New REM client: REM-Client f1f20ba, 64-bit (moors for player ships; autoconnect -I/-L/-A/-N and JOIN SERVER in the main menu; zone messages; refire delay beside the ammo; HUDless key; chat at the screen edge on wide screens; numeric damage white on one line)
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@@ -20,6 +20,10 @@ better_resolutions = true ; default mode = main monitor size
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png_screenshots = false ; screenshots as PNG (WIC) instead of BMP
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run_in_background = true ; keep running and drawing without focus (Alt+Tab)
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alt_enter_toggle = true ; Alt+Enter: borderless fullscreen <-> window filling the desktop
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dpi_aware = true ; per monitor DPI aware: Windows display scaling (125 %) does not shrink the modes
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; ---- Physics ----
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draw_time_extrapolation = true ; multiplayer: moving objects drawn as of the frame's time (false: as of the last physics step, retail)
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; ---- Cursor and mouse ----
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cursor_color_custom = false ; draw every cursor in the colour below
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@@ -43,6 +47,10 @@ particle_linger_seconds = 20 ; particles of a stopped emitter fade over th
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; ---- Interface ----
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hide_npc_players = false ; leave the server's player bots ("[NPC] " names) out of the player lists (chat window, chat target)
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numeric_damage = true ; target hull (with armour) and shield as numbers beside the bars (adoxa Numeric Damage)
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delay_display = true ; refire time left beside the ammo count of slow launchers, "20--1.5" (M0tah DelayDisplay)
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zone_messages = true ; "Entered <zone>." / "Left <zone>." in the arrival text, coloured for dangerous zones (adoxa Zone)
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join_server_button = true ; JOIN SERVER in the main menu: straight to the first rem_servers entry
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chat_widescreen_shift = true ; the chat window at the left screen edge on wide screens (adoxa HudShift, chat groups)
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rem_bar = true ; REM bar top left (NeuroNet bar twin with the REM windows) *
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rem_protocol_log = true ; every REM server message in LOGS\rem_protocol.log *
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rem_servers = srv.rem-freelancer.moe:2302 ; servers always in the multiplayer list (host:port, comma separated) *
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