49 Commits

Author SHA1 Message Date
D4rkl1ght3r
c631cdded9 Update rh01.ini 2025-05-20 21:13:34 +02:00
D4rkl1ght3r
069c86edbb Fix mod_rings lods 2025-05-20 20:41:03 +02:00
D4rkl1ght3r
4129aaf391 Add Track Start Point 2025-05-20 20:40:20 +02:00
D4rkl1ght3r
a1265ff2f3 Fix Cruiser engines 2025-05-20 20:38:47 +02:00
D4rkl1ght3r
34b08187d7 Add invert drag_modifier behavior 2025-05-20 20:37:56 +02:00
D4rkl1ght3r
dd77a7a45d Cut unfinished Solar entries
Probably need a redesign in some way
2025-05-19 21:47:34 +02:00
D4rkl1ght3r
08e07b14bd Add mt01_base_door_b 2025-05-19 21:45:52 +02:00
Nekura
938df7c0d5 locked_gates - clientside only 2025-05-19 19:45:50 +02:00
D4rkl1ght3r
b96ba69271 Update BW11 Entries 2025-05-19 18:33:26 +02:00
1ade5af85b Update Version Number 2025-05-19 16:22:46 +00:00
NekuraMew
3b08ce04e3 Set Performance Options to MAX 2025-05-19 14:49:07 +02:00
D4rkl1ght3r
5e2b118b81 Fix ast_rock_mt05_asteroid Hardpoint Track_Guide 2025-05-18 23:46:50 +02:00
D4rkl1ght3r
844e54f287 Add Music to Bw11 2025-05-18 19:42:29 +02:00
D4rkl1ght3r
11f5acacb5 Update loadouts.ini 2025-05-18 18:59:48 +02:00
D4rkl1ght3r
e01de39b1b Add Wreckages 2025-05-18 18:51:48 +02:00
D4rkl1ght3r
21f67fe408 Change Rotation Speed 2025-05-18 17:18:35 +02:00
D4rkl1ght3r
809431f63b Update track 2025-05-18 15:40:52 +02:00
Nekura
f0de476808 Re Added BW11 2025-05-18 14:33:53 +02:00
Nekura
844527bb3a Merge branch 'main' of https://git.rem-freelancer.moe/REM-Freelancer/REM-Mod 2025-05-18 14:32:09 +02:00
Nekura
147cbc7f54 Fix NavMapScale missing 2025-05-18 14:32:07 +02:00
D4rkl1ght3r
26d6dff0a2 Update track 2025-05-18 04:44:47 +02:00
D4rkl1ght3r
b91e7a7ce0 Add track_spiral_guide 2025-05-18 02:33:57 +02:00
D4rkl1ght3r
987bd3f244 Add st01 wreckage 2025-05-18 00:52:15 +02:00
Nekura
02fd78f2f6 Added Sync + Ano Jump 2025-05-17 23:12:51 +02:00
D4rkl1ght3r
252ae4e4a9 Change JH position data 2025-05-17 18:05:15 +02:00
D4rkl1ght3r
50e3c88627 Add Tack Dummy System 2025-05-17 17:28:07 +02:00
D4rkl1ght3r
62545d0f8b Add track_spiral_guide solararch entry 2025-05-17 16:05:17 +02:00
Nekura
be81bde9dd Migrated Alchemy | Thanks to DrGreen! 2025-05-17 16:00:06 +02:00
Nekura
c6a560fb90 Fix Tractor Beams 2025-05-17 15:49:32 +02:00
D4rkl1ght3r
9652c6c045 Add track_guide_red 2025-05-17 02:19:46 +02:00
D4rkl1ght3r
41b9399894 Add track assets 2025-05-16 22:12:08 +02:00
D4rkl1ght3r
7ee28aea05 Merge branch 'main' of https://git.rem-freelancer.moe/REM-Freelancer/REM-Mod 2025-05-15 22:15:16 +02:00
D4rkl1ght3r
ac828a7551 Add icon commod_diamonds 2025-05-15 22:15:12 +02:00
Nekura
7545f1777b Cleanup Icons 2025-05-15 21:56:00 +02:00
Nekura
6d3c1abbef Add ESC Hotkey (Close UIs) 2025-05-14 21:08:45 +02:00
D4rkl1ght3r
602dce6f8d Add asteroid assets 2025-05-14 18:27:30 +02:00
D4rkl1ght3r
c374f4e53b Update materials.json 2025-05-14 18:26:22 +02:00
D4rkl1ght3r
835a30062f Add Lua Helpers 2025-05-14 18:25:56 +02:00
NekuraMew
00d25af93a BIN Optimization - 0.3.0 2025-05-14 15:14:29 +02:00
NekuraMew
e102d7ba6d Create ClientLogFolder.txt 2025-05-14 14:38:14 +02:00
NekuraMew
27a36a8ad5 WPB Performance 2025-05-14 13:01:47 +02:00
NekuraMew
a37f28da9f Migrated DEV-Build 0.3.0 2025-05-14 11:44:48 +02:00
NekuraMew
c26cb313cc Compatible Keylist.ini 2025-05-14 11:34:05 +02:00
9825bc72db Added Internal Chat Font STYLE_EXTERNAL 2025-05-13 20:48:37 +00:00
D4rkl1ght3r
570dadb78a Change FLAR config files 2025-05-13 19:46:49 +02:00
D4rkl1ght3r
ea36a7102e Add OpenGL Normals 2025-05-13 19:45:52 +02:00
D4rkl1ght3r
eb3adc4852 Change FLAR Folder Hierarchy 2025-05-13 19:41:13 +02:00
D4rkl1ght3r
6d70c85b4e Add FPV-Zones Li01_01 2025-05-11 16:41:37 +02:00
D4rkl1ght3r
d9bf3c67de Upload icon_player_cam_switch 2025-05-11 16:29:05 +02:00
196 changed files with 8342 additions and 1947 deletions

View File

@@ -1201,7 +1201,7 @@ ids_name = 263887
ids_info = 264887
volume = 0
mass = 10
max_force = 300000
max_force = 900000
linear_drag = 10000
reverse_fraction = 0.1
flame_effect = gf_li_largeengine01_fire

View File

@@ -90,7 +90,7 @@ ids_info = 264748
shop_archetype = equipment\models\commodities\crates\crate_grey.3db
[Good]
nickname = mod_s_tractor_01
nickname = ge_s_tractor_01
equipment = ge_s_tractor_01
category = equipment
price = 10
@@ -101,7 +101,7 @@ ids_info = 264744
shop_archetype = equipment\models\commodities\crates\crate_grey.3db
[Good]
nickname = mod_s_tractor_01_red
nickname = ge_s_tractor_01_red
equipment = ge_s_tractor_01_red
category = equipment
price = 10
@@ -112,7 +112,7 @@ ids_info = 264744
shop_archetype = equipment\models\commodities\crates\crate_grey.3db
[Good]
nickname = mod_s_tractor_01_yellow
nickname = ge_s_tractor_01_yellow
equipment = ge_s_tractor_01_yellow
category = equipment
price = 10
@@ -123,7 +123,7 @@ ids_info = 264744
shop_archetype = equipment\models\commodities\crates\crate_grey.3db
[Good]
nickname = mod_s_tractor_01_blue
nickname = ge_s_tractor_01_blue
equipment = ge_s_tractor_01_blue
category = equipment
price = 10
@@ -134,7 +134,7 @@ ids_info = 264744
shop_archetype = equipment\models\commodities\crates\crate_grey.3db
[Good]
nickname = mod_s_tractor_01_cyan
nickname = ge_s_tractor_01_cyan
equipment = ge_s_tractor_01_cyan
category = equipment
price = 10
@@ -145,7 +145,7 @@ ids_info = 264744
shop_archetype = equipment\models\commodities\crates\crate_grey.3db
[Good]
nickname = mod_s_tractor_01_purple
nickname = ge_s_tractor_01_purple
equipment = ge_s_tractor_01_purple
category = equipment
price = 10
@@ -156,7 +156,7 @@ ids_info = 264744
shop_archetype = equipment\models\commodities\crates\crate_grey.3db
[Good]
nickname = mod_s_tractor_01_pink
nickname = ge_s_tractor_01_pink
equipment = ge_s_tractor_01_pink
category = equipment
price = 10
@@ -167,7 +167,7 @@ ids_info = 264744
shop_archetype = equipment\models\commodities\crates\crate_grey.3db
[Good]
nickname = mod_s_tractor_01_green
nickname = ge_s_tractor_01_green
equipment = ge_s_tractor_01_green
category = equipment
price = 10
@@ -178,7 +178,7 @@ ids_info = 264744
shop_archetype = equipment\models\commodities\crates\crate_grey.3db
[Good]
nickname = mod_s_tractor_01_orange
nickname = ge_s_tractor_01_orange
equipment = ge_s_tractor_01_orange
category = equipment
price = 10

View File

@@ -2928,6 +2928,33 @@ explosion_arch = explosion_oxygen_bw09
debris_type = debris_vanish
; Track Guide
[CargoPod]
nickname = track_guide_red01
LODranges = 0
DA_archetype = solar\TRACK_MISC\track_guide_red.3db
material_library = solar\TRACK_MISC\track_guide_red.3db
hit_pts = 1e36
mass = 1e10
HP_child = HpConnect
parent_impulse = 0.010000
child_impulse = 0.010000
debris_type = debris_vanish
[CargoPod]
nickname = track_guide_red02
LODranges = 0
DA_archetype = solar\TRACK_MISC\track_guide_red02.3db
material_library = solar\TRACK_MISC\track_guide_red02.3db
hit_pts = 1e36
mass = 1e10
HP_child = HpConnect
parent_impulse = 0.010000
child_impulse = 0.010000
debris_type = debris_vanish
@@ -4100,6 +4127,17 @@ mass = 2000
explosion_arch = explosion_asteroid_lava1_medium_shatter
debris_type = debris_vanish
[CargoPod]
nickname = base_door_b
DA_archetype = solar\asteroids\models\mining_tunnel\ast_ice_block_mt01\ast_ice_block_mt01_base_door_b.3db
material_library = solar\asteroids\models\mining_tunnel\ast_ice_block_mt01\ast_ice_block_mt01_base_door_b.3db
LODranges = 0, 20000
HP_child = HpConnect
hit_pts = 1e36
mass = 2000
explosion_arch = explosion_asteroid_lava1_medium_shatter
debris_type = debris_vanish
[CargoPod]
nickname = ast_ice_block_mt01_base01

View File

@@ -130,3 +130,10 @@ italic = false
underline = false
color = 0, 255, 0
[Style]
name = STYLE_EXTERNAL
font = 0
bold = false
italic = false
underline = false
color = 255, 255, 255

View File

@@ -300,10 +300,6 @@ id = USER_ASSIGN_WEAPON_GROUP5
[key]
id = USER_ASSIGN_WEAPON_GROUP6
[Group]
group_num = 2
name = 1504
[key]
id = USER_CHAT
@@ -319,3 +315,8 @@ id = USER_GROUP_INVITE
[key]
id = USER_TRADE_REQUEST
[Group]
group_num = 2
name = 1504

View File

@@ -0,0 +1,63 @@
Convert = {}
Convert["QuatToMatrix"] = function(quat)
local x = quat[1]
local y = quat[2]
local z = quat[3]
local w = quat[4]
local x2 = x + x
local y2 = y + y
local z2 = z + z
local xx = x * x2
local yx = y * x2
local yy = y * y2
local zx = z * x2
local zy = z * y2
local zz = z * z2
local wx = w * x2
local wy = w * y2
local wz = w * z2
local result = {
{ 1 - yy - zz, yx + wz, zx - wy },
{ yx - wz, 1 - xx - zz, zy + wx },
{ zx + wy, zy - wx, 1 - xx - yy }
}
return result
end
Convert["EulerToQuat"] = function (x, y, z)
local b = y * 0.5;
local c = x * 0.5;
local d = z * 0.5;
local sp = sin(b)
local cp = cos(b)
local sy = sin(c)
local cy = cos(c)
local sr = sin(d)
local cr = cos(d)
local a0 = sp * cy * cr
local b0 = cp * sy * sr
local a1 = cp * sy * cr
local b1 = sp * cy * sr
local a2 = cp * cy * sr
local b2 = sp * sy * cr
local a3 = cp * cy * cr
local b3 = sp * sy * sr
local result = { Math.round(a0 + b0, 5), Math.round(a1 - b1, 5), Math.round(a2 + b2, 5), Math.round(a3 - b3, 5) }
return result
end
-- Should be called in place of orient like this: orient = Convert.EulerToMatrix(x, y, z),
Convert["EulerToMatrix"] = function (x, y, z)
local q = Convert.EulerToQuat(y, x, z)
local m = Convert.QuatToMatrix(q)
return m
end

View File

@@ -0,0 +1,47 @@
Math = {}
Math["round"] = function (num, numDecimalPlaces)
local mult = 10^(numDecimalPlaces or 0)
return floor(num * mult + 0.5) / mult
end
function sphereCollision(a, b)
local ax = a.center[1]
local ay = a.center[2]
local az = a.center[3]
local bx = b.center[1]
local by = b.center[2]
local bz = b.center[2]
local threshold = (a.radius + b.radius) * (a.radius + b.radius)
local dx = bx - ax
local dy = by - ay
local dz = bz - az
local distSq = dx * dx + dy * dy + dz * dz
return distSq < threshold
end
-- Default functions
Math["abs"] = abs
Math["asin"] = asin
Math["atan"] = atan
Math["atan2"] = atan2
Math["ceil"] = ceil
Math["cos"] = cos
Math["sin"] = sin
Math["tan"] = tan
Math["deg"] = deg
Math["floor"] = floor
Math["log"] = log
Math["log10"] = log10
Math["max"] = max
Math["min"] = min
Math["mod"] = mod
Math["sqrt"] = sqrt
Math["frexp"] = frexp
Math["ldexp"] = ldexp
Math["random"] = random
Math["randomseed"] = randomseed

View File

@@ -0,0 +1,14 @@
Utils = {}
Utils["writeVariables"] = function()
filename = "lua.variables.log"
remove(filename)
local LogVars
LogVars = function(x, y)
local file = appendto(filename)
write(file, tostring(x).." ( "..tostring(y).." )\n")
flush(file)
closefile(file)
end
foreachvar(LogVars)
filename = nil
end

3
DATA/SCRIPTS/helpers.lua Normal file
View File

@@ -0,0 +1,3 @@
dofile('..\\DATA\\SCRIPTS\\HELPERS\\math.lua')
dofile('..\\DATA\\SCRIPTS\\HELPERS\\convert.lua')
dofile('..\\DATA\\SCRIPTS\\HELPERS\\utils.lua')

View File

@@ -10632,4 +10632,83 @@ equip = armor_scale_9
equip = nomad_gun01_mark03, HpWeapon01
equip = nomad_gun01_mark03, HpWeapon02
equip = nomad_gun01_mark03, HpWeapon03
cargo = commodity_halloween, 1
cargo = commodity_halloween, 1
; Toledo Wreckage
[Loadout]
nickname = SECRET_ou_bw_elite2_st01
archetype = bw_elite2
equip = special_gun04, HpWeapon01
equip = special_gun05, HpWeapon02
equip = mine02_mark05, HpMine01
cargo = mine02_mark05_ammo, 5
cargo = ge_s_battery_01, 10
cargo = ge_s_repair_01, 10
cargo = commodity_nomad_prototyp_schematic, 1
cargo = commodity_tractor_beam_schematic, 2
cargo = nomad_torpedo01_player, 1
; Anomalie Wreckages
[Loadout]
nickname = SECRET_ou_bw_elite2_anomalie01
archetype = bw_elite2
equip = special_gun04, HpWeapon01
equip = special_gun05, HpWeapon02
equip = mine02_mark05, HpMine01
cargo = mine02_mark05_ammo, 5
cargo = ge_s_battery_01, 10
cargo = ge_s_repair_01, 10
cargo = special_gun06, 1
cargo = special_gun07, 1
[Loadout]
nickname = SECRET_no_fighter_anomalie01
archetype = suprise_no_fighter
equip = special_nomad_gun01, HpWeapon01
equip = special_nomad_gun01, HpWeapon02
cargo = ge_s_battery_01, 10
cargo = ge_s_repair_01, 10
cargo = commodity_nomad_power_regulator, 1
cargo = special_nomad_gun01, 1
[Loadout]
nickname = SECRET_no_fighter_anomalie02
archetype = suprise_no_fighter
equip = special_nomad_gun02, HpWeapon01
equip = special_nomad_gun02, HpWeapon02
cargo = ge_s_battery_01, 10
cargo = ge_s_repair_01, 10
cargo = special_nomad_gun02, 1
[Loadout]
nickname = SECRET_ge_csv_anomalie01
archetype = suprise_ge_csv
equip = fc_h_gun01_mark01, HpWeapon01
equip = fc_h_gun01_mark01, HpWeapon02
cargo = ge_s_battery_01, 10
cargo = ge_s_repair_01, 10
cargo = commodity_encoded_shield_data, 1
cargo = commodity_tractor_beam_schematic, 1
[Loadout]
nickname = SECRET_ge_armored_anomalie01
archetype = suprise_ge_armored
equip = fc_h_gun01_mark01, HpWeapon01
equip = fc_h_gun01_mark01, HpWeapon02
cargo = ge_s_repair_01, 20
cargo = commodity_encoded_armor_data, 1
cargo = commodity_tractor_beam_schematic, 1
[Loadout]
nickname = SECRET_ge_train_anomalie01
archetype = suprise_ge_train
cargo = commodity_armor_schematic, 1
cargo = commodity_ship_hull_panels, 25
[Loadout]
nickname = SECRET_transport_large_anomalie01
archetype = suprise_transport_large
cargo = commodity_shield_schematic, 1

View File

@@ -5,6 +5,8 @@ material_library = Equipment\models\pilots.mat
LODranges = 0, 999999
MinSpecLOD = 2
; Patriot
[Ship]
ids_name = 237034
ids_info = 66570
@@ -44,7 +46,7 @@ explosion_arch = explosion_li_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 24000, 24000, 58000
steering_torque = 25000, 25000, 58000
angular_drag = 15000, 15000, 35000
rotation_inertia = 2800, 2800, 1000
nudge_force = 30000
@@ -118,6 +120,8 @@ material_library = ships\liberty\li_playerships.mat
mass = 5
LODranges = 0, 999999
; Defender
[Ship]
ids_name = 237033
ids_info = 66567
@@ -156,8 +160,8 @@ explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 50000, 50000, 230000
angular_drag = 40000, 40000, 141000
steering_torque = 44000, 44000, 183000
angular_drag = 32000, 32000, 141000
rotation_inertia = 8400, 8400, 8400
nudge_force = 30000
strafe_force = 20000
@@ -976,6 +980,8 @@ mass = 10
hit_pts = 200
LODranges = 0, 999999
; Cavalier
[Ship]
ids_name = 237008
ids_info = 66508
@@ -1038,7 +1044,7 @@ hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01
steering_torque = 18000, 18000, 58000
steering_torque = 25000, 25000, 58000
angular_drag = 15000, 15000, 35000
rotation_inertia = 2800, 2800, 1000
@@ -1063,6 +1069,8 @@ material_library = ships\bretonia\br_playerships.mat
mass = 5
LODranges = 0, 999999
; Crusader
[Ship]
ids_name = 237007
ids_info = 66505
@@ -1127,8 +1135,8 @@ hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
steering_torque = 43000, 43000, 230000
angular_drag = 41000, 41000, 141000
steering_torque = 44000, 44000, 183000
angular_drag = 32000, 32000, 141000
rotation_inertia = 8400, 8400, 8400
[CollisionGroup]
@@ -1824,6 +1832,8 @@ hit_pts = 200
material_library = ships\bretonia\br_capships.mat
LODranges = 0, 999999
; Drake
[Ship]
ids_name = 237028
ids_info = 66558
@@ -2109,6 +2119,8 @@ material_library = ships\kusari\ku_playerships.mat
mass = 5
LODranges = 0, 999999
; Dragon Player
[Ship]
ids_name = 237027
ids_info = 66555
@@ -2145,8 +2157,8 @@ explosion_arch = explosion_ku_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 43000, 43000, 183000
angular_drag = 41000, 41000, 141000
steering_torque = 44000, 44000, 183000
angular_drag = 32000, 32000, 141000
rotation_inertia = 8400, 8400, 8400
nudge_force = 30000
strafe_force = 20000
@@ -2943,6 +2955,8 @@ material_library = ships\kusari\ku_capships.mat
mass = 1000
LODranges = 0, 999999
; Banshee
[Ship]
ids_name = 237052
ids_info = 66601
@@ -2980,7 +2994,7 @@ explosion_arch = explosion_rh_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 18000, 18000, 58000
steering_torque = 25000, 25000, 58000
angular_drag = 15000, 15000, 35000
rotation_inertia = 2800, 2800, 1000
nudge_force = 30000
@@ -3055,6 +3069,8 @@ material_library = ships\rheinland\rh_playerships.mat
mass = 5
LODranges = 0, 999999
; Valkyrie
[Ship]
ids_name = 237051
ids_info = 66598
@@ -3093,8 +3109,8 @@ explosion_arch = explosion_rh_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 43000, 43000, 230000
angular_drag = 41000, 41000, 141000
steering_torque = 44000, 44000, 183000
angular_drag = 32000, 32000, 141000
rotation_inertia = 8400, 8400, 8400
nudge_force = 30000
strafe_force = 20000
@@ -3736,6 +3752,8 @@ material_library = ships\rheinland\rh_capships.mat
mass = 1000
LODranges = 0, 999999
; Piranha
[Ship]
ids_name = 237004
ids_info = 66500
@@ -3773,7 +3791,7 @@ explosion_arch = explosion_li_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 18000, 18000, 58000
steering_torque = 25000, 25000, 58000
angular_drag = 15000, 15000, 35000
rotation_inertia = 2800, 2800, 1000
nudge_force = 30000
@@ -3856,6 +3874,8 @@ material_library = ships\liberty\li_playerships.mat
mass = 5
LODranges = 0, 999999
; Barracuda
[Ship]
ids_name = 237002
ids_info = 66497
@@ -3894,8 +3914,8 @@ explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 55000, 55000, 230000
angular_drag = 41000, 41000, 141000
steering_torque = 44000, 44000, 230000
angular_drag = 32000, 32000, 141000
rotation_inertia = 8400, 8400, 8400
nudge_force = 30000
strafe_force = 20000
@@ -4123,6 +4143,8 @@ type = Starboard_Wing
hit_pts = 1317
root_health_proxy = true
; Blood Hound
[Ship]
ids_name = 237045
ids_info = 66588
@@ -4161,7 +4183,7 @@ explosion_arch = explosion_co_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 18000, 18000, 58000
steering_torque = 25000, 25000, 58000
angular_drag = 15000, 15000, 35000
rotation_inertia = 2800, 2800, 1000
nudge_force = 30000
@@ -4216,6 +4238,8 @@ type = Top_Fin
hit_pts = 188
root_health_proxy = true
; Wolfshound
[Ship]
ids_name = 237044
ids_info = 66585
@@ -4254,8 +4278,8 @@ explosion_arch = explosion_co_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 43000, 43000, 230000
angular_drag = 41000, 41000, 141000
steering_torque = 44000, 44000, 230000
angular_drag = 32000, 32000, 141000
rotation_inertia = 8400, 8400, 8400
nudge_force = 30000
strafe_force = 20000
@@ -4443,6 +4467,8 @@ type = Top_Fin
hit_pts = 183
root_health_proxy = true
; Legionare
[Ship]
ids_name = 237022
ids_info = 66548
@@ -4481,7 +4507,7 @@ explosion_arch = explosion_co_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 18000, 18000, 58000
steering_torque = 25000, 25000, 58000
angular_drag = 15000, 15000, 35000
rotation_inertia = 2800, 2800, 1000
nudge_force = 30000
@@ -4594,6 +4620,8 @@ material_library = ships\kusari\ku_playerships.mat
mass = 5
LODranges = 0, 999999
; Centurio
[Ship]
ids_name = 237020
ids_info = 66545
@@ -4632,8 +4660,8 @@ explosion_arch = explosion_co_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 43000, 43000, 230000
angular_drag = 41000, 41000, 141000
steering_torque = 44000, 44000, 230000
angular_drag = 32000, 32000, 141000
rotation_inertia = 8400, 8400, 8400
nudge_force = 30000
strafe_force = 20000
@@ -4726,6 +4754,8 @@ type = Fin
hit_pts = 575
root_health_proxy = true
; Titan
[Ship]
ids_name = 237021
ids_info = 66542
@@ -4764,8 +4794,8 @@ explosion_arch = explosion_co_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 43000, 43000, 143000
angular_drag = 41000, 41000, 141000
steering_torque = 51000, 51000, 143000
angular_drag = 40000, 40000, 141000
rotation_inertia = 8400, 8400, 8400
nudge_force = 30000
strafe_force = 20000
@@ -5772,7 +5802,7 @@ hit_pts = 619
root_health_proxy = true
; Dagger
[Ship]
ids_name = 237013
@@ -5811,7 +5841,7 @@ explosion_arch = explosion_li_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 18000, 18000, 58000
steering_torque = 25000, 25000, 58000
angular_drag = 15000, 15000, 35000
rotation_inertia = 2800, 2800, 1000
nudge_force = 30000
@@ -5870,6 +5900,8 @@ type = Starboard_Wing
hit_pts = 300
root_health_proxy = true
; Stiletto
[Ship]
ids_name = 237011
ids_info = 66518
@@ -5908,8 +5940,8 @@ explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 43000, 43000, 230000
angular_drag = 41000, 41000, 141000
steering_torque = 44000, 44000, 230000
angular_drag = 32000, 32000, 141000
rotation_inertia = 8400, 8400, 8400
nudge_force = 30000
strafe_force = 20000
@@ -6040,6 +6072,8 @@ material_library = ships\border_world\bw_ships.mat
mass = 5
LODranges = 0, 999999
; Sabre
[Ship]
ids_name = 237012
ids_info = 66515
@@ -6078,11 +6112,11 @@ explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 43000, 43000, 63000
angular_drag = 41000, 41000, 41000
steering_torque = 50000, 50000, 63000
angular_drag = 40000, 40000, 41000
rotation_inertia = 8400, 8400, 2400
nudge_force = 30000
strafe_force = 20000
strafe_force = 25000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
@@ -6299,6 +6333,8 @@ material_library = ships\border_world\bw_ships.mat
mass = 5
LODranges = 0, 999999
; Anubis
[Ship]
ids_name = 237041
ids_info = 66581
@@ -6337,8 +6373,8 @@ explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 43000, 43000, 230000
angular_drag = 41000, 41000, 141000
steering_torque = 44000, 44000, 230000
angular_drag = 32000, 32000, 141000
rotation_inertia = 8400, 8400, 8400
nudge_force = 30000
strafe_force = 20000
@@ -8892,12 +8928,12 @@ camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 9000
hit_pts = 9600
explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 50000.000000, 50000.000000, 230000.000000
steering_torque = 52000.000000, 52000.000000, 230000.000000
angular_drag = 40000.000000, 40000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000

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View File

@@ -7533,6 +7533,11 @@ equip = ast_nomad01_mt03_asteroid33, HpAsteroid01
equip = ast_nomad01_mt03_asteroid34, HpAsteroid01
equip = ast_nomad01_mt03_asteroid35, HpAsteroid01
[Loadout]
nickname = alien_structure01_load
cargo = commodity_alien_artifacts, 25
cargo = nomad_torpedo01_player, 1
cargo = commodity_nomad_prototyp_schematic, 2
[Loadout]
nickname = alien_structure02_load
@@ -7540,6 +7545,7 @@ cargo = commodity_alien_artifacts, 25
cargo = nomad_torpedo01_player, 1
cargo = special_nomad_gun03, 2
[Loadout]
nickname = ast_rock_mt02_asteroid_crystal_load
equip = ast_rock_mt02_asteroid01, HpAsteroid01
@@ -12866,6 +12872,7 @@ equip = ast_ice_block_mt01_base05, HpAsteroid
equip = ast_ice_block_mt01_base_sec, HpAsteroid
equip = base_door_sec, HpAsteroid
equip = base_door_a, HpAsteroid
equip = base_door_b, HpAsteroid
equip = ast_crystal_destroyable, HpMineral01
cargo = commodity_diamonds, 25, HpMineral01
cargo = commodity_bluecrystal, 1, HpMineral01
@@ -13110,3 +13117,12 @@ equip = first_level_display_denied, HpPanel01
nickname = first_level_display_granted_load
equip = first_level_display_granted, HpPanel01
[Loadout]
nickname = ast_rock_mt05_track_guide_red
equip = track_guide_red01, HpTrackGuide
[Loadout]
nickname = ast_rock_mt05_track_guide_red02
equip = track_guide_red02, HpTrackGuide

View File

@@ -7642,6 +7642,7 @@ shape_name = NNM_SM_COMMUNICATIONS
nickname = alien_structure01
LODranges = 0, 6000, 10000
type = NON_TARGETABLE
loadout = alien_structure01_load
DA_archetype = solar\asteroids\models\alien_structure\alien_structure01.3db
material_library = solar\asteroids\models\alien_structure\alien_structure01.3db
mass = 1e10
@@ -8533,6 +8534,28 @@ hit_pts = 1e36
solar_radius = 20000
shape_name = NNM_SM_COMMUNICATIONS
[Solar]
nickname = ast_rock_mt04_asteroid
LODranges = 0, 20000, 40000
type = NON_TARGETABLE
DA_archetype = solar\asteroids\models\mining_tunnel\ast_rock_mt04\ast_rock_mt04_asteroid.3db
material_library = solar\asteroids\models\mining_tunnel\ast_rock_mt04\ast_rock_mt04_asteroid.3db
mass = 1e10
hit_pts = 1e36
solar_radius = 20000
shape_name = NNM_SM_COMMUNICATIONS
[Solar]
nickname = ast_rock_mt05_asteroid
LODranges = 0, 20000, 40000
type = NON_TARGETABLE
DA_archetype = solar\asteroids\models\mining_tunnel\ast_rock_mt05\ast_rock_mt05_asteroid.3db
material_library = solar\asteroids\models\mining_tunnel\ast_rock_mt05\ast_rock_mt05_asteroid.3db
mass = 1e10
hit_pts = 1e36
solar_radius = 20000
shape_name = NNM_SM_COMMUNICATIONS
[Solar]
nickname = ast_ice_block_mt01_base
LODranges = 0, 20000
@@ -8545,6 +8568,84 @@ loadout = ast_ice_block_mt01_base_load
solar_radius = 20000
shape_name = NNM_SM_COMMUNICATIONS
; Race Track Miscs
[Solar]
type = NON_TARGETABLE
nickname = track_guide_red
LODranges = 0
DA_archetype = solar\TRACK_MISC\track_guide_red.3db
material_library = solar\TRACK_MISC\track_guide_red.3db
surface_hit_effects = 0, small_hull_hit
mass = 100000
solar_radius = 80000
shape_name = NAV_surpriseX
hit_pts = 1000000
destructible = false
[Solar]
type = NON_TARGETABLE
nickname = track_straight_guide
LODranges = 0
DA_archetype = solar\TRACK_MISC\track_straight_guide.3db
material_library = solar\TRACK_MISC\track_straight_guide.3db
surface_hit_effects = 0, small_hull_hit
mass = 100000
solar_radius = 80000
shape_name = NAV_surpriseX
hit_pts = 1000000
destructible = false
[Solar]
type = NON_TARGETABLE
nickname = track_curve_guide
LODranges = 0
DA_archetype = solar\TRACK_MISC\track_curve_guide.3db
material_library = solar\TRACK_MISC\track_curve_guide.3db
surface_hit_effects = 0, small_hull_hit
mass = 100000
solar_radius = 80000
shape_name = NAV_surpriseX
hit_pts = 1000000
destructible = false
[Solar]
type = NON_TARGETABLE
nickname = track_spiral_guide
LODranges = 0
DA_archetype = solar\TRACK_MISC\track_spiral_guide.3db
material_library = solar\TRACK_MISC\track_spiral_guide.3db
surface_hit_effects = 0, small_hull_hit
mass = 100000
solar_radius = 80000
shape_name = NAV_surpriseX
hit_pts = 1000000
destructible = false
[Solar]
nickname = ast_rock_ring
LODranges = 0, 20000, 40000
type = NON_TARGETABLE
DA_archetype = solar\asteroids\models\ast_ring\ast_rock_ring.3db
material_library = solar\asteroids\models\ast_ring\ast_rock_ring.3db
mass = 1e10
hit_pts = 1e36
solar_radius = 20000
shape_name = NNM_SM_COMMUNICATIONS
[Solar]
type = NON_TARGETABLE
nickname = mod_rings
LODranges = 0, 20000, 40000
DA_archetype = solar\TRACK_MISC\mod_rings.cmp
material_library = solar\TRACK_MISC\mod_rings.cmp
surface_hit_effects = 0, small_hull_hit
mass = 100000
solar_radius = 80000
shape_name = NAV_surpriseX
hit_pts = 1000000
destructible = false
; Billboards
[Solar]

View File

@@ -1754,16 +1754,16 @@ archetype = debris_xlarge01
[Object]
nickname = dmkv_temple
pos = -21000, -8350, 8603
rotate = 0, 25, 0
Archetype = dmkv_temple
loadout = dmkv_temple_load
;[Object]
;nickname = dmkv_temple
;pos = -21000, -8350, 8603
;rotate = 0, 25, 0
;Archetype = dmkv_temple
;loadout = dmkv_temple_load
[Object]
nickname = nomadbase_dmkv01
ids_name = 198012
pos = -21000, -8500, 8603
Archetype = nomadbase_dmkv
;[Object]
;nickname = nomadbase_dmkv01
;ids_name = 198012
;pos = -21000, -8500, 8603
;Archetype = nomadbase_dmkv

View File

@@ -3298,16 +3298,16 @@ difficulty_level = 17
archetype = second_level_display_hull_denied
pilot = pilot_solar_hard
[Object]
nickname = Bw10_first_level_display_hull
ids_name = 261154
pos = -35126, -822, -21055
rotate = 0, 90, 0
ids_info = 66622
reputation = fc_ou_grp
behavior = NOTHING
visit = 0
difficulty_level = 17
archetype = first_level_display_hull_denied
;[Object]
;nickname = Bw10_first_level_display_hull
;ids_name = 261154
;pos = -35126, -822, -21055
;rotate = 0, 90, 0
;ids_info = 66622
;reputation = fc_ou_grp
;behavior = NOTHING
;visit = 0
;difficulty_level = 17
;archetype = first_level_display_hull_denied
pilot = pilot_solar_hard

View File

@@ -0,0 +1,525 @@
[SystemInfo]
space_color = 0, 0, 0
local_faction = li_p_grp
[Ambient]
color = 60, 80, 100
[Background]
basic_stars = solar\starsphere\starsphere_stars_basic.cmp
complex_stars = solar\starsphere\starsphere_li01_stars.cmp
nebulae = solar\starsphere\starsphere_li01.cmp
[Music]
space = music_li_space
danger = music_li_danger
battle = music_li_battle
[LightSource]
nickname = Bw11_system_light
pos = -31, 0, -48
color = 120, 250, 255
range = 50000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION
[Object]
nickname = Bw11_Sun1
ids_name = 261037
pos = 0, 0, 0
ambient_color = 255, 255, 255
Archetype = sun_1000
star = Bw11_Sun1
atmosphere_range = 5000
ids_info = 66151
[Object]
nickname = Bw11_to_Li05_hole
ids_name = 260932
;pos = 21917, 0, 12508
pos = -33400, 110, -21000
rotate = 0, 90, 0
Archetype = jumphole_light
msg_id_prefix = gcs_refer_system_Bw11
ids_info = 66146
jump_effect = jump_effect_hole
visit = 0
goto = Li05, Li05_to_Bw11_hole, gate_tunnel_bretonia
[zone]
nickname = Zone_Bw11_normal_drag_field
ids_name = 261340
pos = -4, 0, 298
shape = ELLIPSOID
size = 90000, 30000, 90000
property_flags = 66
interference = 0.1
drag_modifier = 0.75
edge_fraction = 0.3
damage = 0.03
visit = 32
ids_info = 66224
spacedust = asteroiddust
spacedust_maxparticles = 40
sort = 99
Music = zone_field_asteroid_rock
[zone]
nickname = Zone_Bw11_decrease_field1
ids_name = 261340
pos = -37900, 750, -21150
shape = ELLIPSOID
size = 700,700,700
property_flags = 66
interference = 0.1
drag_modifier = 0.9
edge_fraction = 0.3
damage = 0.03
visit = 32
ids_info = 66224
spacedust = asteroiddust
spacedust_maxparticles = 40
sort = 99
[zone]
nickname = Zone_Bw11_decrease_field2
ids_name = 261340
pos = -37400, 120, -21000
shape = ELLIPSOID
size = 220,220,220
property_flags = 66
interference = 0.1
drag_modifier = 0.9
edge_fraction = 0.3
damage = 0.03
visit = 32
ids_info = 66224
spacedust = asteroiddust
spacedust_maxparticles = 40
sort = 99
;Please leave this the code alone and do not delete it!!! :D
;[Object]
;nickname = Bw06_02
;ids_name = 196706
;pos = 22374, 0, 10000
;archetype = depot
;ids_info = 65829
;base = Bw06_02_Base
;dock_with = Bw06_02_Base
;reputation = co_hsp_grp
;behavior = NOTHING
;visit = 0
;voice = atc_leg_f01
;space_costume = pl_female5_head, sc_female1_body
;difficulty_level = 13
;loadout = depot_co_03
;pilot = pilot_solar_hardest
;[Object]
;nickname = dmkv_temple
;pos = 20000, -8350, 1000
;rotate = 0, 25, 0
;Archetype = dmkv_temple
;loadout = dmkv_temple_load
;[Object]
;nickname = nomadbase_dmkv01
;ids_name = 198012
;pos = 20000, -8350, 1000
;Archetype = nomadbase_dmkv
; [Object]
; nickname = Bw05_01
; ids_name = 196702
; pos = -4675, 100, -12092
; Archetype = space_police01
; ids_info = 65823
; dock_with = Bw05_01_Base
; base = Bw05_01_Base
; reputation = gd_gm_grp
; behavior = NOTHING
; voice = atc_leg_m01
; space_costume = pl_male8_head, li_rockford_body
; difficulty_level = 12
; loadout = space_police01_co_01
; pilot = pilot_solar_hard
; [Object]
; nickname = Bw05_02
; ids_name = 196703
; pos = -9537, 0, 19442
; rotate = 0, -90, 0
; Archetype = space_mining01
; ids_info = 65825
; dock_with = Bw05_02_Base
; base = Bw05_02_Base
; reputation = co_alg_grp
; behavior = NOTHING
; voice = atc_leg_f01
; space_costume = rh_newscaster_head, rh_greunwald_body
; difficulty_level = 11
; loadout = space_mining01_co_02
; pilot = pilot_solar_easy
;[zone]
;nickname = Zone_Bw08_asteroid_field
;ids_name = 261340
;pos = -4, 0, 298
;shape = ELLIPSOID
;size = 90000, 30000, 90000
;property_flags = 66
;interference = 0.1
;drag_modifier = -1.4
;edge_fraction = 0.3
;damage = 0.03
;visit = 32
;ids_info = 66224
;spacedust = asteroiddust
;spacedust_maxparticles = 40
;sort = 99
;Music = zone_field_asteroid_rock
[Dust]
spacedust = Dust
;[Asteroids]
;file = solar\asteroids\Bw08_rock_asteroid_field.ini
;zone = Zone_Bw08_asteroid_field
; Race Track
[Object]
nickname = ast_rock_mt04_asteroid01
pos = -36920, 120, -21400
rotate = 0, 135, 0
Archetype = ast_rock_mt04_asteroid
[Object]
nickname = ast_rock_mt05_asteroid01
pos = -37400, 110, -21000
rotate = 0, 135, 0
Archetype = ast_rock_mt05_asteroid
loadout = ast_rock_mt05_track_guide_red02
;[Object]
;nickname = track_guide_red01
;pos = -37400, 110, -20910
;rotate = 90, 75, 00
;Archetype = track_guide_red
[Object]
nickname = track_straight_guide01
pos = -37020, 115, -21310
rotate = -45, 0, -90
Archetype = track_straight_guide
[Object]
nickname = track_ring00
pos = -37710, 135, -21220
rotate = 0, -48, 180
Archetype = track_ring
[Object]
nickname = track_ring01
pos = -37920, 135, -21400
rotate = 0, -48, 180
Archetype = track_ring
[Object]
nickname = track_straight_guide02
pos = -38340, 135, -21800
rotate = 43, 0, -90
Archetype = track_straight_guide
[Object]
nickname = track_ring02
pos = -38785, 135, -22230
rotate = 0, -48, 180
Archetype = track_ring
[Object]
nickname = track_ring03
pos = -38985, 135, -22450
rotate = 0, -45, 180
Archetype = track_ring
[Object]
nickname = track_curve_guide01
pos = -39300, 135, -22840
rotate = 43, 0, -90
Archetype = track_curve_guide
[Object]
nickname = track_ring04
pos = -39020, 135, -23350
rotate = 0, 45, 180
Archetype = track_ring
[Object]
nickname = track_straight_guide03
pos = -38500, 135, -23850
rotate = 135, 0, -90
Archetype = track_straight_guide
[Object]
nickname = track_ring05
pos = -38040, 135, -24300
rotate = 0, 45, 180
Archetype = track_ring
[Object]
nickname = track_ring06
pos = -37710, 135, -24580
rotate = 0, 45, 180
Archetype = track_ring
[Object]
nickname = track_curve_guide02
pos = -37286, 135, -24892
rotate = 135, 0, -90
Archetype = track_curve_guide
[Object]
nickname = track_ring07
pos = -36750, 135, -24640
rotate = 180, -60, 180
Archetype = track_ring
[Object]
nickname = track_ring08
pos = -36480, 200, -24500
rotate = 180, -60, 180
Archetype = track_ring
[Object]
nickname = track_ring09
pos = -36080, 135, -23900
rotate = 180, -45, 180
Archetype = track_ring
[Object]
nickname = track_ring10
pos = -36250, 200, -24200
rotate = 180,-30, 180
Archetype = track_ring
[Object]
nickname = track_curve_guide03
pos = -35765, 175, -23595
rotate = 90, -135, 0
Archetype = track_curve_guide
[Object]
nickname = track_curve_guide04
pos = -35685, 775, -23515
rotate = 0, -45, 180
Archetype = track_curve_guide
[Object]
nickname = track_ring11
pos = -36080, 950, -23900
rotate = 0, -45, 180
Archetype = track_ring
[Object]
nickname = track_ring12
pos = -36285, 950, -24125
rotate = 0, -45, 180
Archetype = track_ring
[Object]
nickname = track_curve_guide05
pos = -36625, 950, -24385
rotate = 137, 0, 90
Archetype = track_curve_guide
[Object]
nickname = track_ring13
pos = -37115, 950, -24125
rotate = 180, 45, 180
Archetype = track_ring
[Object]
nickname = track_ring14
pos = -37300, 950, -23950
rotate = 180, 45, 180
Archetype = track_ring
[Object]
nickname = ast_rock_ring01
pos = -37550,950, -23720
rotate = 0, 45, 0
Archetype = ast_rock_ring
spin = 0.05, 0.05, 0
[Object]
nickname = track_ring15
pos = -37830, 950, -23455
rotate = 180, 45, 180
Archetype = track_ring
[Object]
nickname = track_ring16
pos = -38045, 950, -23250
rotate = 180, 45, 180
Archetype = track_ring
[Object]
nickname = track_curve_guide06
pos = -38400, 950, -22830
rotate = -137, 0, 90
Archetype = track_curve_guide
[Object]
nickname = track_ring17
pos = -38150, 950, -22300
rotate = 180, -45, 180
Archetype = track_ring
[Object]
nickname = track_ring18
pos = -37950, 950, -22050
rotate = 180, -45, 180
Archetype = track_ring
[Object]
nickname = ast_rock_ring02
pos = -37700, 950, -21775
rotate = 0, 135, 0
Archetype = ast_rock_ring
spin = 0.05, 0.05, 0
[Object]
nickname = track_ring19
pos = -37450, 950, -21450
rotate = 180, -45, 180
Archetype = track_ring
[Object]
nickname = track_sprial_guide01
pos = -37900, 350, -21150
rotate = 270, 0, 0
Archetype = track_spiral_guide
[Object]
nickname = track_ring20
pos = -37655, 300, -20700
rotate = -185, -25, 180
Archetype = track_ring
[Object]
nickname = track_ring21
pos = -37325, 275, -20400
rotate = -185, -65, 180
Archetype = track_ring
[Object]
nickname = track_ring22
pos = -36765, 200, -20400
rotate = -185, -110, 180
Archetype = track_ring
[Object]
nickname = track_ring23
pos = -36150,120, -20500
rotate = 180, -130, 180
Archetype = track_ring
[Object]
nickname = track_ring24
pos = -35725,120, -20850
rotate = 0, 45, 180
Archetype = track_ring
[Object]
nickname = track_ring25
pos = -35375,120, -21275
rotate = 0, 45, 180
Archetype = track_ring
[Object]
nickname = track_curve_guide07
pos = -34900,120, -21760
rotate = 37, 0, 90
Archetype = track_curve_guide
[Object]
nickname = track_curve_guide08
pos = -35150,120, -22400
rotate = 47, 0, -90
Archetype = track_curve_guide
[Object]
nickname = track_curve_guide09
pos = -34800,120, -22900
rotate = 135, 0, -90
Archetype = track_curve_guide
[Object]
nickname = track_curve_guide10
pos = -34200,120, -22600
rotate = 315, 0, 90
Archetype = track_curve_guide
[Object]
nickname = track_curve_guide11
pos = -33690,120, -22960
rotate = 45, 0, 90
Archetype = track_curve_guide
[Object]
nickname = track_ring26
pos = -33950, 120, -23425
rotate = 0, -45, 180
Archetype = track_ring
[Object]
nickname = track_curve_guide12
pos = -34320,120, -23690
rotate = 135, 0, 90
Archetype = track_curve_guide
[Object]
nickname = track_ring27
pos = -34850,120, -23400
rotate = 180, 45, 180
Archetype = track_ring
[Object]
nickname = track_ring28
pos = -35060,120, -23200
rotate = 180, 45, 180
Archetype = track_ring
[Object]
nickname = track_ring29
pos = -35260,120, -23000
rotate = 180, 45, 180
Archetype = track_ring
[Object]
nickname = track_ring30
pos = -35460,120, -22800
rotate = 180, 45, 180
Archetype = track_ring
[Object]
nickname = track_ring31
pos = -35670,120, -22600
rotate = 180, 45, 180
Archetype = track_ring
[Object]
nickname = mod_ring01
pos = -35670,120, -22600
rotate = 180, 45, 180
Archetype = mod_rings
[Object]
nickname = mplatform01
pos = -36350,100, -24500
rotate = 180, -45, 180
Archetype = mplatform

View File

@@ -10834,11 +10834,11 @@ pos = -35750, 120, -25450
rotate = 0, 135, 0
Archetype = ic_billboard
[Object]
nickname = manhattan_bar_billboard
pos = -33267, 125, -28810
rotate = 0, 0, 0
Archetype = manhattan_bar_billboard
;[Object]
;nickname = manhattan_bar_billboard
;pos = -33267, 125, -28810
;rotate = 0, 0, 0
;Archetype = manhattan_bar_billboard
[Object]
nickname = universal_shipping_billboard
@@ -10846,12 +10846,12 @@ pos = -30600, 110, -29680
rotate = 0, 25, 0
Archetype = universal_shipping_billboard
[Object]
nickname = tradehub_manhattan
pos = -33600, 120, -28700
spin = 1, 1, 1
rotate = 45, 25, 45
Archetype = tradehub_manhattan
;[Object]
;nickname = tradehub_manhattan
;pos = -33600, 120, -28700
;spin = 1, 1, 1
;rotate = 45, 25, 45
;Archetype = tradehub_manhattan
;[Object]
;nickname = westpoint_billboard

View File

@@ -59,6 +59,20 @@ reputation = fc_uk_grp
behavior = NOTHING
goto = Li01, Li01_to_Li05, gate_tunnel_bretonia
; New System JH
[Object]
nickname = Li05_to_Bw11_hole
ids_name = 260933
pos = 65917, 0,32508
rotate = 0, 90, 0
Archetype = jumphole_light
msg_id_prefix = gcs_refer_system_Li01
ids_info = 66146
jump_effect = jump_effect_hole
visit = 0
goto = Bw11, Bw11_to_Li05_hole, gate_tunnel_bretonia
[zone]
nickname = Zone_Li05_nebula
pos = 0, 0, 0

View File

@@ -6711,9 +6711,9 @@ pos = -43650, 350, 12200
rotate = 0, 80, 0
Archetype = ic_billboard
[Object]
nickname = waste_diposal_billboard
pos = -7280, 150, -48007
rotate = 0, 90, 0
Archetype = waste_diposal_billboard
;[Object]
;nickname = waste_diposal_billboard
;pos = -7280, 150, -48007
;rotate = 0, 90, 0
;Archetype = waste_diposal_billboard

View File

@@ -1694,6 +1694,7 @@ msg_id_prefix = gcs_refer_system_Li01
visit = 1
strid_name = 196609
ids_info = 66106
NavMapScale = 1.0
[system]
nickname = Li02
@@ -1703,6 +1704,7 @@ msg_id_prefix = gcs_refer_system_Li02
visit = 0
strid_name = 196610
ids_info = 66084
NavMapScale = 1.0
[system]
nickname = Li03
@@ -1712,6 +1714,7 @@ msg_id_prefix = gcs_refer_system_Li03
visit = 0
strid_name = 196611
ids_info = 66087
NavMapScale = 1.0
[system]
nickname = Li04
@@ -1721,6 +1724,7 @@ msg_id_prefix = gcs_refer_system_Li04
visit = 0
strid_name = 196612
ids_info = 66126
NavMapScale = 1.0
[system]
nickname = Li05
@@ -2060,6 +2064,16 @@ strid_name = 196642
ids_info = 66124
NavMapScale = 2
[system]
nickname = Bw11
file = systems\Bw11\Bw11.ini
pos = 11, 6
msg_id_prefix = gcs_refer_system_Bw11
visit = 0
strid_name = 196608
ids_info = 65538
NavMapScale = 2
[system]
nickname = Ew01
file = systems\Ew01\Ew01.ini

File diff suppressed because it is too large Load Diff

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BIN
EXE/FLAR.dll Normal file

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View File

@@ -1,396 +0,0 @@
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; general settings
; AntiDockKill: anti-dockkilling time in ms, starts when player has completely undocked and is able to fly freely.
; while being dockkill-protected, the player can't be damaged by other players and can't damage
; other players himself
; AntiF1: anti-f1 time in ms. f1 pushing will be delayed for this amount of time if player is in space.
; the client won't see what happens while delaying. (set to 0 to disable)
; DisconnectDelay: similar to anti-f1, applies when player disconnects while being in space. the player's ship will
; remain in space for this amount of time when he disconnects. within this period he can't
; reconnect to the server("your account is already in use" will be displayed)
; EnableDieMsg: suppress the "Player das died: XXX" messages and replace with improved FLHook death messages
; DisableCharfileEncryption: disables charfile-encryption(will be saved in plain ascii-text). this may lead to some
; problems with programs like ioncross!
; ChangeCruiseDisruptorBehaviour:
; set it to yes and cruise disruptors will no longer affect the engine kill
; DisableNPCSpawns: disables all npc-spawns while the serverload is bigger than this value. this does not affect
; mission npcs! it allows you to dynamically adjust the number of npcs (set to 0 to disable)
; ReservedSlots: sets the number of reserved slots
; TorpMissileBaseDamageMultiplier: sets the damage multiplier when a player missile/torpedo hits a base
; MaxGroupSize: change the maximum group size(default is 8)
[General]
AntiDockKill=4000
AntiF1=0
DisconnectDelay=10000
EnableDieMsg=yes
DisableCharfileEncryption=yes
ChangeCruiseDisruptorBehaviour=yes
DisableNPCSpawns=0
ReservedSlots=0
TorpMissileBaseDamageMultiplier=1.0
MaxGroupSize=8
PersistGroup=no
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Plugins settings
; LoadAllPlugins: Load all plugins on starup (ignoring the list below)
; plugin: A list of plugins which should be loaded on startup if LoadAllPlugins is set to no. One line per plugin.
[Plugins]
LoadAllPlugins=yes
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; log settings
; Debug: general debug logging, creates timestamped debug logs "flhook_logs/debug/"
; DebugMaxSize: max size of debug log files (in MB)
; LogAdminCommands: log all admin commands
; LogAdminCommands: log all user commands
; LogConnects: log all connects
; LogPerformanceTimers: log all performance timers
; TimerThreshold: sets the reporting threshold for the performance timers, time in ms
[Log]
Debug=yes
DebugMaxSize=100
LogAdminCommands=yes
LogSocketCommands=yes
LogLocalSocketCommands=yes
LogUserCommands=yes
LogConnects=yes
LogPerformanceTimers=yes
TimerThreshold=100
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; kick settings
; AntiBaseIdle: time in seconds after which a player will be kicked for idling on a base/planet, no matter
; if he's active or not (set to 0 to disable)
; AntiCharMenuIdle: time in seconds after which a player will be kicked for idling in charmenu (set to 0 to disable)
; PingKick: maximum average ping in ms, higher ping results in kick (set to 0 to disable)
; PingKickFrame: time-frame in seconds in which the average ping is calculated (f.e. PingKickFrame=30 -> calculate
; average ping by the pingdata of the last 30 seconds)
; FluctKick: maximum average ping fluctuation, higher fluctuation results in kick (set to 0 to disable)
; LossKick: maximum average loss, higher loss results in kick (set to 0 to disable)
; LossKickFrame: time-frame in seconds in which the average loss is calculated.
; LagKick: maximum average lag, higher lag results in kick (set to 0 to disable)
; LagDetectionFrame: frame in position updates in which the average lag is calculated.
; LagDetectionMinimum: minimum difference in % after which lag is detected, the higher this setting the less lag will be detected
; KickThreshold: the server load must exceed this number before players are kicked for have high lag/loss/ping
[Kick]
AntiBaseIdle=0
AntiCharMenuIdle=0
PingKick=0
PingKickFrame=120
FluctKick=0
LossKick=0
LossKickFrame=120
LagKick=0
LagDetectionFrame=50
LagDetectionMinimum=50
KickThreshold=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; style settings, these settings affect appearance of text messages sent to a client
; DeathMsgStyle: style of death msgs occuring in foreign systems, this is the "data" value of a TRA xml-node
; (explanation in readme.txt)
; DeathMsgStyleSys: style of death msgs occuring in the system the player is currently in
; DeathMsgTextPlayerKill:
; text to be displayed when a player killed another one. %victim will be replaced by the name
; of the victim etc. set it to nothing to disable the message.
; DeathMsgTextSelfKill:
; text to be displayed when a player killed him-/herself
; DeathMsgTextNPC: text to be displayed when a player was killed by an npc
; DeathMsgTextSuicide:
; text to be displayed when a player committed suicide
; DeathMsgTextAdminKill:
; text to be displayed when an admin kills a player with the "kill" command
; KickMsg: this is the xml-string of the text to be displayed when a player is kicked for a certain reason.
; %reason will be replaced by the reason.
; KickMsgPeriod: this is the time period in ms during which the reason is shown before the player gets disconnected
; UserCmdStyle: style of the user-command replies
; AdminCmdStyle: style of the admin-command replies
[Style]
DeathMsgStyle=0x19198C01
DeathMsgStyleSys=0x1919BD01
DeathMsgTextPlayerKill=Death: %victim was killed by %killer (%type)
DeathMsgTextSelfKill=Death: %victim killed himself (%type)
DeathMsgTextNPC=Death: %victim was killed by an NPC
DeathMsgTextSuicide=Death: %victim committed suicide
DeathMsgTextAdminKill=Death: %victim was killed by an admin
KickMsg=<TRA data="0x0000FF10" mask="-1"/><TEXT>You will be kicked. Reason: %reason</TEXT>
KickMsgPeriod=5000
UserCmdStyle=0x00FF0001
AdminCmdStyle=0x00FF0001
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; socket settings
; Activated: must be set in order to enable socket listening
; Port: port that FLHook should listen to (ascii)
; WPort: port that FLHook should listen to (unicode), you will also need to send your commands in unicode
; EPort: port that FLHook should listen to (ascii,encrypted), you will also need to send your commands encrypted
; EWPort: port that FLHook should listen to (unicode,encrypted), you will also need to send your commands encrypted and in unicode
; Key: key to use for the blowfish encryption
; PassX: password
; RightsX: rights for that password (see the rights section in readme.txt)
; you can have multiple passwords with their distinctive right settings
; they must be numbered serially with passX/rightX
[Socket]
Activated=yes
Port=1919
WPort=1920
EPort=1921
EWPort=1922
Key=SomeRandomKey000
Pass0=test
Rights0=superadmin
Pass1=low
Rights1=cash,beam
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; user commands (yes = enabled)
; SetDieMsg: enable/disable "/set diemsg"
; SetDieMsgSize: enable/disable "/set diemsgsize"
; SetChatFont: enable/disable "/set chatfont"
; Ignore: enable/disble ignore commands
; MaxIgnoreListEntries: maximum number of ignorelist-entries allowed for a player
; Autobuy: enable/disable "/autobuy"
; Ping: enable/disable "/ping" and "/pingtarget"
; Help: enable/disable "/help"
; DefaultLocalChat: if enabled forces messages sent in system chat to be local unless explicitly overridden.
[UserCommands]
SetDieMsg=yes
SetDieMsgSize=yes
SetChatFont=yes
Ignore=yes
MaxIgnoreListEntries=30
AutoBuy=no
Ping=yes
Help=no
DefaultLocalChat=no
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; chat settings
; SuppressX: chat-text entered by players starting with this string will be suppressed but still shown in
; in the eventmode. this simplifies coding a custom ingame-dialogsystem.
[Chat]
;Suppress0=/chat
;Suppress1=/etc
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; nopvp settings
; SystemX: disable pvp in this system(players can't damage other players)
[NoPVP]
; Causes "WARNING: get_system(FP7_system) failed" messages in server log
System0=FP7_system
System1=start
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MultiKillMessages will be displayed whenever a player has made a certain amount of kills in a row
; Activated: enable/disable MultiKillMessages
; Style: style of MultiKillMessages
; <KillsInARow>=<message>: message will be displayed in the system and only to players which have diemsg set to
; system/all.
[MultiKillMessages]
Activated=yes
Style=0x1919BD01
5=%player is on a rampage
10=%player runs amok
15=%player is godlike
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; you can enter ip/host bans here(a message will be printed to flhook_kicks.log when a ban matches)
; BanAccountOnMatch: player's account will be banned if set to yes and one of the bans below matches(this setting must
; be in the first line of [Bans]!)
; simply append ip or hostname bans in this section(without the ';' at the beginning!). you may use wildcards(?,*).
[Bans]
BanAccountOnMatch=No
;13.37.*.*
;*.lamer-isp.net
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; names settings
; this is used by the "beam" command and allows you to specify shortcuts
[Names]
London = br01_01_base
Southampton = br01_02_base
Suffolk = br01_03_base
Waterloo = br01_04_base
Canterbury = br01_05_base
Thames = br01_06_base
Kensington = br01_07_base
Trafalgar = br01_08_base
Newgate = br02_01_base
Birmingham = br02_02_base
Sheffield = br02_03_base
Liverpool = br02_04_base
Kingston = br02_05_base
Cambridge = br03_01_base
Cambridge Research = br03_02_base
Norfolk = br03_03_base
Cardiff = br03_04_base
Leeds = br04_01_base
Stokes = br04_02_base
York = br04_03_base
Glasgow = br04_04_base
LD-14 = br04_05_base
Durham = br04_06_base
Maghera = br04_07_base
Hood = br05_01_base
Glorious = br05_02_base
Graves = br05_03_base
Essex = br05_04_base
Arranmore = br05_05_base
Shetland = br06_01_base
Aberdeen = br06_02_base
Islay = br06_03_base
Perth = br06_04_base
Castlehill = br06_05_base
Scapa Flow = br06_06_base
Sprague = bw01_01_base
Freeport 1 = bw01_02_base
Rugen = bw01_03_base
Douglas = bw01_04_base
Baxter = bw01_05_base
Cadiz = bw02_01_base
Ronneburg = bw02_02_base
Freistadt = bw03_01_base
Breisen = bw03_02_base
Elbich = bw03_03_base
Solarius = bw04_01_base
Freital = bw04_02_base
Naha = bw05_01_base
Helgoland = bw05_02_base
Yanagi = bw05_03_base
Kurile = bw06_01_base
Atka = bw06_02_base
Hawaii = bw07_01_base
Ogashawa = bw07_02_base
Cali = bw08_01_base
Tau-31 Gate = bw08_02_base
Java = bw08_03_base
Nago = bw09_01_base
Shinkaku = bw09_02_base
Freeport 6 = bw09_03_base
Harris = bw10_01_base
Holman = bw10_02_base
Freeport 10 = ew01_01_base
Falkland = ew01_02_base
Ruiz = ew02_01_base
Leon = ew03_01_base
Freeport 5 = ew03_02_base
Freeport 9 = ew04_01_base
Primus = ew06_01_base
Gammu = ew06_02_base
Malta = hi01_01_base
Crete = hi02_01_base
Tripoli = hi02_02_base
Pacifica = iw01_01_base
Freeport 2 = iw01_02_base
Barrow = iw02_01_base
Dawson = iw02_02_base
Freeport 4 = iw03_01_base
Mactan = iw03_02_base
Curacao = iw04_01_base
Montezuma = iw04_02_base
Ames = iw05_01_base
Nome = iw05_02_base
Leiden = iw06_01_base
Padua = iw06_02_base
Tokyo = ku01_01_base
Narita = ku01_02_base
Yokohama = ku01_03_base
Roppongi = ku01_04_base
Shinagawa = ku01_05_base
Shinjuku = ku01_06_base
Kabukicho = ku01_07_base
Fuchu = ku02_01_base
Myoko = ku02_02_base
Deshima = ku02_03_base
Junyo = ku02_04_base
Ohashi = ku02_05_base
Kyushu = ku03_01_base
Tsushima = ku03_02_base
Nagumo = ku03_03_base
Nansei = ku03_04_base
Kagoshima = ku03_05_base
Honshu = ku04_01_base
Osaka = ku04_02_base
Yukawa = ku04_03_base
Kansai = ku04_04_base
Aomori = ku04_05_base
Akita = ku04_06_base
Matsumoto = ku05_01_base
Ainu = ku05_02_base
Chugoku Gate = ku05_03_base
Sapporo = ku05_04_base
Kyoto = ku06_01_base
Ryuku = ku07_01_base
Heavens = ku07_02_base
Manhattan = li01_01_base
Pittsburgh = li01_02_base
Missouri = li01_03_base
Benford = li01_04_base
Ithaca = li01_05_base
Trenton = li01_06_base
Norfolk Shipyard = li01_07_base
Newark = li01_08_base
West Point = li01_09_base
Detroit = li01_10_base
Fort Bush = li01_11_base
Buffalo = li01_12_base
Rochester = li01_13_base
Baltimore = li01_14_base
Los Angeles = li02_01_base
California Minor = li02_02_base
Yukon = li02_03_base
Willard = li02_04_base
San Diego = li02_05_base
Alcatraz = li02_06_base
Denver = li03_01_base
RioGrande = li03_02_base
Ouray = li03_03_base
Pueblo = li03_04_base
Houston = li04_01_base
Huntsville = li04_02_base
Mississippi = li04_03_base
Beaumont = li04_04_base
Sugarland = li04_05_base
Mitchell = li05_01_base
Anchorage = li05_02_base
Anchorage Research = li05_03_base
Juneau = li05_04_base
Berlin = rh01_01_base
Oder = rh01_02_base
Ring = rh01_03_base
Bonn = rh01_04_base
Dortmund = rh01_05_base
Essen = rh01_06_base
Brandenburg = rh01_07_base
Kreuzberg = rh01_08_base
Hamburg = rh02_01_base
Westfalen = rh02_02_base
Vierlande = rh02_03_base
Alster = rh02_04_base
Altona = rh02_05_base
Lübeck = rh02_06_base
Stuttgart = rh03_01_base
Baden-Baden = rh03_02_base
Freiburg = rh03_03_base
Ulm = rh03_04_base
Konstanz = rh03_05_base
Darmstadt = rh03_06_base
Holstein = rh04_01_base
Mainz = rh04_02_base
Mannheim = rh04_03_base
Fulda = rh04_04_base
Bruchsal = rh04_05_base
Wilhelmshaven = rh04_06_base
Wiesbaden = rh04_07_base
Jena = rh04_08_base
Leipzig = rh05_01_base
Bautzen = rh05_02_base
Pirna = rh05_03_base
Vogtland = rh05_04_base
Bremen = rh05_05_base
Toledo = st01_01_base
Osiris = st01_02_base

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36
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; This ini files specifies for each FLSharp feature whether or not it will be enabled.
; For more information, see https://github.com/BC46/FLSharp/blob/main/README.md
[FLSharp]
; Ensures client-server updates occur more smoothly to prevent players with high/inconsistent framerates from jittering.
; Also fixes a bug where the client doesn't send the right engine state to the server.
better_updates = true
; Prevents waypoints from being cleared when the player reaches the coordinates in a different system.
; Also makes it so that the player ship cannot be selected as a waypoint target on the nav map.
waypoint_fixes = true
; Fixes a bug where multi-barrel launchers do not play their one-shot sound.
projectiles_sound_fix = true
; Fixes a bug on the client and server where multi-barrel launchers do not decrement the correct amount of ammo.
projectiles_server_fix = true
; Allows for up to 127 resolutions in the display options menu which are based on the main monitor's resolution.
; Also fixes some resolution-related issues.
better_resolutions = true
; Adds support for playing ui_interface_test and ui_ambiance_test in the options menu.
more_test_sounds = true
; Fixes a bug where the lights of a trade lane never turn back on after the trade lane gets disrupted.
trade_lane_lights_fix = true
; Allows the Ctrl + C key to copy text from any in-game input box to the clipboard.
; Also allows for the Ctrl + V key to copy text from the clipboard to any in-game input box.
copy_paste_feature = true
; Fixes a minor bug where in some Multiplayer menus the slide-out animation of the buttons happened incorrectly.
slide_ui_anim_fix = true
; Fixes a bug that causes weapon animations to not work; i.e. enables weapon animations.
; Also allows a weapon animation to be played on the parent of the weapon.
weapon_anim_fix = true
; Fixes a bug that makes a weapon's flash particle effect only play on the first barrel. This fix makes it play on all barrels.
flash_particle_fix = true
; Allows the reputation requirement to be printed when the "You must be on friendlier terms to purchase this." string gets displayed in the dealer menus.
print_rep_requirements = true
; Fixes a bug that causes the Freelancer process to not always terminate after exiting the game.
post_game_deadlock_fix = true
; Makes sure auto level and rotation lock are set to the default value when launching to space to prevent issues related to the flight controls.
flight_controls_fix = true

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@@ -1 +1 @@
1
trent

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1

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@@ -0,0 +1,278 @@
[Init]
target_z = 1.6 ; Feste Z-Position der Kamera (Höhe)
start_x = 3.703124 ; Start-X-Position
start_y = -6.287891 ; Start-Y-Position
start_blickrichtung = 90.0 ; Start-Blickrichtung (Yaw-Winkel in Grad)
[Zone1]
; Hauptbereich
min_x = -5.000000
min_y = -12.500000
min_z = -48.0 ; Etwas unter target_z=2.0, da Z fixiert ist
max_x = 5.250000
max_y = 12.500000
max_z = 52.0 ; Etwas über target_z=2.0
[Object1]
; Pillar1
name = Pillar1
min_x = 4.000000
min_y = -7.400000
min_z = -10.0
max_x = 5.250000
max_y = -5.900000
max_z = 10.0
[Object2]
; Pillar2
name = Pillar2
min_x = -1.750000
min_y = -7.400000
min_z = -10.0
max_x = 2.950000
max_y = -5.900000
max_z = 10.0
[Object3]
; Table1
name = Table1
min_x = 2.850000
min_y = -4.400000
min_z = -10.0
max_x = 4.250000
max_y = -3.000000
max_z = 10.0
[Object4]
; Table2
name = Table2
min_x = 2.850000
min_y = -2.400000
min_z = -10.0
max_x = 4.250000
max_y = -1.00000
max_z = 10.0
[Object5]
; Table3
name = Table3
min_x = 2.850000
min_y = -0.650000
min_z = -10.0
max_x = 4.250000
max_y = 0.750000
max_z = 10.0
[Object6]
; Table4
name = Table4
min_x = 2.850000
min_y = 1.000000
min_z = -10.0
max_x = 4.250000
max_y = 2.400000
max_z = 10.0
[Object6]
; Table5
name = Table5
min_x = 2.850000
min_y = 2.900000
min_z = -10.0
max_x = 4.250000
max_y = 4.300000
max_z = 10.0
[Object7]
; Chair1
name = Chair1
min_x = 0.500000
min_y = -3.000000
min_z = -10.0
max_x = 1.000000
max_y = -2.500000
max_z = 10.0
[Object7]
; Chair2
name = Chair2
min_x = -0.200000
min_y = -1.600000
min_z = -10.0
max_x = 0.300000
max_y = -1.100000
max_z = 10.0
[Object8]
; Chair3
name = Chair3
min_x = -0.400000
min_y = -0.300000
min_z = -10.0
max_x = 0.100000
max_y = 0.200000
max_z = 10.0
[Object9]
; Chair4
name = Chair4
min_x = 0.000000
min_y = 1.100000
min_z = -10.0
max_x = 0.500000
max_y = 1.600000
max_z = 10.0
[Object11]
; Bar_Element1
name = Bar_Element1
min_x = -2.500000
min_y = -8.000000
min_z = -10.0
max_x = -0.300000
max_y = 8.000000
max_z = 10.0
[Object12]
; Bar_Element2_Left
name = Bar_Element2_Left
min_x = -2.500000
min_y = -3.900000
min_z = -10.0
max_x = 1.000000
max_y = -1.500000
max_z = 10.0
[Object13]
; Bar_Element3_Left
name = Bar_Element3_Left
min_x = -2.000000
min_y = -4.200000
min_z = -10.0
max_x = 0.700000
max_y = -3.500000
max_z = 10.0
[Object15]
; Bar_Element2_Right + Chair5
name = Bar_Element2_Right
min_x = -2.500000
min_y = 2.500000
min_z = -10.0
max_x = 1.000000
max_y = 3.900000
max_z = 10.0
[Object16]
; Bar_Element3_Right
name = Bar_Element3_Right
min_x = -2.000000
min_y = 3.500000
min_z = -10.0
max_x = 0.700000
max_y = 4.200000
max_z = 10.0
[Object17]
; Bar_Element4_Right
name = Bar_Element3_Right
min_x = -2.000000
min_y = 1.700000
min_z = -10.0
max_x = 0.180000
max_y = 3.000000
max_z = 10.0
[Object18]
; Bar_Element5_Right
name = Bar_Element5_Right
min_x = -2.500000
min_y = 1.100000
min_z = -10.0
max_x = 0.050000
max_y = 2.900000
max_z = 10.0
[Object19]
; Wall_Bar_Left
name = Wall_Bar_Right
min_x = 0.500000
min_y = -8.000000
min_z = -10.0
max_x = 2.200000
max_y = -5.400000
max_z = 10.0
[Object20]
; Wall_Bar_Right1
name = Wall_Bar_Right1
min_x = -0.500000
min_y = 5.500000
min_z = -10.0
max_x = 0.500000
max_y = 8.000000
max_z = 10.0
[Object21]
; Wall_Bar_Right
name = Wall_Bar_Right2
min_x = 0.500000
min_y = 5.400000
min_z = -10.0
max_x = 2.200000
max_y = 8.000000
max_z = 10.0
[Object22]
; Pillar3
name = Pillar1
min_x = 4.000000
min_y = 5.900000
min_z = -10.0
max_x = 5.250000
max_y = 7.400000
max_z = 10.0
[Object23]
; Pillar4
name = Pillar2
min_x = -1.750000
min_y = 5.900000
min_z = -10.0
max_x = 2.950000
max_y = 7.400000
max_z = 10.0
[Object24]
; Wall_Left
name = Wall_Left1
min_x = 0.000000
min_y = -13.500000
min_z = -10.0
max_x = 2.500000
max_y = -7.500000
max_z = 10.0
[Object24]
; Wall_Right1
name = Wall_Right1
min_x = 0.000000
min_y = 7.500000
min_z = -10.0
max_x = 2.500000
max_y = 13.500000
max_z = 10.0
;[InteractiveObject1]
;name = Func_Button1
;min_x = 0.374799
;min_y = 12.056148
;min_z = -4.0
;max_x = 2.078362
;max_y = 13.280120
;max_z = 4.0
;action = control_panel.lua
;in_range = 3.0
;facing = 90.0 ; Vorderseite in positive Y-Richtung
;collision_offset = 1.0

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@@ -0,0 +1,58 @@
; Zonen- und Objektdefinition für Trenton Outpost (Li01_06_Base_Deck)
; Koordinaten sind in Metern, relativ zum Ursprung der Szene
; Y-Achse ist Vorwärtsrichtung, Z ist Höhe, X ist seitwärts
[Init]
target_z = 2.0 ; Feste Z-Position der Kamera (Höhe)
start_x = 29.403124 ; Start-X-Position
start_y = 17.587891 ; Start-Y-Position
start_blickrichtung = 30.0 ; Start-Blickrichtung (Yaw-Winkel in Grad)
[Zone1]
; Hauptbereich
min_x = -20.596876
min_y = -32.412109
min_z = -48.0 ; Etwas unter target_z=2.0, da Z fixiert ist
max_x = 79.403124
max_y = 67.587891
max_z = 52.0 ; Etwas über target_z=2.0
[Zone2]
; Angrenzender Korridor
min_x = 60.0
min_y = -32.412109
min_z = -48.0
max_x = 100.0
max_y = 67.587891
max_z = 52.0
[Zone3]
; Ausbuchtung (Alkoven)
min_x = 20.0
min_y = -32.412109
min_z = -48.0
max_x = 40.0
max_y = 67.587891
max_z = 52.0
[Object1]
; Kiste im Hauptbereich
name = Crate
min_x = 5.0
min_y = 5.0
min_z = -10.0
max_x = 10.0
max_y = 10.0
max_z = 10.0
[InteractiveObject1]
name = ControlPanel
min_x = 2.0
min_y = 3.0
min_z = -1.0
max_x = 3.0
max_y = 4.0
max_z = 1.0
action = control_panel.lua
in_range = 3.0
facing = 0.0 ; Vorderseite in positive Y-Richtung

BIN
EXE/REM/Fonts/AGENCYB.TTF Normal file

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EXE/REM/Fonts/AGENCYR.TTF Normal file

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14

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off

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origin

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May

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origin

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origin

0
EXE/REM/Lua/Dock.lua Normal file
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@@ -1,10 +1,10 @@
print("Lua started!")
-- Open the console after a delay
rem.StartTimer(2000, function()
rem.ShowNNMessage(9000)
print("Console open after 2 seconds.")
end)
-- rem.StartTimer(2000, function()
-- rem.ShowNNMessage(9000)
-- print("Console open after 2 seconds.")
-- end)
-- Add Infocard
rem.AddInfoCard(9000, "TestSpam")

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@@ -0,0 +1,7 @@
-- Start a timer for 3 seconds
rem.StartTimer(3000, function()
rem.ShowNNMessage(1699)
print("Message displayed after 3 seconds!")
end)
print("This happens immediately while the timer runs.")

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[APP]
[APP]
Force10BitFormat=0
ForceFullscreen=0
ForceResolution=0,0
@@ -30,10 +30,10 @@ KeyReload=0,0,0,0
KeyScreenshot=44,0,0,0
[OVERLAY]
AutoSavePreset=1
ClockFormat=0
FPSPosition=1
NoFontScaling=0
SavePresetOnModification=1
SaveWindowState=0
ShowClock=0
ShowForceLoadEffectsButton=1
@@ -75,3 +75,5 @@ ScrollbarRounding=0.000000
StyleIndex=2
TabRounding=4.000000
WindowRounding=0.000000

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@@ -1,15 +0,0 @@
If you are reading this after launching the game at least once, it likely means ReShade was not loaded by the game.
In that event here are some steps you can try to resolve this:
1) Make sure this file and the related DLL are really in the same directory as the game executable.
If that is the case and it does not work regardless, check if there is a 'bin' directory, move them there and try again.
2) Try running the game with elevated user permissions by doing a right click on its executable and choosing 'Run as administrator'.
3) If the game crashes, try disabling all game overlays (like Origin), recording software (like Fraps), FPS displaying software,
GPU overclocking and tweaking software and other proxy DLLs (like ENB, Helix or Umod).
4) If none of the above helps, you can get support on the forums at https://reshade.me/forum. But search for your problem before
creating a new topic, as somebody else may have already found a solution.

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@@ -46,7 +46,6 @@ shipclass.dll
;REM
REM-Client.dll
MinHook.x86.dll
;;EMAURER now include any DLLs used only in development.
@include FL_DevOnlyLibs.ini
@@ -124,23 +123,15 @@ FORCE_FREQ_CONTROL_TO_SW = false
max3DPan = 15
[Alchemy]
;EMAURER added this line to fix problem with runtime alchemy running out of vertex buffer
;maxVertices and maxIndices are now determined by alchemy based on the particle pools
;Alchemy.maxVertices ~= 11100
;Alchemy.maxIndices ~= 28200
Alchemy.useMaterialBatcher = false
; (note: 1000 is default poolsize)
FxBasicAppearance.poolSize = 10000 ; each particle can generate: 4 verts 6, indices
FxRectAppearance.poolSize = 4000 ; each particle can generate: 4 verts 6, indices
FxPerpAppearance.poolSize = 2500 ; each particle can generate: 4 verts 6, indices
FxOrientedAppearance.poolSize = 1000 ; each particle can generate: 4 verts 6, indices
FLBeamAppearance.poolSize = 6800 ; custom app from flalchemy.dll: each particle can generate: 5 verts 24 indices
FLDustAppearance.poolSize = 2500 ; custom app from flalchemy.dll: each particle can generate: 4 verts 6 indices
;---------------------- total = 26000 -------;
;
FxMeshAppearance.poolSize = 5000 ; generates meshes not particles; need enough of these for all tradelane rings in a system.
FxParticleAppearance.poolSize = 1000 ; generates effects not particles
FxBasicAppearance.poolSize = 50000
FxRectAppearance.poolSize = 20000
FxPerpAppearance.poolSize = 12500
FxOrientedAppearance.poolSize = 0
FLBeamAppearance.poolSize = 30000
FLDustAppearance.poolSize = 12500
FxMeshAppearance.poolSize = 20000
FxParticleAppearance.poolSize = 5000
[BatchedMaterials]
Type = .*OcOt

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@@ -1,349 +0,0 @@
;==========================================================================
; === Text based config file for dgVoodoo2
; === Use this file if you are a game modder/hacker or an experted user and
; want to modify some advanced properties not available via the CPL.
;==========================================================================
Version = 0x282
;--------------------------------------------------------------------------
[General]
; OutputAPI: "d3d11warp", "d3d11_fl10_0", "d3d11_fl10_1", "d3d11_fl11_0",
; "d3d12_fl11_0", "d3d12_fl12_0", "bestavailable"
; Adapters: "all", or the ordinal of the adapter (1, ...)
;FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...)
; ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar", "stretched_ar_crt",
; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64"
;
;InheritColorProfileInFullScreenMode:
; Enabled by default and can only be disabled only when a D3D11 output API
; is explicitly selected. Disabled case is intended for avoiding extra
; rendering resources on old hardware for better performance, if required.
OutputAPI = bestavailable
Adapters = all
FullScreenOutput = default
FullScreenMode = true
ScalingMode = unspecified
ProgressiveScanlineOrder = false
EnumerateRefreshRates = false
Brightness = 100
Color = 100
Contrast = 100
InheritColorProfileInFullScreenMode = true
KeepWindowAspectRatio = true
CaptureMouse = true
CenterAppWindow = false
;--------------------------------------------------------------------------
[GeneralExt]
; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations.
; Useful for rare applications that pre-set the desktop to other than the native
; resolution before dgVoodoo gets in action. Only the compact format can be used here,
; and applies to all outputs of the desktop.
; DesktopBitDepth: You can define what screen bit depth should be reported through dgVoodoo
; (8, 16, 32)
; DeframerSize: When resolution is forced to other than the app default then
; a black frame is drawn around the output image coming from a wrapped API
; to remove scaling artifacts -
; frame thickness can be defined in pixels (max 16, 0 = disable)
; ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API
; Always done by nearest point filtering, independent on scaling mode
; (0 = max available)
; Separate factors can be defined for horizontal and vertical scaling
; by subproperties, e.g.
; ImageScaleFactor = x:3, y:2
; CursorScaleFactor: Integer factor for scaling the emulated hardware mouse (max 16)
; (0 = automatic, 1 = no scale, 2 = double scale, ...)
; DisplayROI: Display region of interest
; If scaling is done by the dgVoodoo then you can define a subrect of the
; output image, coming from a wrapped API, to be displayed. The defined subrect
; is mapped to the display output according to the current scaling mode
; It can be useful for applications rendering a widescreen subimage into a 4:3
; resolution; in this case you can scale up that subimage to (nearly) fill the
; whole screen on a widescreen monitor.
; DisplayROI empty value means the whole image.
; DisplayROI value can be a proportion in form of %d_%d or a pixel size (%d|%d)
; Pos subproperty is not mandatory and can be 'centered' or a pixel position (%d|%d)
; Examples: DisplayROI = 16_9, pos:centered
; DisplayROI = (320|200), pos:(10|10)
; Resampling: When scaling is done by the dgVoodoo for the given scaling mode,
; you can choose which filter is to be used for resampling the output image
; Available filters are: "pointsampled", "bilinear", "bicubic", "lanczos-2", "lanczos-3"
; PresentationModel: Low-level swapchain swap effect: if you know what you are doing then it can be
; overridden here. Flip models are better suited for modern OS features like auto HDR,
; while plain legacy models provide the best presentation performance under ideal conditions
; Not all model + output API + OS version combinations are supported.
; "auto", "discard", "seq", "flip_discard", "flip_seq"
; ColorSpace: Color space of the swap chain:
; "appdriven" - an application can choose argb2101010 through D3D9, but it means
; the legacy argb8888_srgb in any other case
; "argb8888_srgb" - Legacy 32 bit output for SDR displays
; "argb2101010_sdr" - 32 bit extended precision for SDR displays
; "argb2101010_sdr_wcg" - Wide Color Gamut format for SDR displays (available from Windows 11 22H2)
; "argb16161616_hdr" - Float16 HDR output (available from Windows 10 1709)
; FreeMouse: If true then physical mouse is free to move inside the game window
; when using emulated scaling and/or application and forced resolution
; differs; can be useful when a game relies on the physical window size
; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
; "borderless" - forces the app window not have any border
; "alwaysontop" - forces the app window into the top-most band
; "fullscreensize" - forces the app window to be full screen size with image scaling inside
; FullscreenAttributes: You can define attributes for fullscreen appearance (separated by commas):
; "fake" - forces fake fullscreen mode with a screen-size window
; FPSLimit: An integer or rational (fractional) value, 0 = unlimited
; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
; or can be set to 'DosBox' or 'QEmu'.
; SystemHookFlags: You can define which part of the system should be hooked (x86-DX only):
; "gdi" - for showing graphical contents rendered through GDI
; (like movie playback through the ancient Windows Multimedia AVI player library)
; "cursor" - for suppressing double-cursor symptoms when the cursor is emulated
DesktopResolution =
DesktopBitDepth =
DeframerSize = 1
ImageScaleFactor = 1
CursorScaleFactor = 0
DisplayROI =
Resampling = bilinear
PresentationModel = auto
ColorSpace = appdriven
FreeMouse = false
WindowedAttributes =
FullscreenAttributes =
FPSLimit = 0
Environment =
SystemHookFlags =
;--------------------------------------------------------------------------
[Glide]
; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
; OnboardRAM: in MBs
; MemorySizeOfTMU: in kBs
; TMUFiltering: "appdriven", "pointsampled", "bilinear"
;
; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "desktop", "%dx",
; "max_%dx", "max_isf_%dx", "max_fhd_%dx", "max_fhd_isf_%d"x, "max_qhd_%dx", "max_qhd_isf_%dx", "desktop_%dx"
; or subproperties: h: horizontal, v: vertical
; + optional subproperty refrate: refresh rate in Hz
; e.g. Resolution = max, refrate:60
; Resolution = 2x, refrate:59
; Resolution = h:1280, v:1024, refrate:75
; Resolution = max_2x
; or just use the compact form like "1024x768@60" or "512x384"
;
;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)
VideoCard = voodoo_2
OnboardRAM = 12
MemorySizeOfTMU = 4096
NumberOfTMUs = 2
TMUFiltering = bilinear
DisableMipmapping = false
Resolution = unforced
Antialiasing = 8x
EnableGlideGammaRamp = true
ForceVerticalSync = false
ForceEmulatingTruePCIAccess = false
16BitDepthBuffer = false
3DfxWatermark = false
3DfxSplashScreen = false
PointcastPalette = false
EnableInactiveAppState = false
;--------------------------------------------------------------------------
[GlideExt]
; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
; Dithering: "disabled", "appdriven", "forcealways"
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
; 1 = normal, 2 = double size, etc.
; 0 = automatic (the aim is to have some retro feel&look)
DitheringEffect = pure32bit
Dithering = forcealways
DitherOrderedMatrixSizeScale = 0
;--------------------------------------------------------------------------
[DirectX]
; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
; "matrox_parhelia-512", "geforce_fx_5700_ultra", "geforce_9800_gt"
; VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB)
; Filtering: "appdriven", "pointsampled", "bilinear", "pointmip", "linearmip", "trilinear"
; or the integer value of an anisotropic filtering level (1-16)
; Mipmapping: "appdriven", "disabled", "autogen_point", "autogen_bilinear"
; KeepFilterIfPointSampled: if enabled then forced filtering affects only non-point sampled textures
; Bilinear2DOperations: if enabled then DirectDraw Blit and CPU-written data is transferred with bilinear scaling
DisableAndPassThru = false
VideoCard = internal3D
VRAM = 4096
Filtering = 16
Mipmapping = autogen_bilinear
KeepFilterIfPointSampled = false
Resolution = unforced
Antialiasing = 8x
AppControlledScreenMode = true
DisableAltEnterToToggleScreenMode = true
Bilinear2DOperations = false
PhongShadingWhenPossible = false
ForceVerticalSync = false
dgVoodooWatermark = false
FastVideoMemoryAccess = false
;--------------------------------------------------------------------------
[DirectXExt]
; AdapterIDType: "nvidia", "amd", "intel" or leave it undefined
; You can define what type of driver version and vendor id's the wrapper should report to
; the application; Some games rely on that information so it can be useful for them
; Can be defined only for SVGA and Internal3D card types; the others have their own wired
; information
; VendorID, DeviceID, SubsystemID, RevisionID:
; Can be defined only for SVGA and Internal3D card types
; You can overwrite these properties even if a non-default AdapterIDType is defined;
; say, you defined an nvidia id type but would like to refine the vendor id
; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
; "all", "classics", "none"
; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
; enumerated to the application as display adapter supported ones -
; can be useful if an app supports rendering at arbitrary resolutions
; and you have a particular favorite resolution that are not
; enumerated to the application by default
; you can either use the compact resolution format here, or
; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
; meaning the maximum resolution with the given aspect ratio calculated from
; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"
; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
; any subset of {"8", "16", "32"}, or "all"
; DitheringEffect: "high_quality", "ordered2x2", "ordered4x4"
; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
; 1 = normal, 2 = double size, etc.
; 0 = automatic
; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
; "appdriven", "forcemin24bit", "force32bit"
; Default3DRenderFormat: default format of 3D rendering
; "auto", "argb8888", "argb2101010", "argb16161616"
; auto corresponds to the selected color space
; argb2101010 has the benefit that it is still 32 bit but it can corrupt the rendering
; because of the lowered alpha bits, not recommended
; MaxVSConstRegisters: Max number of vertex shader constant registers (DX8/9 only)
; Can be defined only for SVGA and Internal3D card types
; Valid values are 256 (default), 512 or 1024
; NPatchTesselationLevel: Force N-Patch tesselation level (D3D8/9)
; 0 = app driven
; 1 = disable
; 2 to 8 = a forced tesselation level
; Altough tesselation works with all vertex shader versions, you can force level higher than 1
; only for the fixed function or vs.1.x vertex pipeline because of performance and practical reasons
; (forced tesselation also disables adaptive mode (D3D9), but forcing is not recommended at all, anyway)
; DisplayOutputEnableMask: Each bit in this 32 bit value corresponds to a display output. Display outputs of the adapters are numbered
; sequentially. If Adapter0 has n display outputs and Adapter1 has m display outputs attached then the lowest
; n bits match Adapter0 display outputs, the next m bits match Adapter1 outputs, and so on. The lowest bit
; in a group corresponds to Output0. If a bit value is 0 then the display output is disabled for the device
; enumeration, in other words, it is invisible to the application. It can be useful for D3D9 multihead-
; or very special applications where you want to enable only individual displays on your monitor wall.
; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
; (some applications check for them and they fail)
; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
; applied also to rendertarget textures
; Set it to false for games requiring pixel-precise rendering
; but be careful it can EASILY break certain things, not recommended
; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
; when they are sampled
; DeferredScreenModeSwitch: If true the switching to full screen is deferred after the application initialized
; the DirectX device; can be useful for games that don't expect rendering window changes
; during initialization and crash
; PrimarySurfaceBatchedUpdate: If true then direct changes of the primary surface are batched together for presenting them
; If false then each change is instantly presented (debug-like mode)
; SuppressAMDBlacklist: Some AMD GPU models are blacklisted to workaround the solid-color-textures driver issue
; You can suppress it to check out if the problem is fixed in your current driver
AdapterIDType =
VendorID =
DeviceID =
SubsystemID =
RevisionID =
DefaultEnumeratedResolutions = all
ExtraEnumeratedResolutions =
EnumeratedResolutionBitdepths = all
DitheringEffect = high_quality
Dithering = forcealways
DitherOrderedMatrixSizeScale = 0
DepthBuffersBitDepth = appdriven
Default3DRenderFormat = auto
MaxVSConstRegisters = 256
NPatchTesselationLevel = 0
DisplayOutputEnableMask = 0xffffffff
MSD3DDeviceNames = false
RTTexturesForceScaleAndMSAA = true
SmoothedDepthSampling = true
DeferredScreenModeSwitch = false
PrimarySurfaceBatchedUpdate = false
SuppressAMDBlacklist = false
;--------------------------------------------------------------------------
[Debug]
; This section affects only debug/spec release builds
;
; Info, Warning, Error
; "Disable" - disables all messages and debugger break
; "Enable" - enables messages and disables debugger break
; "EnableBreak" - enables both messages and breaking into debugger
;
; MaxTraceLevel: Maximum level of tracing API calls
; 0 - Disable
; 1 - API Functions and methods
; 2 - Additional trace info for internals
;
; LogToFile: if false or debugger is detected then output goes to the debug output
; if true and no debugger detected then output goes to 'dgVoodoo.log'
; (not implemented yet, always the default debug output is used)
Info = enable
Warning = enable
Error = enable
MaxTraceLevel = 0
;LogToFile = false

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[InternetShortcut]
URL=http://dege.fw.hu/dgVoodoo2/ReadmeGeneral/

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[InternetShortcut]
URL=http://dege.fw.hu/dgVoodoo2/ReadmeDirectX/

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