The native REM client replaces the dacom plugins (rem-essentials, jflp, numeric, moors, ranks, shipclass, engclass, storyfactions, ...), the FLAR / ReShade / DLSS renderer hooks and the Lua event scripts of the ClientHook (all empty or unused); dacom.ini and dacomsrv.ini no longer load them. flserver.exe and mysqlcppconn.dll belong to the server. The first-person camera zones are deferred. The ClientHook's pictures move to ART/UI as the sources of the generators in tools. REM/Audio and REM/Avatars stay.
148 lines
4.6 KiB
INI
148 lines
4.6 KiB
INI
@include FL_Dev.ini
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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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;;;dosfile.dll
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ReadFile.dll ;optimized read-only version of dosfile.dll
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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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SoundStreamer.dll
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SoundManager.dll
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Deformable2.dll
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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.dll
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flmaterials.dll
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;;EMAURER now include any DLLs used only in development.
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@include FL_DevOnlyLibs.ini
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[System]
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VMeshLibrary
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DirectX8 ; implements IID_IRenderPipeline, IID_IVertexBuffer under dx8
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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 ; keep trimesh above sphere mesh --
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SphereMesh ; subsystems attempt to create objects in order listed
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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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;DEVICE_GAMMA = false ; forces gamma control off
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;TEXTURE_ALLOW_DXT = false ; forces dxtn support off
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ALPHAREF = 0 ; d3drenderstate: default alpha ref
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ALPHATESTENABLE = true ; d3drenderstate: basic alpha test
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ALPHAFUNC = 5 ; d3drenderstate: D3DCMP_GREATER
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LOCALVIEWER = false ; d3drenderstate: specular highlights
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zfunc = 4 ; default z compare func is D3DCMP_LESSEQUAL
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;FPU_PRESERVE = false ; should Direct3D save and restore the FPU state every time it needs to modify the FPU state.
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;MULTITHREADED = false ; request multithread-safe behavior. This causes Direct3D to take the global critical section more frequently.
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; vertex processing flags are mutually exclusive
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; regardless of what the user asks for if the device cant support hw-tl the user gets sw-tl
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HARDWARE_VERTEXPROCESSING= true
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;MIXED_VERTEXPROCESSING= true
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;SOFTWARE_VERTEXPROCESSING= true
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;LOCAKABLE_BACKBUFFER= false ; should the device allow the backbuffer to be locked
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USE_SYSLOCK= false ; should resources (vb, ib, texture) take a windows wide critical lock when in use
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HANDLE_SWAPLOSS= false ; should rp attempt to handle device loss internally?
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; a poor substitute for app-side management but makes tool building easier
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;VIEWSPACE_LIGHTS = false
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;TEXTURE_CUBEMAPS = false
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[;TextureLibrary]
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;(TEXTURE_LOD_LOAD_MIN= 128) while this would work for other apps, Freelancer's perfoptions.ini will override whatever setting this has.
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[SoundManager]
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;HEADPHONES 1, STERO 2, QUAD 7, SURROUND 8
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;speakerConfiguration = 2 ;set only if you want to override Windows setting
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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 ; was 30. changed for Beta -psw
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;pci - force HW mixing until Library default is changed
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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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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] ; evaluation of material map happens in reverse order listed so put more specific last
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; -------- da standard maps ------------------------
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DcDtEtTwo = DcDtEt ; jhood: spew complained about Two, so map it
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EcEtOcOt= DcDtOcOt ; EMAURER: exporter generates EcEtOcOt but there is no implementation of it right now.
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DcDtEcEt= DcDtEt ; STRAVIS: should already be happening but the exporters dont seem to be making the conversion
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; -------- freelancer specific maps: from dalibs\shading.dll ------------------------
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name = ^alpha_mask.* = DcDt ; these are materials that would otherwise get mapped to translucent textures and batched
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name = ^alpha_mask.*2side = DcDtTwo ; we arent using alpha for blending -- just for masking
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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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; -------- freelancer materials: from flmaterials.dll -----------------
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;name = ^nomad.*$ = NomadMaterial ---> this must be commented out
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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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