Files
REM-Mod/EXE/rem.ini
T
flathack 5bfdee7fdb Update x64 client for asteroid view distance quality profiles
Ship REM-Client 18b7816e2d900a23f2fc8628a76b93f2e4822a20 (Release|x64).
The existing REM view-distance control now selects Low, Medium, High or Ultra
and scales GPU reach, fallback drawing, distant impostors and background baking.
Ultra retains the previous drawing budgets and custom legacy reach.

Refresh the tested client binaries, default asteroid_quality=3 and exact source
provenance. The package, ZIP, REM-Mod and installed Lutris game use this build.

Validation: client/renderer builds, 400 range checks and four native flight
profiles; 11,141 runtime/data files matched at deployment and 252 runtime files
were reverified after committing source. Saves and settings remain unchanged.
2026-11-08 14:10:36 +01:00

101 lines
6.8 KiB
INI

; REM-Client: comfort, display and diagnostic options. Also in the game: Options -> REM.
; Environment variable REM_<key> overrides a value (testing). Details: docs/rem/essentials.md
;
; Bug fixes and everything that changes gameplay are FIXED in the code and cannot be switched
; here (a client switch would allow cheating in multiplayer). For the record, always on:
; quit/exit hangs, alchemy/save/server-filter/missing-DLL/dealer crashes, server filter speed,
; dealer double click, jump/waypoint fixes and names, multi-barrel sound and ammo, weapon
; animations, muzzle flash on all barrels, trade lane lights, rotation lock / auto level,
; menu slide animation, blank faction, base info spacing, long pilot names, group members not
; hostile, smoother multiplayer updates, ship re-buy kick, fresh Restart.fl, graphics base fixes
; (texture cap, no low-machine dialog, no Vibrocentric), REM fonts, cursor hidden outside the
; window, no start-location / Wine MP3 / online-play notices, no clipped text; content.dll:
; player toughness up to 100,
; random mission NPCs use every weapon against fighters.
; Always off: formation with hostile group members. Detail distances fixed at 1.0.
[REM]
; ---- Display ----
better_resolutions = true ; default mode = main monitor size
png_screenshots = false ; screenshots as PNG (WIC) instead of BMP
run_in_background = true ; keep running and drawing without focus (Alt+Tab)
alt_enter_toggle = true ; Alt+Enter: borderless fullscreen <-> window filling the desktop
dpi_aware = true ; per monitor DPI aware: Windows display scaling (125 %) does not shrink the modes
asteroid_quality = 3 ; view distance: 0 Low, 1 Medium, 2 High, 3 Ultra (existing reach)
; ---- Physics ----
draw_time_extrapolation = true ; multiplayer: moving objects drawn as of the frame's time (false: as of the last physics step, retail)
; ---- Cursor and mouse ----
cursor_color = 0 ; cursor colour: 0 game default, 1 red, 2 green, 3 blue, 4 yellow, 5 pink
cursor_color_custom = false ; older switch (no preset chosen): every cursor in the colour below
cursor_color_r = 255
cursor_color_g = 255
cursor_color_b = 255
more_cursor_colors = false ; target cursor in group / trade-request colour
lead_marker_color = 0 ; crosshair (lead cross) colour: 0 game default, 1 red, 2 green, 3 blue, 4 yellow, 5 pink
lead_marker_color_custom = false ; the lead cross (aim point) in the colour below (ClientHook "crosshair colour")
lead_marker_color_r = 191
lead_marker_color_g = 29
lead_marker_color_b = 29
confine_cursor = false ; keep the cursor inside the window
mouse_warp_fix = false ; no jump to the window centre on acquire (window)
cursor_border_flicker_fix = false ; take the real cursor at the window edge (borderless window)
touchpad_support = false ; touchpad wheel as relative (may disturb a normal wheel)
wheel_scroll = true ; the mouse wheel scrolls the list / text under the cursor (adoxa Wheel Scroll)
; ---- Effects ----
particle_linger_seconds = 20 ; particles of a stopped emitter fade over this time (retail 1)
; ---- Interface ----
hide_npc_players = false ; leave the server's player bots ("[NPC] " names) out of the player lists (chat window, chat target)
numeric_damage = true ; target hull (with armour) and shield as numbers beside the bars (adoxa Numeric Damage)
delay_display = true ; refire time left beside the ammo count of slow launchers, "20--1.5" (M0tah DelayDisplay)
zone_messages = true ; "Entered <zone>." / "Left <zone>." in the arrival text, coloured for dangerous zones (adoxa Zone)
join_server_button = true ; JOIN SERVER in the main menu: straight to the first rem_servers entry
chat_widescreen_shift = true ; the chat window at the left screen edge on wide screens (adoxa HudShift, chat groups)
rem_bar = true ; REM bar top left (NeuroNet bar twin with the REM windows) *
modern_ui = true ; the modern windows (new design, docs/rem/ui-modern.md) where there are some; off: all classic
modern_ui_scale = 1.0 ; size of the modern windows (1 = 1 dp per pixel at 1080 lines)
hud_scale = 1.0 ; size of the modern flight HUD (the parts keep their own size from the HUD editor)
hud_opacity = 1.0 ; opacity of the modern flight HUD
ui_theme = 0 ; colours of the modern windows: 0 REM, 1 neon blue, 2 red, 3 green, 4 purple, 5 high contrast
colorblind_mode = 0 ; friend / foe colours: 0 FL red / green, 1 orange / blue (red-green), 2 red / cyan (blue-yellow)
; chat colours per channel (the chat settings, gear in the chat line): rrggbb, empty = FL's own
chat_color_universe =
chat_color_system =
chat_color_local =
chat_color_group =
chat_color_private =
chat_color_server =
chat_color_console =
chat_timestamps = true ; times in the modern chat history
chat_ignore = ; ignored players (the chat menu on a name), names joined by |
modern_ui_debugger = false ; F8 shows the RmlUi debugger over the modern windows *
rem_protocol_log = true ; every REM server message in LOGS\rem_protocol.log *
rem_servers = srv.rem-freelancer.moe:2302 ; servers always in the multiplayer list (host:port, comma separated) *
copy_paste_feature = false ; Ctrl+C / Ctrl+V in text boxes
print_rep_requirements = false ; exact reputation requirement at dealers (needs %d in the text)
dynamic_solar_infocards = false ; infocards of mission-created objects
more_test_sounds = true ; better audio test sounds in the options
group_member_attitude = true ; info window shows GROUP MEMBER
ship_preview_scroll = false ; (deferred, not built yet) mouse-wheel zoom in the ship dealer preview
; ---- Fonts ----
font_file_loading = false ; private fonts from DATA/FONTS/fonts.ini [FontFiles] path = ...
font_substitute_scale = 0.67 ; a missing narrow face (below) gets fixed_height x this
font_substitute_faces = Agency FB ; comma list of narrow faces the scale applies to
; ---- Logs, saves, screenshots ----
logs_next_to_game = true ; FLSpew.txt, remgfx.log and crash reports in LOGS next to EXE
timestamped_logs = true ; FLSpew.txt lines with [date time]
log_to_console = false ; echo the log into a console window
save_path_feature = true ; save folder below:
save_in_directory = true ; true: <exe>\..\SAVE (REM layout), false: My Games\<save_folder_name>
save_folder_name = Freelancer
failed_save_dir_ids_override = true
failed_to_init_saves_dir_ids = 1849
screenshot_path_feature = true
screenshots_folder_name = FreelancerShots
screenshots_in_directory = false ; true: <exe>\..\<screenshots_folder_name>