Optimize volumetric nebula rendering
Build the 64-bit client from merged REM-Client 5ff7cb636d815f6e55771b7efdad34d4832570bc, including the nebula optimization in 157b06aa2f0b7be6ebc4ed2bd207ddfc6a706a55. Smoothly merge self-shadow probes according to the integration footprint, prepare pair metadata once on the CPU, and keep a direct path for nearby probes. Retain cloud density, resolution and the first lighting/flicker fixes. Synthetic RTX 2050 / 1080p cloud-pass measurements: distant 9.11 -> 8.19 ms (-10.1%), rim 55.69 -> 52.82 ms (-5.2%), inside essentially unchanged. Single synthetic runs; whole-game multiplayer FPS is not established. Rebuild with MSVC Release|x64 under Wine and refresh the distributed runtime. Keep the existing new-rem-client missions, ART assets and material data. Verify 11,141 runtime/data files against the Lutris installation; saves unchanged. RP8.dll SHA-256: 5275c77b53179e45daebf3f2c8fbb6d9fa4738f2470bb305ffba95ab35bcd50e.
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+6
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REM renderer update (64-bit)
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REM-Client test build (64-bit)
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mod base: 5d3466fe459790c2824ce7a51eebe3646b621bfb
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date: 2026-11-08 01:22
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renderer source: b0d47563bfbc08a36e1e74c7a876a0d02270fea9
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commit: 5ff7cb6 (main)
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renderer build: OK - MSVC Release|x64
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subject: Aktuellen main mit den Nebelkorrekturen zusammenführen
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renderer sha256: 614b64e7b507c255ba23d03e0c594a8db360148ce43d9d618b377dc4176b1f51
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tree: clean
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scope: renderer only; existing new-rem-client runtime and missions retained
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build: OK
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+245
-245
@@ -1,245 +1,245 @@
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;
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;
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; FreeLancer - game configuration file
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; FreeLancer - game configuration file
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;
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;
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[Freelancer]
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[Freelancer]
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data path = ..\data
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data path = ..\data
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local_server = rpclocal.dll
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local_server = rpclocal.dll
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initial_world = InitialWorld.ini ;relative to Data path
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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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AppGUID = {A690F026-26F0-4e57-ACA0-ECF868E48D21}
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[Startup]
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[Startup]
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;movie_file = movies\MGS_Logo_Final.wmv
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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\DA_Logo_Final.wmv
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;movie_file = movies\FL_Intro.wmv
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;movie_file = movies\FL_Intro.wmv
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[ListServer]
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[ListServer]
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;;;hostname = localhost ;Your local machine
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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 = 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 = 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 = fllistserver.zone.msn.com ;GUN server in Redmond (DNS entry)
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hostname = gun.rem-freelancer.moe ;Alternative GUN server gun.rem-freelancer.moe, gun.fllistserver.com
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hostname = gun.rem-freelancer.moe ;Alternative GUN server gun.rem-freelancer.moe, gun.fllistserver.com
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port = 2300
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port = 2300
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[Server]
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[Server]
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;name = M9Universe
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;name = M9Universe
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;description = My cool Freelancer server
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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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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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[Initial MP DLLs]
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path = ..\dlls\bin
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path = ..\dlls\bin
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DLL = Content.dll, GameSupport, HIGHEST
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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 operate gates and docks
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; required to create ships in space
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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, SpaceSupport, NORMAL
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DLL = Content.dll, BaseSupport, 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, SpacePop, LOWEST ;populator
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DLL = Content.dll, AISandbox, BELOW_NORMAL
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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, TestAutomation, BELOW_NORMAL
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DLL = Content.dll, BasePop, LOWEST
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DLL = Content.dll, BasePop, LOWEST
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[Initial SP DLLs]
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[Initial SP DLLs]
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path = ..\dlls\bin
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path = ..\dlls\bin
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DLL = Content.dll, GameSupport, HIGHEST
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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 operate gates and docks
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; required to create ships in space
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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, SpaceSupport, NORMAL
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DLL = Content.dll, BaseSupport, 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, StoryLauncher, BELOW_NORMAL ;story/static missions
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DLL = Content.dll, SpacePop, LOWEST ;populator
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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, AISandbox, BELOW_NORMAL
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DLL = Content.dll, TestAutomation, 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 = Content.dll, BasePop, LOWEST
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;DLL = callsign.dll, player 1 1-1 ; REM: plugin not in the rebuild yet
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;DLL = callsign.dll, player 1 1-1 ; REM: plugin not in the rebuild yet
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[Resources]
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[Resources]
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DLL = InfoCards.dll ; Contains all infocard text 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 = 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 = 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 = 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 = 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 = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
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DLL = remres.dll ; Dynamic Infocards
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DLL = remres.dll ; Dynamic Infocards
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[Data]
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[Data]
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;;; ************************************************************************
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;;; ************************************************************************
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;;; SNICHOLS: There is a multi-player optimization that has been made to
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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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;;; 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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;;; 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 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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;;; 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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;;; without increasing the "build number". Otherwise, unpredictable results
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;;; will occur.
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;;; will occur.
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;;; ************************************************************************
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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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;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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solar = solar\solararch.ini
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universe = universe\universe.ini
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universe = universe\universe.ini
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constants = constants.ini ;constant variables
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constants = constants.ini ;constant variables
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fonts = fonts\fonts.ini
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fonts = fonts\fonts.ini
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rich_fonts = fonts\rich_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\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\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\engine_sounds.ini ;engine sounds only
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sounds = audio\interface_sounds.ini
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sounds = audio\interface_sounds.ini
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sounds = audio\music.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\story_sounds.ini ;dialogue for the story (except for news broadcasts)
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sounds = audio\arc_sounds.ini ;dialogue for the REM Story Arcs
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sounds = audio\arc_sounds.ini ;dialogue for the REM Story Arcs
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sounds = audio\contract_sounds.ini ;dialogue for the REM Contracts
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sounds = audio\contract_sounds.ini ;dialogue for the REM Contracts
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sounds = audio\gf_sounds.ini ;sound-effects for gameflow - bases, rooms etc.
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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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; 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_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_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_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_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’ voice profiles (re-usable dialogue only) (must be read in before mission-specific lines)
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voices = audio\voices_recognizable.ini ;all the main characters’ 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_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_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_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_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_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_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_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_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_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_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_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_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_mission13.ini ;dialogue specific to mission 13 (story & special supporting characters only - no reusable dialogue)
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voices = audio\voices_mission14.ini ;dialogue specific to mission 14 (story & special supporting characters only - no reusable dialogue)
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voices = audio\voices_mission14.ini ;dialogue specific to mission 14 (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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; 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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explosions = fx\explosions.ini
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debris = fx\explosions.ini
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debris = fx\explosions.ini
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asteroids = solar\asteroidarch.ini
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asteroids = solar\asteroidarch.ini
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equipment = equipment\light_equip.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\select_equip.ini
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equipment = equipment\misc_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\engine_equip.ini
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equipment = equipment\ST_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\weapon_equip.ini
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equipment = equipment\prop_equip.ini
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equipment = equipment\prop_equip.ini
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equipment = equipment\fx_equip.ini
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equipment = equipment\fx_equip.ini
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|
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ships = ships\shiparch.ini
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ships = ships\shiparch.ini
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ships = ships\rtc_shiparch.ini
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ships = ships\rtc_shiparch.ini
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ships = ships\shiparch_arcs.ini
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ships = ships\shiparch_arcs.ini
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goods = equipment\goods.ini
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goods = equipment\goods.ini
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goods = equipment\engine_good.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\misc_good.ini
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goods = equipment\st_good.ini
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goods = equipment\st_good.ini
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goods = equipment\weapon_good.ini
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goods = equipment\weapon_good.ini
|
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|
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loadouts = ships\loadouts.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_special.ini
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loadouts = ships\loadouts_utility.ini
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loadouts = ships\loadouts_utility.ini
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loadouts = solar\loadouts.ini
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loadouts = solar\loadouts.ini
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bodyparts = characters\bodyparts.ini
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bodyparts = characters\bodyparts.ini
|
||||||
costumes = characters\costumes.ini
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costumes = characters\costumes.ini
|
||||||
PetalDB = PetalDB.ini
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PetalDB = PetalDB.ini
|
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effects = fx\effect_types.ini ; needs to be before effects.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\beam_effects.ini ; also needs to be before effects.ini
|
||||||
effects = fx\engines\engines_ale.ini
|
effects = fx\engines\engines_ale.ini
|
||||||
effects = fx\equipment\equipment_ale.ini
|
effects = fx\equipment\equipment_ale.ini
|
||||||
effects = fx\explosions\explosions_ale.ini
|
effects = fx\explosions\explosions_ale.ini
|
||||||
effects = fx\hull_hits\hull_hits_ale.ini
|
effects = fx\hull_hits\hull_hits_ale.ini
|
||||||
effects = fx\misc\misc_ale.ini
|
effects = fx\misc\misc_ale.ini
|
||||||
effects = fx\shields\shields_ale.ini
|
effects = fx\shields\shields_ale.ini
|
||||||
effects = fx\space\space_ale.ini
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effects = fx\space\space_ale.ini
|
||||||
effects = fx\weapons\weapons_ale.ini
|
effects = fx\weapons\weapons_ale.ini
|
||||||
effects = fx\effects.ini
|
effects = fx\effects.ini
|
||||||
effects = fx\effects_explosion.ini
|
effects = fx\effects_explosion.ini
|
||||||
effect_shapes = fx\effect_shapes.ini
|
effect_shapes = fx\effect_shapes.ini
|
||||||
fuses = fx\fuse.ini
|
fuses = fx\fuse.ini
|
||||||
fuses = fx\fuse_br_battleship.ini
|
fuses = fx\fuse_br_battleship.ini
|
||||||
fuses = fx\fuse_br_destroyer.ini
|
fuses = fx\fuse_br_destroyer.ini
|
||||||
fuses = fx\fuse_br_gunship.ini
|
fuses = fx\fuse_br_gunship.ini
|
||||||
fuses = fx\fuse_ku_battleship.ini
|
fuses = fx\fuse_ku_battleship.ini
|
||||||
fuses = fx\fuse_ku_destroyer.ini
|
fuses = fx\fuse_ku_destroyer.ini
|
||||||
fuses = fx\fuse_ku_gunship.ini
|
fuses = fx\fuse_ku_gunship.ini
|
||||||
fuses = fx\fuse_li_cruiser.ini
|
fuses = fx\fuse_li_cruiser.ini
|
||||||
fuses = fx\fuse_li_dreadnought.ini
|
fuses = fx\fuse_li_dreadnought.ini
|
||||||
fuses = fx\fuse_rh_battleship.ini
|
fuses = fx\fuse_rh_battleship.ini
|
||||||
fuses = fx\fuse_rh_cruiser.ini
|
fuses = fx\fuse_rh_cruiser.ini
|
||||||
fuses = fx\fuse_rh_gunship.ini
|
fuses = fx\fuse_rh_gunship.ini
|
||||||
fuses = fx\fuse_or_osiris.ini
|
fuses = fx\fuse_or_osiris.ini
|
||||||
fuses = fx\fuse_transport.ini
|
fuses = fx\fuse_transport.ini
|
||||||
fuses = fx\fuse_suprise_solar.ini
|
fuses = fx\fuse_suprise_solar.ini
|
||||||
fuses = fx\fuse_freeport7.ini
|
fuses = fx\fuse_freeport7.ini
|
||||||
fuses = fx\fuse_no2_cruiser.ini
|
fuses = fx\fuse_no2_cruiser.ini
|
||||||
fuses = fx\fuse_no2_gunboat.ini
|
fuses = fx\fuse_no2_gunboat.ini
|
||||||
fuses = fx\fuse_no2_gunship.ini
|
fuses = fx\fuse_no2_gunship.ini
|
||||||
intro = interface\intro.ini
|
intro = interface\intro.ini
|
||||||
gate_tunnels = fx\gate_tunnel.ini
|
gate_tunnels = fx\gate_tunnel.ini
|
||||||
groups = InitialWorld.ini
|
groups = InitialWorld.ini
|
||||||
HUD = interface\hud.ini
|
HUD = interface\hud.ini
|
||||||
jump_effect = fx\jumpeffect.ini
|
jump_effect = fx\jumpeffect.ini
|
||||||
igraph = igraph.ini
|
igraph = igraph.ini
|
||||||
; bases has no filename but the key specifies the load order
|
; bases has no filename but the key specifies the load order
|
||||||
bases
|
bases
|
||||||
markets = equipment\market_misc.ini
|
markets = equipment\market_misc.ini
|
||||||
markets = equipment\market_ships.ini
|
markets = equipment\market_ships.ini
|
||||||
markets = equipment\market_commodities.ini
|
markets = equipment\market_commodities.ini
|
||||||
NewCharDB = characters\NewCharacter.ini
|
NewCharDB = characters\NewCharacter.ini
|
||||||
WeaponModDB = equipment\WeaponModDB.ini
|
WeaponModDB = equipment\WeaponModDB.ini
|
||||||
rtcslider = scripts\rtcslider.ini
|
rtcslider = scripts\rtcslider.ini
|
||||||
|
|
||||||
[Error]
|
[Error]
|
||||||
;EMAURER these four should remain as set.
|
;EMAURER these four should remain as set.
|
||||||
log = $Window,65540 ; alert all asserts
|
log = $Window,65540 ; alert all asserts
|
||||||
log = $Window,-1,1 ; alert all errors (SEV_ERROR=1)
|
log = $Window,-1,1 ; alert all errors (SEV_ERROR=1)
|
||||||
|
|
||||||
;EMAURER comment out lines below to vary the amount of output spew.
|
;EMAURER comment out lines below to vary the amount of output spew.
|
||||||
|
|
||||||
log = $Text, 65536, 5 ; 65536 means 'don't care' about kind value.
|
log = $Text, 65536, 5 ; 65536 means 'don't care' about kind value.
|
||||||
; 5 refers to TRACE_LEVEL_5. means report all messages
|
; 5 refers to TRACE_LEVEL_5. means report all messages
|
||||||
; with severity of 5 or less. lower the number, more severe
|
; with severity of 5 or less. lower the number, more severe
|
||||||
; the message. WARNINGS are at level 2. reduce for less spew.
|
; the message. WARNINGS are at level 2. reduce for less spew.
|
||||||
|
|
||||||
;log = $Text, 'I' ; incoming packet transmission
|
;log = $Text, 'I' ; incoming packet transmission
|
||||||
;log = $Text, 'O' ; outgoing packet transmission
|
;log = $Text, 'O' ; outgoing packet transmission
|
||||||
;log = $Text, 'i' ; instance creation related messages (mass, MOI, equip)
|
;log = $Text, 'i' ; instance creation related messages (mass, MOI, equip)
|
||||||
;log = $Text, 'r' ; significant attitude/reputation events (show results of AdjustAttitude calls)
|
;log = $Text, 'r' ; significant attitude/reputation events (show results of AdjustAttitude calls)
|
||||||
;log = $Text, 'a' ; detailed info regarding loading/unloading of archetypes.
|
;log = $Text, 'a' ; detailed info regarding loading/unloading of archetypes.
|
||||||
log = $Text, 'c' ; report server-side events sent to contollers
|
log = $Text, 'c' ; report server-side events sent to contollers
|
||||||
log = $Text, 'm' ; mission-generated messages
|
log = $Text, 'm' ; mission-generated messages
|
||||||
log = $Text, 's' ; log second thread activity
|
log = $Text, 's' ; log second thread activity
|
||||||
;log = $Text, 'f' ; report file opens/closes
|
;log = $Text, 'f' ; report file opens/closes
|
||||||
;log = $Text, 'e' ; explosion/fuse messages
|
;log = $Text, 'e' ; explosion/fuse messages
|
||||||
log = $Text, 'd' ; damage messages
|
log = $Text, 'd' ; damage messages
|
||||||
log = $Text, 'A' ; reload console command messages
|
log = $Text, 'A' ; reload console command messages
|
||||||
|
|
||||||
;----------------------------
|
;----------------------------
|
||||||
; Error explanation
|
; Error explanation
|
||||||
;
|
;
|
||||||
; log = where to display log message, kind of msg, severity of msg
|
; log = where to display log message, kind of msg, severity of msg
|
||||||
; where: [no default]
|
; where: [no default]
|
||||||
; $window = popup dialog
|
; $window = popup dialog
|
||||||
; $text = debugger window
|
; $text = debugger window
|
||||||
; filename = any filename
|
; filename = any filename
|
||||||
; kind: [default = -1]
|
; kind: [default = -1]
|
||||||
; -1 // all kinds, distinguish display based on severity.
|
; -1 // all kinds, distinguish display based on severity.
|
||||||
; ERR_RENDER ='R', // Render Pipeline
|
; ERR_RENDER ='R', // Render Pipeline
|
||||||
; ERR_NETWORK ='n', // SERVER.DLL
|
; ERR_NETWORK ='n', // SERVER.DLL
|
||||||
; ERR_WARN ='w', // minor general problems
|
; ERR_WARN ='w', // minor general problems
|
||||||
; ERR_SPINST ='i', // instance creation messages
|
; ERR_SPINST ='i', // instance creation messages
|
||||||
; ERR_REP ='r', // log significant attitude/reputation events
|
; ERR_REP ='r', // log significant attitude/reputation events
|
||||||
; ERR_ARCH ='a', // log unloads of archetypes.
|
; ERR_ARCH ='a', // log unloads of archetypes.
|
||||||
; ERR_CTRL ='c', // log server-side events sent to contollers
|
; ERR_CTRL ='c', // log server-side events sent to contollers
|
||||||
; ERR_MISN ='m', // mission-generated messages
|
; ERR_MISN ='m', // mission-generated messages
|
||||||
; ERR_ASYNC ='s', // log second thread activity
|
; ERR_ASYNC ='s', // log second thread activity
|
||||||
; ERR_FILEIO ='f', // print File open/close
|
; ERR_FILEIO ='f', // print File open/close
|
||||||
; ERR_ASSERT = 65540 // asserts
|
; ERR_ASSERT = 65540 // asserts
|
||||||
; severity: [ default = all severities ]
|
; severity: [ default = all severities ]
|
||||||
; the lower the number the more severe
|
; the lower the number the more severe
|
||||||
; SEV_FATAL = 0 // Unrecoverable errors
|
; SEV_FATAL = 0 // Unrecoverable errors
|
||||||
; SEV_ERROR = 1 // Recoverable errors
|
; SEV_ERROR = 1 // Recoverable errors
|
||||||
; SEV_WARNING = 2 // Conditions which may indicate a problem, but are handled
|
; SEV_WARNING = 2 // Conditions which may indicate a problem, but are handled
|
||||||
; SEV_NOTICE = 3 // Useful messages that are in release builds.
|
; SEV_NOTICE = 3 // Useful messages that are in release builds.
|
||||||
; SEV_TRACE_1 = 4 // Information useful for debugging or determining program flow
|
; 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
|
; SEV_TRACE_2..n = 5..n // Higher traces levels indicate more verbose information
|
||||||
|
|||||||
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Reference in New Issue
Block a user