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Bi Motor Gamer 20
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BiMotor Gamer 20 - Disc 1.iso
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ultima9.exe
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Program_Executable_Files
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Options.ini
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INI File
|
1999-09-16
|
7KB
|
251 lines
;***************************************************************************
;
; Ultima IX - Option settings file
;
; This file should be modified only by experinced users
; Incorrect entries can cause game errors and failures
; Please be careful when adjusting these settings!
;
; Please use semi-colons to mark
; comment lines as is done with these lines
;
;***************************************************************************
;___________________________________________________________________________
[Interface]
; Current keymap
Current_Keymap=default.kmp
; Spells are cast as soon as key is hit
QuickSpellTargeting=1
;___________________________________________________________________________
; Recommended Performance Settings:
; CPU Speed MiddleClip FarClip WarnPolyLimit
; P200/233: 2500 2500 2000
; P266: 2500 3500 2500
; P330/333: 2750 4000 3000
; P400+: 3000 5000 3500
;___________________________________________________________________________
[Performance]
; Clipping planes
FarClippingPlaneDistance=5000
MiddleClippingPlaneDistance=3000
; Enables 16-bit texture maps
Use16BitTextures=0
; Camera focal length
CameraZoom=600
; Camera distance from Avatar
CameraDistance=400
; The range through which windows can be seen through
MaximumPortalRange=700
; Screen radius of objects culled, and distance culling starts
MaxObjCullSize=10
CullStartDist=1000
; Are particle-system flames allowed?
PoofFlames=1
; Poof optimization level:
; 0 = no optimization
; 1 = non-critical particles calculated but not transformed
; 2 = non-critical particles are neither calculated nor transformed
; 3 = all particles, critical or not, cease incepting children
PoofOptimize=2
; Default clipping plane setting for underground maps
DungeonClippingPlaneDistance=2000
;___________________________________________________________________________
[Sound]
; 1 - On, 0 - Off
SoundEnabled=1
; SpeakerConfig has the following values:
; 1 - Headphones
; 2 - Mono
; 3 - Quad
; 4 - Stereo
; 5 - Surround
SpeakerConfig=5
; SpeakerGeometry specifies the angle
; between speakers if you choose Stereo
SpeakerGeometry=20
; The number of simultaneous non-associated (2D, or "faked" 3D) sounds
; allowed at one time
NASoundCount=3
; The number of simultaneous associated (3D) sounds allowed at one time
ASoundCount=7
; Enables virtual 3D sound effexts
Enable3D=1
; The fall off rate with distance of non-associated sounds
; (this is the number of world units at which the sound will
; be muted - linearly falls off from 0 to this number)
Falloff2D=2200
; The amount to quiet the Avatar's own sounds so they aren't too loud
; (in %. 0 = full volume, 100 = mute)
AvatarOffset=10
; The # of milliseconds to load from CD per frame
StreamDuration=1000
; Turn on and off EAX environmenta audio extensions (Echo's etc)
EnableAcoustics=1
; Master volume, 0 = silent, 100 = max (in percent)
; Inoperative at this time?
MasterVolume=5
; Volume of music, 0 = silent, 100 = max (in percent)
MusicVolume=17
; Volume of SFX, 0 = silent, 100 = max (in percent)
; Non Associated 2D sounds
SFXVolume=80
; Volume of speech, 0 = silent, 100 = max (in percent)
SpeechVolume=80
; How many frames must pass before updating 3D values (position,
; orientation, velocity, etc.)
SkipFrames = 4
; Use the DirectSound "notification interface" to let the sound
; system know when to update (rather than polling the play position).
; Default is '1', but typically set to '0' for NT/Win2k Pro systems.
; (This will theoretically be fixed/work better in DirectX 7)
UseNotify=1
; For debugging, use a streamer that reads the *entire*
; sample at once.
DebugStreamers=0
; To get around a bug in Win98 Gold (our famous "crackle" problem),
; offset the "bad" frequency by this amount. It also doubles as
; the "range around the bad frequency" that we wish to monitor.
; (Ie, using 50 here would make any frequency from 22000kHz to
; 22050kHz be 22000kHz, and any frequency from 22050kHz to
; 22100kHz be 22100kHz.)
CrackleOffset=1
; This value specifies how "fast" 3D sounds "roll off" to silence.
; The default (recommended) is 1.0. Less than that means roll off
; "slower", greater means "faster". Don't go less than 0.0, and
; I'd advise not to go greater than 1.0, as our balance issue is
; already apparent enough (greater than 1.0 will amplify the issue).
; However, the *A/V guys* (read as "not designers, programmers, or
; anybody else") should tweak this value in attempt to better
; balance 2D and 3D audio.
Rolloff=1.0
;___________________________________________________________________________
[Lighting]
; Allows flickering lightsources
Flicker=1
; Max distance flickering lights effect
FlickerRange=500
; Max # of lights used at any time (sorted by distance from camera)
MaxCount=100
; How many frames between each lighting system update
SkipFrames=3
AvatarSkipFrames=3
; How far a light moves before it relights its area
MoveDelta=10
; 3 = Highest, 2 = Regular, 1 = Low, 0 = Poor
LightQuality=2
; Allows water depth to affect lighting
WaterShading=1
; Allows trees to cast shadows
TreeShadows=1
;___________________________________________________________________________
[Game]
; 0=Run, 1 = Walk
DefaultToWalking=1
; 2400 clock
StartTimeOfDay=600
; Lag before tool tips shows up
TooltipDelayTime=0
; Durration of tool tip
TooltipDisplayTime=999999999
; 2 = D3D, 3 = Glide
Game Rasterizer=3
; Game starts with 2=None, 1 = Minimum, 0 = Full
Show GUI=0
; Where to find the Flics
MoviePath=u:\movies
; Are LOD levels set by distance from the Avatar, or camera?
LODsFromAvatar=0
; Is Z ignored for LODs?
IgnoreZforLODs=1
Start=0
;
AttackHoldDuration=2000
; Language
Language=En
;___________________________________________________________________________
[Conversation]
EnableAudio=1
; Start of game settings
EnableText=0
; 0=Audio off, 1 = On
EnableConvoReplies=1
; 0=Avatar doesn't echo chosen responses, 1 = does
;___________________________________________________________________________
[System]
; 1 = allow exception handling (traps errors), 0 = just crash
TrapErrors=0
; 1 = After trapping an exception, show the crash; 0 = just say "game over"
ShowErrors=0
;___________________________________________________________________________
[Video]
GammaRed=1.0
GammaGreen=1.0
GammaBlue=1.0
;___________________________________________________________________________