX ;GAMEPAD_LEFT_STICK_UP_DOWN JoyY ;GAMEPAD_RIGHT_STICK_UP_DOWN JoyR ;GAMEPAD_RIGHT_STICK_LEFT_RIGHT JoyZ ;GAMEPAD_DPAD_UP JoyPovUp ;GAMEPAD_DPAD_DOWN JoyPovDown ;GAMEPAD_DPAD_LEFT JoyPovLeft ;GAMEPAD_DPAD_RIGHT JoyPovRight ; dx2 pc gamepad ;We are commenting this out because we only want two mappings per action ;Plus gamepads might be inconsistent in their mapping standards ;Joy1__d=Frob ;Joy2__d=CycleWeapon ;Joy3__d=ToggleInventoryMenu ;Joy4__d=Jump ;Joy5__d=ToggleBiomodMenu ;Joy6__d=ToggleDataVaultWindow ;Joy7__d=AltFire ;Joy8__d=UseItem ;Joy9__d=Menu ;Joy10__d= ;Joy11__d=Crouch ;Joy12__d= ;Joy13__d= ;Joy14__d= ;Joy15__d= ;Joy16__d= ;JoyX__d=StrafeRightLeft ;JoyY__d=MoveForwardBackward ;JoyU__d= ;JoyV__d= ;JoyZ__d=RotateRightLeft ;JoyR__d=RotateUpDown ;JoyPovRight__d=MenuRight ;JoyPovLeft__d=MenuLeft ;JoyPovUp__d=MenuUp ;JoyPovDown__d=MenuDown [InventoryMenuInputBindings0] Escape=MenuBack Enter=MenuSelect Left=MenuLeft Up=MenuUp Right=MenuRight Down=MenuDown A=MenuLeft W=MenuUp D=MenuRight S=MenuDown NumPad1__d=MenuLeft NumPad2__d=MenuDown NumPad3__d=MenuRight NumPad5__d=MenuUp Enter=MenuSelect MouseWheelUp__d=MenuUp MouseWheelDown__d=MenuDown JoyPovRight__d=MenuRight JoyPovLeft__d=MenuLeft JoyPovUp__d=MenuUp JoyPovDown__d=MenuDown Joy1__d=MenuSelect Joy3__d=MenuBack Joy4__d=SpecialMenuAction ;Double_LeftMouse=Select ;Double_MiddleMouse=Select ;Double_RightMouse=Select [InventoryMenuLayerBindings0] Escape=MenuBack Enter=MenuSelect Left=MenuLeft Up=MenuUp Right=MenuRight Down=MenuDown A=MenuLeft W=MenuUp D=MenuRight S=MenuDown NumPad1__d=MenuLeft NumPad2__d=MenuDown NumPad3__d=MenuRight NumPad5__d=MenuUp Enter=MenuSelect MouseWheelUp__d=MenuUp MouseWheelDown__d=MenuDown JoyPovRight__d=MenuRight JoyPovLeft__d=MenuLeft JoyPovUp__d=MenuUp JoyPovDown__d=MenuDown Joy1__d=MenuSelect Joy3__d=MenuBack Joy4__d=SpecialMenuAction E= V= ;Double_LeftMouse=Select ;Double_MiddleMouse=Select ;Double_RightMouse=Select [BiomodInstallMenuLayerBindings0] Escape=MenuBack Enter=MenuSelect Left=MenuLeft Up=MenuUp Right=MenuRight Down=MenuDown A=MenuLeft W=MenuUp D=MenuRight S=MenuDown Enter=MenuSelect NumPad1__d=MenuLeft NumPad2__d=MenuDown NumPad3__d=MenuRight NumPad5__d=MenuUp MouseWheelUp__d=MenuUp MouseWheelDown__d=MenuDown JoyPovRight__d=MenuRight JoyPovLeft__d=MenuLeft JoyPovUp__d=MenuUp JoyPovDown__d=MenuDown Joy1__d=MenuSelect Joy3__d=MenuBack Joy4__d=SpecialMenuAction E= B= ;Double_LeftMouse=Select ;Double_MiddleMouse=Select ;Double_RightMouse=Select [DatavaultMenuLayerBindings0] Escape=MenuBack Left=MenuLeft Right=MenuRight Up=MenuUp Down=MenuDown A=MenuLeft W=MenuUp D=MenuRight S=MenuDown NumPad1__d=MenuLeft NumPad2__d=MenuDown NumPad3__d=MenuRight NumPad5__d=MenuUp MouseWheelUp__d=MenuUp MouseWheelDown__d=MenuDown JoyPovRight__d=MenuRight JoyPovLeft__d=MenuLeft JoyPovUp__d=MenuUp JoyPovDown__d=MenuDown Joy1__d=MenuSelect Joy3__d=MenuBack Joy4__d=SpecialMenuAction Double_LeftMouse=Select Double_MiddleMouse=Select Double_RightMouse=Select E= N= [ConvoMenuLayerBindings0] Space=MenuSelect Escape=MenuBack Left=MenuLeft Up=MenuUp Right=MenuRight Down=MenuDown A=MenuLeft W=MenuUp D=MenuRight S=MenuDown Enter=MenuSelect NumPad1__d=MenuLeft NumPad2__d=MenuDown NumPad3__d=MenuRight NumPad5__d=MenuUp MouseWheelUp__d=MenuUp MouseWheelDown__d=MenuDown JoyPovRight__d=MenuRight JoyPovLeft__d=MenuLeft JoyPovUp__d=MenuUp JoyPovDown__d=MenuDown Joy1__d=MenuSelect Joy3__d=MenuBack Double_LeftMouse=Select Double_MiddleMouse=Select Double_RightMouse=Select [FMVLayerBindings0] Escape=MenuBack Enter=PauseScrn [BotDominationLayerBindings0] Escape=EndDomination //default menu bindings [MenuInputBindings0] Escape=MenuBack Left=MenuLeft Up=MenuUp Right=MenuRight Down=MenuDown A=MenuLeft W=MenuUp D=MenuRight S=MenuDown Enter=MenuSelect Tab__d=SpecialMenuAction NumPad1__d=MenuLeft NumPad2__d=MenuDown NumPad3__d=MenuRight NumPad5__d=MenuUp MouseWheelUp__d=MenuUp MouseWheelDown__d=MenuDown JoyPovRight__d=MenuRight JoyPovLeft__d=MenuLeft JoyPovUp__d=MenuUp JoyPovDown__d=MenuDown Joy1__d=MenuSelect Joy3__d=MenuBack Joy4__d=SpecialMenuAction Double_LeftMouse=Select Double_MiddleMouse=Select Double_RightMouse=Select //default menu bindings [MenuLayerBindings0] Escape=MenuBack Left=MenuLeft Up=MenuUp Right=MenuRight Down=MenuDown A=MenuLeft W=MenuUp D=MenuRight S=MenuDown Enter=MenuSelect Tab=SpecialMenuAction NumPad1__d=MenuLeft NumPad2__d=MenuDown NumPad3__d=MenuRight NumPad5__d=MenuUp MouseWheelUp__d=MenuUp MouseWheelDown__d=MenuDown JoyPovRight__d=MenuRight JoyPovLeft__d=MenuLeft JoyPovUp__d=MenuUp JoyPovDown__d=MenuDown Joy1__d=MenuSelect Joy3__d=MenuBack Joy4__d=SpecialMenuAction Double_LeftMouse=Select Double_MiddleMouse=Select Double_RightMouse=Select //debug menu bindings [DebugMenuLayerBindings0] Escape=MenuBack Left=MenuBack Up=MenuUp Right=MenuSelect Down=MenuDown Enter=MenuSelect NumPad1__d=MenuSelect NumPad2__d=MenuDown NumPad3__d=MenuSelect NumPad5__d=MenuUp MouseWheelUp__d=MenuUp MouseWheelDown__d=MenuDown JoyPovRight__d=MenuRight JoyPovLeft__d=MenuLeft JoyPovUp__d=MenuUp JoyPovDown__d=MenuDown Joy1__d=MenuSelect Joy3__d=MenuBack Joy4__d=SpecialMenuAction Double_LeftMouse=Select Double_MiddleMouse=Select Double_RightMouse=Select // For purposes of frobbing [FrobOptions] ;0 => Raycast vs. visible geometry only (fastest) ;1 => Scale bounding box by frob bias (no add'l memory, slightly slower) ;2 => If frobBias is 0, raycast vs. visible geometry. Otherwise, scale ; bounding box by frob bias (no add'l memory, slightly slower) ;3 => Create unique triangles for each object and extrude by their ; frob bias * normal (most memory, most accurate, slowest) FrobBiasRaycastType=1 MinEdgeSize=16 MaxSizeForSlowdown=32 [AutoAimOptions] ; autoaim distance is in feet (this should be set to show target disposition) AutoAimDistance=500 ; the screen fractions are ignored when the target is inside this distance. CloseCombatDistance=10 ; show target info as test ShowTargetInfoAsText=false ; show the little red autoaim indicator whenever you are aiming at something that is autoaimable ; even if it is not really autoaiming for you ShowAutoAimDotWheneverItsAimingForYou=true ; this is the % of the screen that is autoaimable AutoScreenFraction_X=.10 AutoScreenFraction_Y=.10 ; this is in degrees per second, it should never be larger than 90 HeadShotCloseRate=.1 ; this is in degrees/second, it should be pretty low. it is used to determine when to reset any ; autoaim headshot drift based on the player not holding the controller stead enough or aiming to0 fast HeadShotResetTolerenceAim=1 ; same as above, except this is moving to fast (in feet per second) HeadShotResetToleranceMove=1 ; this determines at what angle in degrees we are close enough to the head to autoaim towards it HeadShotAutoAimStartTolerenceAim=.153 ; same as above, except this is how close target has to be to engage head autoaim (in feet) HeadShotAutoAimStartTolerenceDist=30 ; same as above, except this is how close target has to be to engage head autoaim (in feet) when zoomed HeadShotAutoAimStartTolerenceDistZoomed=300 ; all these factors are multiplied by the values found during runtime to compute an overall score ; the equation is ; float distanceFromMax = m_autoAimDistanceSquared < distanceFromTarget ? 0.f : m_autoAimDistanceSquared - distanceFromTarget; ; float offsetFromMax = m_boxSizeSquared < distanceFromReticle ? 0.f : m_boxSizeSquared - distanceFromReticle; ; ; float distanceScore = distanceFromMax * m_distanceFactor; ; float offcenterScore = offsetFromMax * m_offcenterFactor; ; float currentTargetScore = pCurrentTarget == pTest ? m_currentTargetFactor : 0.f; ; float hostileScore = pPawn ? (disposition < 0 ? m_hostileFactor : (disposition > 0 ? m_friendlyFactor : m_neutralFactor)) : m_nonAIFactor; ; float score = distanceScore + offcenterScore + currentTargetScore + hostileScore; ; max: 100 = 64000000 * x 160000 * y a b ; contributions: 1 95 1 3 ; so these are the values to accomplish this DistanceFactor=0.000000015625 OffcenterFactor=0.00059375 CurrentTargetFactor=2 HostileFactor=3 NeutralFactor=2 NonAIFactor=1 FriendlyFactor=0 [PlayerControl] LookspringRate=32 ; The percentage of the stick that must be held in order to constitute fullstick FullStickThreshold__d=0.95 ; The amount of time it takes when holding the stick past the FullStickThreshold to ramp up to a full speed turn FullStickRampUpTime__d=0.1 ; The amount of time it takes when holding the stick below the FullStickThreshold to ramp up to stick position's speed NormalMovementRampUpTime__d=0.0 [CameraEffects] ; How stiff the camera spring is in XY, and in Z. Bigger is stiffer. StiffnessFactorXY=15.0 StiffnessFactorZ=7.5 ; How damped the camera spring is in XY, and in Z. Bigger is less sproingy. DampingFactorXY=60.0 DampingFactorZ=40.0 ; Global multipliers for offset and rotation impulses applied to the camera. ImpulseFactorOffset=4.0 ImpulseFactorRotation=0.2 ; Global multiplier for how much the camera rotates and how quickly is blends back to no rotation RotationFactor=0.2 RotationFadeRate=7.5 ; Interval, in seconds, between impulses during a camera shake ShakeImpulseInterval=0.05 ; Rate at which the damage flash fades FlashFadeRate=2.0 ; Rate at which the screen fades to black on death DeathFadeRate=1.0 ; Rate at which the screen fades from white on blind BlindFadeRate=3.0 ; The full effects of the whiteout should last this long BlindFullWhiteoutDelay=1.5 [BlockLoading] ; ; True or False, to cause analysis pass to quit after first frame ; you can turn this off to find out what additional data is loaded AFTER the first frame ; ( hopefully ONLY sound fx at this point but who knows ... ) QuitAfterFirstFrame=False QuitAfterFrame=-1 ; ; True or False, to enable loading data from block saved files LoadFromResourceBlockFiles=True ; ; True or False, to enable block loading analysis code in a non-editor non-release build. WriteResourceBlockFiles=False ; ; True or False; if this is True *and* WriteResourceBlockFiles is True, then when you run ; a map, the puppet for the current player gender & "tint" is written to a block file. ; So you really need to run the map 6 times, once for each gender/tint combo, to get them ; all. GeneratePlayerPuppetBlock=False [SpecialFXRender] Bloom__d=0 [Difficulty] ; AI Damage multiplier - damage AIs take from player Difficulty_AI_Damage_Easy__d=1.25 Difficulty_AI_Damage_Normal__d=1.0 Difficulty_AI_Damage_Hard__d=0.75 Difficulty_AI_Damage_Real__d=1.5 ; ; Player Damage multiplier - damage player takes from AIs Difficulty_Player_Damage_Easy__d=1.0 Difficulty_Player_Damage_Normal__d=1.0 Difficulty_Player_Damage_Hard__d=1.25 Difficulty_Player_Damage_Real__d=1.75 ; ; 1.0 = base accuracy, 0.0 = wild, 2.0 = as accurate as it gets (not 100% perfect) Difficulty_Accuracy_Easy__d=0.75 Difficulty_Accuracy_Normal__d=1.0 Difficulty_Accuracy_Hard__d=1.25 Difficulty_Accuracy_Real__d=1.0 ; ; Ammo multiplier for difficulty levels Difficulty_Ammo_Mult_Easy__d=1.0 Difficulty_Ammo_Mult_Normal__d=1.0 Difficulty_Ammo_Mult_Hard__d=0.95 Difficulty_Ammo_Mult_Real__d=0.75 [SaveGameOptions] ; when PlainTextIndex is set to True then the file 'GameList.txt' is written ( plain text file ) to shadow the binary index file list ; any time a save-game is added, updated, or removed. PlainTextIndex=False ; The key represents a "virtual" font name. The value specifies the actual font, an optional scale factor, ; and an optional leading factor. The scale factor applies to the overall size of the characters. Leading ; affects the distance from one row to the next. (Use values < 1.0 to bring text rows closer together and ; > 1.0 to spread them apart.) ; ; !!! NOTE: Make sure you use the minimal number of font scales. Don't specify a scale of 0.8 and another one of 0.81 ; because it causes another instace of the font properties to be created ; [FontMappings] SmallFont10__d=DX2_Font,0.65,0.80 MediumFont16__d=DX2_Font,0.7,0.80 HudFont12__d=DX2_Font,0.65,0.80 HudFont14__d=DX2_Font,0.7,0.80 HudFont16__d=DX2_Font,0.7,0.80 HUD_HelpText__d=DX2_Font,0.65,0.80 HUD_SmallText__d=DX2_Font,0.65,0.80 HUD_CornerHelpText__d=DX2_Font,0.5,0.8 HUD_DataLink__d=DX2_Font,0.65,0.80 HUD_Inventory__d=DX2_Font,0.65,0.80 HUD_Convo__d=DX2_Font,0.7,1.0 ;DEBUG FONTS - Do not ship with these font8__d=Fixed,0.81,0.95 font10__d=Fixed,0.9,0.9 font12__d=Fixed,1.0,0.9 font14__d=Fixed,1.2,0.9 font16__d=Fixed,1.4,0.9 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; DX2 Camera Overlay Effects (the names must match the code) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [BulletCameraOverlay] ;very light yellowish (255,232,194) Texture=VisionBiomodBaseOverlay.dds Tint_R=1.0 Tint_G=0.91 Tint_B=0.76 Tint_Ratio=0.1 ScaleMin_X=1.0 ScaleMin_Y=2.0 ScaleMax_X=1.0 ScaleMax_Y=2.0 PanRate_X=0.0 PanRate_Y=0.4 NoiseMin_X=5.0 NoiseMin_Y=5.0 NoiseMax_X=10.0 NoiseMax_Y=10.0 Gamma=2.0 [BotDominationOverlay] ;bluish color (166,219,255) Texture=VisionBiomodBaseOverlay.dds Tint_R=0.65 Tint_G=0.86 Tint_B=1.0 Tint_Ratio=1.0 ScaleMin_X=1.0 ScaleMin_Y=0.25 ScaleMax_X=1.0 ScaleMax_Y=0.25 PanRate_X=0.0 PanRate_Y=0.2 NoiseMin_X=5.0 NoiseMin_Y=5.0 NoiseMax_X=10.0 NoiseMax_Y=10.0 Fullbright=true Gamma=1.5 ;FOV=100 [SpyDroneOverlay_Level1] ;bluish color Texture=VisionBiomodBaseOverlay.dds Tint_R=0.65 Tint_G=0.86 Tint_B=1.0 Tint_Ratio=1.0 ScaleMin_X=1.0 ScaleMin_Y=0.25 ScaleMax_X=1.0 ScaleMax_Y=0.25 PanRate_X=0.0 PanRate_Y=0.2 NoiseMin_X=9.0 NoiseMin_Y=9.0 NoiseMax_X=15.0 NoiseMax_Y=15.0 Fullbright=false Gamma=1.2 [SpyDroneOverlay_Level2and3] ;bluish color Texture=VisionBiomodBaseOverlay.dds Tint_R=0.65 Tint_G=0.86 Tint_B=1.0 Tint_Ratio=1.0 ScaleMin_X=1.0 ScaleMin_Y=0.25 ScaleMax_X=1.0 ScaleMax_Y=0.25 PanRate_X=0.0 PanRate_Y=0.2 NoiseMin_X=9.0 NoiseMin_Y=9.0 NoiseMax_X=15.0 NoiseMax_Y=15.0 Fullbright=true Gamma=1.2 [VisionBiomodOverlay] ;greenish color (25,255,25) Texture=VisionBiomodBaseOverlay.dds ScaleMin_X=1.0 ScaleMin_Y=0.1 ScaleMax_X=1.0 ScaleMax_Y=0.1 PanRate_X=0.0 PanRate_Y=0.1 NoiseMin_X=9.0 NoiseMin_Y=9.0 NoiseMax_X=15.0 NoiseMax_Y=15.0 Tint_R=0.1 Tint_G=1.0 Tint_B=0.1 Tint_Ratio=1.0 Fullbright=true Gamma=1.2 [BinocularOverlay_Level1] ;no color Texture=VisionBiomodBaseOverlay.dds Tint_R=1.0 Tint_G=1.0 Tint_B=1.0 Tint_Ratio=0.1 NoiseMin_X=2.0 NoiseMin_Y=2.0 NoiseMax_X=6.0 NoiseMax_Y=6.0 ;fov is really filmwidth and 19.0978942397274 is the base filmwidth, this parameter was gravely misnamed ;InputRotationMultiplier = base filmwidth / fov fov=50.0 ; changing this to the functional equivilant of a base filmwidth of 9.5489471198637 due to mouse sensitivity issues on the PC ;InputRotationMultiplier=0.381957884794548 InputRotationMultiplier=0.190978942397274 Gamma=1.2 [BinocularOverlay_Level2] ;no color Texture=VisionBiomodBaseOverlay.dds Tint_R=1.0 Tint_G=1.0 Tint_B=1.0 Tint_Ratio=0.1 NoiseMin_X=5.0 NoiseMin_Y=5.0 NoiseMax_X=10.0 NoiseMax_Y=10.0 ;fov is really filmwidth and 19.0978942397274 is the base filmwidth, this parameter was gravely misnamed ;InputRotationMultiplier = base filmwidth / fov fov=200.0 ; changing this to the functional equivilant of a base filmwidth of 9.5489471198637 due to mouse sensitivity issues on the PC ;InputRotationMultiplier=0.095489471198637 InputRotationMultiplier=0.0477447355993185 Gamma=1.2 [ScopeOverlay] ;no color Texture=VisionBiomodBaseOverlay.dds Tint_R=1.0 Tint_G=1.0 Tint_B=1.0 Tint_Ratio=0.1 ScaleMin_X=1.0 ScaleMin_Y=20.0 ScaleMax_X=1.0 ScaleMax_Y=20.0 PanRate_X=0.0 PanRate_Y=2.0 NoiseMin_X=5.0 NoiseMin_Y=5.0 NoiseMax_X=10.0 NoiseMax_Y=10.0 ;fov is really filmwidth and 19.0978942397274 is the base filmwidth, this parameter was gravely misnamed ;InputRotationMultiplier = base filmwidth / fov fov=100.0 ; changing this to the functional equivilant of a base filmwidth of 9.5489471198637 due to mouse sensitivity issues on the PC ;InputRotationMultiplier=0.13 InputRotationMultiplier=0.095489471198637 Gamma=1.2 [MouseCursor] ImageFile=MouseCursor.dds HotSpot_X=0 HotSpot_Y=0