; DACOM.INI of the port's freelancer.exe: the retail DACOM chain without the JFLP mods, ; every library built from src/ (no retail DLL is loaded). [DACOM] IgnoreDACOMEnv = true DllPath = .\ [Libraries] ; ReadFile.dll first — UTF/DOS FileSystem factories. Every name is looked up through DllPath ; (SearchPathA from the current directory: run freelancer.exe from its own directory). ReadFile.dll ; x86math.dll — 3DMathEngine. x86math.dll EngBase.dll system.dll RP8.dll ; RP9: Direct3D 9 mirror of RP8 (docs/re/rp9.md), built only with FreelancerRp9=1 ; (src/Freelancer.Diagnostics.props). Both may register; [System] picks which one runs. ;RP9.dll SoundStreamer.dll SoundManager.dll Deformable2.dll ; Thorn.dll — Lua 3.2 / IScriptEngine. Thorn.dll Shading.dll RendComp.dll alchemy.dll ; ximage / flmaterials. ximage.dll flmaterials.dll ; jflp.dll — skip: patches hardcoded VA in Common/Thorn/RendComp (crashes with our exe) ; HudShift.dll — skip: UI mod only [System] VMeshLibrary DirectX8 ; Direct3D 9 render pipeline (RP9.dll, FreelancerRp9=1 build): uncomment RP9.dll in [Libraries], ; comment out DirectX8 above and uncomment the next line. ; Рендер через Direct3D 9 (сборка с FreelancerRp9=1): раскомментировать RP9.dll в [Libraries], ; закомментировать DirectX8 выше и раскомментировать строку ниже. ;DirectX9 SoundManager SoundStreamer TextureLibrary MaterialAnimation MaterialBatcher Alchemy FxRuntime [Engine] Animation Hardpoint Deformable RenderManager FLAppearance VMeshWire [RenderManager] VMesh TriMesh SphereMesh [TriMesh] tristrips = 0 [RenderPipeline] MGSDB= FLConfigDatabase.txt ; REM: device provider. vulkan = RemGfx, the REM renderer (src/RemGfx, docs/rem/renderer.md); ; d3d8 = the system Direct3D 8 (retail). REM_GFX_BACKEND in the environment overrides this. ; RemGfx settings: remgfx.ini [RemGfx] next to the exe (see src/RemGfx/rg_common.h). Backend = vulkan ALPHAREF = 0 ALPHATESTENABLE = true ALPHAFUNC = 5 LOCALVIEWER = false zfunc = 4 HARDWARE_VERTEXPROCESSING= true USE_SYSLOCK= false HANDLE_SWAPLOSS= false [SoundManager] createAll2dInSoftware = true 3D_SW_Algorithm = Light use2DHW = true use3DHW = true maxSoundChannels = 24 FORCE_FREQ_CONTROL_TO_SW = false max3DPan = 15 [Alchemy] Alchemy.useMaterialBatcher = false ; REM: effect pools as the REM mod (many effects at once in fights) 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 [MaterialMap] DcDtEtTwo = DcDtEt EcEtOcOt= DcDtOcOt DcDtEcEt= DcDtEt name = ^alpha_mask.* = DcDt name = ^alpha_mask.*2side = DcDtTwo name = ^detailmap_.* = BtDetailMapMaterial name = ^tlr_material$ = NebulaTwo name = ^tlr_energy$ = NebulaTwo name = ^nomad.*$ = NomadMaterialNoBendy name = ^n-texture.*$ = NomadMaterialNoBendy name = ^ui_.* = HUDIconMaterial name = ^exclusion_.* = ExclusionZoneMaterial Name= ^c_glass$ = HighGlassMaterial Name= ^cv_glass$ = HighGlassMaterial Name= ^b_glass$ = HighGlassMaterial Name= ^k_glass$ = HighGlassMaterial Name= ^l_glass$ = HighGlassMaterial Name= ^r_glass$ = HighGlassMaterial Name = ^planet.*_glass$ = GFGlassMaterial Name = ^bw_glass$ = HighGlassMaterial Name = ^o_glass$ = HighGlassMaterial Name = ^anim_hud.*$ = HUDAnimMaterial name = ^sea_anim.*$ = PlanetWaterMaterial Name = ^null$ = NullMaterial