freelancer.exe and the engine DLLs of the native REM client with RemGfx, rem.ini / remgfx.ini, DACOM.INI with the REM effect pools; content.dll in DLLS/BIN. The REM text and resource DLLs and the new-character files stay the mod's. Removed: REM-Client.dll, FLAR, ReShade, dinput8 and the remaining HUD / gameplay plugins (native now), ServerFramework.dll and CheatMessage.txt (server). Material data: FLARDATA (RemGfx reads it). Updated with REM-Client tools/rem/update_mod.py.
131 lines
3.5 KiB
INI
131 lines
3.5 KiB
INI
; DACOM.INI of the port's freelancer.exe: the retail DACOM chain without the JFLP mods,
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; every library built from src/ (no retail DLL is loaded).
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[DACOM]
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IgnoreDACOMEnv = true
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DllPath = .\
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[Libraries]
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; ReadFile.dll first — UTF/DOS FileSystem factories. Every name is looked up through DllPath
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; (SearchPathA from the current directory: run freelancer.exe from its own directory).
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ReadFile.dll
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; x86math.dll — 3DMathEngine.
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x86math.dll
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EngBase.dll
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system.dll
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RP8.dll
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; RP9: Direct3D 9 mirror of RP8 (docs/re/rp9.md), built only with FreelancerRp9=1
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; (src/Freelancer.Diagnostics.props). Both may register; [System] picks which one runs.
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;RP9.dll
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SoundStreamer.dll
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SoundManager.dll
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Deformable2.dll
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; Thorn.dll — Lua 3.2 / IScriptEngine.
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Thorn.dll
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Shading.dll
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RendComp.dll
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alchemy.dll
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; ximage / flmaterials.
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ximage.dll
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flmaterials.dll
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; jflp.dll — skip: patches hardcoded VA in Common/Thorn/RendComp (crashes with our exe)
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; HudShift.dll — skip: UI mod only
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[System]
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VMeshLibrary
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DirectX8
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; Direct3D 9 render pipeline (RP9.dll, FreelancerRp9=1 build): uncomment RP9.dll in [Libraries],
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; comment out DirectX8 above and uncomment the next line.
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; Рендер через Direct3D 9 (сборка с FreelancerRp9=1): раскомментировать RP9.dll в [Libraries],
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; закомментировать DirectX8 выше и раскомментировать строку ниже.
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;DirectX9
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SoundManager
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SoundStreamer
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TextureLibrary
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MaterialAnimation
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MaterialBatcher
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Alchemy
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FxRuntime
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[Engine]
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Animation
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Hardpoint
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Deformable
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RenderManager
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FLAppearance
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VMeshWire
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[RenderManager]
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VMesh
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TriMesh
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SphereMesh
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[TriMesh]
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tristrips = 0
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[RenderPipeline]
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MGSDB= FLConfigDatabase.txt
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; REM: device provider. vulkan = RemGfx, the REM renderer (src/RemGfx, docs/rem/renderer.md);
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; d3d8 = the system Direct3D 8 (retail). REM_GFX_BACKEND in the environment overrides this.
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; RemGfx settings: remgfx.ini [RemGfx] next to the exe (see src/RemGfx/rg_common.h).
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Backend = vulkan
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ALPHAREF = 0
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ALPHATESTENABLE = true
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ALPHAFUNC = 5
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LOCALVIEWER = false
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zfunc = 4
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HARDWARE_VERTEXPROCESSING= true
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USE_SYSLOCK= false
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HANDLE_SWAPLOSS= false
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[SoundManager]
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createAll2dInSoftware = true
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3D_SW_Algorithm = Light
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use2DHW = true
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use3DHW = true
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maxSoundChannels = 24
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FORCE_FREQ_CONTROL_TO_SW = false
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max3DPan = 15
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[Alchemy]
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Alchemy.useMaterialBatcher = false
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; REM: effect pools as the REM mod (many effects at once in fights)
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FxBasicAppearance.poolSize = 50000
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FxRectAppearance.poolSize = 20000
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FxPerpAppearance.poolSize = 12500
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FxOrientedAppearance.poolSize = 0
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FLBeamAppearance.poolSize = 30000
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FLDustAppearance.poolSize = 12500
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FxMeshAppearance.poolSize = 20000
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FxParticleAppearance.poolSize = 5000
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[BatchedMaterials]
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Type = .*OcOt
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[MaterialMap]
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DcDtEtTwo = DcDtEt
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EcEtOcOt= DcDtOcOt
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DcDtEcEt= DcDtEt
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name = ^alpha_mask.* = DcDt
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name = ^alpha_mask.*2side = DcDtTwo
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name = ^detailmap_.* = BtDetailMapMaterial
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name = ^tlr_material$ = NebulaTwo
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name = ^tlr_energy$ = NebulaTwo
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name = ^nomad.*$ = NomadMaterialNoBendy
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name = ^n-texture.*$ = NomadMaterialNoBendy
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name = ^ui_.* = HUDIconMaterial
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name = ^exclusion_.* = ExclusionZoneMaterial
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Name= ^c_glass$ = HighGlassMaterial
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Name= ^cv_glass$ = HighGlassMaterial
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Name= ^b_glass$ = HighGlassMaterial
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Name= ^k_glass$ = HighGlassMaterial
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Name= ^l_glass$ = HighGlassMaterial
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Name= ^r_glass$ = HighGlassMaterial
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Name = ^planet.*_glass$ = GFGlassMaterial
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Name = ^bw_glass$ = HighGlassMaterial
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Name = ^o_glass$ = HighGlassMaterial
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Name = ^anim_hud.*$ = HUDAnimMaterial
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name = ^sea_anim.*$ = PlanetWaterMaterial
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Name = ^null$ = NullMaterial
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